In "Destruction from Below" a violent leader of a Stone Age human tribe leads them underground, but then he falls into some weird mushroom patch and sleeps for a looong time. When he awakens, he attempts to lead the degenerate descendants of his band, but the modern world is too much for them to handle when they emerge in a city park. In the final story with art by DeMulder, an F-4 Phantom pilot's dream of a dogfight with a dragon is symbolically prophetic of the way he escapes an enemy in a dogfight the following day.
Wednesday, April 19, 2023
Wednesday Comics: DC, July 1982 (week 3)
In "Destruction from Below" a violent leader of a Stone Age human tribe leads them underground, but then he falls into some weird mushroom patch and sleeps for a looong time. When he awakens, he attempts to lead the degenerate descendants of his band, but the modern world is too much for them to handle when they emerge in a city park. In the final story with art by DeMulder, an F-4 Phantom pilot's dream of a dogfight with a dragon is symbolically prophetic of the way he escapes an enemy in a dogfight the following day.
Monday, April 17, 2023
Four-Color Swords & Sorcery: Monsters!
Earl Norem |
Big monsters are a hallmark of Bronze Age Four-Color fantasy of the Swords & Sorcery mode. These creatures are often are the antagonist of the "big battle" of the issue, the full manifestation of the menace posed by the main villain--and occasionally the main villain themselves. Less formidable big monsters may be an obstacle to the final confrontation with the villain.
The monsters come in a variety of forms from merely giant to gargantuan natural animals to animate statues/automata of humanoids or animal shape. Tentacled, tendriled, or pseudopod-waving creatures seem to particularly common. I suspect so their threat is made clear in a way that doesn't immediately injure the heroes or result in a Comics Code Approval imperiling amount of blood.
So are multiple heads. Both of these have the added benefit particularly in games of allowing one creature to engage multiple heroic opponents more easily.
These creatures, at least the bigger ones, are seldom defeated by hacking them until they die. In game terms, the simplest to defeat require a "critical hit" or called shot of some sort, often an injury to their eye. Others are dispatched by a trick of some sort: using the environment or their own abilities or natural weaponry against them. Finally, some can only be killed using a special item or weapon, typically obtained earlier in the adventure.
What does this meaning for emulating the genre in gaming? These are my take aways:
- Unique, big monsters need to show up regularly. Maybe not every adventure, but most of them.
- The best way to defeat the creatures should seldom be the most obvious brute force method.
- This means the GM needs to reward creative thinking by the players to handle these encounters.
- If the ways of defeating the monster are particularly limited, the means must be telegraphed to the players and be available to them.
Friday, April 14, 2023
Outgunned
Two Little Mice, the designers of Broken Compass, have a new game on the way called Outgunned, which is billed as "a cinematic action rpg inspired by the classics of the action and heist genre, from Die Hard to True Lies, passing through James Bond, Lethal Weapon, Kingsman, Ocean’s Eleven, Hot Fuzz, and the latest John Wick."
The Kickstarter hasn't launched yet, but the "quickstart" (really more of a preview) is available on drivethru as pay what you want. It's basically the same system as Broken Compass, though has a few new features and refinements. It's a bit less rules lite than BC, though still very much a rules lite game.
Wednesday, April 12, 2023
Wednesday Comics: DC, July 1982 (week 2)
Monday, April 10, 2023
Weird Revisited: Four-Color Fantasy Adventure Seeds
1. A madman seeks a golden disk to bring life to colossal automaton, an ancient weapon of war, that lies half-buried in a remote desert.
2. A city under seige! Legend holds a magic gem will restore to life the mummy of the cities demigod founder. His body lies in a crypt in deep within the city's catacombs.
3. The jungle-choked ruins of an ancient city surround a vast, walled garden, an earthly paradise, inhabited by beautiful, golden-skinned youths. The brutish beast-folk that dwell in the ruins will let no stranger enter the garden, nor any of the garden's inhabitants leave.
4. An arboreal village of elfs is harassed by pale, giant bat riding goblins from a cave high on a nearby mountainside, who raid the village for victims for their cook-pots.
5. A PC has a rare trait that fits a prophecy--a prophecy predicting the downfall of a tyrannical ruler, who means to ensure it does not come to pass.
6. A lake of lurid, swirling mists where time becomes strange. At it's center is an island with a castle where an immortal witch queen dwells with her eternally youthful handmaidens. No one comes to the witch's castle without being summoned.
7. A playing piece from the game of the gods falls to earth, perhaps accidentally or at the whim of a capricious godling. This touches off a race to acquire the piece with the rat-men minions of one sorceror contesting with the shadow demons of a cambion child--and the PCs caught in the middle.
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.