Monday, January 18, 2016

SWN World Tags in Strange Stars


Stars Without Number has an interesting way of presenting world information by use of  "tags." Many of these takes are familiar science fiction tropes/elements and work fine in Strange Stars, but some are more specific to the Stars Without Number setting and are based on different assumptions. Here's a list of those that don't really work with Strange Stars and in some cases how they can be tweaked to fit:

Alien Ruins: These could be alien, but are just likely to be ancient ruins from the time of the Archaic Oikumene or before.

Altered Humanity: Much less notable in Strange Stars than in the standard standard SWN, but it is still usable for more extreme cases.

Eugenic Cults: The rough equivalent of these can be found in the Strange Stars, but given the commonness of genetic modification, the “eugenics” element is less important than the “cult” part.

Exchange Consult: This organization doesn’t really have an equivalent.

Forbidden Tech: Much of the technology considered forbidden in the standard setting of SWN is common in the Strange Stars, so the use of this tag would be limited.

Perimeter Agency: In Strange Stars, the equivalent of this group might be Luddite or anti-technology fanatics/cultists.

Preceptor Archive: These would be replaced with troves of data or technology from earlier time periods, mostly the Archaic Oikumene, but possibly the Radiant Polity. The Library of Atoz-Theln would have the suitably modified version of this tag.

Pretech Cultists: Like the eugenic cultists above, the focus should be on the odd use of a technology rather than its mere existence.

Primitive Aliens: Probably just “primitives” of a nonbaseline or exotic biotype, rather than actual xenosophonts.

Unbraked AI: This would instead be a “Tyranny” that just happened to have an infosophont tyrant.

Xenophiles/Xenophobes: Again, read “alien” simply as an “exotic clade.”

Sunday, January 17, 2016

Grit & Vigor


I sometimes think John M, Stater is the hardest working man in DIY gaming (and that's saying something). He turns out game after solid game--not just adventures or settings but--games. And those are just the ones in print. His latest is Grit & Vigor, which is a pulp adventure adaptation of his Blood & Treasure (read Chris's review here) which is either a distillation of 3e-ish D&D to an old school level of complexity or a rebuild of old school D&D with some modern features, depending on how you look it at.

Unlike post pulp games which plant their flag squarely in the Depression era 1930s, Grit & Vigor seems a bit more informed by the early pulp and the end dime novel era that prefigured it: something like 1890-1920s. This is not to same G&V doesn't cover the classic pulp era--it does--but most of its illustration and sample NPCs harken this this early era. (For a good retrospective of the pulps of this time, you could do worse--and likely no better--than Robert Sampson's multi-volume Yesterday's Heroes.) Stater mentions expanses later covering some of periods the stories in those pulps take place including the Golden Age of Piracy and the Furture--and given his track record, I expect he'll deliver.

All the usual bases of classes are cover for the era, though magical (or occult ones) are left to an appendix so you can tailor the level of fantastic you want in your game. Feats providing for the larger than life nature of the pulp heroes are likewise a part of the game. There's even a section on Wonder Dogs! NPCs include Nellie Bly, Sherlock Holmes, Bertie Wooster, and Aleister Crowley.

So if pulp or adventure gaming interests you particularly with a familiar D&D-ish backbone, Grit & Vigor is well worth checking out.

Friday, January 15, 2016

Project(s) Update, Or I Get By with a Little Help from My Friends

Art by Jeff Call

I haven't done a general update in a while, so here's what Armchair Planet (i.e. me) has cooking with the Hydra Co-op:
A lot of cool stuff to come in 2016.

Thursday, January 14, 2016

Limbo: The Sargasso of Space

Any hyperspatial fissure can be a hazard to interstellar navigation, but a large, stable one like the irruption zone known as Limbo is to be avoided at all costs. Those vessels unlucky enough to have been caught in Limbo but lucky enough to escape report a strange world trapped within the borders of distorted, kaleidoscopic spacetime.

First and foremost, there is a graveyard of ships, some still inhabited, some partially cannibalized by the survivors of other vessels. Mutual distrust is the general rule, as resources are limited, but also because the bleed of reality warping hyperspace has deleterious effects on the human mind, leading to paranoia and often insanity. This may or may not explain the general xenophobia of the non-marooned races that make Limbo home.

by Tony DiTerlizzi
There are multiple species of the froglike humanoid Slaad existing in state of mutual hostility with each other and apparently every other sapient being. The Red are near bestial, the Blue are barbaric and more organized, while the somewhat more intelligent Green are merely narcissistic and sociopathic. All known Slaad are all the more unpleasant due to their parasitic or infectious means of reproduction. Both the Blue and the Green have human slaves indoctrinated to believe being used in such a way allows they themselves to be reborn as more evolved Slaad.

