Thursday, June 15, 2017

Making Fantasy of History


"I am Zorro. I have come to return King Arthur to the throne."
- The Simpsons, "E-I-E-I-(Annoyed Grunt)"

This post is a callback to my post yesterday (or actually the previous post it linked to), so for a full appreciation,  you might want to catch up. So DC's Beowulf bore very little resemblance to the real world of the sixth century and not just in the fantastic elements. It cheerfully dispenses with any actual history (or legend, for that matter) with things like a contemporaneous-to-Beowulf Dracula harassing lost tribes of Israel. Ahistoricity of fiction is hardly anything new--it shows up everywhere from Arthurian legend to Hercules and the Masked Rider--but for some reason in rpgs anything really crazy gets safely placed in Hyborian world-esque fantasylands. In Mystara, you can have your Not early modern France in the same world with your Not Vikings, but you can't have the real thing together, it seems.

Why that is, I don't know. Maybe it's the historical wargame roots of the hobby or the pedantry that is not uncommon in the world of geekery. There's the off-repeated GM fear of being called out for inaccuracy in any sort of game where the players might have deep knowledge. But I think the advantage of a obviously gonzo, ahistorical game (or "stupid ahistorical game" ) is that it's so obviously wrong that questions of historical accuracy are sidestepped.

I think it's time to stop being held back by the shackles of chronology, ahistory awaits!

Wednesday, June 14, 2017

Wednesday Comics: Beowulf


At NTrpgcon we got into a discussion of the craziness that is DC Comics' Beowulf. It seems like a good time to point you towards my overview of the series back in 2012.


Monday, June 12, 2017

Raiders of Estvyn's Tomb

Our Land of Azurth 5e game continued last night with the fifth and final session of our adaptation of X2: Castle Amber.  After a sojourn in France, the party found themselves in Estvyn's tomb.  The way to his crypt was blocked at every turn by a guardian monster of some sort. They sneaked past a sleeping azure dragon on a treasure pile in the antechamber. They suffered some burns from the claws of fire crabs in a flaming hallway. They got bowled over by a rock creature (galeb duhr) in the next connecting room.


At this point, they decided to take a long rest, before preceding. A manticore greeted them in the next room. Having a prior disliking for his kind, thanks to their experience with Mortzengersturm, they attacked with such ferocity he was dead before he got an attack! To be fair, Shade the Ranger did try to get him to back down without a fight.


Next, they were asked to chose between a room full of water and a room full of mud. After fishing with the Waylon the frogling as bait revealed at least a couple of eel hounds lurking, they went with the mud room, where they slugged (and slogged) it out with a mud golem. Dissonant whisipers ultimately hurt his feelings--to death.

The final room held a barbed devil. Here, Astra's stellar radiant blasts and the Mace of Disruption they had gotten previously really came in handy.


Finally at Estvyn's crypt, they burned the tapestry and broke the curse. The Elf mage thanked his cousin Shade for coming to his rescue. He removed the lunacy curse from Kully and Astra, and unpetrified Dagmar. Finally, the part got a magic item each for their trouble. They were deposited back in the Land of Azurth in front of a now ancient and crumbling House Perilous.

Sunday, June 11, 2017

Adventuring During Wartime

I watched You Can't Win Them All (1970) this weekend. It's a heist/adventure film set in Anatolia in 1922 during the Greco-Turkish War (a part of the Turkish War for Independence). While its era and location would mark its genre as "adventure film," in its plot, desert vistas, and horse caravans, it most resembles late era Westerns set in Mexico like the Wild Bunch or The Professionals. In fact, its plot is essentially a reworking of Vera Cruz (1954), with Turkey in place of Mexico, the Sultan instead of Emperor Maximilian I, and Turkish Nationalists for Juaristas.

While these sorts of heist-like films are often heavily plotted affairs with double and triple crosses, the mercenaries/adventurers in a not-too-heavy war zone seems like it would be an ideal setting for a sandbox hexcrawl or pointcrawl sort of game. (This is sort of the less post-apocalyptic cousin to the devastated city hexcrawl.) The breakdown of the previous society by Civil War provides virtually all the elements that a true Frontier has, plus it has the added wrinkle of powerful factions. Emphasis would shift a bit, so that resource management in the wilderness would take a bit of a backseat to social interaction and low level political maneuvering.

