Friday, April 7, 2023

Broken Compass What If?


CMON, the current owners of Broken Compass, have been slowly releasing the books in the second Broken Compass Kickstarter in pdf to drivethru. (When and if there will ever be a physical book reprint is unclear. There have been conflicting reports.) The latest of these is What If? It's a book of 14 "mini settings" adding to the pulp, pirates, and Verne style Voyages extraordinaires setting books already available. I've been anxious to get my hands on this book for some time as I knew it had rules adaptations for some genres I was interested in.

So, what's it got?

  • Cosmic Horror for Lovecraftian stuff. It's got new rules for Madness. This one is a bit of an odd fit for BC as it's a game of cinematic action heroes, but they make a few suggestions to up the lethality.
  • Space Opera is particularly geared toward a Star Warsian setting, giving rules for Energy (the Force) and succumbing to Darkness--and also for beam weapons that haven't appeared in any setting before.
  • Gods and Men for Hercules and Xena style adventures. It would also work for things like the Clash of the Titans remake, and probably the Harryhausen Greek myth films or even Sword & Sandals movies. It has rules for Mythological Adventurers (demigods, exiled gods and the like).
  • Good Boys, an animal adventures (typically pets) setting. It includes Animal Tags (which could be some use in creating nonhuman alien tags for a Space Opera game, now that I think about it)
  • Fantasy Quest for D&Dish fantasy. It has the rudimentary magic system and rules for fantasy races. I'd choose it over D&D to play something like the Dungeons & Dragons movie! :D
  • High School for stuff "kids on bikes" fare or stuff like The Faculty or a number of CW shows.
  • Last on Earth, a post-apocalyptic setting. It has "Danger Clock" rules for impending doom.
  • Black Light is a classic cyberpunk setting. It has rules for Grafts (cyberware).
  • Toon City is for Who Framed Roger Rabbit? or Cool World type games, though you could probably ditch that angle and just use the rules for a toons game. In addition to toon characters it also gives rules for "stuffed" characters, so you come do Muppet movies, too.
  • Urban Legends does X-Files or Warehouse 13 sort of stuff. It could probably also be used to set up a GvsE thing, too. There are rules for playing Supernatural entities.
  • Leaving Wonderland has a narrower premise, I think, than the others. It's about trying to escape a weird, fantastical world like Alice in Wonderland or Labyrinth. There are rules for creating a random Wonderland.
  • High Noon is an Old West setting. It's got Quick-draw Duel rules.

There are also guidelines for hacking the Broken Compass system, and a couple of adventure set ups.

While not all of these settings are things I see myself playing, all of them give rules that I could see myself kitbashing to make up other stuff. As such, this is a really useful book for BC fans. One caveat: in order for these settings to stay "mini" they reference material presented in the other, full setting books. If this is the only BC expansion you buy, you aren't going to be able to use it's contents to the fullest.

Thursday, April 6, 2023

Sword & Sandals Mystara


The Known World of Mystara is a Hyborian Age-esque fantasyland of often thinly disguised real world cultures from a variety of historical eras, but the general vibe seems Medieval to early modern. I think it would be interesting reimagine Mystara as a more ancient world inspired, Sword & Sorcery setting, though will not greater adherence to a single era. Here's how it could breakdown:

Emirate of Ylaruam: This desert region has always been oddly placed, but depending on what latitude you think it's at, it might be weird for it to be a hot desert. Maybe it's a cold desert like the Tarim Basin or the Taklamakan. You could ditch the faux Arab culture for something more Central Asian, and give it's central religion a more Eastern flavor.

Empire of Thyatis: Less Byzantium and more Rome, though I would probably move it more in a Hellenistic direction. What the Empire of Alexander might have been like if it had been able to hang together better after his death.

Grand Duchy of Karameikos: This would stll be a breakaway, former province (though not a "Grand Duchy"). There wouldn't be true, Medieval feudalism here, but something more like the Roman latifundia.

Kingdom of Ierendi: This kingdom ruled by adventurers is kind of a pure fantasy trope, but I would give its material culture a Minoan spin.

Minrothad Guilds: A plutocratic thalassocracy more like Phoenicia or Carthage. The Guilds would be collegia.

Principality of Glantri: Well, still a magocracy, but maybe more like the Estruscans?

Republic of Darokin: Keep the plutocratic republic, but cast it less as Venice and more as Republican Rome with a of the "center of caravan routes" feel like Samarkand or Palmyra. A bit of Persian influence wouldn't be misplaced as Darokin does border Sind, which is sort of Mystara's India.

The Northern Reaches would probably still just be sort of Vikings, I guess, maybe more proto-Vikings like the horned helmet wearing raiders of the Nordic Bronze Age. Ethengar might be more Scythians than Mongols. Haven't given much thought to the demihuman lands or Atraughin. 

Wednesday, April 5, 2023

Wednesday Comcs: DC, July 1982 (week 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of April 8, 1982. 


