Wednesday, August 28, 2019

Wednesday Comics: House of X/Powers of X


Jonathan Hickman has a penchant for "big idea" comics, often with an epic scale and science fictional overtones. All of those things I like, but for me there is a lack of focus on character, and perhaps a Kubrickan coolness that has made it difficult for me to love his Avengers or Fantastic Four runs. Maybe with the X-men, he's finally won me over.

House of X and Powers of X (actually pronounced powers of 10, a reference to its logarithmically remote future stories) tell of an interlocking tale of the world's mutants under Xavier embarking on a radical plan to save the future from....well, yet another mutant-related dystopia, then one takes "Days of Future Past" to a transhuman extreme, with the Nimrod controlled Man-Machine Empire facing off against the surviving mutants under Apocalypse.

I'm not sure how Hickman will bring this all to a satisfying close. It feels so much like an ender, its hard to see how the inevitable return to some sort of superhero status quo won't seem like something of a let down, maybe even a cheat.

So far, though, it's a fun ride.

Sunday, August 25, 2019

Between Planar Stations


It doesn't have a name. Not really. This is intentional; names are power, after all, and power that can be used against you. When whoever instantiated the original version of the city did so, they fixed and compressed its noumenal building blocks into a potent glyph, a sigil. And that is what its inhabitants and its visitors from myriad plane-aware worlds have called it every since.

Only rubes get duped by maps hawked in Sigil markets or the orreries venerated by mundy cargo cults, the city is not at the center of anything physical or even metaphysical. It's just that it embodies the concept of nexus, and so it's the most stable router or gateway for astral bodies shooting through the howling conceptual metric.  From Sigil, you can get to anywhere, whether you should or not.

A lot of travelers get to Sigil and never leave. Some, the trafficked, press-ganged, fearful, or injured, have no choice. Others stay out of business interest, boredom, inertia or laziness. Why endure the vicissitudes of travel when all the worlds will come to you, eventually?

Thursday, August 22, 2019

Eberron & the Jackelian Sequence


The announcement of a 5e Eberron book got me thinking about a similar setting that I like better than Eberron: Stephen Hunt's Jackelian series. I wrote about it back in 2011. Hunt wrote a few more novels in the series after that point, but it's a shame there has never been an rpg.

Anyway, the novels are well work checking out.

Wednesday, August 21, 2019

Wednesday Comics: A New Episode of Bronze Age Book Club

Here's the latest episode, taking on Adventure Comics #462. Oh, and we're now on Google podcasts and Apple podcasts. Like! Subscribe!


Listen to "Episode 3: ADVENTURE COMICS #462" on Spreaker.

Monday, August 19, 2019

Weird Revisted: The Weird Frontier

The original version of this post first appeared in 2010. I've revisited it from slightly different angles a couple of times since.
 

This cover deserves to be the basis of an rpg setting.

Well, maybe not just this cover all on its own, but the crazy idea it and the series (Tomahawk) it's a part of suggests (at least to me)--namely, combining the James Fenimore Cooper-style frontier tale with fantasy. Transplanting the whole civilization-against-the-wilderness thing to a colonial pseudo-America.

It’s almost completely unmined territory. It’s only been sort of attempted once, as far as I know--Orson Scott Card’s Alvin Maker series does early nineteenth century fantasy in an alternate North America. Sure, one could point to novels (and even an rpg or two) with a kind of “Illuminati/Masonic magic behind the revolution” or a “Ben Franklin cavorts with the Hellfire Club” sort of deal, but all of that pseudo-historical “hidden magic” speculation fails to deliver a moment of rpg inspiration Zen like:


Wilderness adventures wouldn’t be the only way to go. Surely things like Mystery Hill, and the rampant speculation such sites inspired (even at the time) ought to suggest plenty of ancient American civilization to provide honest to goodness dungeons. There might not be demi-humans (though there could be), but all the other standard D&D ingredients are easy to find.

Sunday, August 18, 2019

Garage Sale


My local gaming store (Firefly Toys & Games) had a "Gamer Garage Sale" where they sold old games that folks had brought in. Not a lot of rpg stuff, but some. In picked up the box set, Gary Gygax's Hall of Many Panes for five bucks, the Exalted boardgame War for the Throne, and most randomly this miniature, paper Old West town, and assorted Western miniatures. They're all different scales (H/0, 00, 1:72), but hey, that's an impulse buy for you.

Read for that next Boot Hill game, I guess.


Friday, August 16, 2019

Swords & Monsters


It occurs to me that you could throw out the atmosphere and, well, pretty much everything else about Ravenloft except for the vague notion of adventure fantasy characters fighting creatures of horror. If the world was more of a sword and sorcery setting, and the monsters leaned even heavier in the Universal Monsters direction, I think that would be pretty cool in its own right. The jeweled thrones of the Earth might be sat upon by wolfmen, vampires, man-made monsters, and perhaps even an invisible person or two.

There is some inspiration for this sort of thing in Sword & Sorcery/pulp fiction. Howard wrote "Wolfshead" (which isn't S&S, but hey). Karl Edward Wagner has Kane take on a vampire ("Mirage") and a werewolf ("Reflections on the Winter of My Soul"). In the DC Comics' Warlord there is at least one vampire and two werewolves over its run. I'm sure there are others, but that's off the top of my head.