Monday, November 25, 2013

Variations on a 4-D War

I enjoyed "Day of the Doctor," but the last battle of the Time War seemed a little--prosaic--for a protracted conflict between two ultra-powerful, reality-spanning powers. It got me to thinking about the gaming potential of a Time War, or as Alan Moore had it Doctor Who Weekly: A 4-D War. I've got two ideas.

Version One: 
"'Nowhere' was run by an old sasquatch named Lukashev. Found as a baby at 25,000 feet, he was captured and trained. His youth was spent as part of a super-naut space program along with a chupacabra and a dinosaur from the future."
- Brandon Graham, King City
This version goes full Kirby and quite possible layers on the gonzo. The Time War is strange--and fought by strange combatants with stranger weapons. Lords of Creation probably has some inspiration for this version (it might even provide a system if you could figure out how to play it.).

The combatants might be as starkly good and evil as Silver Age superbeings, or they might be painted in shades of gray with the protagonists (the PCs) cheerfully unconcerned with their superiors' ultimate goals--or even possibly their identities.


Version Two:
"Just remember this: All agents defect, and all resisters sell out."
- Naked Lunch (1991)
Maybe there's no need to be that cynical, but this version is Philip K. Dick by way of John le Carre. The time war is more of a cold war with brief flashes of violence. The weapons are still strange; they just get used less often. Individual agents might be a bit like 007 for a bit, but ultimately they may discover they've become Number 6 and all of spacetime is the Village.

The Agency is shadowy--and may in fact be the same as the Enemy, just at a different point on their timeline. All of this can be grim or even horrific, but it can also be played for satire (think G vs. E, and the relative amorality of Good and Evil in its cosmos).

Version Three:
Or, you could dial both of them back a bit and crash the two together. This is probably the Grant Morrison version (The Invisibles and The Filth would be good inspirations, here). Time agents are eclectic and flamboyant, but not usually Yeti's from alternate timelines. The weapons and battles are psychedelic, but the stakes can be grim, and the moral fog never dissipates--even in higher order dimensions.

Sunday, November 24, 2013

Fairyland

They were driven out once. The world changed; the magic went away. Now, the stars are right and the ancient mounds release the hosts of Otherworld. We're all to familiar with zombie and vampire apocalypses, and I've given other monsters their fearful day in the sun, but now let's consider the revenge of the Good Folk: the Faerie Apocalypse.

So Nuada from Hellboy II (or someone a lot like him) gets their way and a lot of terrible and beautiful (but mostly terrible. Basically think of things from del Toro's other faerie movies--Don't be Afraid of the Dark and Pan's Labyrinth) fae are loosed upon the world.

A game set in this period is more War of the Worlds or Walking Dead. Ragtag survivors are combating magical fairy hordes as best they can. Move a bit more into the future though, and you get something I find more interesting: the post-fairy apocalypse.


In this setting, the faerie would have overrun the world (possibly setting up new Medieval kingdoms and the like--or not) turning into a new Fairyland. Humans might be subjugated (like in Killraven, Planet of the Apes, or DC's original Starfire), or essential hiding in redoubts that provide protection from the essentially disorganized faerie (something similar to Vertigo's new Hinterkind or maybe the post-alien invasion series Falling Skies, if humans have more a resistance left). Playing up the Medieval element here (the faerie's struck against industrial society the hardest, maybe) might give you something like El Cid crossed with Moorcock's Hawkmoon novels.


Friday, November 22, 2013

Some Art for Inspiration

I don't think you can not get at least some gaming inspiration out of one of these:

Art by Don Lawrence
Not all green giants are jolly, apparently.

Art by Barry Windsor-Smith
That doesn't sound good.

Art by Frank Thorne
Some monsters require some assembly to be truly menacing.

And you scoffed at my giant mummy post!

Thursday, November 21, 2013

Hard Science Fantasy

Art by Bruce Pennington

Genre titles are really imprecise things, so let me explain what I mean: A setting that looks like fantasy, but is in fact sort of post-technological science fiction. What would make it "hard" as opposed to the usual science fantasy is that it wouldn't resort to what are essentially fantasy concepts like extradimensional entities or psionic powers to do it. The fantastic would come from at least moderately more possible sources like near Clarketech ("any sufficiently advanced technology is indistinguishable from magic") nanotechnology, cybernetics, and bio-engineering.

