7 hours ago
Monday, May 9, 2016
The Hidden Country Setting
A significant number of works of fantasy take place in some sort of lost or hidden realm within the real world: Oz (at times), Neverwhere, Pellucidar, the Savage Land, Fraggle Rock, Hogwarts, and some versions of fairyland are all around here somewhere. This sort of setting doesn't seem to have been often used in fantasy rpgs, at least outside of modern/urban fantasy.
I suppose their are reasons for this. The Medieval(ish) nature of most fantasy gaming suggests a historical(ish) setting. The scales many settings inhabit would preclude them being tucked away in some corner. Perhaps there's also a fear with the modern world close by it would be too easy for it to intrude.
These seem to me to be only relative contraindications. Most gamers (at least of the old school variety) are comfortable with plenty of science fictional or science fantasy elements that violate the pseudohistorical milieu The scale may be sort of a problem (though Burroughs never set that stop him in Tarzan's Africa and a Hollow Earth could have plenty of space) and a smaller scale setting isn't necessarily a bad thing.
This sort of setting opens up some new elements: Lost-like underground bases complete with enigmatic video instructions, modern world epherma as treasure, secret societies working in both "worlds." Pretty interesting stuff, I think, with a lot of potential.
Sunday, May 8, 2016
Civil War
Captain America: Civil War (or as my friend Matt Penn insists it must be called "The War of Superhero Aggression") manages to transmogrify the 2006 crossover even that made me virtually stop reading Marvel into an entertaining film, though it is inferior to its predecessor, Winter Soldier.
Civil War plays with interesting thematic elements: individual freedom vs. control, dealing with consequences of well-intended acts, the destructiveness of vengeance, Iron Man vs. Captain America (ok, not a theme)--but mostly it's about superheroes wailing on each other, and it doesn't think a whole lot about what it has to do to get there. So we get an unelected monarchy lecturing the Avengers about accountability after a handful of civilians die when the Avengers prevent the release of a toxin into the city of Lagos that would have killed who knows how many, and the U.S. secretary of state rushes headlong into putting American superheroes (several of whom were super-secret agents of the U.S. government just a film ago) into the hands some sort of UN committee.
Now, even if all that can be made since of with the pat "the Marvel Universe is different from our own," we also get former soldier Captain America being the staunch "we can't be under someone else's control!" guy, which for most of the translates as "my friends shouldn't have to face consequences for their actions!" The film has to have those who oppose him behave stupidly and heavy-handedly to make his position justified.
The villain in the film seems to have accounted for all these things, because his plan hinges entirely on people performing very specific actions that there's no way of knowing they would do. He and Batman vs. Superman's Lex Luthor must have take the same super-villain prognostication classes.
All this, though, is in service of a superhero punch 'em up, which is a sight to behold. We get all of Marvel's crew and sees some great tricks pulled out including one big reveal I won't spoil, but also the classic bit of Ant-Man riding Hawkeye's arrow. This battle is probably the best done multiple characters battle in a supers film-- it beats any of the X-men films in that regard, I think.
We also get the intros of Black Panther and Spider-Man. I'm ready for that Black Panther film now. This Spider-Man is probably my 3rd favorite cinematic portrayal (though I have no doubt there are many places where Marvel Cinematic Universe adherents are proclaiming he's finally "done right" now that he's in the "Universe.") but I don't blame the actor as much as the writing and the use he's put to in the film.
All in all, it's a solid superhero film. I'd put it above Age of Ultron.
Friday, May 6, 2016
Projects Update
Strange Stars OSR: First (and hopefully the only major) round of edits/suggestions are on hand, and I've begun responding to them. All the art has been done.
Mortzengersturm, the Mad Manticore of the Prismatic Peak: Also has gone through first round of edits and art is in process. I'll be running this in Juna at NTRPGCon.
Cloud Castle of Azurth: Still in the writing process. On a little bit of a hiatus to get one of the other projects off the table.