Arak Son of Thunder #11: Thomas and Colon/Acala continue Arak's encounters with creatures from Greek myth. Khiron leads Arak to the top of Mount Olympus where Arak's face has been carved in the mountainside! Khiron offers to train Arak like he did Heracles. That's got to wait, thought, because they've got to fight a harpy. Then, they encounter the satyr, Satyricus who lured Valda away from Arak in the night. The satyr tells them that soldiers led by Brutius have captured Valda. They raid the soldier's camp, but Valda has already been taken elsewhere, and Khiron gets shot by an archer.

The Viking Prince back-up comes to its conclusion with Prince Jon and his companions reaching the fortress of Krogg the Red. Jon fights his way to the tower where Krogg is holding his sister at swordpoint. Rather, than risk his sister's life, Jon surrenders. To save her brother, Ailsa throws herself out the tower window. Jon throws his sword and kills Krogg. His quest at an end but not in the way he had hoped, Jon sets out to wander the world with his companions.


DC Comics Presents #47: Kupperberg and Swan/DeCarlo bring us a crossover with the Masters of the Universe franchise. This would be when is only a toy line (and possibly one not even on the shelves yet. I'm not sure of the dates.), before the Filmation cartoon. Superman is brought to Eternia to help He-Man and Battle Cat fight off Skeletor and Beastman, who are attempting to take over Castle Grayskull. This is the first appearance of the Prince Adam secret identity, though he's more of a playboy here, more Don Diego de la Vega than Clark Kent. Also, Swan does not draw particularly compelling muscle-bound fantasy warriors.


Fury of Firestorm #2: Conway and Broderick/Rodriquez complete the Black Bison story, and really there's not much to it. After Firestorm lost his trail last issue, Black Bison is loose on the streets of New York, and rides his white stallion to the uptown townhouse of senator Walter Reilly. In the name of avenging his people's stolen sacred heritage, he kidnaps Reilly's daughter Lorraine, and brings her to Central Park to hold her hostage.

Firestorm flies to the rescue, but Black Bison animates the Alice in Wonderland statues to attack him. Luckily for our hero, John Ravenhair's girlfriend Vanessa arrives at the park. She tries to reach the John still with Black Bison. While Bison is distracted by Vanessa, Firestorm snatches the cult talisman off his chest. With the influence of the talisman gone, Black Bison turns back into John Ravenhair. The smitten senator's daughter tries to get a date with Firestorm.


Justice League #204: Conway and Heck/Tanghal continue the attack by Royal Flush Gang. Superman is defeated by the Queen of Spades at a circus; Green Arrow is attacked aboard the JLA satellite by the Ten, while Elongated Man and Black Canary trace a clue to their antagonists to Megaform Industries in California and its president, Derek Reston. We get several lines to the effect of "wow, California's so different!" I wonder what Conway was doing with that? Anyway, Wild Card is revealed as Hector Hammond.


Weird War Tales #113: Kanigher and Carillo have J.A.K.E.-2 dropped to soldiers in the field, and just in time too, because the Japanese have deployed a samurai robot! As the cover completely gives away, J.A.K.E. uses his head to dispatch his foe. 

The next story by Snyder and Cullins purports to describe how a soldier shooting at birds led to the start of the Italian invasion of Ethiopia. The final story by Pasko and Silvestri/Mahlstedt has aliens giving the human inhabitants of a post-apocalyptic Ice Age technology, but the humans chaff under what they perceive as unfair restrictions. The aliens just don't want the humans to repeat the mistakes of the past, but the human won't listen. As their resentment explodes in a rebellion against their patrons, we discover the slaughtered aliens were actually the descendants of humans who escaped Earth and went to the stars, returned to help their brothers.


Wonder Woman #293: Levitz/Thomas and Colan (abetted by a cadre of inkers) brings the Adjudicator saga to a close. The women Teen Titans and Wonder Woman take on the final horseman, Death. They are on the verge of defeat, but when Adjudicator sees the people of Earth trying to defend their heroes, he recalls his horseman. At the same time, Wonder Girl, Starfire, Wonder Woman, Supergirl, Zatanna, Madame Xanadu, Black Canary, the Huntress, Power Girl and Phantom Lady vanish from their respective Earths as they are transported to Adjudicator's ship. He still plans to destroy the Earths, but he's going to keep them as specimens. There they discover the truth: the Adjudicator is no cosmic judge of worlds. He was merely given unimportant worlds to play with by his alien Overseers to keep him out of trouble. Just as he is about to blast them all into oblivion, when he is teleported away by his keepers. Zatana returns them all to their proper worlds and times.

Monday, April 3, 2023

Dungeon & Dragons: Honor Among Thieves


I went with most of my gaming group to see Dungeons & Dragons: Honor Among Thieves this past weekend. The short review is: we all enjoyed it and thought it was a lot of fun.

