Sunday, November 29, 2020

The Three Planeteers


In my short Thanksgiving travels, I managed to complete the audiobook of Edmond Hamilton's The Three Planeteers, originally published in the January 1940 issue of Startling Stories. Other than providing the inspiration for the name, Dumas' novel has little bearing on Hamilton's work.

In a future (Sometime in the 28th Century, I believe. An exact date isn't given.) where humanity has settled all the worlds in the solar system and gradually adapted to them. The fascist dictatorship of Haskell Trask has spread from Saturn and its moons, to all the outer planets, forming the League of Cold Worlds, which now menaces the Alliance of the inner worlds.

The titular trio are the most famous outlaws in the solar system: John Thorne of Earth, Sual Av of Venus, and Gunner Welk of Mercury. It turns out they aren't really outlaws at all, but special agents for the Alliance, pretending to be criminals so the Alliance has plausible deniability regarding their actions against the League. 

With war looming, the only hope of the Alliance to defeat the massive League war fleet is an experimental new weapon which requires the ultra-rare substance radite to work. Good news is there sufficient radite on the trans-Plutonian world of Erebus. Bad news is no one has ever returned from Erebus alive. Well, no one except, it's rumored, a former renegade turned space pirate. Said pirate is now dead, but his daughter reigns as pirate queen in the Asteroid Belt.

Besides the classic space war plotline, Hamilton gives a lot of space opera color: "joy-vibration" addicts, hunters in the fungal forests of Saturn, and the deadly secret of Erebus. It could be easily shorn of some it's old-fashionedness and moved outside of the solar system. Pieces would be easy to drop into Star Wars or any other space opera game.

Friday, November 27, 2020

Go to Very Distant Lands

Art by Steve Ellis

 Adventure Time ended its original run in 2018, but there's a now series of single episode stories on HBOMax. Watching those reminded me how a lot of rpgers were excited about Adventure Time, at least in its early seasons. It's sort of gonzo, post-apocalyptic setting seemed very much cut from the same cloth as a lot of rpg worldbuilding.

No official AT rpg has ever appeared in English, and in the end the show is a kid's cartoon, perhaps more character driven, than exploration based, but I think it would be pretty easy to derive inspiration from the form of AT's Land of Ooo, as opposed to exact content. In other words, if you wanted a D&D campaign for adults to do D&D stuff that was just in some ways reminiscent of Ooo, this is how I would go about it. (If this thread gets comments someone will no doubt mention the Far Away Lands rpg. Let me preempt that by saying that it has slightly different goals. It's more doing an AT but not AT rpg. I'm thinking of "if you want D&D to have more of a resemblance to AT" without going full cartoon.)

So this is what I think:
  • Make the setting more expressly post-apocalyptic. Not in the usual Tolkienian way that D&D usually is, but in the Gamma World way.
  • Avoid the standard versions of standard monsters. You can use names like "dragon" if you want, but avoid the standard fantasy dragons of D&D. Ok, maybe goblins or giants can stay, but no orcs. My suggestion: borrow a lot of monsters and races from Gamma World, and lean heavy on the AD&D Fiend Folio derived monsters.
  • Elementals are important, but maybe not the standard Greek ones. They seem to be part of a fundamental magic structure of the universe, but Fire, Water, yada yada may not be where it's at. Luckily, D&D gives us para- and quasi- elementals that are weirder.
  • Don't be afraid of the player's getting ahold of more advanced tech, but not weapons so much. Let them freely pick up a bit of the 20th or 21st Century here and there, but don't make weapons or combat related. Let them find record players (or ipods), or gameboys and the like.
  • Mutagens and weirdness. While AT doesn't dwell on it, it has decree of weirdness and even body horror that seems drawn from the most fevered of post-apocalyptic or atomic war fiction. The zones of Roadside Picnic have more in common with it that you might think.
  • Negotiation is always an option. Very few creatures should be attack on sight sorts. Most of them have got the same sort of troubles and aspirations as the adventures, just a different point of view.
  • Don't be afraid of humor. The first edition of Gamma World embraced the silliness of its premise and with something like this, you should too.

