Thursday, December 17, 2015

What's Cool About Star Wars

With a new Star Wars film here by hands other than George Lucas, I felt it was worth revisiting an old post, and again considering (beyond childhood nostalgia): What's good about Star Wars? And what's good that might be applicable to gaming?

To me, the core "good thing" is that Star Wars melds together two predominant forms of sci-fi adventure media (I specify this as it has very little to do with science fiction as a literary genre--even the science fiction sub-genre space opera only shares a few similarities with Star Wars until after Star Wars enters the public zeitgeist).

The two types are:
  • Euro-style daring-do: This is sword-fights, castles, and princess-kidnapping villains. Like John Carter or Flash Gordon. The action and plots resemble The Prisoner of Zenda, and the latter-day stories can be seen as sort of allegories for young America interacting with the Old (decadent) World (Burroughs' The Mad King, comes to mind)..
  • "the flyboy" or square-jawed aviator tale: This is rockets and jetpacks, leather helmets and robots. This is like Buck Rogers, and Burroughs' Beyond the Farthest Star, and any number of serials--and both aviation and science fiction pulps at times. A purer modern example would be Sky Captain.
Star Wars eliminates the problem of having to give up jetpacks for swashbuckling by putting them both together! And this is not a bad idea. The incoherence that would be created by aviators wearing swords is resolved by giving the swords only to a select group (the jedi)--this was an innovation discovered by accident, it seems. Lucas' early drafts had "laserswords" being more commonly used.

But this still isn't all of Star Wars. Lucas lacquered it with Japanese exoticism by cribbing design, plot elements, and character from Kurosawa. Shooting in Tunisia, and having an expert in African languages provide him with Greedo's lingo and Jabba's Huttese further lathered on the exoticism. So another element of Star Wars is a sort of Orientalism (more or less). This exoticness is probably the element of Star Wars that I most think about playing up when I've though "How could Star Wars be better?"  This would lead to a Star Wars more like Dune, or most likely, more like a Heavy Metal story (or the Star Wars (and Dune) inspired Metabarons).

The last piece, is latter 20th Century Americana. The original trilogy can't escape its 70s vibe, in some ways. Some of that is accidental no doubt--an artifact of when it was made. Other parts--primarily cut scenes of Luke and his teen friends--transplant American Graffiti car-culture to Tattooine. Episode II even gives us a 50s style diner! These elements are wholly Star Wars and not found in really any of its progenitors or imitators that I'm aware of (One Han Solo novel in the late seventies gives us an explicit disco, as well).

So how might this be used in gaming? Well, I know that if I was looking to create my own Star War-ish space opera/science fantasy campaign, I'd look to these elements to make sure I got it right. Also, I think these can kind of be used like dials--one could turn down the elements one didn't like in Star Wars, while cranking others to eleven. If you want more Dune, play up the "exoticness," and chunk the Americana; more Sky Captain, means more swooping spaceships and fewer swords or Samurai movie borrowings.  If one wanted Star Wars that didn't feel like Star Wars, eliminating two, or perhaps even just one, of the elements above would probably do it.

Wednesday, December 16, 2015

Wednesday Comics: Star Wars

Marvel's got a new officially Disney sanction comic going now, but its got the weight of not only corporate eyes on it but the institutional weight of the franchise itself.

This was not always the case. There was a time where Star Wars was a single film (not yet subtitled A New Hope), and in that time the Stars Wars universe was the Wild West--pretty much literally, in a Magnificent Seven riff beginning in #8. This was an era that gave us Jaxxon the rabbit man and the Wheel space casino.


Marvel has republished the first 44 issues of the 1977 series in an omnibus edition. It's a little pricey, though I'm sure well worth it.

Back when Dark Horse had the Star Wars license, they collected and republished the Marvel material (more issues than Marvel has) in collections that are out of print, but affordable. They start with Volume 1: Doomworld and go through Volume 7: Far, Far Away. The repackaging of these with new trade dress in 2010 are available in Kindle/Comixology, too.

Monday, December 14, 2015

A Visit to Swells Head

Our 5e Land of Azurth game continued last night, with the party arriving in the wealthy village of Swells Head. where they were to begin searching for Gwendolin, the missing daughter of the wealthy Goode family, who is presumed to have been kidnapped by pirates.

Waylon the frogling comes undercover as a waiter at the exclusive fraternal club for young men, The Young Worthies, and finds that Gwendolin didn't have a romantic interest among their membership. Dagmar the Cleric and Kairon the Sorcerer pose as traveling factors for a wealthy merchant and pump some working class guys for information at a lower class tavern called the Flail Whale. Erkose orders a steak at the Silver Spoon Public House and grumbles about the price.

The roommate, Hannah
A visit to Miss Primm's School for Proper Young Ladies, reveals that Gwendolin has a love of adventurous travelogues--specifically the narrative of Lady Jonne Mandeville, whose work she was reading the night she disappeared. The book was left open to a section on the Candy Isle. Gwendolin's roommate Hannah spills the beans that Gwendolin was not kidnapped, but apparently ran away to join up with pirates aboard the Vixen, the ship of the infamous Black Iris, Pirate Queen.