Wednesday, May 4, 2016
Wednesday Comics: Storm: The Battle for Earth
My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.
Storm: The Battle for Earth (1980)
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena
Leaving their doomed world, the Azurians set about conquering planets throughout the galaxy. One of those worlds was Earth. They wiped the minds of the conquered survivors, destroying civilization and returning humanity to barbarism. They cultivated spies among the surviving humans to ensure their technological knowledge rose above a certain level.
When Storm arrived in their time and discovered what they had done, it had the potential to disrupt their plans. They had no choice but to hunt him down and destroy him. So far, that's proved difficult. Despite their advanced sensors, they have been unable to locate Storm and Ember.
An Azurian patrol finds a hidden entrance in the wall of a ravine. They enter it and discover an ancient ruin where they're set upon by barbarians. Though they have superior weapons, they're overwhelmed by the human's numbers.
The captive Azurians are taken to an audience chamber to the human's leader, Mordegai. The blue men confirm the story of their other prisoner's: Storm and Ember, by calling out Storm by name. The warrior, Balder, still isn't convinced they shouldn't kill Storm. He hasn't trusted the two strangers since they found them at the entrance to their cave. He doesn't believe Storm's story that their cave is actually a bomb shelter built to protect human's against the Azurian onslaught.
Mordegai has had enough of Balder's lip and sends him away. Mordegai apologizes for Balder, explaining that they have had to fight many other tribes that have tried to invade their caves. Storm points out that it didn't take long for the Azurians to find them. Others will follow.
Storm has a plan. There must be a power generator and equipment in this shelter, perhaps ones that have never been used. They may be able to use them to make weapons to fight back against the Azurians. Mordegai agrees to the plan. With the help of his people work begins.
TO BE CONTINUED
(Dutch: De Strijd om de Aarde)
Art by Don Lawrence & Script by Dick Matena
Leaving their doomed world, the Azurians set about conquering planets throughout the galaxy. One of those worlds was Earth. They wiped the minds of the conquered survivors, destroying civilization and returning humanity to barbarism. They cultivated spies among the surviving humans to ensure their technological knowledge rose above a certain level.
When Storm arrived in their time and discovered what they had done, it had the potential to disrupt their plans. They had no choice but to hunt him down and destroy him. So far, that's proved difficult. Despite their advanced sensors, they have been unable to locate Storm and Ember.
An Azurian patrol finds a hidden entrance in the wall of a ravine. They enter it and discover an ancient ruin where they're set upon by barbarians. Though they have superior weapons, they're overwhelmed by the human's numbers.
The captive Azurians are taken to an audience chamber to the human's leader, Mordegai. The blue men confirm the story of their other prisoner's: Storm and Ember, by calling out Storm by name. The warrior, Balder, still isn't convinced they shouldn't kill Storm. He hasn't trusted the two strangers since they found them at the entrance to their cave. He doesn't believe Storm's story that their cave is actually a bomb shelter built to protect human's against the Azurian onslaught.
Mordegai has had enough of Balder's lip and sends him away. Mordegai apologizes for Balder, explaining that they have had to fight many other tribes that have tried to invade their caves. Storm points out that it didn't take long for the Azurians to find them. Others will follow.
Storm has a plan. There must be a power generator and equipment in this shelter, perhaps ones that have never been used. They may be able to use them to make weapons to fight back against the Azurians. Mordegai agrees to the plan. With the help of his people work begins.
TO BE CONTINUED
Monday, May 2, 2016
A Tower in Gelatin Floats By
art by Jeff Call |
The PCs couldn't quite comprehend how this came to be, but it seemed to be drifting, so they surmised it must have slid off land somewhere. Black Iris wants to investigate (which makes Shade the Ranger suspicious of a trap) but talk of a wizard's magic treasure soon has Waylon the thief and Erekose also favoring exploration.
