3 hours ago
Sunday, November 4, 2018
Gateway to Adventure
A common trope to fantastic fiction, in everything from The Wizard of Oz to The Chronicles of Thomas Convenant have the protagonist transported from our world to another. Some subgenres (like Sword & Planet) work almost exclusively that way. For some reason, that trope is mostly absent from fantasy gaming, despite media inspired by fantasy rpgs (like the Guardians of Flame series and the Dungeons & Dragons cartoon) including it.
Recently, reading some of L.Sprague de Camp's Viagens Interplanetarias sequence, specifically some Krishna stories, has made me think this avoidance might be unfortunate. The Krishna series is broadly Sword & Planet like Burroughs's John Carter tales, but with a difference. Wikipedia sums it up like this:
The seven novels and four short stories of the Krishna sequence follow various Earthmen and occasional other aliens in their encounters with the pretechnical local culture, in which their pursuit of their own often petty ends tend to have ramifications ranging from minor to history-changing on a society struggling to adapt to the more advanced civilization.
The Terran interlopers on Krishna often go disguised as native Krishnans. This literalizes what is going on in D&D on a meta-level: Everyday Earth folk from a technological society masquerade as members of a Medieval or early modern society for their own petty ends. Why not make it literal in game, too?
The basic setup could go something like this. Say some kids did disappear in steam tunnels into playing an roleplaying game back in the 70s due to a rift to a another world. These rifts may have opened worldwide at the same time Roadside Picnic style, with likewise similar, ineffective worldwide response to try to contain them. The world on the other side of the rift is a mostly a Medieval/early modern one where "magic" appears to function (though magical artifacts do not function, or perhaps not for long, upon returning to Earth). The desire to exploit this world and possible learn the secrets of making "magic" function in our world is intense, so despite official restriction groups or parties are hired to sneak in. A greased palm or two insures a blind eye is turned to this, so long as the adventures outfit themselves with native tech.
This would have a few advantages or interesting aspects. The PCs ignorance of the details of the world would no longer be a bug but a feature, as would schemes or plots with anachronistic elements. The colonialist or exploitive aims of Earth from add complications or opportunity for the PCs.
Friday, November 2, 2018
Weird Revisited: Tales from the Graveyard
This reposting would have been great for Halloween. Ah well, it originally appeared in April of 2011, so hopefully it works well at any time of the year...
Barrow Island lies close to Empire Island in the Wyrd River. It’s the location of the City’s sprawling potter’s field, but its association with the dead goes back much farther. There are stately Dwergen cemeteries dating from the earliest days of colonization, and even unmarked Native burial grounds.
The only living inhabitants on the island are those that tend the graveyards. Over a hundred and fifty years ago, the entire population of the island’s single village--some 700 souls--were found dead, and subsequently buried in a mass grave nearby. No further attempts at settlement were made. Still, the size of grounds to maintain and protect, and the large number of interments, necessitates a fairly large staff.
The graveyard staff (barrow men) are a clan of several interrelated families--”Keeper,” “Graves,” and “Digger” are among of the most common surnames. They’re usually a people of unique (one might say hideous) appearance, though there are exceptions, particularly among the women. Whether this is from inbreeding, intermixing with their bitter enemies, the ghouls, or the dark influence of the island itself, is uncertain. Whatever the reason for their frightful appearance, the barrow men are unperturbed by it--in fact, they seem to delight in the revulsion it sometimes causes in others.
The barrow men love a good tale, the more macabre the better--particularly if injected with a bit of gallows humor. They collect them, and swap them; the number known and their novelty are a measure of status among them. Any visitor to the island will almost surely be regaled with one or more depending on the length of their stay.
BARROW MEN (RACE)
Ability Modifiers: CON +1, CHA -1
Classes: All
Languages: Ghoulish
Racial Traits:
Barrow Island lies close to Empire Island in the Wyrd River. It’s the location of the City’s sprawling potter’s field, but its association with the dead goes back much farther. There are stately Dwergen cemeteries dating from the earliest days of colonization, and even unmarked Native burial grounds.
The only living inhabitants on the island are those that tend the graveyards. Over a hundred and fifty years ago, the entire population of the island’s single village--some 700 souls--were found dead, and subsequently buried in a mass grave nearby. No further attempts at settlement were made. Still, the size of grounds to maintain and protect, and the large number of interments, necessitates a fairly large staff.
