Tom Kidd |
Here's a selection of a couple of posts in the setting:
Science Fantasy Hexcrawl Inspirations
And the post where I collated more of them can be found here.Tom Kidd |
Here's a selection of a couple of posts in the setting:
Science Fantasy Hexcrawl Inspirations
And the post where I collated more of them can be found here.What's the secret origin of GRIDSHOCK 20XX?
GRIDSHOCK 20XX was born from my then-local gaming group's attempt to return to playing Rifts, a game we had loved as teens, 20+ years after we had left it behind. Though we knew there were things about Rifts that were going to be difficult for us to work with, we still had a lot of enthusiasm for the world and our characters, and we wanted to give it another shot as adults. We eventually ended up replacing the Palladium rules with Fate, and then ICONS Superpowered Roleplaying (when we wanted something Fate-like that could handle all the crazy powers and characters). While we enjoyed it for a while, it eventually fizzled out. Despite all the elements in Rifts that didn't work for us anymore, I felt strongly that there was something worth exploring further.
For me, the genius of Rifts was that it's a post-apocalyptic game which still seems to include every single thing its creator thinks is cool, sort of like Dungeons & Dragons is a hodgepodge of every variety of fantasy. So, I decided I should try to make my own "spiritual successor" to Rifts. I stumbled at first, but it began to take shape once I realized that rather than starting with the real world as the starting point, I could create a post-apocalyptic setting that included all of the elements I wanted if the world was a superhero setting before everything went wrong. Since the superhero genre already contains elements of every other one, I could include whatever I liked.
As I tinkered with what I was calling GRIDSHOCK, it became less of a Rifts tribute and more of its own unique thing - though the influence of Rifts is pretty clear if you look for it. After several years of tinkering, it dawned on me that I could keep on tinkering forever, so I decided (on the spur of the moment) to publish what I had written as a set of small zine-style booklets, using ICONS Superpowered Roleplaying for the system. Lo and behold, GRIDSHOCK 20XX was born.
The party was sent by a wizardly patron connected with the Archmage to find a missing artificer. Their only clue was a friend of his in a distance town. This necessitated a travel montage, which is one of 13th Age's dfferences from other sorts of D&D, which asks the player's to essential describe what happened in a round-robin description of incidents. There seems to be a bit of reticence here in the players' parts, surprising since all of them have run games before and two have published works. Likely, it was just being put on the spot.
After the travel we got to the only combat of the adventure. A battle with some thugs in service of the Diabolist:
The player's triumphed, though without the escalation die, it might have been a close thing.
The map of Conan's world by Katrin Dirim I shared the other day was interesting not just because her her artistic style (though that's great), but because of the way she chose to depict the Hyborian Age costume and material culture. The prevailing style, since the Frazetta covers have been a vague "barbaric fantasy," which each artist working their own variation on the theme.
Howard's stories, by contrast, tend to be much more "historical" in their depiction of these things--though they aren't really consistent in their historical era. Different locales in Conan's world seem to come from different points in history: there are High Medieval tales ("Hour of the Dragon", "A Witch Shall Be Born"), Golden Age of Piracy stories ("Black Stranger"), stories that seem to be set in the ancient world ("God in the Bowl"), and even stories that like ahistorical periods of a Medieval version of the 18th Century ("Beyond the Black River").
I think Dirm's idea to narrow this range a bit to make it make more sense is a good one. On Reddit, she says she capped the level of armor at roughly the early middle ages, and mixed in elements from as far back as the Bronze Age to keep the atmosphere.
I think this fits well with the more "ancient world" interpretation Mark Schultz does in volume 1 of the Wandering Star/Del Rey collection:
Some of the slight re-shifts of the names would be fairly simple. Iranistan becomes the Persian Empire (take you pick which one), and Turan instead of being a stand-in for the Ottoman Turks, are maybe the Parthians? Aquilonia and Nemedian could be recast as somewhat Carolingian Frank:
Though I have seen portrayals (and there is some support for it) that Aquilonia could be Roman!
The Age of Sail stuff in Zingara and the Barachan Isles would require the most change, but there have been pirates as long as there have been boats, so it's possible.