That out of the way, I think the way that is good--and the ways that it isn't--are kind of interesting. Fantasy films, like fantasy lit, generally seem at least in part about transporting us to a different world. The best fantasy films attempt to evoke wonder or horror, the lesser offerings at least seem to want to evoke another place or time. 

The Dungeons and Dragons movie doesn't seem much interested in those things. In fact, it doesn't really act like the typical fantasy movie much at all. It has the tropes, to be sure, but it doesn't try to wring a reaction from the audience with them, nor is it concerned with the typical stylistic elements of fantasy storytelling. There are no grubby streets, or seedy, dimly lit taverns. Monsters aren't really scary. Underground passages in the deadly Underdark seem spacious, clean, and relatively well lit. At best it's a dark ride at a theme park, and the magnificent CGI cityscapes could well be some sort of new addition to the Magic Kingdom. 

Honor Among Thieves is a fantasy movie set in the Forgotten Realms, sure, but in a real sense, it isn't a fantasy movie of the usual sort at all. What it is a evocation of what it's like to play a D&D game. The characters (within the bounds of not breaking the fourth wall) get to be as snarky, bumbling, and at times blasé as players at the table. It's like a memorable game session dramatized before you, allowing the D&D-versed viewer to imagine what's going on at the table to create what you see on the screen.

I'd say it's very clever, if I thought that were intentional. Rather, I think it's just the fortuitous consequence of post-Guardians of the Galaxy, action-adventure filmmaking and a script sharp in the sense that it keeps things moving and is filled with as many "easter eggs" as possible. Just lucky, perhaps. Still, no gamer looks askance at a lucky roll.

Other brief thoughts:

  • Elves, dwarves, and halflings take a backseat to WOTC IP "ancestries." It wasn't a choice I was expecting.
  • To maintain a PG-13 rating, no doubt, things must remain bloodless, which means combat relies a lot on fisticuffs and grappling. I've seen a lot of twitter jokes (well, the same joke multiple times) about "what system would be good for that D&D movie?" but I remarked to my players after the show that Broken Compass might be better at replicating what we saw on screen than D&D.
  • There wasn't really a hint of a possible sequel, but that surely won't stop them if it does well enough.

Friday, March 31, 2023

A Tale of Two Paradises

 


It is possible for the determined traveler who has been shown the hidden paths to walk from the Elysian Fields to another planar realm. The primaeval forests and unworked fields of wildflowers give way to pastures, farmland, and finally, quaint villages. There, they will be greeted by the local inhabitants and perhaps invited in for a meal. The traveler has come to the Twin Paradises.

The Paradises represent the rejection of the universal contentment of Elysium as unearned. Also, not for its souls is the selfless dedication required to scale the Heavenly Mountain. Those who come to stay in the Twin Paradises find contentment in industriousness and a life well-lived--or afterlife well lived. 

The denizens of the Paradise reachable from Elysium are small folk like gnomes. They live in villages governed by democratic councils and send representatives to the over-councils that govern the smaller the interactions of the smaller ones. All the citizens work for the common good, and all who contribute partake of the communities' supplies according to their need. The Paradises are not Elysium; the land, though pleasant, is not free from the caprice of nature. The people, though similar in outlook, are individuals and not immune to petty disagreements and misunderstandings. It is overcoming these obstacles that make the pleasantness of life in the Twin Paradises deserved.

At the far edge of the first Paradise, there is a great, mist-filled chasm. One sturdy bridge spans it. On the far side, the land begins to become more rugged and more thickly wooded, though it is still beautiful and bountiful. Here the habitations are more isolated, and the people place a greater value on self-sufficiency. They are more willing to teach a newcomer than to provide what they view as charity. The people still work together on tasks of common need, but they do so as individuals and of their own volition. 

The Holy Mountain is visible from this land on clear days. Even these hardworking folk occasionally take a moment to stare at it from time to time. They are perhaps comforted to know it exists, but they have little desire to see its heights.

Thursday, March 30, 2023

Let's Review...


I think I've got another entry in my series on the Outer Planes coming soon, perhaps tomorrow. Here's a review of where we've been so far.
The Layers of Heaven (part 1) (part 2) (part 3) (part 4)

Wednesday, March 29, 2023

Wednesday Comics: The Adventurers


I remarked to Jason Sholtis a couple of months ago that The Adventurers is probably the most Dungeons & Dragons comic book ever, at least until the works of Tim Sievert. Jason rightly questioned whether that includes D&D licensed comics. I think that, yes, it does in that those licensed comics have all the trappings and IP of D&D, but don't necessarily read like the writers had played D&D. 

Anyway, The Adventurers is a black and white series by Steve Milo, originally published in 1986 by Aircel, then moving to self-publishing under Adventure Publications. In 1989 Adventure Publications was acquired by Malibu. The comic ran through three volumes or "books," and at least two associated series, Warriors and Ninja Elite.

The series has art and story lines are pretty much the epitome of how I, at least, thought of D&D in the 80s.

Tragically, there are no collections of it, but there is a fan page here with a lot of info.