Friday, August 8, 2014

Why Isn't There A Game For That?

There are a number of genres/subgenres that are under-utilized or not utilized at all in rpgs, despite the fact they would probably work pretty well. Here are a few off the top of my head:

Humorous Adventure Pulp
Basically this would cover the whimsical, fantastical, and often violent world of Thimble Theatre (later Popeye) and the Fleischer Popeye cartoon. A lot of fist-fights, fewer guns. This would also cover Little Orphan Annie, various kid gang comics, and (on the more violent end) Dick Tracy.

Wainscot Fantasy
Little creatures hiding in the big world. Think The Burrowers, The Littles, and Fraggle Rock.

Kid Mystery Solvers
Scooby Doo is probably the most well-known example, but you've got several Hanna-Barbera returns to the same concept. Ditch weird pet/side kick, and you've got The Three Investigators, Nancy Drew, and the Hardy Boys.

Wacky Races
I've written about this one before--and Richard has run it. Still needs a game, though.


Thursday, August 7, 2014

Products from the Blog Roll

So why I'm toiling away on one project, blogger compatriots are getting stuff out at a much quicker rate. I've mentioned Tim Shorts's stuff before (and he just keeps making more of it!). I've also mentioned Garrisonjames over at Hereticwerks before, but I've neglected to mention this cool new mini-dungeon Taglar's Tomb for you OSR gaming:


Plus, it's pay what you want.

Porky of Porky's Expanse! has also been working like a dwarf in a mine (minus the singing) and totally without my notice, until he dropped a pay what you want mini-zine totally reflected of his weird and thoughtful style: Delver's Digest. It's also pay what you want:


After digesting the digest, check out Polycosm Publishing's other wares.

Wednesday, August 6, 2014

Wednesday Comics: The Price (part 4)

We continue our examination of Jim Starlin's Dreadstar Saga with The Price. The earlier posts in the series can be found here.

The Price (part 4)
Eclipse Graphic Album Series #5 (October 1981) Story & Art by Jim Starlin

Synopsis: In his sanctum, Taurus Killgaren is well aware that Darklock comes to kill him him. His demon familiar asks what will happen. Killgaren replies: "Most likely, I will die," but he adds that at last Syzygy Darklock will see the truth.

Darklock arrives sooner than expect and demands to know what truth, though he blasts off Killgaren's legs and disintegrates the sorcerer's familiar before getting the answer. 'Why?" he demands.

Killgaren tells him. The dread veil sorcerers are actually cosmic scholars, studying the dark sciences for the betterment of mankind. In his studies, Killgaren saw signs of a stellar event that would have a positive effect on humanity. This future was tenuous, though, so he set out to find a way to unsure it came to pass. it turns out either Syzygy or his brother was fated to play a part in this future, yet it wasn't clear which one. Killgaren chose Szygy and used his powers to influence him into the priesthood. One problem remained; despite a "certain immorality" on Darklock's part he was loyal in friendship...


To gain the power from the demon, Darklock must sacrifice the soul of the mortal he most loves in the universe: Sister Marian.

Darklock can't imagine what the sorcerer thinks would move him to such a deed. Killgaren shows him a vision of the future in his mystic orb:


Darklock doesn't want to accept it. He wonders why Killgaren did this? Was it to steal Darklock's place in the cosmic drama?

Killgaren laughs, then gives his reason:


Darklock responds:


Things to Notice:
  • If the dread veil sorcerers are so benevolent, why are they called "dread?" Or maybe it's just the veil plane that's "dread." 
Commentary: 
Now, "the price" referenced in the title is revealed. The only question is whether Darklock will pay it or not.

Darklock's vision of the future also gives us our first link to Metamorphosis Odyssey since the intro. Vanth Dreadstar's face is among those he sees.

Monday, August 4, 2014

Drive Box


Drive boxes or drive cubes are highly sought after artifacts of the Archaic Oikumene. They are sometimes salvaged from the wrecks of old ships. These cubes vary in size, but most are around 12 cm. When inactive they absorb virtually all the light contacting their surface, and so appear black like a void in the universe. When activated, a box will turn translucent and sometimes pulse with color. At all times they are cool to the touch and the texture of smooth plastic. They're heavier than they appear, but usually can be carried in one hand of a standard-muscled baseline.

