1 hour ago
Monday, May 4, 2020
The Power of Porcus
Our 5e Land of Azurth came continued last night. In the last adventure, the party had followed some robbed figures into passages beneath the town of Shkizz. There they fought some giant rats and found a door beyond which they could hear chanting. They tried to slowly open the door, but when it appeared stuck, they just forced it.
The robbed figures encircled a strange fire within a domed room carved from limestone. Above the fire hovered an anthropomorphic boar with undersized bird wings. One of the cultists sighted them, and the group demanded the party leave, as did the boar creature, Porcus, in a stuttering voice.
The party declined, and a melee ensued. The party dished out some damage, but Porcus was no slouch and soon Dagmar was down. Shade went to rescue their healer, but Porcus used their lack of focus as a chance to teleport out of the fight and slip into a secret door at the far end of the room. Our heroes, bloodied, had no appetite for chasing him
The cultists filed out past them with disapproving glances and remarks about both their jailbreak and their rude interruption of the meeting. The group let them go, then followed them back up to the surface.
Dawn was breaking. The party returned to their rooms where their stuff was still intact, and caught a short rest. The next day the townsfolk, once again law abiding, gave the party no trouble. The innkeeper had been among the cultists, but he either couldn't or wouldn't discuss Porcus.
Our heroes decide to go on a stakeout to see what happens at the switch over from day to night behavior. Dagmar was outside as night fell (determined to guard the wagon after two wheels were stolen the night before), and noticed strange flowers abruptly blooming on am unfamiliar tree. Detect magic reveals these blossoms to be magical.
Shade with her woodland lore knows them to be fay-flower trees. They cause madness. They were believed to be extinct.
The party believes it's the long term exposure to these blossoms causing the weird behavior, but where does Porcus enter into this? Before the nighttime revelers come out, they decide to go back to the underground tunnels to lie in wait in the ceremony room.
They do a little bit more exploring and bust into the home of mushroom farmer wererats, then happen upon another wererat pretending to be a captured human. In the ritual chamber, they find two wereboars emerging from the secret room (who they dispatch) but no Porcus. They settle in to wait...
Sunday, May 3, 2020
Fighting Fists, Terror Claws, and Mechanical Horses
One thing about Masters of the Universe (and by extension likely any hypothetical rpg based on it) is that, sort of like D&D, advancement often means the acquisition of stuff. There are no mounds of gold or jewels for the heroic warriors of Eternia, though, instead they get new vehicles, the occasional animal mount, and He-man, at least, gets battle armor, flying fists, and thunder punch accessories. In other words, it's toyetic.
The other thing is these innovations aren't mass produced. All the heroes don't get battle armor any more than they all get a power sword. In the more post-apocalyptic world of the early minicomics these items are analogous to D&D artifacts.
To keep the game becoming more of an arm race than the source material is, these items should require attunement or bonding. Getting more bonding slots/points should probably be one of the rewards for advancement.
Looking around, one MOTU inspired rpg, Warriors of Eternity, takes this into account, with new bond points doled in reward for narrative goals.
Skeletor levels up |
Friday, May 1, 2020
Weird Revisited: A World Unconquered
I originally uncovered this map in 2013...
Sword & Sorcery comics of the seventies usual got around to supplying a map at some point, and Claw the Unconquered was no exception. Though it ran only 12 issues (from 1975 to 1978), Claw featured a map in issue #5. Wikipedia seems to think Pytharia is the name of Claw's world--and it may be--but it's also the name of one of the country's in the "Known World," as you can see. Interestingly, Claw shares this world with another sword-wielding DC hero: Starfire, who's part Red Sonja and part Killraven, living in a post-apocalyptic alien-overrun future.
Anyway, I'm pretty sure there's some game inspiration in this.
Sword & Sorcery comics of the seventies usual got around to supplying a map at some point, and Claw the Unconquered was no exception. Though it ran only 12 issues (from 1975 to 1978), Claw featured a map in issue #5. Wikipedia seems to think Pytharia is the name of Claw's world--and it may be--but it's also the name of one of the country's in the "Known World," as you can see. Interestingly, Claw shares this world with another sword-wielding DC hero: Starfire, who's part Red Sonja and part Killraven, living in a post-apocalyptic alien-overrun future.
Anyway, I'm pretty sure there's some game inspiration in this.
Wednesday, April 29, 2020
Wednesday Comics: Fourth World Re-Read
I have not read the entirety of Jack Kirby's run on his so-called "Fourth World" titles at DC in the 1970s (Forever People, Mister Miracle, and New Gods, and ok, it starts in Jimmy Olsen, but I'm not reading that) since the black and white collections of 1999, so I seemed like the right time.
