2 hours ago
Friday, June 23, 2017
Azurth Adventure Digest
I've been working on a shorter publication, to tide people interested in more Azurth stuff over until the release of Cloud Castle of Azurth (which is still some distance in the future). The above is my mockup banner for the Azurth Adventure Digest (no cover illustration has been completed, as yet). This short publication will on the Boundless Sea, west of the Land of Azurth and collate what has been on the blog regarding the Motley Isles, have some random generators related to Motley Pirates, and give stats for a few sea-going folk who have showed up in my game. There will a short (longer than a one pager dungeon, but smaller than a published adventure) write up of the sandbox adventuring locale the Candy Isle.
Thursday, June 22, 2017
D&D Style
Which is more you? |
My time in rpg related social media has suggested that a lot people have a style/tone or at least a narrow range of style or tone they tend to like in their game. People are probably more tolerant for one shots than longterm campaigns of course, and probably have broader tastes in what they play in than what they run.
I confess I envy this a bit. I feel like avoid the siren's call of a new setting is hard enough, but add in a new or long ignored style or tone and it gets even harder! I feel like I could stick with a campaign longer if I knew what my favorite flavor was.
Wednesday, June 21, 2017
Wednesday Comics: Storm: The Seven of Aromater
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 Seven of Aromater (1984)
(Dutch: De Zeven van Aromater) (part 1)
Art by Don Lawrence; script by Martin Lodewijk
Storm, Ember, and Nomad are floating down a river on a raft they made from the remains of the balloon they escaped in last adventure. The travel through a swamp, then into a delta, as they approach the sea they passes the wharves and docks of a city. Hungry, they make their way to the docks.
It turns out the city's name is Aromater. A merchant overhears them discussing their need for money and sends one of his warriors over to make an offer:
He wants to buy Ember. They reject his offer, and Ember slaps him. When the warrior begins to pull his sword, Storm slugs him.
The warrior demands a fight, and Storm decides to oblige him, if only to keep Ember from doing so. Storm breaks his sword against the warriors armor. The warrior holds his sword to Storm's throat and taunts him:
He suggests if Storm needs a sword, he should just pull the Seventh Sword from the stone block that holds it.
Elsewhere in the city, two men watch what is occurring in a crystal ball. They decide that Storm may be a suitable seventh. As Storm struggles with the Storm, the two men work the lever that releases the sword from the molecular lock that holds it.
The crowd that has gathered proclaims Storm as the Seventh. They carry him on their shoulders to the temple. Nomad and Ember follow after them, uncomprehending.
Storm is brought be for the Eternal Prince, who we saw watching the scene before. The Prince explains that Storm is the Seventh he is fated to return Aromater to glory. First, though, Storm must drink from the goblet with the Blood of Pandarve--or be punished by death by fire.
With no other choice, Storm drinks from the offered goblet.
Storm becomes the Seventh!
TO BE CONTINUED
(Dutch: De Zeven van Aromater) (part 1)
Art by Don Lawrence; script by Martin Lodewijk
Storm, Ember, and Nomad are floating down a river on a raft they made from the remains of the balloon they escaped in last adventure. The travel through a swamp, then into a delta, as they approach the sea they passes the wharves and docks of a city. Hungry, they make their way to the docks.
It turns out the city's name is Aromater. A merchant overhears them discussing their need for money and sends one of his warriors over to make an offer:
He wants to buy Ember. They reject his offer, and Ember slaps him. When the warrior begins to pull his sword, Storm slugs him.
The warrior demands a fight, and Storm decides to oblige him, if only to keep Ember from doing so. Storm breaks his sword against the warriors armor. The warrior holds his sword to Storm's throat and taunts him:
He suggests if Storm needs a sword, he should just pull the Seventh Sword from the stone block that holds it.
Elsewhere in the city, two men watch what is occurring in a crystal ball. They decide that Storm may be a suitable seventh. As Storm struggles with the Storm, the two men work the lever that releases the sword from the molecular lock that holds it.