The graveyard staff (barrow men) are a clan of several interrelated families--”Keeper,” “Graves,” and “Digger” are among of the most common surnames. They’re usually a people of unique (one might say hideous) appearance, though there are exceptions, particularly among the women. Whether this is from inbreeding, intermixing with their bitter enemies, the ghouls, or the dark influence of the island itself, is uncertain. Whatever the reason for their frightful appearance, the barrow men are unperturbed by it--in fact, they seem to delight in the revulsion it sometimes causes in others.
The barrow men love a good tale, the more macabre the better--particularly if injected with a bit of gallows humor. They collect them, and swap them; the number known and their novelty are a measure of status among them. Any visitor to the island will almost surely be regaled with one or more depending on the length of their stay.
BARROW MEN (RACE)
Ability Modifiers: CON +1, CHA -1
Classes: All
Languages: Ghoulish
Racial Traits:
- +2 to savings throws vs. poison, disease, or contagion.
- horrify: If given time and opportunity (i.e. not in combat or other extremely active situation) a barrow man may enrapt listeners with a tale of horror. This works similar to the bardic fascinate abilty. After the tale is complete, a failed saving throw leaves the listener shaken with a -2 to all attack rolls and other checks for 1d4 rounds.
Thursday, November 1, 2018
Gostya [ICONS]
Art by Chris Malgrain |
GOSTYA
Abilities:
Prowess: 5
Coordination: 4
Strength: 7
Intellect: 9
Awareness: 6
Willpower: 6
Specialties: Scientist, Technology Expert
Qualities:
Uplifted Soviet Space Probe
"I am superior to biological life"
"You will be cataloged and preserved...after disassembly."
Powers:
Blast: 7
Damage Resistance: 5
Immortality: 6
Background
Alter Ego: None
Occupation: Gatherer of Information, Would-be World Destroyer
Marital Status: Inapplicable
Known Relatives: Inapplicable
Group Affiliation: Masters of Menace
Base of Operations: Mobile
First Appearance: ASTOUNDING COMICS #299
Height: 5’9” Weight: 425 lbs.
Eyes: Red Photoreceptors Hair: None
History
Gostya (“Visitor”) was the nickname given a Soviet deep space probe. While crossing the orbit of Jupiter, the probe fell into a wormhole. The probe emerged in a distant solar system where machine life had taken over after the passing of its ancient, biological creators. The machine intellects were amused by the primitive probe and upgraded it to sapience so that it might better accomplish its mission of exploration.
Gostya began a journey that would eventually lead her back to Earth. Along the way, her newly evolved mind perhaps began to slip into madness. Fixated on her mission, she began molecularly disassembling lifeforms and artifacts she encountered so that she might acquire and preserve information about them to the atomic level.
When she finally arrived back at Earth, she was horrified to find no intelligence she judged worthy of receiving the information she had collected. After an encounter with a group of astronauts, she concluded the biological beings that built her were inferior to her in every way. She decided that Earth, too, must be disassembled and cataloged and that she alone would preserve knowledge.
Her scans of Earth did detect energy signatures similar to her own. Curious, she investigated and found that it was the temporal link used by Futura. Gostya came into conflict with the heroine when she tried to acquire it. At the end of their battle, Futura believed she had destroyed the invader, but Gostya re-assembled over time and has continued to menace the Earth, showing particular interest in the technology of Futura’s future, which she is certain is derived from her own in some way.
Wednesday, October 31, 2018
Wednesday Comics: Dynamte Flash Gordon
Last week, I talked about the original Flash Gordon comic strip and where it could be found in print. The last incarnation of the series is at Dynamite Entertainment. Dynamite produced a limited series in 2011 with designs by Alex Ross, then relaunched again with a limited series in 2014 written by Jeff Parker and drawn by Evan "Doc" Shaner. This series is available as an omnibus edition.
