Monday, April 27, 2020

Harnessing the Power of Grayskull


My recent posts about the world of Masters of the Universe, had me thinking about how I would run a MOTU type game. Given the multiple canons, it's a matter of choosing and refining. This is what I've got:

Mineternia Plus. As I've discussed previously, the earlier minicomics included with the toys, before Prince Adam and before the Filmation cartoon (what fans call Mineternia or the "Savage Canon") place the action in a post-apocalyptic, science fantasy world with something of the aesthetic of 80s barbarian films, mixed with that of 70s barbarian comics. There have been a number of cool or interesting additions to MOTU since, and the world detailed in only a few abbreviated storybooks in a toyline is pretty barebones, so this canon would only be the jumping off point.

Sword & Sandal. MOTU has the mostly austere terrain and musclebound heroes of 80s barbarian films, but the world seems to call for a bit more "PG" approach, so I think another sort of musclebound hero genre is a good reference, the peplum film. Protagonists would largely be wondering do-gooders, like the Herculeses, Goliaths, Macistes, and Ursuses of these films.


A Sufficiently Advanced Technology... MOTU is science fantasy, but its tech (particularly if you discount the cartoon and some toy boxart) seems to be one-off rather than mass produced stuff. Even if we allow it's all salvage from ancient caches, it shouldn't be down to each individual with unique tech like it seems to be. I think MOTU technology is more like magic items (maybe it even runs off magic after a fashion). Individuals can only "attune" to so many items at a time.

More Henchmen, More Underbosses. The MOTU of the comics and the cartoons that follow winds up working like a superhero comics, where Skeletor and his cronies are defeated, but allowed to escape to fight another day--or in the cartoons occasionally put in jail! In keeping with a more fantasy fiction vibe, more henchmen would die. To give name villains more of a chance, Skeletor should be at something of a remove, and even his traditional underlings should command gangs. Taking out a name villain should generally be something of an accomplishment.

Sunday, April 26, 2020

Misconceptions About Sword & Sorcery Relevant to Gaming


I had in mind maybe to write a post about the elements of the fantasy subgenre Sword & Sorcery that might be useful to think about it trying to capture that feel in gaming, but after noticing there are a number of blog/forum posts on that topic, I thought the most original thing I could do in point out where I believe they go wrong, or at least overstate things. This contains slight spoilers for a bunch of stories 30 or more years old.

Magic is Inherently Corrupting. I think this belief comes from the fact that most sorcerers/wizards that show up in Sword & Sorcery are evil, but the textual evidence evidence that magical power is more corrupting than regular old power is slim. Howard's The Hour of the Dragon features good magic-users in the form of priests of Asura (maybe they are clerics?) and a witch. Gray Mouser's original mentor Glavas Rho in "The Unholy Grail" is a "good" wizard. Pelias in "The Scarlet Citadel" and Fafhrd's and Gray Mouser's mentors Sheelba and Ningauble are at least helpful and not obviously evil.

Heroes Are Amoral. While many a Sword & Sorcery hero engages in the sort of larceny and possibly murder that D&D characters are known for and some would be aptly termed anti-heroes (Karl Edward Wagner's Kane might at times be a villain protagonist), most aren't sociopaths--or at least they are less so than a lot of D&D characters. In "Two Suns Setting," Kane not only doesn't double cross Dwassllir, but he doesn't even take the treasure when it wouldn't have mattered. He even tries to save one of his subordinates who's in anaphylactic shock in Bloodstone. Conan saves more than one damsel in distress and seems to care for the people of Aquilonia when he's its king.


The Stakes Are Small. In general, S&S isn't about the epic, but this is not always the case. The Hour of the Dragon is about the fate of kingdoms, and suggests the entire world may be imperiled if Xaltotun succeeds in resurrecting Acheron. Kane is often out to conquer the world. Imaro's saga has some epic tendencies.

The Gods Are Uncaring or Evil. Most gods showing up in person in Sword & Sorcery tend to, well, monsters--but certainly not all. In the Conan stories neither Mitra or Asura are certainly not evil, and Mitra even makes an appearance in "Black Colossus." The gods in a number of Fafhrd and Gray Mouser stories seem over-involved, if anything.

Friday, April 24, 2020

Sinbad's Seventh Voyage Mapped


"Unfathomable" Jason Sholtis clued me in to this cool map from the Dell Comics' adaptation of The 7th Voyage of Sinbad. It seems perfect for an adventure or island crawl.