Friday, June 9, 2017

Weird Revisited: The Slime Emotional Spectrum

This post appeared almost five years ago to the day. Multi-colored ring wearers were a new thing in comics at the time. Since the time it originally appeared, I've wondered what infrared and ultraviolet slimes might feed on, but I haven't yet come up with a satisfying answer.

If power rings can come full spectrum, so can slimes.  Let's run the list:

Red: The color of blood, these slimes are drawn to violence or displays of anger. They show up just after battles to absorb victor and victim alike. As they dissolve prey, their color deepens.
Orange: In some ways, these slimes (which have the look and consistency of pulped oranges) are the most sinister. Drawn to cheerful moods, they wait to take adventurers leaving dungeons after successful delves. Chemicals in their substance cause uncontrollable laughter in those they attack.
Yellow: Timid in their movements, these slimes feed off cowardice and fear. Fleeing adventures or monsters will draw their attention.
Green: Greed and avarice bring this species oozing out of the darkness. They tend to lie in wait around treasure troves.
Blue: Sadness and depression are the lures for these. They tend to try to trap creatures in a room for which there is no escape. They move in slowly, seeming to savior the despair as it builds.
Indigo: More rarefied in their appetites than others (if a slime can be said to be rarifed) these slime seek to absorb magic-users and others seeking transcedence through knowledge. Magic tomes and ancient inscriptions draw them. They may wait quiescent for years for a victim in the right mindset.
Violet: These slime do something positive on their own perverse way.  As they flow over victims they bring calm and soothe negative emotions.  This is no doubt a solace to the person so consumed.

Thursday, June 8, 2017

Big Fin & the Prismatic Hole

West of the Land of Azurth in the Boundless Sea, lie the Motley Isles. Polychrome, the pirate haven, is the most famous of the chain, but not the only one that draws visitors.

Art by Bill Peet

Big Fin
is a long, narrow isle, but a short distance from Polychrome. The second largest island of the group, it is dominated by a fin-shaped limestone ridge with bands of color going from vermilion to pink to yellow. Few people live here permanently, owing to the difficult terrain, though some exiles from Polychrome squat on its shores. The rocks, however, provide nesting places for the iridescent red-headed gillygaloo, whose square eggs with large speckles are used in dice games and divination, and whose dodecahedral gizzard stones are sought as good-luck charms. The birds themselves are edible, but the superstitious egg-hunters will only do so in the direst of circumstances.


The Lurid Lair of the Froghemoth is a small, roundish cay and the most distant of the chain from the mainland. Its central lagoon is also known as the Prismatic Hole. It is a saltwater sinkhole with rainbow bands of color--indigo in the deep of its center. The legendary froghemoth has long been said to inhabit the depths of the Prismatic Hole, but the beast is seldom sighted. Still, most Motley Pirates avoid the area.

Wednesday, June 7, 2017

Wednesday Comics: The Chuckling Whatsit


Richard Sala's The Chuckling Whatsit is an oft-kilter, occasional absurdist noir mystery, like maybe something Tim Burton might do at his most serious or the Coen Brothers being a little Gothic. Of course. It's the story of an outsider artist, a doomed couple of escaped mental patients, a serial killer who may have started up again after more than a decade and is killing newspaper astrologers, mysterious assassins--and a hack reporter caught in the middle.

The dingus (to use Sam Spade's term for a particular MacGuffin) in this case is a missing manuscript, but the more iconic Maltese Falcon analog is the titular Chuckling Whatsit, a strange doll that laughs when shaken, and is either the creation of the deceased recluse Emile Jarnac--or something far older and more sinister, depending on which of the unreliable and eccentric informants you believe.

Sala deftly untangles what appears to be one incomprehensible knot of mystery into several throughlines that have only appeared to be the same thread by Chandler-esque serendity, then collapses them all for a climax that is satisfying, but still enigmatic. It's potrayed in Sala's cartoony but gloomy style, reminiscent of Edward Gorey or Charles Addams.

If you've never read any Sala, this is a good, meaty one to start with.