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Monday, June 3, 2019
Godbound: The Power of Grayskull
This was not my original "other idea" for Godbound by Kevin Crawford, I mentioned in my post a Greek myth-based Godbound game, but it occurred to me since then, and I thought it was good enough to share. Masters of the Universe (okay, He-Man and the Masters of the Universe, for those who came to it from the cartoon) is essentially a world of fantasy superheroes, exactly the sort of thing Godbound does, though maybe not so stereotypically.
Eternia is a shard of what was an advanced civilization, spanning multiple planets, perhaps multiple planes (all presided over maybe by semi-divine beings known as Trollans). Either its science or its magic was so advanced that there was no difference between the two. The Great War brought that civilization to an end and shattered the cosmos. The once great master control center/central terminus of the Ancient Ones collapses into a ruin. Its folded, multi-dimensional structure is partially perceivable millennia later as a gray, skull-visaged fortress of stone. Castle Grayskull to the uncomprehending civilizations that would follow.
The power of Grayskull is palpable and known. From all over Eternia, from shards of nightmare worlds, beings come seeking its power for themselves. These seekers are more than human. They are those imbued with strange powers by exposure to ancient energies, or wield ancient weapons. Grayskull chooses its champions, though, to defend its secrets.
You get the idea. One could, of course, jettison all the silly MotU names--or keep them if they seem integral. The sort of nonsensical terrain of Eternia makes more sense when it's just the condensed highlights of something once much more coherent and larger, kept functional by magitech. Likewise, the sort of random powers/prosthetics of the characters can be explained as idiosyncratic manifestations of ancient magic tools/artifacts.
Sunday, June 2, 2019
Weird Revisited: Subterranean High Strangeness
This post first appeared in 2013, but I felt like it was worth a rerun. Some interesting storys to inspire dungeoneering, perhaps in a modern conspiracy/horror game.
The old cliche says "truth is stranger than fiction." I don't know if any of the tales here are true, but hey, they're presented as such--and they're certainly strange. Strange in a way that would be great fodder for modern (or modernish) adventures, particularly of the dungeoncrawling sort:
Subterranean Lumberjacks
On December 26, 1945, there was an explosion in the Belva Mine in Fourmile, KY. What was apparently reported much later (1980-81) was that survivors recounted takes of a "door" opening up in a wall of rock and a man dressed like a "lumberjack" or "telephone lineman" emerging to reassure them they would be rescued. He then disappeared the way be came.
Trapped miners in Shipton, Pennsylvania, experienced similar strangeness. Again survivors reported meeting strange men (similarly clad to the Belva lumberjacks, according to some accounts) who told them they would be rescued and gave them a bluish light and showed them some halographic visuals. The miners seem to have been unclear if their benefactors were fully corporeal. I bet.
Mine Monsters
It could be a lot worse. Just read this pretty likely untrue account that appears on a lot of internet paranormal sites:
The monsters don't confine themselves to miners, apparently. The 1967 issue of the Hollow Earth Bulletin prints portion the so-called "The Messerschmidt Manuscript" that proports to give the account of a French woman, who describes her horrifying kidnapping at 19 by deros (or something similar) from an elevator in a building basement in 1943. She and other women endured months of captivity in the hands of monsters than sound a lot like George Pal's morlocks in physical description until they were rescued by pale men in gray, metallic uniforms who slaughtered the beastmen and gave the former captives clothing and medical attention.
44 Cities
It's not all monsters down there, though. An article in the Summer 1978 issue of Pursuit Magazine puts forward a claim by a Dr. Ron Anjard that he knew personally of 44 underground cities in North America. He learned this from anonymous Native American sources. Maybe these relate to the lost cities of the Grand Canyon? Or some of those giant containing tombs?
Frank Frazetta |
Subterranean Lumberjacks
On December 26, 1945, there was an explosion in the Belva Mine in Fourmile, KY. What was apparently reported much later (1980-81) was that survivors recounted takes of a "door" opening up in a wall of rock and a man dressed like a "lumberjack" or "telephone lineman" emerging to reassure them they would be rescued. He then disappeared the way be came.
Trapped miners in Shipton, Pennsylvania, experienced similar strangeness. Again survivors reported meeting strange men (similarly clad to the Belva lumberjacks, according to some accounts) who told them they would be rescued and gave them a bluish light and showed them some halographic visuals. The miners seem to have been unclear if their benefactors were fully corporeal. I bet.