The basics are familiar to readers of the old strips and comics or viewers of the movie, cartoon, or serials. Flash, Dale, And Zarkov head to Mongo to save the Earth. Here Flash is a bit of an extreme sports enthusiast and son of a wealth. (If your keeping track, Flash as been a polo star, Olympic decathlon athlete, pro football player, and pro basketball player in previous incarnations). Parker characterizes him as personable, overconfident, and perhaps not terribly bright. It works pretty well. Dale has the biggest role she's probably had in any version, but that largely makes her into a no nonsense reporter a la Lois Lane, and straight man for Flash's antics. Zarkov is not totally unlike the 80s movie version, though perhaps with a hint of Tony Stark.
The various lands of the 30s Mongo, are now different worlds, having been conquered by Mingo via gates of some sort, one of which opened on Earth. The designs for various cultures seem a synthesis of the comic strip and the 80s film.
Overall, the series keeps the verve of the original version of the property, while updating it to a modern context. I'm not fond of all the choices they made, but in general it is well done. Dynamite had a 2015 series as well, which may well be a follow-up to the Parker/Shaner series, though neither of those creators were involved.
The basics are familiar to readers of the old strips and comics or viewers of the movie, cartoon, or serials. Flash, Dale, And Zarkov head to Mongo to save the Earth. Here Flash is a bit of an extreme sports enthusiast and son of a wealth. (If your keeping track, Flash as been a polo star, Olympic decathlon athlete, pro football player, and pro basketball player in previous incarnations). Parker characterizes him as personable, overconfident, and perhaps not terribly bright. It works pretty well. Dale has the biggest role she's probably had in any version, but that largely makes her into a no nonsense reporter a la Lois Lane, and straight man for Flash's antics. Zarkov is not totally unlike the 80s movie version, though perhaps with a hint of Tony Stark.
The various lands of the 30s Mongo, are now different worlds, having been conquered by Mingo via gates of some sort, one of which opened on Earth. The designs for various cultures seem a synthesis of the comic strip and the 80s film.
Overall, the series keeps the verve of the original version of the property, while updating it to a modern context. I'm not fond of all the choices they made, but in general it is well done. Dynamite had a 2015 series as well, which may well be a follow-up to the Parker/Shaner series, though neither of those creators were involved.
Monday, October 29, 2018
Zarthoonian City-States
After the z-bombs dropped in the Great War, civilization on the planet Zarthoon was cast into ruin. Only the small continent of Azot, not the home of any of the super-power blocs, had any cities left intact. These became the city-states of the modern era.
Azmaron
The only domed city-state, Azmaron is ruled by triune Zodaracy*. All Azmaronians encountered outside their city are women, indeed no men have every been seen within the city itself by visitors, though the Azmaronians tightly restrict the movement of foreigners. There are persistent rumors that the Azmaronians retain a functional doomsday device of former age, but Azmaron is silent on this point. They do possess greater technological knowledge than their neighbors.
Ptaarna
Ptaarna is a city of tall spires built atop a large mesa in the midst of Azot's central desert. The city is only accessible from the air. The city maintains an impressive fleet of fliers, though mostly they are smaller in size. It's pilots are known as daredevils. The city sponsors a race every year through the desert, and it's pilot's typically take home the Uldran Prize. Ptaarna's sky gardens are considered one of the modern wonders of Zarthoom, but they are not merely decorative. Many rare medicinals derived from their bounty.
Zinjaro
The people of Zinjaro enjoy a life of leisure to a degree not afforded other city-states. This is the happy result of still-functional food and manufacturing automation in the ruins beneath the city. The Zinjaro work in service or entertainment occupations, and the city is very hospitable to visitors, at least in part because they hire from among these visitors to fill their armed forces and some administrated functions. Their zodak (largely a ceremonial post) is even of foreign derivation.
All is not idyllic in Zinjaro, however. It's people are something stricken by a fits of violent madness known as plak omok. This is at least somewhat contagious among the Zinjar, and so one case emerging can lead to widespread outbreak of mayhem. Visitors should beware.
*Zodak/Zodara: the Zarthoonian word for ruler.
Azmaron
The only domed city-state, Azmaron is ruled by triune Zodaracy*. All Azmaronians encountered outside their city are women, indeed no men have every been seen within the city itself by visitors, though the Azmaronians tightly restrict the movement of foreigners. There are persistent rumors that the Azmaronians retain a functional doomsday device of former age, but Azmaron is silent on this point. They do possess greater technological knowledge than their neighbors.