There is rumored to be a fourth Slaad race--the Gray or Elder Slaad--that created the others in a rash attempt at eugenics, but credible reports of encounters exist. The Slaad place almost religious significance on an asteroid they call "the Spawning Stone" that is purported to contain their ancient genetic laboratory-temple and the cloning vats from which all Slaad species were born. 

The so-called mad monks of Githzerai are sallow-skinned ascetics with settlements on various asteroids and dwarf planetoids. They are not hospitable, but neither are they as murderous as the Slaad. The Githzerai have protected themselves against "hyperspace madness" to some degree by mediation, physical discipline, and psychic links between abbots and their subordinates. Still they often swing between periods of religious ecstasy and intense emotion or dream-like dissociation. They believe such openess to the divine Chaos of hyperspace will allow their intellects to complete a cycle of rebirth.

This is a follow-up to this post.

Wednesday, January 13, 2016

Wednesday Comics: Storm: The Deep World

I finally broke down and ordered the Don Lawrence Storm hardcovers I had been eyeing for some times, so it seems like a good time to start a  retrospective of the long-running science fantasy series:

Storm: The Deep World (1978)
Art by Don Lawrence & Script by Saul Dunn

From a satellite in orbit around the planet Jupiter, a manned-mission to closely observe the Great Red Spot is about to be launched. The UN emissaries bid the astronaut Storm (that's the only name we're given) good luck before he enters his ship: the aptly named "Storm Probe."

Storm's ship gets a bit to close to the Spot and is drawn in by its hurricane winds. Storm blacks out from the G forces. Mission control is unable to save him. In fact, his ship seems to disappear into the Spot. Storm is lost.

When Storm wakes up, his ship is still in Jupiter's atmosphere, but there is no Great Spot--and no satellite! Believing they gave him up for dead, he sets a course for earth and puts himself in suspended animation. The trip takes a year, and when he arrive the Earth has changed.

When, Storm comes out of suspended animation, he finds the Florida he thought he landed in to be frozen and airless. He dons his spacesuit and goes outside to investigate. He finds a house mostly covered by snow and at where he believes the coast should be, a cliff edge:


Storm climbs down into the valley. He finds the air is better there, but he gets an unfriendly welcome from sword-wielding warriors. He manages to kill one of them, but ultimately the other knock him out and steal his spacesuit.

The warriors take the loot to their king, Ghast. Ghast realizes the clothes are dwarfed in value by the strange man who wore them. The man who could tell him what these things mean and how they work. He orders him minions to go back out and get him! They do so, taking an iguana--one of the city's giant guardians:


They find Storm, now dressed and outfitted with the stuff from the man he killed, and capture him, thanks to the iguana beast's tongue. They take Storm into their ancient-seeming city to a prison where he see's a face looking out from him from a cell in passing:


TO BE CONTINUED

Monday, January 11, 2016

A Star Warriors Summary

Along with a new text block for the noble Star Knights and the nefarious Dark Star Warriors, here's a list of the posts I've done regarding this mini-setting so far:

The Azuran System - A map and brief gazetteer of where the action takes place.
STAR WARRIORS! - the introduction to the Star Warriors Universe.
The Bad Guys in the setting.


Sunday, January 10, 2016

The Grim Frontier


After seeing The Revenant this weekend in all its visceral frontier glory, a setting idea occurred to me: Take the resource management of the dungeon and combine it with survivalist horror in an American-ish (though ahistorical) frontier setting: The Grim Frontier.

The bullet points:

Elements: Potentially easy death, resource management, and some horror elements beloved by many old school gamers; an evocation for modern audience of the strangeness or alienness of new environments through use of Roadside Picnic-esque zones elements (like my random tables for those); possible implication of post-apocalypticness of the level of The Gunslinger. The wilderness as an area of unsettled reality like the Weird of the Hill Cantons or the West in Felix Gilman's Half-Made World. Ancient mounds, giant skeletons or mummified dwarfs borrowed from the real folklore of the West; vaguely late 18th to first few decades of the 19th level of technology, probably with low magic.

Differs from: The Weird Frontier (more emphasis on horror and resource management, perhaps, hence the "grim"); Fantasy Western (earlier time period than the classic Western); Fantasy American Frontier (not specifically the American continent with the attending ethnic groups, political, and religious struggles).

Inspirations:
Film: Black Robe, The Revenant, Man in the Wilderness, Aquirre: The Wrath of God, Ravenous.
Comics: Manifest Destiny, Pilgrim.
Books: The Gunslinger, Roadside Picnic, Half-Made World and The Rise of Ransom City.