Mine Monsters
It could be a lot worse. Just read this pretty likely untrue account that appears on a lot of internet paranormal sites:
PENNSYLVANIA, DIXONVILLE - Mine inspector Glenn E. Berger reported in 1944 to his superiors that the Dixonville mine disaster which "killed" 15 men was not the result of a cave-in, but rather an attack by underground creatures capable of manipulating the earth [partial cave-ins], whose domain the miners had apparently penetrated. Most of the dead miners were not injured by falling rocks but showed signs of large claw marks, others were missing, and one survivor spoke of seeing a vicious humanoid creature that was 'not of this world' within an ancient passage that the miners had broke into. The creature somehow created a "cave-in", blocking himself and another inspector [who closed his eyes when he felt the creatures 'hot breath' on his neck] from the main passage until another rescue party began to dig through the collapse, scaring the "creature" away.Shaverian Mysteries
The monsters don't confine themselves to miners, apparently. The 1967 issue of the Hollow Earth Bulletin prints portion the so-called "The Messerschmidt Manuscript" that proports to give the account of a French woman, who describes her horrifying kidnapping at 19 by deros (or something similar) from an elevator in a building basement in 1943. She and other women endured months of captivity in the hands of monsters than sound a lot like George Pal's morlocks in physical description until they were rescued by pale men in gray, metallic uniforms who slaughtered the beastmen and gave the former captives clothing and medical attention.
44 Cities
It's not all monsters down there, though. An article in the Summer 1978 issue of Pursuit Magazine puts forward a claim by a Dr. Ron Anjard that he knew personally of 44 underground cities in North America. He learned this from anonymous Native American sources. Maybe these relate to the lost cities of the Grand Canyon? Or some of those giant containing tombs?
Thursday, May 30, 2019
The Charmed Life of an Adventurer
"Prophecies and charms marked his face, talismans against attacks from animals, demons, and men."Some editions of D&D have felt suggested magic items were required equipment at certain levels. Even before that, the fact that you could sell magic items suggested the existence of places they might be bought: Ye Olde Magic Shoppe. Neither of these facts have ever sat well with some people, who view these as part of a mundanifying, possibly even industrializing of magic. In general, I would count myself among them, though it depends on the setting, really.
- Brian Catling, The Vorrh
There is a way to have common magic items without sucking the mysticism and mystery out of them and raising the specter of industrialization. That would be to replace many magic items with with charms or fetishes. Charms (and blessings) are mentioned in the 5e DMG , but they are envisioned as short-term or single issue enchantments on an individual. I think they could be applied to items, though they still might be single or short-term use to differentiate them from standard magic items.
There might be other differences:
- They would appear more like art objects than practical tools, though they might also be laid into practical tools (or people) with markings/runes.
- They could be acquired at shops, but they would generally bespoke, not bought off a shelf (though some might be).
- They would be pretty common, almost ubiquitous among adventurers, but they would be more specialized. Instead of a Ring of Protection, their might be a talisman of protection against weapons, one against magical attacks, one against the claws and teeth of beasts. (This approach would require more record-keeping, but might or might not be worth it.)
A lot of the adventurer's acquired wealth would go into buying new or longer lasting charms. Healing potions could stay potions, but they could be replaced with poultices or talismans instead. Maybe their would be a mixture of both, and could be purchased. "True" (permanent) magic items would be rarer, and perhaps only found among the ruins of the past. They would almost never be sold.
Wednesday, May 29, 2019
Wednesday Comics: Things I Read Last Week
These are the comics I've read over the past week. Only one of them is new.
Martian Manhunter (2018) #5
John Jones discovers he's not the only Martian that survives his planet's death, and he needs John Jones partner, Diane, more than ever to bring him in. The parallel story of the last days of Mars draws incrementally closer to its tragic end. This continues to be one of the few current comics I'm interested. but the decompression is starting to wear on me.
Kill 6 Billion Demons Book 3
I confess the first two installments of Kill 6 Billion Demons were interesting to me because of the setting, and because I thought it was leading to somewhere cool. This volume, though, I enjoyed for what it was doing at the moment. Here we get an epic heist story or classic D&D setup in the city of Throne itself.
Black Hood (1991)
Black Hood was the last of the ongoing series as part of DC's Impact Comics line, a resurrection of Archie's MLJ heroes. Black Hood has the best high concept and the best first issue of the Impact titles: It ends with its Punisher-esque, journal-narrating, vigilante hero getting killed, and a teen age kid taking up his mask that is more than just a simple piece of cloth. The premise unfolds less grittily than one might image given that '91 was when comics were at peak anti-hero, but then the Impact line was aimed a bit at younger readers, which in that era didn't mean anime-inspired stylization in the art and more simplistic stories, but instead younger protagonists and less violence. Sort of. The whole series is available on Kindle/Comixology.
Martian Manhunter (2018) #5
John Jones discovers he's not the only Martian that survives his planet's death, and he needs John Jones partner, Diane, more than ever to bring him in. The parallel story of the last days of Mars draws incrementally closer to its tragic end. This continues to be one of the few current comics I'm interested. but the decompression is starting to wear on me.
