Monday, July 14, 2014

Strange Stars Samples

Work continues on the Strange Stars guide, but I thought it was time to give a taste of what was to come. Here are a couple of pages (still work in progress, mind you) with layout by Lester B. Portly:

That's the first page of the Vokun Empire spread. Here's the second page of the Alliance section:


More to come.


Sunday, July 13, 2014

Ape Days Dawning


Dawn of the Planet of the Apes is the sequel to 2011's virtually interchangeably titled Rise of the Planet of the Apes. Fans of that first film will find the sequel does not disappoint. The story picks up 10 after a genetically engineered virus meant to cure Alzheimer's instead kills 90% of the human population and raises the intelligence of great apes. Caesar and his band have been hiding out in the Muir Woods, building a Stone Age society where "ape does not kill ape" and other sensible things, but they again come in contact with humans. Since these films are prequels (or reboots) to the Planet of the Apes series, if you guess conflict with humans is going to disrupt this ape Eden, you would be right.

Anyway go see it. Here are some thoughts I had related to the film, but not specifically reviewish:

1. The whole inadvertently released viral vector origin (at odds with what was presented in the original film series) brings it closer to the origins of the Great Disaster in DC Comics, where the drug cortexin (maybe plus some radiation) leads to anthropomorphic animals of all sorts. You can read about this in Kamandi #16, and the Great Disaster in general in Kamandi and in Showcase Presents: The Great Disaster.

2. The Planet of the Apes world (either the original films or this series) would make a good roleplaying setting. Terra Primate does that, but you could just as easily do it in Mutant Future by toning down the number of mutants and mutations (though the original series suggests you don't need to eliminate it entirely). Over here we've got a the original PotA apes as a race (with sub-races) for Mutant Future. The apes in the new film are more realistic. At the point of Dawn, they all still have the Simian Deformity disadvantage. Speech seems to be a bit difficult (or perhaps just uncomfortable) for them, so they tend to use sign language, and they don't have the manual dexterity of humans either. The subrace system should be ditched, too.

3. A Medieval Planet of the Apes could easily become a dungeoncrawling sort of setting--Beneath already has a dungeon of sorts.  Over at The Land of Nod, John Stater has already thought of this. He gives us "realistic" versions of the original series species for D&D-derived games and a sample dungeon!

Wednesday, July 9, 2014

Wednesday Comics: Darklock Delay


Don't go summoning demons or anything, but the next installment of my review of Jim Starlin's The Price is going wait until next week.

Monday, July 7, 2014

We Made Our Own


My first foray into "role-playing game design" was a G.I. Joe game. I still have it, but I don't know where it is at the moment, but I remember the basics. It was the mid-eighties, my group had been playing TSR's Marvel Superheroes, and dabbling in universal table-based games. They all made it look so easy.

I think it used attributes similar to FASERIP, though instead of descriptively named levels, it used numbers 1 to 10. The filecards on the back of the G.I. Joe packages (and helpfully collated in one place in the G.I. Joe: Order of Battle limited series put out by Marvel) made it easy to adapt the lists of training and qualified expert rating with various weapons into skills.

We played it on more than one occasion. Enough that I was inspired to make a second game using the same (highly derivative system) based around the Transformers. That was even easier because the Transformers packaging even had abilities and ratings:


I don't think we ever played Transformers. We also never got around to playing the Wrasslin' Roleplaying Game made by a buddy of mine, born from his love of the UWF, and (as I recall) based on roughly the same engine.

Sunday, July 6, 2014

Superize Your Fantasy


“Men and women who had worn suits for decades traded punches powerful enough to crush elephant skulls, dodged and deflected attacks too fast for the eye to follow, and died suddenly, often before the crowd registered the killing blow.
Victors and dead men were separated by a blink of the eye.” 
- No Return: A Novel of Jeroun, Zachary Jernigan

Zero-level funnels and slow grinds to hero-hood are all well and good, but there ought to place for adventurers born to perform great deeds with powers and abilities far beyond those of mortal men. Something like Masters of the Universe or the non-science fantasy equivalent of Dreadstar or Guardians of the Galaxy.

This isn't necessarily a new idea. Mythology is full of characters with superhuman abilities. Anime does this too--as does that rpg bastard child of mythology and anime, Exalted. But Super Saiyan martial arts is not the only way to go with this. Check out these guys:


This is the League of Ancients (an Atlantis-era superhero team from JLA). You can read about them on the image there, but just as a highlight, the armored guy above is Tezumak, who gets scientific and technology mastery from his smith god. He powers his armor with blood sacrifice.

In summary: Think about ideas that show up in traditional fantasy and crank up the power level. Make sure that characters are distinctive in there powers. Have them do big things.

Friday, July 4, 2014

Thursday, July 3, 2014

In the Days of Archaic Oikumene

The Archaic Oikumene controlled the area of the Strange Stars until approximately 31.5 gigaseconds [a millennium in Old Earth reckoning] ago. This fabled age was even stranger than the present:
Art by Jack Kirby
An astronate, carrying within its containment suit numerous acquired minds, walks the lesser known hyperspatial paths to find the proper place and time for the transformation of all its minds into single, toposophically transcendent intellect.

Art by Simon Roy
A tlekaklek grandee from the rail city on Mercury astride a humandrill bearer (whose troop mind-consensus has chosen to side with the tlekaklek) seeks an audience with the sleeping Gaia oversoul in a temple in the Mediterranean basin of Old Earth. The tlekaklek seeks loans of computronium to support xir people's conflict with the Jovian Unity. 


Art by Lennart Verhoeff
Some principalities sponsored hunts for hyperspace worms, ostensibly because they damaged the exotic matter supports of the hyperspace conduits, but also to harvest their neural fluid (a mild intoxicant that enhances spatial awareness). Hunters scoured the spacing lanes perhaps never guessing--at least never caring--that the beings they hunted were also descendants of paleo-humanity. By the end of age, the worms (then known as hyubh) had grown to gigantic size and had become a true hyperspace shipping menace.