These titles were supposedly an attempt to write a new mythology for the modern age, an idea Kirby had had at Marvel, but never got to execute. The titles are interrelated but not strongly interlinked (not unlike Morrison's Seven Soldiers over 30 years later). Last night I read Mister Miracle #3 and 4 both published in 1971.
Mister Miracle tells the story of Scott Free, a man form another world, who befriends, and then assumes the stage persona of an aging escape artist known as Mister Miracle. While Free's athletic and escape abilities are impressive, he accomplishes most of his escapes by using advanced alien technology. Scott Free is being hunted by agents of the planet Apokolips. So far, we've seen their human, organized crime agents, Intergang, and the monstrous orphanage matron, Granny Goodness.
Issue #3 introduces us to Doctor Bedlam. Bedlam is a being of pure thought, and very malign thought at that. His psychic assault upon Mister Miracle and his assistant, Oberon, is almost Satanic (or maybe Outer God-like) in intensity--only Free's "Mother Box" device protects them.
Bedlam draws Free into a trap in an office building. After a confrontation with what is essentially an android body possessed by Bedlam, Free must make his way through 50 floors of people turned into violent suffers of psychosis by Bedlam's "paranoia pills."
Bedlam is a great concept, particularly within the Apokolipsian pantheon, who all are some sort of aspect of oppression. His name comes from the nickname of Bethlehem Royal Hospital, which at one time represented the most frightening and dehumanizing aspects of mental asylums. Bedlam seems a personification of the snakepit asylum. He is almost literal madness in human form, or rather in the form of a number of faceless automata--suggesting the evil of systems, not individual actors.
Free's escape through 50 stories is likewise a great story conceit that would work well today. The choice of a single office building and an urban setting as opposed to some sort of small town or even city street, seems to suggest the deleterious effects mental effects of corporate employment, or maybe the paranoia induced by office politics. It's not hard to see Kirby's experiences at Marvel as informing these choices.
As good as it all is, Kirby seems to have a dilemma as to how to deal with the amazing feats of his super-escape artist. The "trick" of the last three of Mister Miracle's daring escapes are related to Oberon as he and Scott make dinner and all involve the use of one really versatile device. Oberon's response seems to sort of lampshade the shakiness of it all:
The other weak spot is a couple of panels of Big Barda (who is introduced this issue). Perhaps is was the inker (Vince Colletta) that let him down, but I suspect being a one man band essentially on some many titles just sometimes led to him being rushed.
These titles were supposedly an attempt to write a new mythology for the modern age, an idea Kirby had had at Marvel, but never got to execute. The titles are interrelated but not strongly interlinked (not unlike Morrison's Seven Soldiers over 30 years later). Last night I read Mister Miracle #3 and 4 both published in 1971.
Mister Miracle tells the story of Scott Free, a man form another world, who befriends, and then assumes the stage persona of an aging escape artist known as Mister Miracle. While Free's athletic and escape abilities are impressive, he accomplishes most of his escapes by using advanced alien technology. Scott Free is being hunted by agents of the planet Apokolips. So far, we've seen their human, organized crime agents, Intergang, and the monstrous orphanage matron, Granny Goodness.
Issue #3 introduces us to Doctor Bedlam. Bedlam is a being of pure thought, and very malign thought at that. His psychic assault upon Mister Miracle and his assistant, Oberon, is almost Satanic (or maybe Outer God-like) in intensity--only Free's "Mother Box" device protects them.
Bedlam draws Free into a trap in an office building. After a confrontation with what is essentially an android body possessed by Bedlam, Free must make his way through 50 floors of people turned into violent suffers of psychosis by Bedlam's "paranoia pills."
Bedlam is a great concept, particularly within the Apokolipsian pantheon, who all are some sort of aspect of oppression. His name comes from the nickname of Bethlehem Royal Hospital, which at one time represented the most frightening and dehumanizing aspects of mental asylums. Bedlam seems a personification of the snakepit asylum. He is almost literal madness in human form, or rather in the form of a number of faceless automata--suggesting the evil of systems, not individual actors.
Free's escape through 50 stories is likewise a great story conceit that would work well today. The choice of a single office building and an urban setting as opposed to some sort of small town or even city street, seems to suggest the deleterious effects mental effects of corporate employment, or maybe the paranoia induced by office politics. It's not hard to see Kirby's experiences at Marvel as informing these choices.
As good as it all is, Kirby seems to have a dilemma as to how to deal with the amazing feats of his super-escape artist. The "trick" of the last three of Mister Miracle's daring escapes are related to Oberon as he and Scott make dinner and all involve the use of one really versatile device. Oberon's response seems to sort of lampshade the shakiness of it all:
The other weak spot is a couple of panels of Big Barda (who is introduced this issue). Perhaps is was the inker (Vince Colletta) that let him down, but I suspect being a one man band essentially on some many titles just sometimes led to him being rushed.
