Monday, October 7, 2024
Pulp Readings: The Spider: Corpse Cargo (1934)
Wednesday, October 2, 2024
Wednesday Comics: DC, December 1983 (week 4)
Monday, September 30, 2024
Retrostar RPG Review
Retrostar by Barak Blackburn bills itself as "the rpg of 1970's-era sci-fi television." It's from Spectrum Games who publish other niche, genre emulation systems like Cartoon Action Hour. I haven't had a chance to play it yet (though I plan to give it a try), but these are my thoughts on a read-through.
Its a fairly narrative game whose conception and playstyle probably owe a lot to PbtA games, though it has different mechanics. I find its player character mechanics to somewhat straddle a line between "meta" and diegetic. For instance, characters have three traits: Adventure, Though, and Drama. These could have functioned the same way and been called Physical, Mental, and Social, but I think using the terms they do puts you more in the mindset of thinking of a character's role in the imagined series, not necessarily their capabilities within the world of the show. On the other hand, characters are further defined by "descriptors" for above or below average attributes that are more in-world qualities.
Nonmechanically, characters are described with a Background supplied by the Showrunner (GM) and by Casting notes created by the player. The author of the game wrote up Buck Rogers from the Buck Rogers in the 25th Century this way:
Background: Time-displaced USAF and NASA Pilot from 1987, unofficial captain in the Earth Defense Directorate; cocky, charming, dashing, roguish, ladies’ man; perpetual flirt; attracted to Wilma, who is put off and charmed by his manly nature; frequently gets into trouble because of lack of understanding of 25th century.
Casting: Brown haired, rugged, charismatic smile, playful, wiseass, loyal to his friends.Adventure: 1 (derring-do)Thought: -1 (impulsive)
Drama: 1 (magnetic personality)SFX: 4
Feat of 1987 Machismo 1/ 2d
Laser Pistol 1/ 2d
Thursday, September 26, 2024
Double Edged Sword & Sorcery
The Double-Edged Sword & Sorcery crowdfunding campaign from Brackenbury Books presents two historical Swords & Sorcery novellas (Waste Flowers and Walls of Shira Yulun) in one hardcover, reminiscent of the style of the old Ace Doubles. I was intrigued by the novels and charmed by the style, and since I knew Dariel from the blogosphere, I reached out to the authors about doing this brief interview.
Dariel: I've been working with editor/publisher Oliver Brackenbury since he launched the New Edge of Sword and Sorcery magazine, for the first several issues of which he solicited/commissioned most of the content. We got to meet through the recommendation of Ngo-Vinh Hoi in the Appendix N Book Club podcast; Hoi mentioned my collection, Swords of the Four Winds, among his recommendations, and that led to Oliver contacting me for an interview on his podcast, So I'm Writing a Novel.
At the end of that interview, he invited me over to the Whetstone Discord server. At around the time that I joined, a big discussion had started over what could be done to revitalize the sword and sorcery genre and get new readers in. That led to Brackenbury being tagged to edit and put up a new S&S zine, and I was among the writers who pitched in a story, gratis, for our Issue #0. Brackenbury Books has had several successful crowdfunders since then, lately for NESS 1 and 2 last year, 3 and 4 this year, and an anthology of S&S-meets romantasy, Beating Hearts and Battle Axes.
At around the same time NESS 3 and 4 were in production or planning, Oliver had already approached me on an idea to sort of revive the Ace Doubles or do a homage to the Ace Doubles.
Bryn: Like Dariel, I’d written for Oliver Brackenbury’s test issue of NESS, which was put out free in digital and at cost in physical formats. When NESS proved a success, we both went on to write further stories in further issues. There’s a New Edge Sword & Sorcery Discord server where I chat daily, and where Oliver, I guess, lays his evil schemes to expand in sword & sorcery publishing. I said a quick yes, of course, to his first ‘want to write a novella?
I think part of the appeal here is that two-in-one format that does remind fans of the Ace Doubles. So that was the publisher's idea? How do you feel about it?
Bryn: It was Oliver’s idea to put us back-to-back: two tales that kick off from the medieval Mongols and the great Mongol himself, Chinggis or Genghis Khan. Oliver got to know us, know our past work around Mongols, and thought it neat to have "steppe siblings" in a Double.
I think it works wonderfully well. Dariel and I have similarities, and we have contrasts too – you won’t feel it’s same-samey as you move from one novella to the other, since we have such different styles, but our stance, our position, the kind of thing we are concerned with, have a harmony and common ground.
We’re both set on the frontiers between the steppe of the nomads and settled societies, with the frontier issues that arose in history – and still arise today. Both of us take a nomad’s perspective on that history. Our heroes may be far apart as people, but each is very conscious – and fired up about! – the encroachment of settled civilizations onto the steppe, the creep of towns and cities into the free grass. I believe sword & sorcery is its most essential self when it sees from the less privileged point of view, which has often been the figure of the barbarian up against the ills of civilization. Both of us give what is resolutely a "nomad’s eye" on the world. If Goatskin and Orhan Timur met, they’d understand one another, they’d thrill to the same call. They’d be steppe brother and steppe sister, too.
