Sunday, May 7, 2017

The Weird and the Unusual


The difficulty with dealing with the fantastic is too-often repeated tropes/ideas become cliches, and kind of unfantastic. The D&D (read: prevailing) view of elves, dwarves, dragons, etc. has thoroughly mundanified and Gygaxian-realismed these things into yawns for a lot of people. Now, it's resonable to ask just how fantastic an element needs to be in a game about killing stuff and taking its treasure, but feeling burned out on the standard tropes has led to a lot of folks reaching for the Weird. It's funny that almost 100 year-old tropes can seem fresh and untrod territory, but fantasy is nothing if not a conservative genre, I guess.

The trouble is, those elements might get a little stale for some people, too, with repetition. So there's the New Weird or gonzo, of course, but I'd also like to suggest that maybe things don't have to be wholly "new." They just have to be a bit surprising, and those surprises can each be employed a small number of times so they stay fresh.

I think looking back to mythology and folklore helps a lot, because there are a lot of forgotten elements in those that make no sense from the modern perspective, and so have tended to be dropped from retellings. Medieval bestiaries are good, too.

Here's an interesting thing I came across a couple of years ago: "mundane" animals as treasure guardians:

Washington Irving notes the folk-belief that the spiritual guardians of buried treasure could take on the form of animals, such as toads. “Wild vines entangled the trees, and flaunted in their faces; brambles and briers caught their clothes as they passes; the garter snake glided across their path; the spotted toad hopped and waddled before them; and the restless cat-bird mewed at them from every thicket. Had Wolfert Webber [a man in search of treasure, but who was unschooled in folk-magic] been deeply read in romantic legend, he might have fancied himself entering upon forbidden enchanted ground; or that these were some of the guardians set to keep watch upon buried treasure.” Diedrich Knickerbocker (pseud.), “The Adventures of the Black Fisherman,” Tales of a Traveller (1825), 2: 356.

So replace a dragon or some other "fantastic" creature with just an animal, acting kind of strange and maybe able to talk. Adventure Time! sort of (I'm sure unknowingly) uses this trope with a frog that serves as a portal to lumpy space:


Monsters that want to chat, instead of kill the party immediately, are also a mythological staple that is not as often done in rpgs (though I try to do a bit of this in Mortzengersturm). This one can hard because PCs are a stabby lot, but it can help put them in the old school mindset of the goal being to get treasure, not necessarily kill things. A loquacious monster is a challenge, not an encounter.

Finally I would suggest the behavioral reskin (this is sort of a broader application of the talking monster principle). We're all familiar with putting new flesh on a set of stats, but a more subtler reskin will sometimes surprise players more. If goblins aren't following their Gygaxian role, but instead all consumed with building/repairing some ancient machine, maybe that hooks the PCs interest? Maybe it's only me, but I think backwards talking derro that can only be understood if you look in a mirror as they speak, move a known monster away from an evil dwarf back to the Shaverian paranoid weirdness.

Those are just some examples, which may or may not work for you, but I'm sure you can think of your own. Instead of trying hard to make things fresh and new, just make them a little odd.

Friday, May 5, 2017

Guardians of the Galaxy, Vol. 2

I was not as fond as most people of the first Guardians of the Galaxy film. I saw Vol. 2 last night, and while I still wish I had gotten a Farscape movie instead, I think this one is a better film that the first.

In brief, the new movie pits the Guardians against the Goldenskinned authoritarian snobs of the Sovereign (who they ripped off) and Ego the Living Planet (a universe-imperiling threat). It has plenty of action and perhaps even more physical comedy that the first (too many hyperjumps causes cartoonish facial deformation). It manages to give all the characters some story beats and something interesting to do--something that other large cast Marvel films haven't managed as well. In contrast to the first film, the characters are allowed to grow a bit, in contrast to being reduced from their two dimensional comic versions to one dimensional cliched archetypes. Freed from the need to blatantly tie in to a larger Marvel "epic", Vol. 2 gets to more full psychedelic space fantasy, like Farscape if it were a Heavy Metal comic or Star Wars with a dayglo aesthetic and more dick jokes.

There are still some things I didn't like: I have come to the conclusion I just don't care for the Marvel Studios "fantastic" aesthetic. I thought Asgard looked like a Nike commercial version of the Star Wars prequels, and the first Guardians of the Galaxy managed to make Chris Foss inspired designs seem uninteresting. I'm still not sold; it all looks very expensive video for a pop song I don't like, but there are hints this time of a particular philosophy of design that makes the seedy Contraxia and the ostentatious Sovereign throne room work for me better than anything in the first film.


Also, it still seems like dimension hoping more than space travel. Forget Serenity's "into the black;" except for the fact that people dying in the vacuum is a plot point, you could be forgiven for not realizing they were ever in space. Everything is as awash in color, and planets are passed in travel not as planets but as little tableaux or comedy scenes, like the cosmic equivalent of the hapless fruit vendor getting his stand smashed in a car chase. I think colorful, busy design can be but to great purpose (I love Speed Racer) and in sci-fi (like The Fifth Element or the upcoming Valerian), but something about the way Marvel does it rubs me the wrong way.