Monday, April 27, 2020
Harnessing the Power of Grayskull
My recent posts about the world of Masters of the Universe, had me thinking about how I would run a MOTU type game. Given the multiple canons, it's a matter of choosing and refining. This is what I've got:
Mineternia Plus. As I've discussed previously, the earlier minicomics included with the toys, before Prince Adam and before the Filmation cartoon (what fans call Mineternia or the "Savage Canon") place the action in a post-apocalyptic, science fantasy world with something of the aesthetic of 80s barbarian films, mixed with that of 70s barbarian comics. There have been a number of cool or interesting additions to MOTU since, and the world detailed in only a few abbreviated storybooks in a toyline is pretty barebones, so this canon would only be the jumping off point.
Sword & Sandal. MOTU has the mostly austere terrain and musclebound heroes of 80s barbarian films, but the world seems to call for a bit more "PG" approach, so I think another sort of musclebound hero genre is a good reference, the peplum film. Protagonists would largely be wondering do-gooders, like the Herculeses, Goliaths, Macistes, and Ursuses of these films.
A Sufficiently Advanced Technology... MOTU is science fantasy, but its tech (particularly if you discount the cartoon and some toy boxart) seems to be one-off rather than mass produced stuff. Even if we allow it's all salvage from ancient caches, it shouldn't be down to each individual with unique tech like it seems to be. I think MOTU technology is more like magic items (maybe it even runs off magic after a fashion). Individuals can only "attune" to so many items at a time.
More Henchmen, More Underbosses. The MOTU of the comics and the cartoons that follow winds up working like a superhero comics, where Skeletor and his cronies are defeated, but allowed to escape to fight another day--or in the cartoons occasionally put in jail! In keeping with a more fantasy fiction vibe, more henchmen would die. To give name villains more of a chance, Skeletor should be at something of a remove, and even his traditional underlings should command gangs. Taking out a name villain should generally be something of an accomplishment.
Sunday, April 26, 2020
Misconceptions About Sword & Sorcery Relevant to Gaming
I had in mind maybe to write a post about the elements of the fantasy subgenre Sword & Sorcery that might be useful to think about it trying to capture that feel in gaming, but after noticing there are a number of blog/forum posts on that topic, I thought the most original thing I could do in point out where I believe they go wrong, or at least overstate things. This contains slight spoilers for a bunch of stories 30 or more years old.
Magic is Inherently Corrupting. I think this belief comes from the fact that most sorcerers/wizards that show up in Sword & Sorcery are evil, but the textual evidence evidence that magical power is more corrupting than regular old power is slim. Howard's The Hour of the Dragon features good magic-users in the form of priests of Asura (maybe they are clerics?) and a witch. Gray Mouser's original mentor Glavas Rho in "The Unholy Grail" is a "good" wizard. Pelias in "The Scarlet Citadel" and Fafhrd's and Gray Mouser's mentors Sheelba and Ningauble are at least helpful and not obviously evil.
Heroes Are Amoral. While many a Sword & Sorcery hero engages in the sort of larceny and possibly murder that D&D characters are known for and some would be aptly termed anti-heroes (Karl Edward Wagner's Kane might at times be a villain protagonist), most aren't sociopaths--or at least they are less so than a lot of D&D characters. In "Two Suns Setting," Kane not only doesn't double cross Dwassllir, but he doesn't even take the treasure when it wouldn't have mattered. He even tries to save one of his subordinates who's in anaphylactic shock in Bloodstone. Conan saves more than one damsel in distress and seems to care for the people of Aquilonia when he's its king.
The Stakes Are Small. In general, S&S isn't about the epic, but this is not always the case. The Hour of the Dragon is about the fate of kingdoms, and suggests the entire world may be imperiled if Xaltotun succeeds in resurrecting Acheron. Kane is often out to conquer the world. Imaro's saga has some epic tendencies.
The Gods Are Uncaring or Evil. Most gods showing up in person in Sword & Sorcery tend to, well, monsters--but certainly not all. In the Conan stories neither Mitra or Asura are certainly not evil, and Mitra even makes an appearance in "Black Colossus." The gods in a number of Fafhrd and Gray Mouser stories seem over-involved, if anything.
Friday, April 24, 2020
Sinbad's Seventh Voyage Mapped
"Unfathomable" Jason Sholtis clued me in to this cool map from the Dell Comics' adaptation of The 7th Voyage of Sinbad. It seems perfect for an adventure or island crawl.
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