Wednesday, November 25, 2020

Wild Wild West Revisited Wednesday


Instead of watching some parade on Thanksgiving, you can sit back and read the installments you've missed of "Revisiting the Wild Wild West" a rewatch and commentary on selected episodes by Jim "Flashback Universe" Shelley and myself.

Monday, November 23, 2020

Weird Revisited: Dead Stars & Outer Monstrosities

 The release of the pdf of the William Hope Hodgson-inspired rpg Grey Seas Are Dreaming of My Death last week, brought to mind this post from last year...

Art from the Oldstyle Tales Press edition
As we understand the word," said the old Doctor. "Though, mind you, there may be a third factor. But, in my heart, I believe that it is a matter of chemistry; Conditions and a suitable medium; but given the Conditions, the Brute is so almighty that it will seize upon anything through which to manifest itself. It is a Force generated by Conditions; but nevertheless this does not bring us one iota nearer to its explanation, any more than to the explanation of Electricity or Fire. They are, all three, of the Outer Forces—Monsters of the Void.... 
- William Hope Hodgson, "The Derelict"

Spelljammer has never really felt like it was about exploration to me. There's nothing wrong with that, but plenty of science fiction literature paints space as a place for confronting the unknown. This is really a perfect fit for Spelljammer where its pre-modern, "magical" spacecraft put the stars within reach but not the science to understand any of it. Not that there is necessarily science as we know it to understand, in any case.

I think I would look to the horror/adventure stories of William Hope Hodgson, specifically his nautical yarns like The Boats of the Glen Carrig, "The Voice in the Night," "A Tropical Horror," and "Demons of the Sea." A little pseudo-science borrowed from his Carnacki stories could only help.

The characters are competent space-hands, perhaps mildly colorful rogues like Howard's Wild Bill Clanton or just working stiffs like the crew of the Nostromo in Alien, not bold explorers or science fantasy swashbucklers. Their jobs involving them going through places that are not (usually) inhabited by hostile species of space orcs or the like, but are instead fundamentally almost wild, always strange. Weird danger can rear it's head at any time, and your vessel is just another ship that disappeared in the Void.

Weird phenomena should be encountered as frequently as monsters, I think. Monsters, when they do show up should be unfamiliar, and probably not seen enough to become mundane.

Beyond the stories of Hodgson and Alien, other potential sources of inspiration could be the comic series Outer Darkness, the science fiction stories of Clark Ashton Smith, Poe's Narrative of Arthur Gordon Pym, and of course, Moby Dick

Thursday, November 19, 2020

Some Thoughts on Science Fiction Settings


Thinking about science fiction settings in rpgs (and in film and television which I think is the biggest influence on rpg sci-fi settings) I think that two important factors are scale and frame. Scale is the size of the setting, not necessarily in absolute terms (though maybe), in narrative terms. Frame is a descriptor or genre of the typical types of stories the setting supports. The two factors are not independent or exclusive.

Here are the frames I have thought of with a media representative. There are likely more that slipped my mind:
  • Crime/Hard-boiled Mystery (Outland) - Hard people doing hard things...in space
  • Exploration, Pulp (John Carter) - A stranger meets a strange land or lands
  • Exploration, Mystery/Horror (Alien) - we've found something anomalous and now it might kill us.
  • Exploration, Realistic  - (can't think of film here) - Alien planets are mostly inhospitable, talking to other species is hard!
  • Exotic Ports of Call (Star Trek) - every week another world, another adventure
  • Outpost (Babylon 5) - Everybody comes to Rick's
  • Pioneers (Earth 2) - A little bit of exploration, but mostly we're putting down roots
  • World-trotting (Star Wars) - Constant motion; as many exotic backdrops as possible
  • Galaxy Wrecking (Guardians of the Galaxy) - the universe is vast and wild
I am probably missing some very realistic genres or some "ten minutes into the future stuff"/mild cyberpunk stuff, but I'm thinking mainly here of science fiction settings that include space travel. Some of the categories are also broader than others, too. 

Why isn't Star Trek (for instance) Exploration, Pulp? Despite it's mission statement, the Enterprise mostly seems to go to places people have gone before. They do very little first contact. Their activities harken back to pulp stories about places that are known, but perhaps little understood. Exploration, Pulp in my formulation is really the descendant of the Lost World novel. 