The crowd that has gathered proclaims Storm as the Seventh. They carry him on their shoulders to the temple. Nomad and Ember follow after them, uncomprehending.
Storm is brought be for the Eternal Prince, who we saw watching the scene before. The Prince explains that Storm is the Seventh he is fated to return Aromater to glory. First, though, Storm must drink from the goblet with the Blood of Pandarve--or be punished by death by fire.
With no other choice, Storm drinks from the offered goblet.
Storm becomes the Seventh!
TO BE CONTINUED
Monday, June 19, 2017
The Strange Lights and Noxious Odors of Murk
A Murkman, likely named Grundy |
Murk is a marshy island of scrub and small stands of cypress, frequently shrouded in a malodorous, yellow-gray fog and inhabited by a dour people, aloof from the raucous society of Polychrome and the other inhabited Motley Isles. The people of the island may be one extended clan of pale and course-featured folk.
The Grundys (as they all seem to be named) are not of a piratical inclination, but instead harvest mussels and net fish that they trade with the Motley pirates for practical goods. They are also known for the product of The disposition of the Grundys discourages visitors, though the ever-present miasma is likely more of a deterrent.
On some nights, variegated illuminations move through the fog, and its dullness is pierced by winking, dancing will-o’wisps. These lights are most prominent on nights of the new moon, when the sharp-eared also claim to hear strange music and other sounds of merriment emanating from the island.
Sunday, June 18, 2017
I Call Upon the Great Gazoo!
A lot of people don't like the Cleric class and its "my god gives me cool powers." Certainly, that sort of heavy divine involvement doesn't fit all settings, nor does the idea of granting the powers rather ran just performing miracles.
Another option would be the "personal genie" or guardian angel type character common to genre media. Jeannie and Shazzan are examples of this type, but I'm thinking more the smaller, invisible to most imp-type like the Great Gazoo, or in a less helpful mode, the impish would be side kicks of comic book heroes like Bat-Mite or Qwsp.
So when a cleric used a "spell" this would be this spirit/being doing stuff at their request. Why they would have such specific and limited interventions could be explained by them being "in training" or maybe just getting used to the Prime Material Plane.
(You might think this fits even better with the 5e Warlock and their Patrons, and I suppose it could, but their spells seem even less a fit than the clerics for this sort of setup.)
In media, this sort of thing is typically portrayed humorously, but it doesn't have to be. If you did portray it humorously, though, not having other characters be sure of whether the tutelary spirit actually exists or whether the PC is crazy might be amusing.
Another option would be the "personal genie" or guardian angel type character common to genre media. Jeannie and Shazzan are examples of this type, but I'm thinking more the smaller, invisible to most imp-type like the Great Gazoo, or in a less helpful mode, the impish would be side kicks of comic book heroes like Bat-Mite or Qwsp.
So when a cleric used a "spell" this would be this spirit/being doing stuff at their request. Why they would have such specific and limited interventions could be explained by them being "in training" or maybe just getting used to the Prime Material Plane.
(You might think this fits even better with the 5e Warlock and their Patrons, and I suppose it could, but their spells seem even less a fit than the clerics for this sort of setup.)
In media, this sort of thing is typically portrayed humorously, but it doesn't have to be. If you did portray it humorously, though, not having other characters be sure of whether the tutelary spirit actually exists or whether the PC is crazy might be amusing.
Friday, June 16, 2017
Why is Mortengersturm Upset?
After this week's mailing, there are only about 9 copies of Mortzengersturm, The Mad Manticore of the Prismatic Peak still available in print. If you were thinking about getting it, you may want to go ahead. There probably won't be another printing for while.
If you've been on the fence check out these reviews:
Gnone Stew
EnWorld
Zardoz the Magnificent
Tales of the Grotesque & Dungeonesque
Dungeon of Signs
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)"
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!
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