Wednesday, September 27, 2017

Wednesday Comics: Storm: The Slayer of Eriban

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 Slayer of Eriban (1985) 
(Dutch: De Doder van Eriban) (part 1)
Art by Don Lawrence; script by Martin Lodewijk

When last we left our heroes, they were drifting on a giant seed-pod into space. As luck would have it, they see a ship heading in their direction. They try to get the attention of the crew, but the ship doesn't change course.

The ship passes them close enough to see the seemingly obivious, cloaked crew, but too far for them to get to. Nomad quickly formulates a daring plan. He makes a knife throw that cuts one of the ship's lines. As it swings out under tension, he jumps and grabs it. He climbs aboard the ship and gets a surprise:


All the crew are dead. Exploring the captain's cabin they find a curious sarcophagus. And inside:


Storm is puzzled as to why the sarcophagus is bigger than it's inhabitant, but the three leave the mystery to explore elsewhere. Storm and Nomad go into the hold and find only the earth that creates the ship's gravity.  Suddenly, they hear Ember calling to them.


The boy explains that he was not in a coffin but a regeneration-capsule calibrated to his aura. He also addresses the three as his servants, asserting Pandarve sent them to replace the ones he lost. He introduces himself as Renter Ka Rauw, professional assassin of the Eriban.

The three aren't willing to be servants. Renter demonstrates his abilities. He throws Nomad. He lays Storm out with a kick, and blocks Embers strike with a club.


Finally, he threatens to kill Nomad with a touch. Storm and Ember have no choice but to surrender. The boy assigns them duties while he meditates on a course. Ember is angry about being assigned to cook. Storm counsels his friends to calm down and bide their time.

TO BE CONTINUED

Monday, September 25, 2017

Operation Unfathomable Comics

While Jason Sholtis and Jez Gordon are hard at work getting the larger parts of Jason's magnum opus finished, I'm lettering the comic written and illustrated by Jason, that will appear in the Operation Unfathomable Player's Guide stretch goal.  Here are a couple of pages:


Sunday, September 24, 2017

Arriving on Gathox

In the short time I've been a member of the Hydra Cooperative, there have been a few products we didn't get to publish that we would have loved to do. Gathox the Vertical Slum was one of those that got away. It landed with Mike Evans DIY Games, who Youwasted no time getting it out, so now everybody can see the wonderful and weird products of David Lewis Johnson's imagination.

You may know Dave as a talented visual artist whose work has graced a number of small press publications--including my very own Strange Stars. The same creativity so on display in his visual work informs Gathox, which I will thumbnail for you as a locale like something you might have seen in the halcyon days of Heavy Metal magazine. More specifically, Gathox is a world-shambling giant with a ramshackle, multiethnic (and multi-species) city built on top of and in him. Dave spends over a 130 pages outlining the locations, people, and races of Gathox, plus he provides variant rules he uses in his campaign. 

To give an idea of the tone, let's take the Gongwarped Fishmen, one of the races/cultures thumbnailed in the book. They are fascist-fishheaded beings, who live underground and practice secret and forbidden pseudoscience. Even worse are the species-supremacist, chicken people called Vulzari who reproduce by transforming others into more of their kind. See what I mean about Heavy Metal?

The supplement goes on to outline locations in the city and interesting NPCs. There are pretty short and punchy: more detailed than the original Wilderlands of High Fantasy, but with an economy of words not found in the a lot of modern, major publisher books.


Next comes the section on house rules, which is substantial. Variant classes are given that again convey the flavor of the setting like cosmic doctors (Nne of several types of magic-users, or more precisely "mentalists.") and mutants (Complete with random mutant tables!). A simple skill system is introduced in the form of "wheelhouses" and there are new rules for health and healing. Gathoxian equipment is discussed--and in many cases illustrated. Finally the subgame of "gangland play" is introduced that does similar things in a loose way to some of Blades in the Dark's gang rules but with a thoroughly old school implementation.

If any of this sounds interesting to you, you should pick this up, because I'm only scratching the surface here. The only fault I can find with it (and it's a small one) is that it could have used more of Dave's art! Yes, there is a lot of it here, but their were some spaces in the layout that practically begged for more.

Anyway, you can get it on rpgnow. So go get it already!

Friday, September 22, 2017

Dungeon Fantasizing

I was talking with some guys on G+ about running GURPS Dungeon Fantasy (as the boxsets just made in out to backers last week). I don't know if I will, but if I did I think these images would help set the mood:

“I don’t trust them though. Thrill-seekers. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience…"

Bill Willingham

Shuji Imai

They say the Overlord is mad...
Alex Nino

Built atop the ruins of an ancient Coleopteran civilization...
Stefan Poag
In the Dungeons of the Mad Archmage Zyrd...
Andrew MacLean

Thursday, September 21, 2017

Azurth Adventures Digest Review

Over at Enworld Chris Helton has a review of the Azurth Adventure Digest. Check it out if your still on the fence about purchasing it. You might want to hurry, though, I have less than 30 copies of the print copy left in this printing.