Here are the Scales in order of increasing size:
  • Ship/Station
  • Planet/Megastructure
  • Orbital System (this could be either a group of moons or artificial satellites)
  • Solar System
  • Near/Few Star Systems
  • Several Star Systems
  • Many Star Systems/Galaxy
  • Galaxies+
There is sometimes the issue of "visible scale." A setting may technically have a large scale than what the characters typically interact with. In general, I think the commonly visible scale is most important for fit with frames.

The following frames seem to go best with smaller scales: Crime/Hard-boiled Mystery, Exploration Pulp, Exploration Mystery/Horror, Exploration Realistic, Outpost, and Pioneers.

These frames seem to me to go best with large scales: Exotic Ports of Call, World-trotting, and Galaxy Wrecking.

Wednesday, November 18, 2020

Wednesday Comics: Grant Morrison's Green Lantern

I don't think I've mentioned Grant Morrison's now two year-old and still going run on Green Lantern on this blog yet, so it's about time I did. For the short verison, if you aren't a fan of Morrison or particularly his "mad idea" neo-Silver Age approach to DC characters he has taken at least since All-Star Superman and possibly since JLA, then you probably won't like his run on Green Lantern.

If you do like some of those things....well, you might like it. 

I think for most people Hal Jordan Green Lantern might be a bit of a hard sell. I'm sure there are folks out their that love him (Geoff Johns writes for them, apparently), but I don't know anyone that views him as their favorite. Morrison's take gives him some characterization that he hasn't had before, but I'd hesitate to call it depth. He is stalwart, and cocky, and mostly unafraid. He is also not terrible success at much other than being good at facing down danger and being a hero.

That sort of character stuff mostly takes a back seat to gonzo sci-fi superheroics. Morrison's view of DC galactic and multi-dimensional society is incoherent in the sense that it's hard to discern much when it's coming at you out of a firehose. It's perhaps a bit like Guardians of the Galaxy, perhaps, in a "just go with it" sort of way, but it's also very DC Silver Age filtered through modern sensibilities. It's grounded with the often very police procedural approach taken to the Green Lanterns' job and the tribulations they face. Barely surviving an onslaught from an antimatter universe is followed by a day in court, where the perps play on the judge's sympathies. It even touches on police brutality early in the run, but wisely that's a bit a misdirection. The bubble Morrison is building would probably pop in the face of too much realism.

While the series doesn't lack for action, cleverness and problem solving are often the solution to the stories' central dilemmas, in Silver Age fashion. Liam Sharp's art certainly supports the action and the sometimes trippiness of the setting, but I occasionally sort of wish for someone a bit cleaner-lined to make some scenes a bit clearer and as a counterpoint to Morrison's flights of fancy rather than a henchman. José Luis García-López would have been great for this.

Anyway, it's not my favorite of Morrison's mainstream DC works, but it keeps me coming back. I'm also hoping (like with his Action Comics run) that it has some surprises at the end that make what came before seem even better. We'll see.

Monday, November 16, 2020

Cutting Through Evil-Doers in the Land of Azurth

 A Sunday of last week, our 5e Land of Azurth came continued with the group finishing our adaptation of the adventure "The Barber of the Silverymoon" by Jason Bradley Thompson. With the intelligence gleaned from the captive znarr, the group continued exploring the caves. They sound discovered the real Tom the Barber in an oubliette. He led them to a Mr. B. Zoar, the korred whose magic hair was the source of all this madness. The korred looked sort of like this guy:

With the source of the evil hair removed, the party went looking for the Znarr queen Zarvoola. They happened to rescue an old acquaintance of theirs, Calico Jack the Cat Man, along the way. 

They found Zarvoola surrounded by a horde of sycophant znarr. The well placed sleep spells cut down on the enemy forces and then they were really cut down by the arms of the fighters. Even the cleric got into the act with spells and mace.

In the end, Zarvoola's true identity as a hag was revealed, and what znarr were left beat a hasty retreat. The party assured all the prisoners were freed and left it in the hand's of the logical magical society to clean up the mess.