The party keeps this last bit of information to themselves. They decide they'll have to make a trip to the Motley Isles, the pirate haven, to find Gwendolin. Traveling back to the port city of Ianthine, On the docks, they look for leads on a ship to hire to go to the Isles. The barkeep at the Dogfish points in the direction of a captain crazy enough to take them right into that nest of vipers:

Art by Cory Loftis
Cog (who claims to be the former Commodore Cogburn Steamalong) is shabby, down on his luck, and in need of high quality coal for his boiler. He takes the job. The next morning, the party boards his automata-oared pinnace, and set out for Polychrome, capital of the Motley Isles.

Sunday, December 13, 2015

Adventure Seeds from the Silver Screen

Here are a few adventure seeds, side quests, what have you, riffed off of films which might not neccessarily scream "adventure fodder."  

Mild SPOILERS follow, if you haven't seen the films. 



"What happened to her eyes?"

Quarantined by fearful authorities in a sprawling but isolated keep, the players combat an outbreak of a strange contagion which turns its victims into raving undead.


"Men like tempered steel.  Tough breed.  Men who learn to endure."

The PCs are hired by a nobleman to rescue his wife who has supposedly been kidnapped by a half-orc bandit chieftain, and taken to his wilderness stronghold.  As the mission unfolds, the PCs find that everything may not be as simple as they've been told.


"Ghost or not, I'll split you in two."

In a rural fiefdom, people live in fear of a monster which strikes without warning, killing people and livestock.  The PCs are hired to find the mysterious beast.  The hunt isn't easy as it appears, as powerful conspiracies fester, and the monster attacks may only be part of a larger, sinister plan.



"There ain't nothing sacred about a hole in the ground or the man that's in it.  Or you. Or me."

The PCs hear that a nobleman is offering a hefty reward for anyone who brings him the head of the scoundrel who got his daughter with child.  A little investigation reveals the scoundrel is already dead and buried, which ought to make acquiring his head easy...Except that the grave's in hostile territory and other bounty-hunters are on the trail.



"ribbit."

A PC excitedly brings an old box he found in the corner of a dungeon to the rest of the party.  It contains an ordinary appearing frog.  The PC relates that the frog told him that it's actually a Slaad potentate imprisoned on this plane, and cursed to this form.  If the PCs aid its return to its home plane, it promises them vast riches as reward.  This is what the frog's discoverer assures the others.  The frog or Slaad, however, never speaks to anyone but the character who found it...

Friday, December 11, 2015

A Sneak Preview

Here's something that's in the works, based on my current 5e campaign. A little ways off (after Strange Stars certainly), but this cover featuring art by Jeff Call is too good not to share:


Thursday, December 10, 2015

Boggles Are Horrible

Art by Joel Priddy
Should you think that assessment unfair, consider this: When Zykloon, the Tornado Tyrant of the Land of Azurth, found them on a nameless island in the Boundless Sea their chief pastimes were genuflecting to leering, grotesque mud idols, assaulting each other with crude implements of wood and stone, deciding which of their young or aged to eat, and picking their noses. Zykloon gave them superior weapons and new enemies to use them on, but otherwise changed little else about their brutal existence.

Boggles are the standins for standard bugbears in Cloud Castle of Azurth, so they are statted like bugbears, though they have no chieftains to speak of.

Wednesday, December 9, 2015

Wednesday Comics: Holiday Gift Guide

Need a gift for a comics fan--or something to fill out your own list. Here are my recommendations:

The 6 Voyages of Lone Sloane Vol. 1: Originally presented in Heavy Metal (or Metal Hurlant), this volume begins the weird and baroque science fantasy saga of Lone Sloane, a man given strange powers after encountering a Lovecraftian cosmic entity and thrown into another dimension. He becomes a freebooter and Han Solo-esque rogue involved in various space opera struggles. Philippe Druillet has his own distinct style. If there was something called Cosmic Acid Space Opera, this would be it.

He-Man and the Masters of the Universe Minicomics Collection: Dark Horse has release a collection of all the Masters of the Universe mini-comics that came packaged with the toys. This compact, but weighty tome (nearly 2.5 inches thick) not only contains the comics from the original toyline (1982-1987), but also comics for the follow-up He-Man toyline, the She-Ra line, and the recent comics from the Masters of the Universe Classic toys--plus a bunch of extras.

Miracleman Book 1: A Dream of Flying: The first volume of one of the most influential comics sagas of all time, and the comic that pretty much launched Alan Moore to prominence. Back in print again.

Prophet: Volume 1: Remission: In the far future, John Prophet awakens on an Earth occupied by multiple alien species with a mission climb a distant tower and restart the ancient Earth Empire. Exotic and inventive, it's great inspiration for both fantasy and sci-fi rpgs. This was on my list last year, but I can't recommend it enough.