10 hours ago
Thursday, September 6, 2018
Adventure Time and Campaign Construction
Adventure Time aired its last episode this week. Eight plus years on, the show was a different sort of thing in many ways than when it started. While its gradual evolution meant it lost some of the zaniness of its earliest days, the show gained a depth of world and storytelling in its place.
But anyway, this isn't a post particularly about Adventure Time. I bring it up to point out that very little (perhaps none) of the world-building and character development done over 10 seasons was planned from the outset. Like most TV dramas up until people started complaining about it in the wake of Lost and Alias, the writers made it up as they went along. (Quite likely this is still the standard for TV dramas outside of prestige dramas, and even there they may just hide it better.)
This may not make for the best novelistic storytelling, but there are good, practical, even one might say democratic, reasons for serial fiction presented in weekly installments and at the mercy of weekly ratings to operate this way--and (I'd argue) for the rpg campaign settings to do the same.
I don't have to waste time extolling "a light touch" and a"focus on evocative, potentially player-involving details" in regard world-building, because that's the received wisdom, right? I will add that keeping it simple to start with not only keeps from drowning players (or purchasers of your product) in detail, it also serves not to fence you in a way that might not serve your or your players' enjoyment in the long term. The revelation of the world through play should be an experience for both player and GM--even though the GM must necessarily stay a few steps ahead in that journey.
The players are both creative consultants and the audience. Their interest guides where the focus goes. Their speculations about the world and their actions within it generate ideas for further development. And like with Adventure Time, the developments shouldn't be limited to locales, items, or monsters. It ought to extend to relationships between NPCs and even history. These developments should be doled out (and maybe even only created) in small adventure-relevant or tantalizing details not immediate info-dumps.
For instance, Adventure Time gets a lot of mileage out of showing us occasional relics of a technological past, then dropping the phrase "Mushroom War." It ensures it has our interest before it shows any nuclear war backstory.
I'm not advocating some sort of shared narrative control (Though neither am I arguing against it. Whatever works for you.), rather I'm just suggesting using player interest and action to spur world-building efforts, not just in the sense of what dungeon you'll draw next, but in what that dungeon, its denizen and their history says about the world, seems a good way to go.
Wednesday, September 5, 2018
Wednesday Comics: Storm: The Living Planet (part 5)
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 5)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk
When last we left our heroes, the seeds that the green dwarfs had given them to breath had apparently run out and they lost consciousness. They awaken on the shores of the lava sea. The worm hunters apparently gave them restorative pills and set them and the rest of the form debtors ashore, but stranded in the middle of nowhere.
Several of the debtors blame Storm and Ember for their fate, but one at least is grateful for what they did. He thinks he can help with their quest...
Another sees a way to make some money off it.
Storm and Ember work as cattle drovers for a couple of weeks and get new mounts and clothes. The trail boss points them in the direction of the city of Mardukan and Marduk's Palace.
Meanwhile, one of their fellow former debtors is at that palace selling them out to Marduk.
He does get the reward he was hoping for, however:
Storm and Ember reach palace in the mountains and have before them a forbidding climb. Ember remembers a back entrance through the air circulation ducts that she saw when she was a prisoner. They have to brace themselves inside the pipe and climb until they reach the maintenance ladder. The travel through maze-like passages until finally they see light coming from an opening. Unfortunately, they are expected:
Then, everyone gets a suprise:
TO BE CONTINUED
Storm: The Living Planet (1986) (part 5)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk
When last we left our heroes, the seeds that the green dwarfs had given them to breath had apparently run out and they lost consciousness. They awaken on the shores of the lava sea. The worm hunters apparently gave them restorative pills and set them and the rest of the form debtors ashore, but stranded in the middle of nowhere.
Several of the debtors blame Storm and Ember for their fate, but one at least is grateful for what they did. He thinks he can help with their quest...
Another sees a way to make some money off it.
Storm and Ember work as cattle drovers for a couple of weeks and get new mounts and clothes. The trail boss points them in the direction of the city of Mardukan and Marduk's Palace.
Meanwhile, one of their fellow former debtors is at that palace selling them out to Marduk.
He does get the reward he was hoping for, however:
Storm and Ember reach palace in the mountains and have before them a forbidding climb. Ember remembers a back entrance through the air circulation ducts that she saw when she was a prisoner. They have to brace themselves inside the pipe and climb until they reach the maintenance ladder. The travel through maze-like passages until finally they see light coming from an opening. Unfortunately, they are expected:
Then, everyone gets a suprise:
TO BE CONTINUED
Monday, September 3, 2018
Labor Day Reading
An embarrassment of riches for my Labor Day rpg reading! Kobold Press' Creature Codex dropped as did Jack Shear's new setting Cinderheim.
More on these in days to come.
Sunday, September 2, 2018
Weird Revisited: INFERNO-LAND!
This post first appeared in 2012 and was written for a Bakshian post-apocalyptic setting. it could be used in any number of post-apoc settings, though...
Beneath the wilds east of the domain of the dwarves, there is a series of caves and grottoes, lit crimson and cast in flickering shadow by ever-burning fires. This subterranean realm is know as Hell.
