Friday, June 23, 2017

Azurth Adventure Digest


I've been working on a shorter publication, to tide people interested in more Azurth stuff over until the release of Cloud Castle of Azurth (which is still some distance in the future). The above is my mockup banner for the Azurth Adventure Digest (no cover illustration has been completed, as yet). This short publication will on the Boundless Sea, west of the Land of Azurth and collate what has been on the blog regarding the Motley Isles, have some random generators related to Motley Pirates, and give stats for a few sea-going folk who have showed up in my game. There will a short (longer than a one pager dungeon, but smaller than a published adventure) write up of the sandbox adventuring locale the Candy Isle.

Thursday, June 22, 2017

D&D Style

Which is more you?
As anyone who has read this blog for any amount of time (there's got to be someone!) knows, I don't not have one style, tone, flavor, what have you of D&D that I want to do all the time. The Land of Azurth is a bit whimsical and perhaps silly. The earliest setting I blogged up was perhaps reasonable standard if more rigorously rationalized "serious wordbuilding" D&D fare. If touched on more survival horror sort of setting riffs, and hope to one day finish a horror-tinged, pirate adventure (In Doom's Wake). This is to say nothing of the highly variant settings like Weird Adventures.

In other words, I like my D&D sort of like I my TV and music: eclectic. The at the table experience with me probably doesn't vary quite as much as my writing about them might suggest (getting a group of people around a table pretending to be elves with funny voices tends to engender some degree of humor), but they are not identical.

My time in rpg related social media has suggested that a lot people have a style/tone or at least a narrow range of style or tone they tend to like in their game. People are probably more tolerant for one shots than longterm campaigns of course, and probably have broader tastes in what they play in than what they run.

I confess I envy this a bit. I feel like avoid the siren's call of a new setting is hard enough, but add in a new or long ignored style or tone and it gets even harder! I feel like I could stick with a campaign longer if I knew what my favorite flavor was.

Wednesday, June 21, 2017

Wednesday Comics: Storm: The Seven of Aromater

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.

Storm: The Seven of Aromater (1984) 
(Dutch: De Zeven van Aromater) (part 1)
Art by Don Lawrence; script by Martin Lodewijk

Storm, Ember, and Nomad are floating down a river on a raft they made from the remains of the balloon they escaped in last adventure. The travel through a swamp, then into a delta, as they approach the sea they passes the wharves and docks of a city. Hungry, they make their way to the docks.

It turns out the city's name is Aromater. A merchant overhears them discussing their need for money and sends one of his warriors over to make an offer:


He wants to buy Ember. They reject his offer, and Ember slaps him. When the warrior begins to pull his sword, Storm slugs him.

The warrior demands a fight, and Storm decides to oblige him, if only to keep Ember from doing so. Storm breaks his sword against the warriors armor. The warrior holds his sword to Storm's throat and taunts him:


He suggests if Storm needs a sword, he should just pull the Seventh Sword from the stone block that holds it.

Elsewhere in the city, two men watch what is occurring in a crystal ball. They decide that Storm may be a suitable seventh. As Storm struggles with the Storm, the two men work the lever that releases the sword from the molecular lock that holds it.


The crowd that has gathered proclaims Storm as the Seventh. They carry him on their shoulders to the temple. Nomad and Ember follow after them, uncomprehending.


Storm is brought be for the Eternal Prince, who we saw watching the scene before. The Prince explains that Storm is the Seventh he is fated to return Aromater to glory. First, though, Storm must drink from the goblet with the Blood of Pandarve--or be punished by death by fire.

With no other choice, Storm drinks from the offered goblet.


Storm becomes the Seventh!

TO BE CONTINUED

Monday, June 19, 2017

The Strange Lights and Noxious Odors of Murk

A Murkman, likely named Grundy

Murk is a marshy island of scrub and small stands of cypress, frequently shrouded in a malodorous, yellow-gray fog and inhabited by a dour people, aloof from the raucous society of Polychrome and the other inhabited Motley Isles. The people of the island may be one extended clan of pale and course-featured folk.

The Grundys (as they all seem to be named) are not of a piratical inclination, but instead harvest mussels and net fish that they trade with the Motley pirates for practical goods. They are also known for the product of  The disposition of the Grundys discourages visitors, though the ever-present miasma is likely more of a deterrent.

On some nights, variegated illuminations move through the fog, and its dullness is pierced by winking, dancing will-o’wisps. These lights are most prominent on nights of the new moon, when the sharp-eared also claim to hear strange music and other sounds of merriment emanating from the island.

Sunday, June 18, 2017

I Call Upon the Great Gazoo!

A lot of people don't like the Cleric class and its "my god gives me cool powers." Certainly, that sort of heavy divine involvement doesn't fit all settings, nor does the idea of granting the powers rather ran just performing miracles.


Another option would be the "personal genie" or guardian angel type character common to genre media. Jeannie and Shazzan are examples of this type, but I'm thinking more the smaller, invisible to most imp-type like the Great Gazoo, or in a less helpful mode, the impish would be side kicks of comic book heroes like Bat-Mite or Qwsp.

So when a cleric used a "spell" this would be this spirit/being doing stuff at their request. Why they would have such specific and limited interventions could be explained by them being "in training" or maybe just getting used to the Prime Material Plane.

(You might think this fits even better with the 5e Warlock and their Patrons, and I suppose it could, but their spells seem even less a fit than the clerics for this sort of setup.)

In media, this sort of thing is typically portrayed humorously, but it doesn't have to be. If you did portray it humorously, though, not having other characters be sure of whether the tutelary spirit actually exists or whether the PC is crazy might be amusing.

Friday, June 16, 2017

Why is Mortengersturm Upset?


After this week's mailing, there are only about 9 copies of Mortzengersturm, The Mad Manticore of the Prismatic Peak still available in print. If you were thinking about getting it, you may want to go ahead. There probably won't be another printing for while.

If you've been on the fence check out these reviews:
Gnone Stew
EnWorld
Zardoz the Magnificent
Tales of the Grotesque & Dungeonesque
Dungeon of Signs

Thursday, June 15, 2017

Making Fantasy of History


"I am Zorro. I have come to return King Arthur to the throne."
- The Simpsons, "E-I-E-I-(Annoyed Grunt)"

This post is a callback to my post yesterday (or actually the previous post it linked to), so for a full appreciation,  you might want to catch up. So DC's Beowulf bore very little resemblance to the real world of the sixth century and not just in the fantastic elements. It cheerfully dispenses with any actual history (or legend, for that matter) with things like a contemporaneous-to-Beowulf Dracula harassing lost tribes of Israel. Ahistoricity of fiction is hardly anything new--it shows up everywhere from Arthurian legend to Hercules and the Masked Rider--but for some reason in rpgs anything really crazy gets safely placed in Hyborian world-esque fantasylands. In Mystara, you can have your Not early modern France in the same world with your Not Vikings, but you can't have the real thing together, it seems.

Why that is, I don't know. Maybe it's the historical wargame roots of the hobby or the pedantry that is not uncommon in the world of geekery. There's the off-repeated GM fear of being called out for inaccuracy in any sort of game where the players might have deep knowledge. But I think the advantage of a obviously gonzo, ahistorical game (or "stupid ahistorical game" ) is that it's so obviously wrong that questions of historical accuracy are sidestepped.

I think it's time to stop being held back by the shackles of chronology, ahistory awaits!