Kill 6 Billion Demons Book 3
I confess the first two installments of Kill 6 Billion Demons were interesting to me because of the setting, and because I thought it was leading to somewhere cool. This volume, though, I enjoyed for what it was doing at the moment. Here we get an epic heist story or classic D&D setup in the city of Throne itself.
Black Hood (1991)
Black Hood was the last of the ongoing series as part of DC's Impact Comics line, a resurrection of Archie's MLJ heroes. Black Hood has the best high concept and the best first issue of the Impact titles: It ends with its Punisher-esque, journal-narrating, vigilante hero getting killed, and a teen age kid taking up his mask that is more than just a simple piece of cloth. The premise unfolds less grittily than one might image given that '91 was when comics were at peak anti-hero, but then the Impact line was aimed a bit at younger readers, which in that era didn't mean anime-inspired stylization in the art and more simplistic stories, but instead younger protagonists and less violence. Sort of. The whole series is available on Kindle/Comixology.
Sunday, May 26, 2019
The Genre of D&D Art?
Jason "Dungeon Dozen" Sholtis and I were talking the other day, after we both watched Eye of the Beholder, the new documentary on D&D artists (which you should see too). Jason was skeptical of the idea (mentioned in the documentary) that "D&D art" was a genre, instead viewing it as part of the wider field of fantasy illustration. I put forward an argument, that he found at least somewhat convincing, that D&D (or rpg) art, might at least constitute a subgenre of fantasy art, and that it could be identified by its tendency to emphasis certain traits across several editions. Here are the traits I came up with:
Prosaic or Humorous Scenes
While fantasy illustration is no stranger to humor or protagonists that are less than competent, but not large than life, these sorts characters are depicted in a higher proportion of D&D art.
More Detail on Monsters
Monsters in much traditional (pre-D&D) fantasy illustration are best described as "phantasmagoric" or fanciful, charitably--and perhaps even outright goofy. D&D monsters are not always anatomically or realistically considered but they are generally detailed and usually dynamic.
Placing the Viewer with the Protagonists
The eye of the viewer is often positioned as if they might be a companion of the pictured protagonists or at least a close observer, rather than viewing the action at a remove. The primary focus then is often placed on the antagonist (or monster) rather than the heroes.
Emphasis on Small Groups Rather than Individuals or Clashing Armies
This one is obvious due to the "party" structure of rpgs, and it is perhaps the one most frequently supported by the art. The party is often displaying teamwork.
Anyway, I think those sort of make the point. I do think there are some others regarding costuming and composition of scenes, but these are the ones I feel most certain about. Of course, there is a lot D&D art that don't show these characteristics and there is some non-rpg fantasy illustration that does. These are really about tendencies, not absolutes.
Prosaic or Humorous Scenes
While fantasy illustration is no stranger to humor or protagonists that are less than competent, but not large than life, these sorts characters are depicted in a higher proportion of D&D art.
More Detail on Monsters
Monsters in much traditional (pre-D&D) fantasy illustration are best described as "phantasmagoric" or fanciful, charitably--and perhaps even outright goofy. D&D monsters are not always anatomically or realistically considered but they are generally detailed and usually dynamic.
Placing the Viewer with the Protagonists
The eye of the viewer is often positioned as if they might be a companion of the pictured protagonists or at least a close observer, rather than viewing the action at a remove. The primary focus then is often placed on the antagonist (or monster) rather than the heroes.
This one is obvious due to the "party" structure of rpgs, and it is perhaps the one most frequently supported by the art. The party is often displaying teamwork.
Anyway, I think those sort of make the point. I do think there are some others regarding costuming and composition of scenes, but these are the ones I feel most certain about. Of course, there is a lot D&D art that don't show these characteristics and there is some non-rpg fantasy illustration that does. These are really about tendencies, not absolutes.
Friday, May 24, 2019
Weird Revisited: Ursoid Mutant Dunes
The original version of this was posted in 2015, shortly after I had seen Mad Max: Fury Road.
I've got just the thing for a Mutant Future or Gamma World mini-sandbox: do a bit of reskinning on Chris Kutalik's Slumbering Ursine Dunes (if you don't have copy--well, it's available now.) Here's some thoughts on changing the basic setup.
Out in the desert, there's an ancient rune and a crashed alien spacecraft, slowly burning holes in reality itself.
The Background as Only the GM Knows It
Milt Grisley was an underground cartoonist who got his chance to sell out in the eighties. His Sleepy Beartm character went from counter-culture anti-hero to toyetic, afernoon cartoon pitch-man--and made Grisley rich in the process. Theme parks followed--the one outside of Las Vegas was the biggest, Once Grisley was well into Howard Hughes level eccentricity, he even had a futuristic, planned community built nearby. It was going to be a utopia in the desert run by a super-conputer and thoroughly Sleepy Bear-branded. Then the bombs dropped.