Oh, and the music cues are omnipresent. Upping the ante from its predecessor (but in line with Suicide Squad) its much like a series of short music videos for classic pop songs. While not as bad as Suicide Squad in this regard, it also has a few that are so on the nose that the movie is sort of narrating itself to you in song (cf. "My Sweet Lord").

Bottom line: If you liked the first one, you will almost certainly like this one. If you were so-so on the first one, you still might like this one.

Thursday, May 4, 2017

Weird Revisted: Fantasy Pharmakon

In February of 2010, I had fantasy drugs on the mind. I'm happy to say that in the 7 plus years since this post originally appeared, a lot of fantastic intoxicants have appeared on blogs and OSR products.
"Not that we needed all that for the trip, but once you get into locked a serious drug collection, the tendency is to push it as far as you can."

- Raoul Duke, Fear and Loathing in Las Vegas

A couple of years ago, I was following a messageboard thread discussing drugs--intoxicants--in the context of fantasy gaming. It was prompted by White Wolf's Exalted and the modern drugs like heroin and cocaine, apearing therein. One of the writer's involved with defended their choice to use those very modern drugs with those very modern names by saying that "made up" names for things were essentially lame/uncool, and that if a substance was familiar to player's under a certain name, that name ought to be used.

I disagreed in two ways. One, I think using too many words with modern connotations and origins can break the "mood" of fantasy. Such things are "amundisms," as Lin Carter would have it in his seminal exploration on world-building, Imaginary Worlds (1973). Secondly, and most importantly, why should a world like Exalted's Creation, where fantastic creatures like the Beasts of Resplendent Liquids exist--which eat raw materials and excrete drugs--be saddled with the same old, boring drugs found in the real world? Surely, that's a failure of imagination.

Thankfully, many writers of fantastic fiction have not been so limited. Here are several examples of fantastic intoxicants which should serve to inspire interesting new substances for role-playing game characters to use (or misuse):

Black Lotus
In most of Howard's Conan stories, black lotus is a poison (though in "Hour of the Dragon" it's noted that its pollen causes "death-like sleep and monstrous dreams"), but the ancestors of the thoroughly stoned citizens of Xuthal have cultivated it until "instead of death, its juice induces dreams, gorgeous and fantastic." The effects appear to be similar to more mundane narcotics in terms of the heavy sleep and euphoria it induces with the added effect of generating vivid, pleasurable dreams. Find it in: "Xuthal of the Dusk" in The Coming of Conan the Cimmerian.

Dreamshit
A mysterious, and powerful, new psychedelic drug on the streets of New Crobuzon in China Mieville's Perdido Street Station. Dreamshit takes the form of brown, sticky pellets about the size of an olive that smell like burnt sugar. Eventually, it's discovered that dreamshit is the "milk" of the deadly, mind-devouring, slake-moths. Find it in: Perdido Street Station by China Mieville.

Fledge
In Tim Lebbon's Noreela, fledge is a commonly used (and abused) substance. Mined from deep underground the yellowish substance is put to many beneficial uses by the race of fledge miners for whom it provides sustenance, healing, and the ability to project their minds outside of their bodies. The fledge miners experience no ill-effects from their use, but do have withdrawal if they go without it. Taken to the surface, though, fledge degrades in quality--its mental-projection effects greatly diminish--and becomes highly addictive. Not that fledge mining is totally without dangers. There are rare, but powerful demons (the Nax) sometimes found near fledge veins. Lebbon also gives us another drug--rhellim--which enhances sexual stimulation, and comes from the livers of furbats. Find them in: Dusk, and Dawn by Tim Lebbon.

The Plutonian Drug
The Plutonian Drug appears in the Clark Ashton Smith story of the same name. Also called "plutonium"--though certainly not to be confused with the radioactive element of the same name--it's found on Pluto by the Cornell Brothers' 1990 expedition (I remember watching the intrepid explorers' return on live TV in 1994, don't you?). Its native form is crystalline, but it turns to a powder when exposed to earthly atmosphere. Ingestion of the drug causes the user to be able to perceive their own timeline for a relatively recent period as if it were a spatial dimension, allowing them to see a short distance into the future. Several other extraterrestrial drugs are mentioned in the same story. Find them in: "The Plutonian Drug."

Shanga
Appearing in a couple of stories by Leigh Brackett, shanga certainly brings out the beast in its users.  It isn't actually a drug, but a radiation produced by projector devices, the construction of which is a lost art. Users experience temporary atavism, allowing one to (as the quote goes) make oneself into a beast to get rid of the pain of being a man. The ancient projectors used a prism of an alien crystal rather than quartz, like the projectors found in the seeder parts of Martian trade-cities at the time of the stories. The crystals, the so-called Jewels of Shanga, produce a more potent effect leading to physical de-evolution, with longer exposure causing transformation to ever more remote evolutionary ancestral forms. Find it in: "Queen of the Martian Catacombs" (The Secret of Sinharat), and "The Beast-Jewel of Mars."

There you go. Five substances for hours of simulated enjoyment. Turn on, tune in, play on.

