3 hours ago
Friday, August 10, 2018
Impish Misadventures
I've had this idea for a game for a while, but haven't done anything with it yet, but I thought writing it down would insure I don't forget it.
The high concept would be: "C.S. Lewis's The Screwtape Letters meets GURPS Goblins." It would be an infernal Horatio Alger story (or parody thereof) where young imps try to get ahead in Hell's hierarchy by misadventure, toadying, and blind luck. They would be abused and give out abuse and probably come to comedically horrible ends--only to be respawned in the larvae pools and start their Sisyphean climb to archdevil-hood once again.
The rules would need to be simple, but (like GURPS Goblins) flavorful, and I imagine gameplay as something like (GURPS Goblins) with a bit of Paranoia and D&D with a pinch of Planescape.
Thursday, August 9, 2018
Armchair Planet Who's Who Update
Art by Agus Calcagno |
There's been a bit of a lull in the posting on the Armchair Planet Who's Who superhero supplement, but work proceeds. Here are a couple of new pieces of art to prove it! Since designer's notes seem to be the new hip thing (at least according to G+ discussion), I wanted to say a bit about my approach to the writing of it, beyond the game stats side of things.
Like Strange Stars, the Who's Who is meant to suggest a world rather than completely describe it. Unlike Strange Stars, it does it almost entirely through characters, and specifically the presentation of character like the DC Who's Who or similar to the Official Handbook of the Marvel Universe. This means there might be more detail on a given character (maybe) than you need at the table, but you can always flip the page and go straight to the game stats. Or, you can read the text and get hints of the superhero universe the characters inhabit, and perhaps a sort of meta view of the different "ages" f the fictional comic book company that published them. (We won't dwell on the hypothetical Armchair Planet Comics. The only textual appearance of it will be in the "first appearances" of characters, which can be easily ignored if you find such conceits too precious.)
So you might read about the Abhumans making their home in an abandoned city of the ancient Hyperboreans or learn that Thunderhawk once teamed up with those motorcycle-riding, crimefighting ladies, the Avenging Angels, but you won't find entries for either Avenging Angels or Hyperboreans, or for the teen-humor-comic-refugee band, The Tomorrows, that Futura shares a house with. Context will hopefully be enough to get your creative juices flowing and you don't need me over-specifying homages to various fictional entities you're already aware of. If your version is substantially different than the one I came up with, well that's just fine.
Also, the characters themselves, while all fitting a late Bronze Age DC mold have hints of the eras they were likely "born" in built into them. Some have origins that clearly saw their earliest versions in the Golden Age (like Champion), while others (like Damselfly) show telltale signs of (multiple) later eras. My goal was less a consistent comics universe than a naturalistic one, though like any good handbook of the mid-80s, I've smoothed over the incongruities to make it look coherent. Which is to say, I wrote it like incongruities were being smoothed over.
As I write this, it all sounds a bit metatextual, but I don't think the finished product will require that level of engagement. Also, I feel like superhero role-playing is a genre that has always had a bit of metatextuality to it. If comics history easter eggs and homages can be put to use in springboarding the creation, well maybe, if used with restraint, they might serve a purpose.
Art by Chris Malgrain |
Wednesday, August 8, 2018
Wednesday Comics: Storm: The Living Planet (part 4)
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 Living Planet (1986) (part 4)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk
Thanks to his rescue of the daughter of the crew member, the captain agrees to let him try his plan to kill the fire worm, despite the fact he's an escaped debtor. However, Ember is held hostage and put in peril to unsure he's not playing tricks:
Storm climbs on board one of the flyers with one of the pilots and arms himself with a harpoon. When he sends a harpoon down the creatures throat, it explodes internally, where the worm has no armor:
Their flying mount is hit by pieces of the flying worm and is going down.
The current makes the animals body rigid, and they are able to walk down its wing to rescue before it is consumed by the lava. They are greeted as heroes. Ember is set free. They are debtors no more.
Storm, as the worm's killer is offered the honor of drinking one of it's eyes. Storm demures.
The Captain now has to figure out what to do with Storm and the other freed debtors. Before they can complete the conversation, both Ember and Storm began to choke and ultimately collapse!
TO BE CONTINUED
Storm: The Living Planet (1986) (part 4)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk
Thanks to his rescue of the daughter of the crew member, the captain agrees to let him try his plan to kill the fire worm, despite the fact he's an escaped debtor. However, Ember is held hostage and put in peril to unsure he's not playing tricks:
Storm climbs on board one of the flyers with one of the pilots and arms himself with a harpoon. When he sends a harpoon down the creatures throat, it explodes internally, where the worm has no armor:
Their flying mount is hit by pieces of the flying worm and is going down.
