Wednesday, August 26, 2020
Wednesday Comics: Protector
Monday, August 24, 2020
Star Trek Endeavour: The Savage Syndrome (Part 2)
Andrea as Lt. Ona Greer, Ops Officer
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jason as Lt. Francisco Otomo, Chief Security Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer
Synposis: After traveling to the research station on L-373-IV, the crew of Endeavour races against time to repair their shuttle craft and recover specimens that may hold a cure for a devastating neurologic illness, before an ion storm arrives--or the de-evolved former science team kills them.
Commentary: As mentioned in the first post, this adventure is a modified version of the introductory adventure "The Rescue At Xerxes IV," with an episode name borrowed from a story synopsis submitted for the aborted Star Trek Phase II series with a similar conceit.
Sunday, August 23, 2020
Weird Revisited: The Weird and The Unusual
The difficulty with dealing with the fantastic is too-often repeated tropes/ideas become cliches, and kind of unfantastic. The D&D (read: prevailing) view of elves, dwarves, dragons, etc. has thoroughly mundanified and Gygaxian-realismed these things into yawns for a lot of people. Now, it's resonable to ask just how fantastic an element needs to be in a game about killing stuff and taking its treasure, but feeling burned out on the standard tropes has led to a lot of folks reaching for the Weird. It's funny that almost 100 year-old tropes can seem fresh and untrod territory, but fantasy is nothing if not a conservative genre, I guess.
The trouble is, those elements might get a little stale for some people, too, with repetition. So there's the New Weird or gonzo, of course, but I'd also like to suggest that maybe things don't have to be wholly "new." They just have to be a bit surprising, and those surprises can each be employed a small number of times so they stay fresh.
I think looking back to mythology and folklore helps a lot, because there are a lot of forgotten elements in those that make no sense from the modern perspective, and so have tended to be dropped from retellings. Medieval bestiaries are good, too.
Here's an interesting thing I came across a couple of years ago: "mundane" animals as treasure guardians:
Washington Irving notes the folk-belief that the spiritual guardians of buried treasure could take on the form of animals, such as toads. “Wild vines entangled the trees, and flaunted in their faces; brambles and briers caught their clothes as they passes; the garter snake glided across their path; the spotted toad hopped and waddled before them; and the restless cat-bird mewed at them from every thicket. Had Wolfert Webber [a man in search of treasure, but who was unschooled in folk-magic] been deeply read in romantic legend, he might have fancied himself entering upon forbidden enchanted ground; or that these were some of the guardians set to keep watch upon buried treasure.” Diedrich Knickerbocker (pseud.), “The Adventures of the Black Fisherman,” Tales of a Traveller (1825), 2: 356.
So replace a dragon or some other "fantastic" creature with just an animal, acting kind of strange and maybe able to talk. Adventure Time! sort of (I'm sure unknowingly) uses this trope with a frog that serves as a portal to lumpy space:
Monsters that want to chat, instead of kill the party immediately, are also a mythological staple that is not as often done in rpgs (though I try to do a bit of this in Mortzengersturm). This one can hard because PCs are a stabby lot, but it can help put them in the old school mindset of the goal being to get treasure, not necessarily kill things. A loquacious monster is a challenge, not an encounter.
Finally I would suggest the behavioral reskin (this is sort of a broader application of the talking monster principle). We're all familiar with putting new flesh on a set of stats, but a more subtler reskin will sometimes surprise players more. If goblins aren't following their Gygaxian role, but instead all consumed with building/repairing some ancient machine, maybe that hooks the PCs interest? Maybe it's only me, but I think backwards talking derro that can only be understood if you look in a mirror as they speak, move a known monster away from an evil dwarf back to the Shaverian paranoid weirdness.
Those are just some examples, which may or may not work for you, but I'm sure you can think of your own. Instead of trying hard to make things fresh and new, just make them a little odd.
Friday, August 21, 2020
Weird Revisited: Draconic Correspondences
Chromatic Dragon Colors & Alchemical Associations:
Black: lead, vitriol (sulfuric acid), fire, the smell of sulfur, putrefation, phelgmatic.
Blue: tin, rust, water, acrid smell, dissolution, melancholic.
Green: copper, earth, saltpeter, chlorine smell, amalgamation, sanguine.
Red: iron, air, sodium carbonate, rotten egg smell, separation, choleric.
White: silver, alchemical mercury, after a rain smell, unemotional.
Thursday, August 20, 2020
Star Trek Ranger: Romulan Encounter
Aaron as Lt., j.g. Cayson Randolph, Operations Officer
Andrea as Capt. Ada Greer
Billy as Lt. Cmdt. Sobek, Ship's Counselor
Dennis as Lt. Osvaldo Marquez, Medical Officer
Paul as Cmdr. D.K. Mohan, Chief Helmsman
Synposis: After capturing the Romulans planetside, the away team beams back to the ship to find they have just received a distress call from the Burnell. It's systems are failing and it's running out of time. A painstaking search of the nebula brings them to the warp shuttle--and none to soon because its power is failing and life-support with it. Before they can rescue the crew, the Romulan cruiser Veritex uncloaks and demands they turn over everything they have on the energy weapon on the planet!
Commentary: While I was all set to run a space combat here, the players took the Star Trekian way out and found a nonviolent solution. Mohan's skill at persuasion proved extremely useful as did the ship's counselor Sobek's unexpected acumen with the sensors.
Wednesday, August 19, 2020
Wild Wild West Wednesday
Monday, August 17, 2020
Insurgent Middle Earth
In the modern era, Sauron's forces have been engaged in a protracted occupation of Eriador. Through the action of the Mordor proxy Angmar, the Western kingdoms of Man were shattered, much of the population fled south, but fanatical bands, the Rangers, structured around the heir to throne of Arnor and Gondor, and supported by the Elves, continued to fight an insurgency against Mordor's Orcish forces and her allies.
Sauron has been a distant and not terribly effective leader for sometime. He has been unable to consolidate Angmar's victory over Arnor (a victory that saw Angmar destroyed in the process) and unable to wipe out the remaining Elvish enclaves and human insurgents.
You get the idea. Shorn of much of it's epic fantasy trappings, Middle Earth becomes a grittier place, where Men, Orcs, and local Elves, are all dealing with the aftermath of a terrible war wrought by super-powers that they perhaps only have the smallest of stakes in, but yet are forced to take most of the risk.
Seems like an interesting place to adventure.