Hell’s most famous entrance (though there are rumored to be many) is located in a lonely ruin near the sea. It’s accessible through a door in the mouth of statue of a giant head. Near the head is a runic legend that resists translation: “D NTE’ NFEFNO-L N !” The head’s leering and horned visage is said to be in the likeness of Hell’s sardonic ruler. He names himself Mephisto (though he has other names) and appears as a Man of ancient times, save for the small horns on his brow and the ever present flicker of flame in his eyes.
Lord Mephisto is not confined to his domain. He tends to appear when people are at their most desperate to offer a bargain. And a contract. Souls are typically his price and stories say that he doesn’t wait until a person’s death to collect them. Unwise bargainers and those who blunder into Hell unaware find themselves in the clutches of Mephisto and his minions: snickering fiends with crimson skins, horns, and often, batwings. Smiling, they escort captives to one grotto or another and enthusiastically apply some torture or torment.
There have been a lucky few to escape Hell’s clutches. Their tales are difficult to comprehend, even considering the strange nature of the place. They speak of a room full of copies of Mephisto in repose upon slabs and glimpses of ancient devices of Man behind the torture tableaux.
Hell’s most famous entrance (though there are rumored to be many) is located in a lonely ruin near the sea. It’s accessible through a door in the mouth of statue of a giant head. Near the head is a runic legend that resists translation: “D NTE’ NFEFNO-L N !” The head’s leering and horned visage is said to be in the likeness of Hell’s sardonic ruler. He names himself Mephisto (though he has other names) and appears as a Man of ancient times, save for the small horns on his brow and the ever present flicker of flame in his eyes.
Lord Mephisto is not confined to his domain. He tends to appear when people are at their most desperate to offer a bargain. And a contract. Souls are typically his price and stories say that he doesn’t wait until a person’s death to collect them. Unwise bargainers and those who blunder into Hell unaware find themselves in the clutches of Mephisto and his minions: snickering fiends with crimson skins, horns, and often, batwings. Smiling, they escort captives to one grotto or another and enthusiastically apply some torture or torment.
There have been a lucky few to escape Hell’s clutches. Their tales are difficult to comprehend, even considering the strange nature of the place. They speak of a room full of copies of Mephisto in repose upon slabs and glimpses of ancient devices of Man behind the torture tableaux.
Friday, August 31, 2018
Weird Revisited: Star Warriors: The Azuran System
This post is from 2015, but I really like the map, so I felt like it was worth revisiting...
This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:
Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.
Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.
Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!
Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.
Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.
Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.
Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.
Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.
Authority Prime: This hollowed out asteroid holds not only the central headquarters of Authority High Command, but its training academy and interrogation and detention center, as well.
This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:
Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.
Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.
Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!
Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.
Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.
Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.
Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.
Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.
Thursday, August 30, 2018
Unfathomable: An Interview with Jason Sholtis
Over email, I had on a conversation with Jason Sholtis on OU. Here are the best parts:
What's the secret origin of Operation Unfathomable?
In brief, I got swept up in the early throes of the Old School revival, decided to see if I could write game materials and submitted a piece to Matt Finch's zine Knockspell ("The Font of Glee" from issue 3). I was shocked and amazed that it was accepted, which only emboldened me, despite not having written much of anything outside of comic book scripts for years and years. I set out to write a follow up for Knockspell and came upon what I thought was a decent hook, sending novice adventurers into a "high level" dungeon partially depopulated by a previous expedition. My aim was to pack it full of what I considered to be new and unusual characters, encounters, and situations, and to express in a concise way my own approach to the Old School RPG experience. I wanted to demonstrate these personal idiosyncrasies via the traditional dungeon form, in much the same way as the anti-corporate punk rock scene (with its zines and other home made media) that I enjoyed participating in as a younger person.
When the Google Plus thing began to percolate, I wanted to see if I could manage to run a game using Hangouts and ran the Knockspell version of OU. We had fun, despite appalling PC casualties, and decided to continue on. Driven by the need for additional adventuring material, I began to expand the scope of OU, adding tons of new weirdos, locations, and horrors.
Did the campaigns/settings you run before bear any resemblance to the OU world, or was this sort of new territory?
I ran a campaign in the early-to-mid-nineties that had some similarities, primarily the Underdark-like subterranean wilderness. Once the PCs entered this wilderness, there they remained until the campaign fizzled. Important Old School cred note: I missed all of 2E D&D, and had no inkling of the Underdark as a thing.
So I know you saw Patrick Stuart's review of OU, where he took issue with its tone. "Cheese," I think is the word he used. What are your thoughts on tone in OU and D&D in general?
I guess I should start by saying that I think there are no limitations on tone in D&D; it's all about group preference. The game can accommodate the full range of tonal elements from the utmost Tolkienian seriousness, high drama with actual emotions resonating around the table, to low comedy and can sometimes vacillate wildly in the same campaign.
Whether any of those kinds of modes are desirable is entirely up to the players. Let the record show I make no value judgements in this department.