The current makes the animals body rigid, and they are able to walk down its wing to rescue before it is consumed by the lava. They are greeted as heroes. Ember is set free. They are debtors no more.
Storm, as the worm's killer is offered the honor of drinking one of it's eyes. Storm demures.
The Captain now has to figure out what to do with Storm and the other freed debtors. Before they can complete the conversation, both Ember and Storm began to choke and ultimately collapse!
TO BE CONTINUED
Monday, August 6, 2018
Weird Revisited: Antediluvian Apocalyptic
The original version of this post appeared in November of 2015. It's an idea I revisited from a slightly different angle about a year later.
Before the Flood, (the book of Genesis tells us) humankind was exceedingly wicked, which is a good way for them to be for adventuring, really. And there were giants (gibborim) in the earth, and the Nephilim (either giants or fallen angels, or the children of fallen angels. Or something.), who were "mighty men or men of renown." Talking serpents from Eden were still probably around somewhere. And though the Bible doesn't mention they specifically, any good creationist will tell you there were dinosaurs. Check out this I'm sure meticulously researched timeline:
It's not hard to imagine a sword and sandals (plus sorcery) or barbaric sort of world were weird Antediluvian beasts and human-angel hybrids run rampant--and apocalypse hangs over it all. It's like Afronosky's Noah meets The Road. Or Hok the Mighty meets Blood Meridian. The Aaron/Guera comic The Goddamned approaches this same era, and it has a Nephilim eat Cain in the first story arc. (It does not turn out so well for the Nephilim.)
"And God saw that the wickedness of man was great in the earth, and that every imagination of the thoughts of his heart was only evil continually."Think Carcosa is the only horrifying milieu for gonzo adventure fantasy? Ditch the mutli-colored men (maybe) and get Biblical, Old Testament style.
- Genesis 6:5
Before the Flood, (the book of Genesis tells us) humankind was exceedingly wicked, which is a good way for them to be for adventuring, really. And there were giants (gibborim) in the earth, and the Nephilim (either giants or fallen angels, or the children of fallen angels. Or something.), who were "mighty men or men of renown." Talking serpents from Eden were still probably around somewhere. And though the Bible doesn't mention they specifically, any good creationist will tell you there were dinosaurs. Check out this I'm sure meticulously researched timeline:
(source) |
Actually Masters of the Universe, but this fits. |
Sunday, August 5, 2018
Comic Book Implosion
In 1978, DC Comics enacted a plan to compensate for problems in the newsstand market and hopefully regain market dominance from Marvel called "The DC Explosion." The plan failed in short order, leading to cancellation of a number of titles and staff layoffs and has been derisively referred to as the "DC Implosion." A new book from TwoMorrows, Comic Book Implosion, written by Keith Dallas and John Wells describes itself as an oral history of DC Comics in the era.
Comic Book Implosion chronicles the basic facts: the state of the comics industry before the Explosion and the discussions that led to it. The surprise success of Star Wars and its associated comic, interesting, is one things given a bit of discussion. We also get full coverage about what was planned for the Explosion that never happened, including what never saw print and what characters wound up at other publishers.
What might be surprising (and more interesting) are some of the conclusions. Major blizzards in the Northeast in 1977-1978 may have strangled the Explosion in its crib. No one was in a position to benefit from DC's failure; Marvel was forced to cancel about sixteen titles in the same period. Dallas and Wells argue ultimately that it was the economics of the newsstand that was killing the comics industry as it had been known. Kahn's thinking behind the Explosion was correct in many ways, but came at the wrong time and in too small a measure.
All in all, Comic Book Implosion makes for a really interesting read.
Friday, August 3, 2018
Jungian-Gygaxian Alignment
I still have to do some thinking on all the implications, but mull this chart over as I do. It shows Jungian Archetypes super-imposed with the AD&D alignment axis.
Thursday, August 2, 2018
The Finer Elements of Inner Planar Adventuring
The original of this post appeared in 2014.
It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.
First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.
Here are some brief ideas and inspirations for Elemental Plane adventures:
Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.
Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.
Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.
Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.
It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.
First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.
Here are some brief ideas and inspirations for Elemental Plane adventures:
Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.
Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.
Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.
Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.
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