Thursday, April 23, 2020

Hero Forge in Color

The beta of the color version of Hero Forge is available to those of us that backed the Kickstarter, and I have been having fun playing with it. It really has a lot of options. Here are some of things I've done so far:


This is a Demonlander (Tiefling) Sorcerer from my Land of Azurth campaign.


Here's another character from that campaign. He has a shield with a hole to a void between dimension affixed to it. Maybe once the decals are added, I'll have a better way to represent that.


This is a recreation of an 80s Remco action figure, The Jewel Thief (part of there Conan line). The toy was made of translucent plastic, so I gave his body a red jewel color/texture, which turned out pretty well but may not come through so well in the picture.

I'm interested to see what the color will look like printed for the characters from my game.

Monday, April 20, 2020

Strange Days and Nights in Shkizz

Our 5e Azurth game continued last night with the party still on the road to the Sapphire City at the center of the Land of Azurth. After several days on the road, they were now near the northern border of Yanth Country. Tired of sleeping by the roadside, they decided to spend the night in the sound of Shkizz. Kully has heard through on the bard circuit that Shkizz is a really boring town, but a safe one.

Emblazoned on Shkizz's walls are the motto: "Blandness is Next to Godliness." The party finds out the town tries their hardest to live that by that creed. All the food is bland, the clothes unisex and colorless, and there is no alcohol to be had.

The party gets rooms at the Tranquil Glenn Inn, where they are in bed by curfew. Several hours after they are in bed (but not sleeping, suspicious of this town), they are awakened by sounds of merrymaking, and wild abandon. The people of Shkizz have traded their drab clothes for colorful carnival attire (when they are wearing clothes at all), consuming massive amounts of alcohol, and generally engaging in wanton hedonism and even criminality.

The party doesn't understand what's going on, but they do a little drinking and play some music to blend in. After a few hours, the revelers were either passed out, concussed, or secluded for amorous activities. The party took up strategic hiding places to see what happened next. As dawn begin to break, hungover workers arrive in their daytime attire to clean up the the detritus of the night's debauchery.

When the party tried to question the townsfolk they were met by icy stares--and then they were approached by guardsmen who arrested them for not disturbing the peace the night before! They were swiftly taken before a judge and found guilty of not committing any number of crimes. They're sentenced to two days in jail.

The party plans to break out at night time, thus committing a crime and obeying Shkizz's rules, but before they do, they see robed figures descending down a hidden stair in the back of the court building.

Their curiosity piqued, once they escape, they follow the mysterious figures below.

Sunday, April 19, 2020

Weird Revisited: Over There


Take the fairyland across the border of Lud-in-the-Mist or A Fall of Stardust. In between it and the "real world" there is a wall or barrier-- let's say an "Anti-Alien Protection Rampart" in official terminology. Instead of England on the real world side there's East Berlin and the GDR or some sutble Eastern Bloc stand-in. Drüben indeed.

While "Workers of the World, Unite Against the Faerie!" would be interesting enough, recasting the fairy presence with some Zone phenomena-like details out of Roadside Picnic and a bit of the seductiveness of the Festival from Singularity Sky: "Entertain us and we will give you want you want." Faerie should be weird and horrifying but also weird and wondrous--in a horrific way, naturally. Miracles, wonders, and abominations.

Of course, the authorities don't want anybody having interaction with the faerie, much less smuggling in their reality-warping, magical tech--and maybe they have a point. But if PCs did the smart thing they wouldn't be adventurers, would they?

Thursday, April 16, 2020

The Sons of Hercules Against the Giants


I have discovered that Prime Video has a decent number of Italian Sword and Sandal/peplum available, and I have been availing myself of them. It has me thinking that a D&D game with a muscle-bound heroes would be an interesting change of pace. What better place to deploy those mighty thews than--against the giants!


The king of a city-state beset by giants sends a small band of heroes to put a stop to this. The Steading of the Hill Giant Chief could be reimagined as some fortress of ancient world Mediterranean "barbarians," (though in the realm of Sword and Sandal films, there's no need for strict historical accuracy!) but beyond the trappings everything else could pretty much go the same way.


Maybe using something like Exemplars & Eidolons would be suitable to give the heroes the right amount of muscle?