Wednesday, November 2, 2022
Wednesday Comics: DC, February 1982 (week 1)
Monday, October 31, 2022
Broken Compass: Incident on the Hooghly
My alternate Sundays gaming group played its third session of Broken Compass continuing the "Quest for the Serpent Throne" adventure in the Golden Age sourcebook. Paul joined the group playing the Dwayne Johnson-esque pregen Sam Stone I had created for an adventure with my other gaming group.
His strength and brawling skill was much appreciated when the Sumar Nagarani's goons attacked them in the night, trying to get the naga shell. O'Sullivan, Stilton, Stone managed to escape the boat, bringing Professor Ram with them. O'Sullivan commandeered the shuttle boat and guided them to the shore to make camp as he figured it would be impossible to navigate the rapids in the dark.
O'Sullivan took first watch and his keen hunter instincts allowed him to kill one menacing tiger with a literal shot in the dark and scare off the other. Once everyone got to sleep after being startled awake by the rifle shot, the rest of the night based uneventfully.
We are still getting used to the Broken Compass system but I continue to like it. It moves pretty quick in play. Some aspects (only players rolling and enemies only having one stat) lead to it requiring some thought about how to accomplish certain types of action, particularly things done to require some sort of advantage or give the enemy a disadvantage (the terms used here in the general sense, not in the game mechanics sense). Also the lack of a rules summary, I still continue to feel keenly.
Sunday, October 30, 2022
Weird Revisited: The Dungeon Mad God Machine
Seeing Alien: Covenant yesterday, which (no real spoilers) carries a theme from Prometheus (and from Frankenstein, ultimately) of lesser beings meddling in creation of life, gave me an idea. I've written before (and it's sort of baked into the rules in any case, most explicitly in BECMI) about dungeons in D&D being an engine of apotheosis.
What if dungeons didn't just create gods or god-like being? What if they tended to create mad ones? All those weird D&D monsters are waved off as the products of crazy wizards, but maybe they're more specifically the product of crazy, god-level wizards?
In fact, it's possible dungeons weren't originally a tool of apotheosis at all. One mad race, the Engineers (or Dungeoneers) did came upon that accidentally. The first dungeons were their laboratories, their three dimensional journals of magical experimentation. A delve into one charts (and recapitulates) their ascension to post-mortaldom--and their descent in madness. A dungeon then, is a living blasphemous tome, recording secrets man was not meant to know.
It goes without saying that probably all life in the campaign world began their. Everything crawled up from the depths, evolving away from its original purpose to its current form. Unless of course, that evolution was the point. The Dungeoneers might have felt they would only have arrived at godhood when they could create beings that could follow in their footsteps--or maybe even challenge their supremacy. Perhaps there's another, higher level game and they need soldiers, or experimental subjects, to win it?
Wednesday, October 26, 2022
Wednesday Comics: DC, January 1982 (week 4)
Monday, October 24, 2022
Astral Space, The Final Frontier
The cosmological setup of the 5e Spelljammer where spelljamming ships fly into Astral Sea after passing through something like normal space combined with the Astral Plane's (or Sea's) traditional roll of connecting the Material Plane with various afterlifes (i.e. Outer Planes) makes me think this new setup would be good for doing something similar to the comic Outer Darkness (which I wrote a post about before).
I fell off Outer Darkness the comic but the setting still has a lot of appeal. A magitech future with a starship (like the Enterprise in a universe with magic and less noble authorities) can fly out into a magical space and encounter demons inhabiting stars and storms of ghosts.
Without upping the horror factor, D&D space with the appropriate emphasis could be pretty darn horrific to a crew from a relatively sedate wildspace (really "normal space") like the one we appear to inhabit. Not unlike how standard dungeons would be places of horror if they popped up in the real world.
They makes me think it might be most interesting to play this not in D&D but in a science fiction game and just use the D&D cosmology as setting. Then again, having the ship's doctor actually be a cleric (so the Chaplain, I guess) has a certain appeal, too.
Wednesday, October 19, 2022
Wednesday Comics: DC, January 1982 (week 3)
Monday, October 17, 2022
Lost on Planet X
I've been thinking about an alien planet hexcrawl in the vein of my posts about somewhat goofy somewhat gonzo science fiction. The sort of thing that could sit on a shelf next to a Gold Key Star Trek collection:
Of course, a planet in big--particularly a planet (like Vance's Big Planet or Silverberg's Majipoor) that is substantially larger than Earth, but less dense. So I think the way to limit that is a shipwreck sort of scenario, so that travel would likely only be in a limited radius around the "home base" of the ship, at least at first.
The aforementioned Gold Key Star Trek comics would be an inspiration as would the 60s Lost in Space show, the 70s Logan's Run show, classic Dr. Who, the works of Jack Vance and assorted science fiction/science fantasy comics.