I haven't really seen this out there in gaming. True, Numenera presents a world utterly drenched in nanotech that can be tapped like magic by the masses, ignorant of it's nature. But Numenera still has psychic powers and extradimensional monsters, though. What I'm envisioning is more like Karl Shroeder's Ventus (where the "spirits" animating the natural world are AI controlled nanotech) or the Arabian Nights-flavored Sirr of Hannu Rajaniemi's The Fractal Prince where spirits in ancient tombs are digital mind emulations and the jinn are made of "wildcode" malicious nanotech.

Beyond nanotech, monsters would be genetically engineered creations of the past or descendants thereof. Or perhaps genuine aliens. Gods would be post-human biologic or AI entities--or often some combination of both. Or figments of human imagination. Or leftover bombs.

Why a more "rigorous" science fiction masquerading as fantasy world than the usual Dying Earths or what not? No real reason other than it seems to me starting with far future science fiction and figuring out how it would be rationalized by a more primitive mindset might yield a fresher take on the standard fantasy tropes.

Wednesday, November 20, 2013

Warlord Wednesday Delay

Your regularly scheduled Warlord Wednesday is delayed until next week. I misplaced my copy of the nest issue and didn't get a replacement until too late. Instead, here's a tease--the cover of the next issue:


And a bonus 2 page spread from issue #3 by Chad Hardin:




Monday, November 18, 2013

Used Treasures

Amazon Marketplace sellers delivered onto me several used books this week, a few of which I hope will provide some game inspiration:

The Book of the Weird by Barbara Ninde Byfield periodically comes to my awareness, but this recent post by perdustin finally made me quit procrastinating and order it. Head over there and read the post, but suffice it to say, it's just as charmingly pre-D&D as I had hoped. Well worth the time to track down.

Star Barbarian and Lord of Blood by Dave Van Arnam form a science fantasy duology. I haven't heard much about them (I was drawn them by the title of the first and the Steranko cover on the second volume.)


but check out this cover blurb on Star Barbarian:
Centuries before the multiwave-drive ships had come to Morkath of the Caravan Stars--bringing colonists, empires, confederations of plunderers. Finally, the planet was exhausted and left to descend into barbarism. 
Now, savage tribal leaders fought over the blighted lands. Among those warriors was the young hunter Jamnar, who vowed to reclaim Morkath from the demonic powers that gripped it--the dark god Shaphath, the priestesses of Astaphar, the evil priests called Kvununun... 
The mighty Jamnar would have aid in his quest. Prosperon, the interstellar castaway, would lead him to the forbidden temple of Telshasoth. But only if Jamnar himself dared to enter the temple's portals--and therein seize the 3000-year-old secret of a lost civilization--could he hope to save his people and a planet plunged into infamy and terror...
How could I pass that up?

Sunday, November 17, 2013

Apollo

Fights As: L15
Movement: 120' (40')
Armor Class: 3
Hit Points: 210
Attacks: 1 (2 with bow)
Damage: as below or by weapon
Save: L18

S: 20   I: 20   W: 18   D: 23   C: 23   CH: 24

Special Abilities: as an Olympian, and see below

Apollo usually appears as a well-formed, beardless youth, with an almost feminine beauty to his features, and curly blonde hair. He tends to wear clothing merely to accentuate his body and seldom takes on any unattractive form.  Apollo takes almost as many lovers both male and female.

Despite his vanity, Apollo isn’t shallow. He’s an aesthete and both artist and patron in the fields of music and poetry. He’s a medical researcher and designer of both diseases and cures. He’s a mystic with an interest in prophecy and overseer of the Oracle at Delphi. Finally, like his sister, he enjoys the hunt and the sport of archery.

Apollo has photo-emitter nanites implanted in his skin so that he can generate light of variable degrees up to flash blinding anyone (4 point penalty to attack rolls and armor class) within 30 feet for 1d4 rounds. He carries a bow with computer aided targeting (+4 tp hit, negates penalties for firing into groups), that actually fires arrow-like micro-missles that do 2d6 damage, but can be programmed to explode (7d6 damage), or to release preloaded toxins or poisons (per bio toxin bomd in Muture Future or poison type).