The player's entered the open balcony. I won't describe what they found in detail (you should read Jeff Call's one page dungeon!) but I'll summarize the high points: they defeated a lisping, anthrophagous black pudding with an odd since of propriety, rescuing two scrawny cooks in the process; they saved the same cooks again from a confused, jade bear who turned back into a statuette after being "talked down" by the ranger; they used a table to form a tunnel to protect themselves from falling gelatin to took the weapons from the armory and rescue a servant from the privy, being reward with a gaudy ring of protection with a jewel as large (and as fake) as a ring-pop's.
That was as far as they dared explore with some of the rooms beginning to crumble. The servant told them the sad tale of his former master, the Wizard, Clabber, who had summoned the great former king of the Ooze Folk, Goo the Great, and in doing so brought about his own end. The servant also mentioned "vampire dignitaries," which made them surer in their desire not to push on. They circumnavigated the blob, hoping to find more easy picking near the surface but were unsuccessful.
So they sailed back to the Motley Isles and then for the coast of Yanth. They got 3 magic items from tower, 10% of Black Iris's treasure, and one of her magic items: a page from The Book of Doors, which is a portal to...somewhere. She also introduced them to conspiracies about the hidden malevolence of the Wizard of Azurth, but they considered that to be nonsense. Miss Goode got returned to her parents (though she's likely to run away again) and received a stern lecture from the bard Kully about life choices.
Sunday, May 1, 2016
Heroes of the Islands
art by Herb Kāne |
Erene was the most beautiful woman in the world, so beautiful that it was said she was the daughter of the Sky God Tiwo, who had lain with the wife of the Chieftain of Raketaminio. She was married to Mengerao son of Ateru, but stolen by Prince Palitisi of Taloia. Mengerao called upon his brother, Akakamuna, mighty chief of Mukanai, his face tattooed with the likeness of the tusk and whiskers of the boar, for aid, and a great host was assembled and there war canoes made for Taloia, with cunning Uluihi, veteran Nehetoru, and strong Aiwaha among them. Greatest in battle would be the demigod Akirihi, who would dance his war dance before palisades of Taloia and kill its champion E’etolo with his shark-toothed war club.
So, basically: Why not recast the Greek Age of Heroes in a pseudo-Polynesian fantasy Oceania? Here's a list of gods (with name variants):
Tiwo/Kiwe: Sky God
Era/Ela: His wife
Emā: Messanger god
Are/Ale: War god
Tiwonuho/Kiwonuho: God of kava and beer
Apaitio/Apaikio: Volcano god.
Pāwone/Aparanu: God of song
Pohetahone/Pohekao: Sea god.
Atana/Akana: Goddess of Wisdom
Atamito/Akemike: Shark goddess of the hunt
Apatite/Apakiki: Love and fertility goddess
Ehatia/Ehakia: Goddess of the cook fires
Tamate/Kamaki: Goddess of cultivated crops, particularly sweet potato and taro
Friday, April 22, 2016
The Motley Isles
The Motley Isles lie but a few miles from the coast of the Country of Yanth in the Boundless Sea. The islands are known as a haven of pirates who value their freedom above all else, except perhaps the plunder they take from hapless ships. Vessels that call the Motley Isles their home often fly a distinctive flag: a skull and crossbones emblazoned on a crazy-quilt pattern.
The only settlement of note on the isles is Polychrome. The authorities in Yanth and the Land of Azurth in general paint Polychrome (and the Isles in general) as a place without law, but this is not entirely correct. Polychrome has few codified laws, its true (other than those governing apportioning of shares of loot and the sanctity of property) but disputes between between individuals or groups of folk are settled in a prescribed manner. In the town hall of Polychrome there is an ancient, oracular device: a black sphere marked with a skull and crossbones.
The origins of the device are obscure, but it is doubtful that it was made the Land of Azurth. It is operated by shaking it and reading its pronouncement in a window on the underside. The answers it provides requires some interpretation, and that is provided by the officiants who perform the ritual. Such is the aversion of the pirates to anything that smacks of governmental service, they rely on press gangs to force citizens into service.
Subscribe to:
Posts (Atom)