In style, though, you get dishes quite distinct from one another. You won’t be bored. Dariel writes a strong, swift, propulsive story, and lists his influences as Robert E. Howard and David Gemmell: he has everything most classic about S&S, cast into a new sensibility for areas of Asia neglected in fantasy. Me, you can probably tell I’ve loved most a few fringes and odd edges of sword & sorcery, that I am attracted to the rich aesthetics of M. John Harrison’s Viriconium or Tanith Lee’s Tales from the Flat Earth. What excites me most about New Edge Sword & Sorcery and now Brackenbury Books is an openness to innovation within the genre.
Dariel: I loved all aspects of the doubles idea, of course, so I said yes, I don't think I even asked how much he was going to offer. But Oliver's very decent about that, he credits his parents, both freelance artists, with instilling in him an ethic of making sure creatives get paid their due, so it's a decent deal. Even better, I know from experience Oliver is good and active at promotion, so that level of attention I think makes working with a small press really worthwhile.
And doing a homage to the Ace Doubles of yore (haha, yeah, I feel old enough to say that!) is a special kick for me. I had quite a few of those, hunted for them in bargain bins all over the seamy side of downtown Manila and the old American airbase in Clark -- back in the 80s they were treasures, as prized as the DAW yellow spines. So given the chance to do that, and with Bryn's work as my novella's companion, it was a golden opportunity. I think Oliver's idea to do a 'steppe siblings' themed set for the first Double Edged book gave it a strong platform, and also fits very much what I want to do with S&S, which is to weave tales about and highlight what I call Forgotten Asia.
Wednesday, September 25, 2024
Wednesday Comics: DC, December 1983 (week 3)
Monday, September 23, 2024
Space: 1999 the Role-playing Game
I pre-ordered the Space: 1999 role-playing game coming from Modiphius not because I am a big fan of the show (the only complete episode I've seen as an adult I reviewed here) but I do like retro-sci-fi in general, and I am always at least curious about another instantiation of the 2d20 system, which I like a lot in Star Trek Adventures. With my pre-order I got the quickstart and with it a window into what the game is going to be like.
First off, they get the aesthetic right. There is a lot of beige and orange in this pdf. Unlike the Trek books, they use stills from the show in this one, though there is some original art.
Characters are defined by Skills and Attitudes. The Skills (Command, Flight, Medicine, Security, Technical) seem analogous to STA's Disciplines (Command, Conn, Medicine, Security, Science, Engineering), but they also serve an attribute function with the rules telling us Command has to do with "charm" and Flight with "athletics," for example. Attitudes (Bravery, Compassion, Dedication, Improvisation, Mystery, Perseverance) are essentially approaches as used in Fate and other games (the 2d20 Dishonored game calls them "Styles"), though they don't work as well conceptually for me because they seem to be a mix of character traits and traits and motivations, but they probably will work okay. One problem I forsee is that with approaches/styles doing things one way means you probably aren't doing it another way, e.g. if you are Quick you aren't Careful or Sneaky. It's less clear to me that the Attitudes have that sort of exclusivity.
Beyond Momentum and Threat, which are in most 2d20 games, Space: 1999 characters have Spirit which serves the functions of both Determination and Stress in STA.
There are some sample characters in the quickstart and a short adventure, but no real gear, aliens or monsters. Still, from what's shown it looks like a good 2d20 riff on the lower crunch side. I'm looking forward to seeing the full game.
Friday, September 20, 2024
Take Me to the Pilot!
I'm a bit behind in my session reports, so I've got two to cover from our 5e Land of Azurth campaign. The party has been making their way up the floors of the mechanical titan that the rebels against the Wizard hope to use against him, but at the moment it's in the hands of mercenaries who stole it to sell to the Wizard.
In the first session, the part reached the auxiliary control room in the solar plexus area of the construct. Erekose fell prey to a trap that dropped him into the trash furnace, then the party had to contend with a minotaur armed with a magic hammer.
In the second session, the party finished exploring the auxiliary control room level, then made a gnome technician call the elevator for them. The next level is a weird gallery with a dinosaur, an elf woman, a weirdly intense, muscular man, and a horrible mass of protoplasm held in some sort of stasis. A sneaky gnome tries to drop the stasis fields, but the party stops him. They do free the elf who reveals she was kidnapped for ransom.
There is a curving, steel staircase to the head and the next level. There is also a towering construct standing at the top of them. The party rushes into battle and manages to defeat it surprisingly handily. In the head, they find the actually control room and two spellcasters who are prepared for them. Glym, Bok's primary technical consultant, is a wizard, and there is also a sinister looking cleric.
These guys are no joke, but there's only two of them and there are 5 party members. In a few rounds they are down, though not before Erekose is banished to some nether realm. He comes back though when Glym goes down.