Monday, September 18, 2017

Some Science Fantasy Hexcrawl Influences

I spent the rpg-related portion of my weekend getting copies of the Azurth Adventures Digest ready for mailing (There are still copies available. Get yours today!). My work on the Ghostlight Fen thing got delayed, so it seems like a good time to talk about influences of the as yet nameless setting of which its a part.

Lord Valentine's Castle (Robert Silverberg): A distant planet settled by humans and other species long ago. Despite a science fictional underpinning, it operates much like fantasy with mostly primitive technology and things like the Lady of Sleeps that promotes moral behavior by sending dreams and a competing King of Dream that sends nightmares.

Planet of Adventure (Jack Vance): A Planetary Romance (or Planetary Picaresque) which stands above the myriad of planetary romances due to Vance's wit, interesting alien species/cultures, and quirky minor characters.

The Coldfire Trilogy (C.S. Friedman): A science fantasy that (like Silverberg's Majipoor) feels more like straight up fantasy. Friedman adds the innovation of a rationalization for the existence of "magic" (not unlike Jorune).


The Prime Mondeign stories (Rob Chilson): These are in the dying earth subgenre, perhaps a bit more science fictional than Vance's stories (something a bit like a more rationalized and less computer gamey Numenera). These stories haven't been collected, but you can read one of them, "The Wortling," here.

The Spire by Simon Spurrier and Jeff Stokely: A Medievalish society of various aliens and mutants on a planet long ago settled by humans.

Sunday, September 17, 2017

The Settings of (A)D&D

Jack Shear wrote a post last week where he espoused a number of "heresies" regarding D&D. One of these was that he didn't like the World of Greyhawk or Faerun. This got me to thinking about what I feel about D&D's various setting and their pros and cons as I see it. I don't claim to be an expert in any of these settings, so if you think I don't get them because of a lack of knowledge you are certainly free to go on thinking so. I'm just calling it like I see it.

Greyhawk
Pros: At its best, it really sort of feels like D&D and it seems organic. It's worldbuilding may not go into the annals of literary fantasy best practices, but it has a certain charm in accordance with the charm of old D&D itself.
Cons: Maybe the downside of that organicness is a lack of focus that makes it hard to get a handle on. The World of Greyhawk box set really doesn;'t give me any hint about how I should approach the material and the Gord novels (yeah, I read a couple) are all over the place. We get a gritty sort of Lankhmar thing in the beginning, then we wind up whooshing through the sky on Chariots of Sustarre.
Verdict: Not a huge fan overall, but I have more of a positive feeling than does Jack.

Forgotten Realms
Pros: They're big and a bit more coherent, literary worldbuildery. The Dragon articles about "The Realms" back in the day really captured my interest.
Cons: Their literary worldbuilding models seem to be the hordes of bland trilogies that choke the shelves to this day. It's not just vanilla, it's kind of corporate bland. "The Realms" seem to have been lost in the translation to official product.
Verdict: Less interesting that Greyhawk, though there are aspects to recommend, I guess.

Mystara/Know World
Pros: Well-presented, with distinct cultures that are easy to get a handle on. It's got the Hollow World, too. I find Immortals over gods (in BECMI) a sort of interesting thing, if not as well-explored as it could be. Also: a whole lot of Stephen Fabian.
Cons: The cultures' real-world antecedents are pretty blatant, but that doesn't bother me as much as it does other people. Gritty it is not, particularly, or dark.
Verdict: It's kind of vanilla, but it's vanilla done well. I'm more into it than the two previous worlds.

Caldwell!
Dragonlance
Pros: There are some interesting twists to the vanillaness here; it is somewhat successful at evoking the epic fantasy subgenre.
Cons: A setting made for one story never seems as good for stuff outside of that story. It still presents pretty standard D&D like the settings above.
Verdict: A good setting for bad novels isn't a particularly good setting for my game. It is more maligned than it probably should be for the railroadness of its modules, but they are pretty railroady and are emblematic of the missteps of an era.

Ravenloft/Dark Sun/Planescape/Spelljammer
Pros: They all have interesting high concepts and are genuinely trying to do something different.
Cons: The high concepts are not always executed well or flavorfully. Corporate blandification seems to get in the way, as does bloat to ensure more supplements are made.
Verdict: I admire them all, but their specialized nature means they're sort of niche, and some of the niches I think I could do better doing my own thing. Planescape gets extra points for Tony DiTerlizzi.

Eberron
Pros: Pulp vs. fantasy is an idea I obviously like.
Cons: Despite all its talk of a different approach it seems to come out more like trad fantasy than any of the 2nd edition settings above.
Verdict: Maybe because it parallels my interest but does it in a utterly different way, I am predisposed not to like it, but it does generate more negative feeling from me than is probably warranted.

My favorite TSR published settings? Lankhmar, Empire of the Petal Throne, and (moving away from D&D) the Hyborian Age of Conan.