There is a popular notion that gaming materials should be as serious (and, possibly, scary) as a counterbalance to the comical behavior of players at the table. While I concede that this idea has some merit, I am wired in the way that I am wired.
Personally I find it nearly impossible to run a game of Dungeons & Dragons that doesn't skew into the ridiculous and I have embraced this approach. If I can present a game that has absurd elements that still engages players, I call it a victory.
For anybody who's taken a look at my Dungeon Dozen blog (Volume One still available!), this should come as no surprise.
I do find the whole milieu of D&D gaming to be ludicrous in a very fun way:
"I swing!"
"I just go ahead and pull the lever!"
"I check the giant skull for traps!"
"Why yes, I speak High Beetle-ese!"My attempt at writing an adventure module with a humorous (yet lethal!) tone was both natural and with purpose. For me, where a lot of adventures I have read in the past fall down is when they boil down to dull details and lists of stats. I figured if I can present things in a way that was amusing and engaging enough to be read through without pain, the reader would have a solid basis for running the thing. Zzarchov Kowalski wrote a piece for his blog that is fairly in line with what I hoped to accomplish. I didn't care so much if OU was innovative in its presentation, just that it was entertaining and memorable. The degree to which I have succeeded or failed in this is (of course) for others to judge
As regards "cheese," you know, cheese is pretty delicious but I guess it's used as a pejorative in this sense. Cheese, kitsch, camp: all of these could sort of apply to Unfathomable but they're all kind of vague terms that could be used to describe a lot of D&D play at the table. I will certainly own up to some of my influences being composed at least partially of cheese. Is cheese in the eye of the beholder? Is cheese played with a straight face more or less objectionable than cheese presented with a wink and a nod?
I do mention Star Trek the Original Series a couple times in the manuscript (I think there are two such references amounting to a small handful of words) which manages to be both cheesy and awesome simultaneously, which was my ambition with OU.
Unfathomable is a fairly accurate representation of my play style, which I'm advocating by publishing the thing, but I certainly don't reject other tones or styles out of hand and have enjoyed playing in a variety of games that run the tonal gamut.
Are there things you like or look for in setting related materials that you buy? Are there things you enjoy when other authors put them in a setting that you would probably never do in a setting you create?
I should answer first by saying that I am not much of a consumer of setting materials in general, as I have always been a bit obsessive about making original settings for the games I run, but I do enjoy checking out other people's work in this area. I avoid using materials that I haven't concocted myself because I'm an egomaniac, ahem, I mean because making that stuff is an aspect of the hobby I value and enjoy.
I've admired settings like Tekumel and Glorantha for years (and have been fortunate enough through the miracle of Google Plus to finally play in games of each captained by James Maliszewski and Barry Blatt respectively), but I would never set out to write something like those huge Glorantha tomes (which look awesome). For me I would rather drop hints and small bits of setting information though the presentation of an adventure or a series of adventures and leave tons of wiggle room for GMs to interpret the setting for themselves. For D&Dish settings, monster listings, character classes, spells, and especially art convey a sense of setting without becoming encyclopedia entries. To get in my union-mandated Hydra plugs, your Strange Stars is a great example of a setting presented without lengthy screeds that also allows the artwork to convey a great deal of information. Chris Kutalik's Slumbering Ursine Dunes series presents all kinds of setting information baked into the adventure material.
And with our Hydra Cooperative sponsors plugged, that's a wrap. Thanks Jason!
Monday, August 27, 2018
A Sufficiently Advanced Network is Indistinguishable from A Plane
In fallen, far future age, the achievements of humanity's (or post-humanity's) Height are often viewed through a lens of superstition or occultism. The "Outer Planes" of the wizardly scholars are the ancient networks of the branching human clade and perhaps alien species they joined with, fanning out from Primal Sol to systems to worlds with planets to disassemble and forge into computronium and stars to enshroud for power. The minds of these digital beings (gods, in a since, as much then as now) became so vast, that they could never again travel. Computronium was too precious to waste on ships, and the bandwidth of the wormhole network was low.
So they sat through age--and ages longer than real-time and their hypersophont clock speeds. Many most became eccentric even neurotic. A few went completely mad. These are the gods of the future age.
Concordant Opposition is the nonsense name for the router connecting the far flung networks of post-humanity. Some travelers might dawdle there for millennia in the hub city called Sigil, The City of Doors. Some have accidentally stayed so long the civilizations that birthed them fell into dust.
Primitives sometimes discover the router through awakening ancient technology left from more lucent eras. These innocents abroad are easily gulled into unencrypted travel between networks putting their data at risk for theft. The grifters and thieves that prowl Sigil and squat just beyond the exits from the wormhole conduits know that the only meaningful thing they have to trade to many of the gods of the other planes are sapient minds. The only way they can avoid the clutches of the gods themselves are to serve up naive bumpkins in their place.
The Mind who runs Sigil doesn't care, so long as protocols that maintain trade are not disturbed. Those they get him her way are either destroyed out right or strip of privileges and thrown in a dilemma prison. The Lady of Pain, she is called, and not without reason.
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