Wednesday, September 27, 2023
Wednesday Comics: DC, December 1982 (week 4)
Monday, September 25, 2023
Arena Assault
I completely forgot to write up our last session (two Sundays ago) in our Land of Azurth campaign. The party was still trying to figure out a way to free Bellona, War Lady of Sang, from the control of Loom. Their attempt at subterfuge hadn't played out the way they thought, so they shifted tactics and cased the place for an assault under cover of night.
The were pretty sure Bellona was being housed in the building behind the arena, but the means of spying (using Waylon's owl familiar) were insufficient to get a real sense of the inside of the place. Still, they are confident in their abilities.
The sneaking across the deserted arena is easy, but they must have tripped some alarm, because an image of a being called itself Loom appears before them when they reach the door and demands they bow down in reverence. Most of the part goes along, but Dagmar views it as sacrilege and won't do it. Loom allows his lackeys to attack first: Helmarg the troll woman and her ogre bruisers move in to attack--but Loom says this match won't be to the death.
These guys are tougher than the party anticipated, but after a battle that saw Waylon fall twice only to be revived by Dagmar healing magics, they finally prevail.
When they still won't bow to Loom he unleashes some sort of poison cloud on them. They still isn't enough to take them out, thanks to good saving throws all around. After looting their unconscious foes, they prepare to move into the complex.
Thursday, September 21, 2023
A Taxonomy of Fantastic Lands
Thinking about the phylogenetic connection between the Lost Worlds of Victorian adventure fiction and the planetary romances of last century led me to an overall classification scheme for all sorts of unusual/fantastic lands or country within large settings (whether that larger setting be an approximation of the real world or a secondary, fantasy world). This was quickly done, so it might bear further though.
The Strange Country: The Strange Country probably is an outgrowth of The Odyssey and Medieval travelogues. It is a place definitely situated in the wider world and generally not differing in its physical laws but possessed of its least one unusual feature whether than be a geographic anomaly, cultural eccentricity, or weird animal. Most of the various city-states of Barsoom, and the countries of Vance's Tschai or Raymond's Mongo fall into this category. The "Planet of Hats" TV trope is the Strange Country on a planetary scale. The Strange Country differs from the more mundane foreign land by the degree of exaggeration in its unique thing and by the fact that beyond that thing, it isn't usual that foreign in terms of culture, language, etc.
The Lost World: The Lost World is more remote and more divergent from the outside world that the Strange Country. Most often it's an isolated pocket of one or more elements of the world's past, but it could be completely alien. Perhaps its most defining feature is that it is typically a hidden place and is much harder to reach than the strange country. Maple White Land of Doyle's The Lost World is the prototypical example, but Tarzan encounters a lot of these "lost valleys" from Crusader to remnants to lost Atlantean cities. The dividing line between the weirder Strange Countries and Lost Worlds isn't entirely clear, but if the place is widely known to scholars just seldom visited, it's a Strange Country. If no one knew it existed or it was believed to be mythical, it's a Lost World.
Fairyland: The Fairyland is a region defined by its fantasticalness. Physical laws may be very different from the surrounding world. If it has contact with the wider world if is limited and geographical conscribed. Often though, it will be as remote as the Lost World--even more so, perhaps, because it may not strictly be placeable on a map, existing in an extradimensional space. Literal Fairy lands are generally Fairylands, but so is the demonic subworlds of a number of Michael Shea's fantasy novels, Hades in Greek Myth, or Wackyland in Warner Bros. cartoons featuring the Dodo.
Wednesday, September 20, 2023
Wednesday Comics: New Stuff I've Liked
I spend all my Wednesdays talks about old comics that I don't get much of a chance to talk about newer things. Here are a couple of recent comics that I have enjoyed and you might too. They all happen to have "world" in the title.
World's Finest: I've mentioned this one before, but Waid's and Mora's classic (Bronze Age-y) stories and characterization with a modern sensibility continue to be really good. There are now a couple of collected editions in the series.
World's Finest: Teen Titans: Spinning out of World's Finest, Waid and Emanuela Lupacchino bring a similar (though not identical. Being about younger characters makes this book feel a bit more modern) to a sort of new version of the 70s Teen Titans. It's like what might have been if X-men style angst and later 80s Deconstruction hadn't intervened.
Worldtr33: Shifting gears, this is a horror comic by James Tynion IV and Fernando Blanco. In 1999, a group of computer nerds discovered the Undernet―a secret underworld/intelligence in internet. They charted their explorations on a message board called W0RLDTR33. They thought they sealed the Undernet away for good. But now, seemingly random killings posted on social media proclaim the arrival of a new age. The world has access to the Undernet again, and, like Cthulhu rising, it will mean a terrible new age dawning for humanity unless they can stop it again.