Wednesday, May 3, 2017

Wednesday Comics: Storm: The Labyrinth of Death

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Labyrinth of Death (1983) 
(Dutch: Het Doolhof van de Dood) (part 3)
Art by Don Lawrence; script by Martin Lodewijk

Marduk's devices begin siphoning off the energy spacetime energy for which Storm is a conduit and storing it in batteries. Then, the energy begins flowing back into Storm, powering him up. He begins using that power to destroy the Theocrat's lab.


Storm's energy is rapidly dissipated, but luckily the rebels arrive just in time. Storm and his friends are reunited. Their are too many guards, though, so they have to flee with the rebels.

Marduk isn't worried. He's confident there is no escaping the corridor they ran into.

Soon, the rebels come up on the "Golden Gates of the Labyrinth of Death." No one has ever entered it and lived:


To Marduk's horror, that doesn't stop our heroes from entering. He orders his hapless guards in after them.

Storm and friends and "Brush-head" (Storm's name for the rebel leader) make their way through the labyrinth. Their way is lit by Storm, still glowing with residual energy. They see the Theocrat's guards behind them, and run off down a random corridor. After passing through narrow tunnels, the way widens again and they encounter a horror:


TO BE CONTINUED

Monday, May 1, 2017

Mortzengersturm in Print--While Supplies Last


The print copies of Mortzengersturm, The Mad Manticore of the Prismatic Peak have arrived, and a limited number of copies have been set aside for online orders.

Go here for details. The link will be in the sidebar as long as their are copies up for grabs.

Sunday, April 30, 2017

Fertile Gaming Ground Seeded with 80s Toys

The eighties is a time famous (or infamous) for toy properties with synergistic multi-media marketing. It seems like every one of them came complete with cartoon series and comic book in addition to the usual merchandise. None of these got role-playing game tie-ins. That’s a pity, because several of them had some potential...well, at least some potential elements suitable for stealing.

Everyone  thinks of the big guys like Masters of the Universe, G.I. Joe (which my friends and I did make an rpg for back in the day, based on TSR’s action table games), and Transformers. Those are all good, but let's dig a little deeper...


Inhumanoids tells the story of an armored-suit-wearing group of scientists fighting a trio of newly re-awakened part kaiju, part Lovecraftian, subterranean monsters--the Inhumanoids. The scientists are aided by the surviving members of ancient, prehuman races, who had imprisoned the monsters in the first place. Armored heroes battling subterranean monsters? The rpg applications ought to be obvious.


The Saga of Crystar, Crystal Warrior played with the timeless brother against brother theme, as a personalization of the very rpg-like battle of Order against Chaos. The heroic brother, siding with Order, and his retinue get turned into living crystal. The other brother sides with chaos, and he and his cronies get turned into rock/magma. Both of them got a wizardly advisor, too. Crystar probably doesn’t warrant its on game, but crystal-men and magma men would be pretty cool editions to an already existing one.

In a similar “novel character conception” vein, is Sectaurs. It’s another fantasy, though this is one is perhaps a post-apocalyptic science fantasy taking place on a distant planet. The current natives have insectoid characteristics--the good guys are humans with antenna and compound eyes, while the nasties are more insectoid humanoids. Both sides use giant insects are mounts, and use carapace-derived armor and weapons. There are also the “Keepers of the Way,” a secret society trying to resurrect the lost knowledge of the ancients and pull the world out of medievalism. Sectaurs might make a good campaign, but insectoid humans could easily just be a reskinning of elves.

There are so many other possibilities. Particularly, if wander a bit and outside of the cartoon-promoted big guys.  Remco’s Pirates of the Galaxseas had little going for it beyond the name, but that name is really cool. Golden Girl and the Guardians of the Gemstones was like She-Ra but with a more classic barbarian aesthetic, which is something, I guess:


For the intersection of utter imaginative craziness and utterly poor toy design, we need look no farther than The Other World, where all the action figures were bendies, but the creatures were all of the “this has to be a D&D monster already” variety. Exhibit A being our friend Froggacuda, here:

Friday, April 28, 2017

Mortzengersturm in Print


The printer's beat the deadlines, and so I have the a few copies of Mortzengersturm, the Mad Manticore of the Prismatic Peak (available now in pdf) in my hands. The reminder of the print run should be here before North Texas RPG Con.

Why not the usual print on demand? I very much wanted a comic book format for the book (to go with the comic book-y overall design and the print-on-demand services we have been using don't have the best options for that format.

Now that I see the print copies, I'm glad I did as they look great. (These blurry pictures may not do it full justice).


Anyway, the print copies were mostly intended for convention sales; I'm not (and Hydra's not) ready at to jump into order tracking and fulfillment with both feet, but I've ordered more than I'm likely sale at conventions in the near future, so I want to make the rest of the print run available for order. My thinking new is of the 100, 50 will be set aside for cons and what not, and 50 will be up for grab, so supplies will be limited. Obviously, if there is huge demand there will be another print run, but it would have to be big because it's no my intention to turn my house into a shipping center.

Stay tuned. I'll announce it here, of course, when I'm going to start taking orders.