Monday, February 1, 2021

Appendix X Minus 1: Pulp Uranus & Its Moons

 

This continues my pulp DIY anthology of the solar system I first mentioned in this post on the Jovian moons. This time, another cold, distance spot less glamorous than Mars or Venus: Uranus.

"Planet of Doubt" (1935) by Stanley Weinbaum - "Something moved! Up! Up!" Pat screamed.
"Code of the Spaceways" (1936) by Clifton B. Kruse - A tale of far places, of men who are not afraid, of life on the star trail.
"Derelicts of Uranus" (1941) by J. Harvey Haggard - Here is Adventure and Danger. Mud-fishers, and a girl, — and a quasi-human looking for trouble.


And its moons, which don't see as much action as Jupiter's, have some stories, as well:

Titania
"Salvage in Space" (1933) by Jack Williamson - To Thad Allen, meteor miner, comes the dangerous bonanza of a derelict rocket-flier manned by death invisible.
"Shadrach" (1941) by Nelson S. Bond - Once, in Bible times, three men were cast into a fiery furnace—and lived! Now, on far-off, frozen Titania, three space-bitten Shadrachs faced the same awful test of godship.

Oberon
"Treasure of the Thunder Moon" (1942) by Edmond Hamilton - It's hell to be told 37 is too old to fly the
void when yon know where a great treasure lies.

Saturday, January 30, 2021

Roaring Engines Under A Dark Sun

Art by Brendan McCarthy

The pulp story, "The Dead-Star Rover" (1949) by Robert Abernathy, presents a post-apocalyptic future Earth, where people are divided into tribes/cultures mostly based on the vehicles they employ: The Terrapin are nomads in armored cars, the Bird People fly fixed-wing aircraft, etc. Replacing human cultures with Athasian races would be, I think, a fine idea for a campaign on it's own, but I think there are some other things you could do to spice it up.

I figure the machines would be left over from some ancient war, perhaps shortly after humans partially terraformed and inhabited the planet. Something happened, and the machines have gone all Maximum Overdrive. Maybe its some sort of technological misunderstanding like in Shroeder's Ventus, or possibly a result of exposure to some Athasian exotic energy source ("magic," in other words). The various cultures would have learned to secret of taming one "species" of vehicle or another, though perhaps not all members of any given culture would be able to do it. There could be rituals involved, too. And taming is likely the wrong word, and the machines would most likely be viewed with as spirt totem or the like. The machine is the patron of the fragile, biologic entity.

Friday, January 29, 2021

Thieves' Guild Built in the Subterranean Ruin of [Insert Generic Anthropomorphic Urban Rodent God Your Choice]'s Temple


Billy Longino just can't take D&D seriously. Well, I can't say for certain that he's incapable, but I can say that he doesn't try very hard.

Which can make for some pretty fun game sessions, actually. He greatly enjoyed his Halfling police procedural Southfarthing Confidential back in 2017 (has it really been that long?) at NTrpgcon. I have not played this current adventure of his, but the name says it all really: Thieves' Guild Built in the Subterranean Ruin of [Insert Generic Anthropomorphic Urban Rodent God Your Choice]'s Temple.

This is certainly the sort of thing I could run in my Azurth game, at least in broadstrokes, but I'm no real critic of adventure design. Bryce Lynch and Gus L have opined, so there you go.

Anyway, it's now available in print on demand.

Thursday, January 28, 2021

Ootherion Logos

 Jason Sholtis is working a comic set in the world Operation Unfathomable called Ootherion: Ape Myrmidon. He asked me to come up for a logo for the comic. I did several iterations, not because Jason is demanding but because I wasn't satisfied. Here are the last two I did:



I don't know which will appear on the comic, but I'm relatively satisfied with both of these.


Monday, January 25, 2021

Elves Don't Do Magic!


My kid has become a fan of Ben & Holly's Little Kingdom, a British animated series about the comedic exploits of a community of fairies and elves. These particular elves are certainly more of the Santa's and Keebler's varieties rather than Tolkien's. While the Little Kingdom elves are likely unsuitable as a PC rave in D&D as presented, I think their adaptable. 

Unlike your standard elf, they eschew magic. They are practical, hardworking beings, largely responsible for keeping fairy society up and going by filling positions in most trades and using and repairing modern technology.

Adult male elves tend to have beards. All elves seen to favor pointed caps.

Note that these elves are capable of using magic. Some are artificers of magical devices. They just believe that using magic inherently leads to trouble and it offends their personal work ethic.

Elf traits:
Ability Score Increase: Intelligence score increases by 2. Any other ability score of the player's choice can increased by 1.
Size: Small. (Elves in the cartoon are actually Tiny, but we're adapting here.)
Speed: Base walking speed is 25 feet.
Industrious: An elf is proficient in one skill and one artisan tool or vehicle of the player's choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Technologically Savvy: Elves may add their proficiency bonus to any check relating to advanced
technology or mechanical devices.
Languages: Elves can speak, read, and write Elvish, Common, and another language of their choice.

Sunday, January 24, 2021

Tenet and Further Meditations on a 4-D War


I saw Tenet last night, and I thought it was good, but I am typically a fan of Nolan's work. If you aren't I can't say you would like this one more than the others. It most resembles Inception with a plot involving a degree of spy fiction doings, overlaid with a science fictional conceit that is a strong, visual representation.

The film underscores nicely--and it's something I've talked about here before (this post is really just a reinforcement of those ideas, so check it out)--is how time travel/manipulation is how a temporal cold war provides a great set up for espionage paranoia. Shifts in allegiance and betrayal can have retrospective as well as prospective effects, and individuals changing over time can bring them in direct conflict with themselves in a very literal way. Your worst enemy could indeed be yourself.

Futility and fatalism, sometimes and aspect of spy stories, are played up in this sort of setting. If the best case scenario is that the world doesn't change drastically, then the protagonists are always stuck fighting for the status quo, no matter what the personal cost.

Friday, January 22, 2021

Weird Revisted: Impish Misadventures

This post originally appeared in 2018. I still haven't done anything with this idea, but I still think it's a good one...

 

I've had this idea for a game for a while, but haven't done anything with it yet, but I thought writing it down would insure I don't forget it.

The high concept would be: "C.S. Lewis's The Screwtape Letters meets GURPS Goblins." It would be an infernal Horatio Alger story (or parody thereof) where young imps try to get ahead in Hell's hierarchy by misadventure, toadying, and blind luck. They would be abused and give out abuse and probably come to comedically horrible ends--only to be respawned in the larvae pools and start their Sisyphean climb to archdevil-hood once again.

The rules would need to be simple, but (like GURPS Goblins) flavorful, and I imagine gameplay as something like (GURPS Goblins) with a bit of Paranoia and D&D with a pinch of Planescape.