Wednesday, November 3, 2021
Wednesday Comics: DC, February 1980 (wk 1 pt 1)
Monday, November 1, 2021
Horrors from the Past
I really should have posted this on Halloween, but entertaining horror is still entertaining horror, right? All last week the Radio Classics channel on satellite radio was a running a series of horror episodes from the Golden Age of radio. Here are a few of the best I heard:
"Three Skeleton Key": A lighthouse off French Guyana is overrun by thousands of rats from a wrecked derelict. Stars Vincent Price.
"House in Cypress Canyon": A strange tale of something bestial lurking in a new, post-war subdivision.
"Poltergeist": No relation to the film of the same name, other than being a tale of a malign spirit moved to horrible vengeance by a desecration of a graveyard.
"Behind the Locked Door": A sort of Lovecraftian horror story about some discovered in a cave near Lake Mead.
"The Shadow People": They can't be seen in the light, but a young woman finds out their deadly reality.
Friday, October 29, 2021
Talislanta in the Dying Earth RPG
Thursday, October 28, 2021
Encounter with the Cyan Sorceress
Our Land of Azurth 5e game continued on September 16 and again last Sunday. The party passed through the door opened by the sleep walkers and into an older structure. Just beyond the door, they encountered an animal like a great cat with a ball of energy for a head. The party fought with it, and though it had some unusual powers, put it down reasonably quickly.
Wednesday, October 27, 2021
Wednesday Comics: DC, January 1981 (wk 2, pt 2)
Monday, October 25, 2021
Seven Years in Azurth
We played the 7th anniversary game of our 5e campaign last night, having had the inaugural session in the Land of Azurth on October 19, 2014. It hasn't been as many sessions as the time might suggest; we only played once a month over much of that time, though the pandemic and a switch to telegaming led to an increased frequency. Still, it's the longest myself or any of my players have continued a game.
We've lost no characters to misadventure, and only one player has left the game over that time period: the teenage daughter of two of the other players who decided she had been things to do than game with middle-aged folks.
I can't say my eye hasn't wandered to other games over that time. It has probably helped the longevity that we were able to squeeze in Star Trek Adventures in the pandemic, and I'm able to play some other games with another group. Still, I think the inertia of doing this game for so long actually helps carry it forward. It's much easier to quit something you haven't invested as much in.
I don't think we've plumbed the depths of the setting, yet. There's still a lot more the group could get up too.
Sunday, October 24, 2021
Vancian Talislanta
I've again been pondering running Talislanta in Pelgrane Press' Dying Earth rpg. Why this particular ruleset, which just happens to be based on the work of an author who was a big influence on Talislanta (particularly when there's another Dying Earth game on the way, after all)? Well, attempting to emulate its source material, it discourages combat and killing and encourages social interaction and trickery. While this isn't the only way to approach Talislanta, it is certainly a reasonable way to do it, and one supported by the example of the picaresque travels of Tamerlin through the land in The Chronicles of Talislanta.
Also, take a look at the key ingredients of a Dying Earth adventure the GM advice identifies:
- Odd Customs
- Crafty Swindles
- Heated Protests and Presumptuous Claims
- Casual Cruelty
- Weird Magic
- Strange Vistas
- Ruined Wonders
- Exotic Food
- Foppish Apparel