The super-computer has grown more self-aware over the centuries--and also crazier. It thinks it's the real Sleep Bear, now. Its public face is one of the old animatronic, amusement park bears. Somewhere along the way, a tribe of mutated ursoids found it (perhaps following the old signs emblazoned with Sleepy Beartm) and now worship it like a god, following the computer's every command no matter how ridiculous.
They lived peaceable and kept to themselves. They even allowed some humans to settle nearby. Everything was fine until the crash. A saucer full of Greys, sliding across dimensions, went down in the desert near the installation. Maybe it had something to do with a top secret military installation the government never officially acknowledged that was hidden near Bear Town, or maybe it was just a freak coincidence. Whatever the cause, crash it did, and its reality-shifting engines went critical, dumping their cosmomorphic fuel all over the landscape, turning everything weird...
So, hopefully the recastings are clear: Medved is the super-computer whose avatar is an animatronic cartoon bear. The Eld are Greys and their golden barge is a big saucer (don't worry about the different deckplans. It's weird on the inside.) The Weird is created by spaceship fuel. Ondrej is probably a mutant shark and cartoonish pirate, holed up in the pirate island in the middle of the brackish and radioactive artificial lake in the amusement park.
See, not so hard? I'll let you take it from there. Make your own adventure in the Mutants Dunes.
I've got just the thing for a Mutant Future or Gamma World mini-sandbox: do a bit of reskinning on Chris Kutalik's Slumbering Ursine Dunes (if you don't have copy--well, it's available now.) Here's some thoughts on changing the basic setup.
Out in the desert, there's an ancient rune and a crashed alien spacecraft, slowly burning holes in reality itself.
The Background as Only the GM Knows It
Milt Grisley was an underground cartoonist who got his chance to sell out in the eighties. His Sleepy Beartm character went from counter-culture anti-hero to toyetic, afernoon cartoon pitch-man--and made Grisley rich in the process. Theme parks followed--the one outside of Las Vegas was the biggest, Once Grisley was well into Howard Hughes level eccentricity, he even had a futuristic, planned community built nearby. It was going to be a utopia in the desert run by a super-conputer and thoroughly Sleepy Bear-branded. Then the bombs dropped.
The super-computer has grown more self-aware over the centuries--and also crazier. It thinks it's the real Sleep Bear, now. Its public face is one of the old animatronic, amusement park bears. Somewhere along the way, a tribe of mutated ursoids found it (perhaps following the old signs emblazoned with Sleepy Beartm) and now worship it like a god, following the computer's every command no matter how ridiculous.
They lived peaceable and kept to themselves. They even allowed some humans to settle nearby. Everything was fine until the crash. A saucer full of Greys, sliding across dimensions, went down in the desert near the installation. Maybe it had something to do with a top secret military installation the government never officially acknowledged that was hidden near Bear Town, or maybe it was just a freak coincidence. Whatever the cause, crash it did, and its reality-shifting engines went critical, dumping their cosmomorphic fuel all over the landscape, turning everything weird...
So, hopefully the recastings are clear: Medved is the super-computer whose avatar is an animatronic cartoon bear. The Eld are Greys and their golden barge is a big saucer (don't worry about the different deckplans. It's weird on the inside.) The Weird is created by spaceship fuel. Ondrej is probably a mutant shark and cartoonish pirate, holed up in the pirate island in the middle of the brackish and radioactive artificial lake in the amusement park.
See, not so hard? I'll let you take it from there. Make your own adventure in the Mutants Dunes.
Thursday, May 23, 2019
The Secrets of Harveylands
This map of "various Harveylands" comes to us from Richie Rich #230 (1987). Before its publications, the proximity of many Harvey characters was apparent, but the fact that their entire kids comic "universe" existed in one locality was a bit of surprise. Looking at the map, I think we can discern other truths about the "Harvey Universe."
The mountains separating it from the outside world reveals it to be a hidden land in the old tradition of Oz or Opar. It is primarily inhabited by magical or fairytale creatures (some in semi-isolated subregions), with one isolated island being the home of talking animals. Based on the comics, these animals enjoy a higher level of technology and infrastructure than the surrounding "enchanted forest" dwellers (though so stories suggest at least the Devils have access to TV and radio.) There are also the two anomalous comics related industries.
Richville's wealth and isolation are a bit of a puzzle. I suspect it is something like the isolated Amazon cities of the rubber boom. The only question is what provided the fortune for the Richs and their city? Whatever it is, it likely has something to do with the magical nature of the surrounding countryside.
Spooktown seems to be the next largest city, and it is walled. Possibly it isn't open to non-ghosts? Maybe witches, since they seem to live in close proximity. Spooktown is big enough that it has suburbs, apparently, where Casper resides.
I always took Tiny Town to be a settlement of normal humans in the Stumbo stories--tiny only in comparison. I wonder now if they are actually smaller, and so Stumbo's size in the stories was exaggerated by the comparison.
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