Thursday, August 2, 2018

The Finer Elements of Inner Planar Adventuring

The original of this post appeared in 2014.

It's not an uncommon complaint on the internet that the Elemental Planes are boring because they're featureless expanses of the same thingm, which is sort of like saying dungeons are boring because thy're just empty spaces underground, or wilderness adventures are dullsville because it's just a whole bunch of trees. Most environments are probably not in and of themselves terribly interesting. They're interesting because of (a) what you can put in them and (b) the additional challenges their nature presents to PCs. I would also say that the Elemental Planes can be an interesting cosmological element in a setting even if not viewed as a place to go adventuring, but it's "place for adventuring" I'm going to focus on here.

First off, the Elemental Planes as typically described are for the most part pretty hostile to human life. I don't think that's a bad thing, necessarily. High level adventurers have access to a lot of great technology (i.e. magic) to protect themselves. Guarding against equipment failure and avoiding changing conditions certainly creates a lot of tension in science fiction books and movies; there's no reason it can't be put to similar effect in gaming. It's resource management that's more than just counting.

Here are some brief ideas and inspirations for Elemental Plane adventures:


Air
This one's probably the easiest, with flying creatures, cities on clouds and the like. I would draw some inspiration from sci-fi imaginings of life in the atmosphere of gas giants. The plane of air should only be featureless like space is featureless: there should be pieces of stuff falling/tumbling through it. There should be air-dwelling Portuguese man o' war type things and air-whales like living zeppelins that one can travel or even live on. Reliance on the strongest air streams for travel would ensure that there were certain air caravan routes.
Inspirations: the Cloud City of Bespin in The Empire Strikes Back, the Star Trek episode "The Cloud-Miners," The Mysterious Explorations of Jasper Morello, Castle in the Sky (1986), Last Exile.


Fire
Fire is like a really big star, though it's surface is much cool. There would be islands of rock (and by islands, I mean things bigger that continents) floating across it, or great metal craft drifting through it's smoke-choked corona. It would, of course, be populated (though perhaps not exclusively) by beings (jinn?) composed of Fire who did very similar stuff to Prime Material humans but were fiery while doing it.
Inspirations: Any Adventure Time episode dealing with the Fire Kingdom, the neutron star life of Forward's Dragon's Egg, parts of Sunshine (2007), Secrets of the Fire Sea by Stephen Hunt.


Earth
This plane is a huge sphere (or block or tesseract, or whatever) of rock, riddled with tunnels and chambers. In other words, it's a dungeon in three dimensions. It's sci-fi asteroid mining and molerat sapients, too.
Inspirations: Dig Dug, the Star Trek episode "Devil in the Dark," Derinkuyu.


Water
Like Air, it's fairly easy to see what to put into the Plane of Water, but maybe difficult to see why you wouldn't just do that stuff on a Prime Material ocean. I would say it's like an extraterrestrial ocean planet: You can make it far more exotic than you would the oceans of your main campaign world. Societies would have vertical and horizontal borders. Different depth layers would be like different levels of a dungeon, except (depending on how science fictional you got) adventurers might need increasing pressure protection to descend to the next level.
Inspirations: Neptune's Brood by Charles Stross, The Abyss (1989), Finding Nemo, 20,000 Leagues Under the Sea, Blue Submarine No. 6, Sub-Mariner, Aquaman, and Abe Sapien comics.

Wednesday, August 1, 2018

Wednesday Comics: Storm is Coming


After a bit of hiatus, I'm getting ready to return to my survey of Don Lawrence's Storm (hopefully) next week. To catch you up since it has been a while, here are the installments so far on the current volume "The Living Planet":

Part 1
Part 2
Part 3

Monday, July 30, 2018

Two Towns

These settlements go in this world, but certainly could be placed elsewhere.

Tuskinth: A village whose primary industry is nonnig husbandry. it specializes in the so-called healing breed of furry nonnig, whose purring and warmth is said to have a calming influence on the nerves which aids in healing, and of course, nonnig of any breed are highly nutritious and flavorful. The nonnig yards are composed of hill-mounds surrounded by small moats (the nonnigs avoid water). The nonnig breeders can be recognized by the mail gauntlets they wear on their left hands, to protect themselves from the sting of the mound wyrms that form a symbiotic relationship with the nonnigs and protect them from predation with the warrens. Some nonnig breeders may keep small mounds of scintilla-sniffers on the side, but the practical folk of Tuskinth look down upon treasure-seekers.

Harfo and Sons is the most prosperous of the breeders, though many in Tuskinth would opine that only the old man, Grenz Harfo has any particular head for nonnig-breeding. His eldest son, Halx, is a handsome dullard, and his youngest. Festeu, is a idler and wastrel. Of note, he does own a rare (outside of the Daor Obdurate) telesthetic hound. The poor beast is quite mad, made so by an over-sensitivity to human anxieties resulting from over-breeding. Its shrew-like snout is has a-quiver and dripping, and it's whip-like tail sways nervously.