Drive boxes are so named because they are used to control starship reactionless drives. Like most devices of the Archaics, drive boxes contain hypersapient ai with no sense of self, dedicated to the operation of the drive. The boxes are "plug and play" to the extent that they contain the knowledge necessary to build a reactionless drive, given a link to a fabricator and the necessary raw material. The box will then integrate with a ships systems to run the new drive. It will not upgrade structural deficiencies in the ship that will would lead to a catastrophic failure if the drive is activated, but it will warn of these sort of issues and will not activate the drive.

Attempts to hack drive boxes are always thwarted by the box's mind (who is able to mimic self-hood for lower intelligence beings). A drive box can be destroyed utterly, but attempts to physical disassemble one only trigger a catastrophic reaction in it's presumably femtotech circuitry that leads to it fusing into a block of inert matter.


Spacers' legends tell of drive boxes, deranged by long disuse that do develop senses of self and become sadistic and even murderous. More than one "ghost ship" story begins with the initialization of a new drive from an insane box that dooms the crew to an endless flight.

Sunday, August 3, 2014

Reskinned from Across the Galaxy

Still feeling the usual D&D races are a bit stale? Don't like my previous reskinning suggestions? Just give them a makeover and keep the old mechanics.  Try these knew visuals inspired by Guardians of the Galaxy on for size:

For elves:
Finheaded alien archers.

For dwarves:
Crystal-men. (The height would have to be modified.)

for halflings:
Anthropomorphic raccoons.

Friday, August 1, 2014

Guardians of the Galaxy

Guardians of the Galaxy is probably not a great film as science fiction. I don't mean in the "so implausible!" sort of nonsense, I mean that it doesn't evoke the feel of another world in the way that almost anything in the Star Wars series does. Maybe that's unfair--Star Wars is really good at that, after all--but I would say GotG is less good at that then Serenity or Chronicles of Riddick, as well. It's most sense of wonder inducing location is Knowhere, and it doesn't really do as much as it might with a place that is a giant alien head that people are living in and mining! (I shoud point out that Farscape did something similar back in "Home on the Remains" in 2000).

Also, it probably falls short as an epic. It's villains are sort of perfunctory and at times a bit silly. Maybe it's seeing Lee Pace on Halt and Catch Fire too much these days and knowing Karen Gillan only from Dr. Who, but they seemed almost laughably over the top in early scenes. The makeup designs were good, but it felt like Gunn might be directing them to try to out "drama!" Shatner and Montalban in Wrath of Khan. If either had had a mustache they would have no doubt twisted it. I will say this attenuated a bit as things went on, so either they got more comfortable in the roles, or it was just me.

All that said: I think it's a good movie. It's a fun movie. It has great pacing. It's main characters (while simple in characterization) are all given both good comedy and dramatic moments. While I didn't find it as funny as some, I will say their are really very few groaner lines for this sort of thing.

Most of all, I think it's a great blueprint for a space opera-ish rpg campaign. The characters all have their own roles and the group has their own ship. They are initially mistrustful, but they find reasons to team up. Action takes preference over world-building, but there is just enough of the latter to intrigue players. The climatic battle is big, but structured in such a way to give the PCs central rolls. The ending sets things up perfectly for more adventures.

So yeah, go see it, despite my nitpicks.

Also: Maybe it's just me, but it bears a strong resemblance to Farscape. A disparate band escapes prison, We've got a pop culture referencing, sometimes buffoonish, hero from earth, a badass warrior woman betraying her people who has sexual tension with the hero, a sonorous-voiced warrior mourning his wife and child, a diminutive and amoral nonhuman, and a tender-hearted plant being. Weird, huh?


Thursday, July 31, 2014

Strange Stars Update: History Lesson

Work proceeds on Strange Stars. After some wrangling, we've gotten the layout into pretty much it's final form, so I thought it was time again to show off some pages. This is a two page spread:


There are some typos in the text to be fixed, but I I'm really happy with how the pages shaped up.

This page features the artwork of Jez Gordon and Dave Johnson, and as always, is brought to you by the graphic design skills of Lester B. Portly.