Monday, September 18, 2023
What I Like
It should go without saying, but to make it clear, I don't necessarily think these things are better (though sometimes maybe I do!), they just happen to be my preference. Starting loosely with a list that gets quoted a lot in Old School and related circles that I believe was created by Scrap Princess allow, here's what I like:
1. Interact with the world. I want players to approach the world as if their characters are inhabiting it, not as a gloss over a rules set or just flavor. The world, however, isn't merely composed of (imaginary) physical objects and locations but of (imaginary) social relationships, and conventions of genre or setting.
2. There is nothing that is supposed to happen, but some outcomes are more likely given (1). The story is in the hands of the players, but the world is going to dictate some more likely outcomes of actions. To give absolute, unfettered agency is to violate the first principle, but there is always a high degree of variation within a broad outcome, and the player actions and preferences are going to determine how it all turns out.
3. The player is an actor but also a participant in a social activity. I don't mean actor in the arch sense of the stereotyped thespian behavior, but I mean that the player has the roll of portraying a character, but also in considering (in a somewhat metagame fashion) what makes sense for that character within the larger context of the "story" unfolding. (And by invoking "story" here, I don't mean in a preconceived way. I mean: given the inputs of character, setting, situation, and genre, what seems cool to the player to have happen?) This differs from the stance of strictly playing the character, wherein the player gives no consideration to the big picture, which can lead (in my view) to a player becoming too involved in the character and viewing the character's losses or setbacks as a loss or setback for themselves. Also, "it's what my character would do" can lead to disruptive behavior at the table.
4. It's the player's job to make your character interesting and to make the game interesting for yourself and others. This follows logically, I think, from (3) and (1) and leads directly to (7) below. The GM is also a player in this regard.
5. The character sheet is the mediator between theory and result. Plans and actions should be conceived in line with (1) and a lesser extend (3), but the mechanics of the game should support the actions players are likely to engage in. The character sheet as the rules-based abstraction of the character's capabilities ought to have some role in that, otherwise why not just play pretend and dispense with it?
6. Player skill/talent is important. The way I see rpgs as "winnable" is not primarily in character survival or successfully achieving goals (though those things are far from insignificant) but rather in making the experience more fun or cooler. I like skills and related systems some old schoolers dislike, but I think good, clever roleplay and tactics--defined as ideas that are not merely sensible or logical in the abstract but are also entertaining, spur/inspire players, and show clear consideration and interaction with the sustained, consistent, imaginary world we are involved with--are crucial.
7. Sometimes your character will die, but it's seldom interesting to die pointlessly. Death can be an important possible outcome in rpgs and I don't generally favor removing it as an option (though perhaps some games make a case for this), but I don't find pointless death as a result of computer game style "gotchas" or super-swingy rolls fulfilling. It's more gamey perhaps than I typically want. Often, another sort of setback other than "start over" is a better option to me.
8. It's fun to try new things. New settings, new mechanics--all worth a go. I don't think there is a particular formula of the type of game I want to spend all my time with. To me, it would be akin to eating the same thing every day for lunch. It gets old. Sometimes that even means sampling something you already know you aren't going to like most of the time to see if you enjoy partaking of it rarely.
Thursday, September 14, 2023
Witchmire Rumors
A few rumors regarding the Witchmire on Gnydrion:
- “Does the Witchmire seem forlorn in aspect? Well, so it is. But it is also locale of historic importance as the site of the Landfall, which is to say, the place of humankin’s advent on Gnydrion.”
- “I take you for experienced travelers, inured to the variegated configurations human appetite and proclivity may take, so I will speak with candor unadorned by circumlocution: The prominent families of Gamory are perverse. Their cult seeks congress of a carnal nature with ieldra.”
- “The witch Heth has come to live on an island surrounded by treacherous quag. She wears the semblance of a crone, but in her true form she is youthful and very beautiful. She holds a treasure of jewels and fine trinkets lavished upon her by wealthy suitors in her homeland.”
- “Last winter, a mushroom-hunter of Draum made it known he had happened by a Black Obelisk with an aperture where before there had been scatheless stone. Word perhaps traveled as far south as Ascolanth, for scant months ago a party led by a trio of sorcerers arrived. They hired a guide and undertook to find the Obelisk. None of that expedition returned.”
- “Are you familiar with the ditty? It speaks of the disappearance and looked-for triumphant return of Prince Wanaxandor. He found it expedient to flee more civilized regions after his ill-planned efforts to overthrow the rule of his uncle, the Panarch. He is popularly supposed by rustics and simpletons to be in hiding, gathering a force armed with dire alien armaments, plundered from the Black Obelisks for a repeated attempt.”
- “Wollusk is no more in the grip of rogues meager of scruple than most habitations similarly situated far from civilization, but Zeniba and her Devils have a zeal in the application of violence that borders on obsessive. My admonition: watch yourselves and do not attract undue notice!”
- “A famed medium from the South has recently arrived. She offers intercession for the folk of the region with the wrathful presences of the Mire. She asks no compensation at present for her services. Popular opinion is divided between those that regard her as a fool and those that judge her insane. I am broader of imagination than most and accord both concepts a measure of validity. Be that as it may, I suppose she will need escorts in her endeavors.”