Horbizond: Was the name of an ancient city, and also the current modest village that squats in a meager portion of it. The people of Horbizond dress in the decaying finery of the ancients and appoint their over-sized but crumbling homes in an equally ostentatious fashion. They live in holy dread of the Prismatic Man, an angular, crystalline visitant, who materializes at random intervals to isolated folk of the town. The actions of the Prismatic Man are various and strange. He has at times pointed with a glassy finger to hidden treasures. Other times, he has emitted a chiming that the hear perceived as some spiritual wisdom. Then there are the occasions when he has seemed to produce rays of color from his palms that struck an individual dead. If there is any rationale to whom the Prismatic Man favors and whom he destroys, the folk of Horbizond have yet to discern it. In fact, they believe it would be blasphemous to do so. The Hwaopt Library is willing to pay for detailed observations of the Prismatic Man, whose nature and purpose they are eager to discover.

Friday, July 27, 2018

More Supers Art


This is Agus Calcagno's rendition of the Abhumans, which I haven't got around to coloring yet. I have colored their headshots, though:



Thursday, July 26, 2018

Weird Revisited: In Arcadia

Here's another of my refinements/spins on the D&D Outer Planes. This one from 2012 was expressly for the world of Weird Adventures but might be usable elsewhere.


Astral travelers sometimes finding themselves passing through a veil of mists and arriving in the apotheosis of sylvan settings, the realm of Arcadia. In this plane dwell forgotten woodland spirits and pastoral gods and creatures out of myth.

Arcadia is hyper-real; it seems more vibrant and alive than the material plane. Smells and tastes seem directly drawn from the most vivid examples in memory; everything is in technicolor and imbued with a faint glow. The world itself is alive--with potentially communicative spirits in everything. Night and day and shifts of weather are sentimental things, sensitive to the meaning of events or the mood of powerful beings.


Arcadia borders other related realms. The Land of Faerie emerges from it (though this realm also has tunnels linking it to the Lower Planes). There is also the Land of Beasts, where the iconic animal lords dwell, ruled over by King Lion.

Despite it’s ties to age-old fables, the Land of Beasts keeps up with the expectations of modern visitors. Adventures from the City have found there home mirrored there in a city of anthropomorphic animals who frequent nightclubs and drive cars. The Cat Lord can often be found here, in the swankest of night-spots.


Magical practitioners view Arcadia and its neighboring realms as places to salvage materials and items out of myth and legend, and to parley with powers that--though perhaps consciously forgotten--still retain great mythic resonance in Man's unconscious.  As with all extraplanar dealings, caution is warranted: These primal beings have agendas of their own.

Monday, July 23, 2018

Quake Alley Mayhem!


David Lewis Johnson has released the first adventure for his Gathox The Vertical Slum setting (read about it here): Quake Alley Mayhem. It's design for use with Swords & Wizardry, which means it will fit most retroclones well enough, and interestingly its a tournament module, so it's good for running at your local con, so people can see the sort of wild creative the OSR is about.

The setup is simple: The leader of the Purple Rockets has had a magical artifact (the Holy Driver--a big drill-thing like something a Dreadnok might use) by these cyclopean alien ne'er-do wells and he wants it back. They've hidden it in their trap-laden and dangerous "inverted tower" safehouse. Get it back, and you'll reap a reward, but you have to make it out alive.

Dave tells us the fatality rate in the playtests was well over 80%, so "mayhem" is well put. Further reason it would be perfect for a con or oneshot, though it obviously can be dropped into an ongoing campaign. The gonzo setting and weird gangs gives the whole enterprise a Heavy Metal magazine feel, or at least a Heavy Metal gloss on a grindhouse film. It's a very fitting approach and a strong answer to the question "what do you do with Gathox?"

Dave's artwork is rough, but never sloppy. It at once invokes an old school feel, but also a bit of a punk aesthetic that complete fits the material. The aesthetic continues to the pregen record sheets, but not to the map which is sensibly business-like and readily. The single column layout reads well in pdf.

If any of this sounds interesting to you, you should check out Quake Alley Mayhem. It's available at fine digital rpg sites everywhere (well, two of them).

Sunday, July 22, 2018

Thrilling Locations


My ebay buying out of print game spree continued last week with me picking up most of the modules for the Indiana Jones rpg and getting a lot of James Bond stuff. The James Bond rpg has been justifiably praised, but one thing I don't seem people mention too much (at least not as much as the Q Manual) is the book Thrilling Locations.

Thrilling Locations is the equivalent of a very detailed "setting book" for the world of James Bond, or perhaps it's more the equivalent of the Flying Buffalo City Guides. It is very detailed, but it is also completely full of practical information of interest to players and GMs alike. Need to know the minimum bet on the roulette wheels in the American Room at the Casino de Monte Carlo? It's got you covered. How about the nightly rate for a suite at the Hotel de Paris when the Grand Prix is going on? It's got that too.

There are descriptions of how various gambling diversion work in the real world, a floorplan of the MGM Grand Hotel, a section on the features of luxury yachts, and the whole skinny on the Orient Express. While I can't vouch for the accuracy of all of this information, copyright notices in various places make me modern if this is a fairly accurate representation of the places and things covered circa 1985. If so, it makes it an interesting time capsule.

Thrilling Locations is an interesting read, and would be an indispensable research for a game set in the era dealing with the lifestyles of the wealthy and jett-setting.