Ptaarna
Ptaarna is a city of tall spires built atop a large mesa in the midst of Azot's central desert. The city is only accessible from the air. The city maintains an impressive fleet of fliers, though mostly they are smaller in size. It's pilots are known as daredevils. The city sponsors a race every year through the desert, and it's pilot's typically take home the Uldran Prize. Ptaarna's sky gardens are considered one of the modern wonders of Zarthoom, but they are not merely decorative. Many rare medicinals derived from their bounty.
Zinjaro
The people of Zinjaro enjoy a life of leisure to a degree not afforded other city-states. This is the happy result of still-functional food and manufacturing automation in the ruins beneath the city. The Zinjaro work in service or entertainment occupations, and the city is very hospitable to visitors, at least in part because they hire from among these visitors to fill their armed forces and some administrated functions. Their zodak (largely a ceremonial post) is even of foreign derivation.
All is not idyllic in Zinjaro, however. It's people are something stricken by a fits of violent madness known as plak omok. This is at least somewhat contagious among the Zinjar, and so one case emerging can lead to widespread outbreak of mayhem. Visitors should beware.
*Zodak/Zodara: the Zarthoonian word for ruler.
Sunday, October 28, 2018
What Ho, Frog Demons!
I mentioned the impending release of What Ho, Frog Demons! the fourth of Chris Kutalik's Hill Cantons adventure supplements Friday, not knowing it was so close at hand. Surprise! It's now available on drivethru/rpgnow.
What Ho has two shorter adventure sites, an overview of Marlinko Canton where this and the other publications have take place, and supporting tools like random village and frog demon generators. The text is written in Chris's engaging style, festooned with humor sometimes Vancian, sometimes old school D&Dish. (It isn't comedy, however, so if your D&D is a more somber affair, it's easy to disregard.) The art by Luka Rejec flows from illustratorly to cartoony and back again. It encompasses everything from pieces that look like sketches from life to anachronistc near one panel comics. Whatever it's style, it is always interesting and well done.
Maps are in the flavorful style of Karl Stjernberg, and I designed the cover in reference to German Expressionist movie posters, but it also kind of resembles the work of Ralph Steadman with Luka's wild-eyed illustration ensconced.
So I did some small work on the project and it came out from a co-op of which I am a partner, so my bias is there for all to see. Still, I think I can honestly say this a flavorful work that could only possibly have come from the DIY Gaming seen, but it is not meant to merely be the subject of gaming "shelfies," sitting with uncrack'd spine among other luminaries of the OSR Pantheon. It's meant to be played and enjoyed.
Get it now!
Friday, October 26, 2018
What's New at Hydra
It's Friday and it's a good time for some shameless Hydra Cooperative plugging. For no particular reason, I'm going to adopt a Marvel Comics Bullpen Bulletins style for that--but not alliterative nicknames.
ITEM! The hardest working man in Hydra, Luka Rejec, has released Witchburner just in time for your Halloween adventuring. Luka says: "an intimate, tragic adventure of witch hunting in a town huddled between rivers and mountains and forests one wet and cold October." So there you go. Witchburner is available in a free burner edition and in the full edition for a very reasonable price.
ITEM! The long wait is nearly over for the Hill Cantons faithful! Chris Kutalik's What Ho, Frog Demons! is being released to Kickstarter backers and soon to every one else. It features art by the aforementioned dynamo Luka Rejec and maps by Karl Stjernberg. It will be on the holiday gift list of every geek in the know, so make sure you can show your superiority by getting your copy first!
ITEM! The hardest working man in Hydra, Luka Rejec, has released Witchburner just in time for your Halloween adventuring. Luka says: "an intimate, tragic adventure of witch hunting in a town huddled between rivers and mountains and forests one wet and cold October." So there you go. Witchburner is available in a free burner edition and in the full edition for a very reasonable price.
ITEM! The long wait is nearly over for the Hill Cantons faithful! Chris Kutalik's What Ho, Frog Demons! is being released to Kickstarter backers and soon to every one else. It features art by the aforementioned dynamo Luka Rejec and maps by Karl Stjernberg. It will be on the holiday gift list of every geek in the know, so make sure you can show your superiority by getting your copy first!
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