Wednesday, December 24, 2025
Wednesday Comics: DC, March 1985 (week 4)
Monday, December 22, 2025
The Bottled Setting
I may have never played an rpg with one, but I've long seen the appeal of the "bottled setting": a locale that could be the size of a small city or as big as solar system (or more) but is in some way cut off from the outside. It might also be "managed" in some way, having traits established by who or whatever did the bottling, Kandor from the Superman mythos is probably the most famous of such settings, but it shows up in rpg settings like Empire of the Petal Throne and Metamorphosis Alpha in addition to numerous places in fiction.
The inhabitants of a bottled setting may or may not know they are bottled. If discovering that fact or discovering the why or how of it is the main focus of the setting, you're may well be looking at a Mystery Terrarium. Really, though, all that stuff can just be background for a setting with any other sort of focus where the boundaries just happen to be hard stops rather than the place where things get fuzzy.
What's the appeal of this sort of setting? Well, for one, it can be used to disguise the true nature of the setting. The universe might actually be science fictional, but the "bottle" marks the boundary within which you can run a traditional fantasy campaign, if you want. Crossing the boundary can then mark a major turning point in a campaign, like potentially to a whole other sort of game.
The other thing is a that a bottle need not be impassable. Krishna in de Camp's Viagens Interplanetarias series is a sort of a bottle wherein people from a technologically advanced, spacefaring civilization can play at pseudo-Medieval Sword & Planet heroes. Portal fantasies, in general, are not necessarily bottles but could easily be (particularly the sort involving a person somehow getting sucked into an MMORPG world). That allows players to play characters much more like themselves but still get involved in fantasy action.
In the end, though, I suppose the creative constraint it applies makes for an interesting challenge and heightens the potential for player engagement with setting mysteries. Vast traditional settings are great but there's nothing like having the players hit a wall they didn't expect to be there or have hints dropped that things aren't what they seem to get them engaged.
Friday, December 19, 2025
A Highly Derivative Space Opera Setting, Briefly Described
I thought it would be fun to do the Space Opera in the style of presentation of the Known World (later Mystara) in Isle of Dread: A highly derivate, briefly described setting that was easy to understand but vague to allow the DM freedom to make it their own. I didn't have time to come up with a map, but here are the large political entities.
United Federation of Worlds: A multiple species union of planet governments organized to promote peace, justice, and mutual prosperity.
The Imperium: The largest revival to the Federation is a fascist and oppressive human-supremacist state. It boasts a powerful military, including a large army of clone soldiers.
Kurgon Horde: Once a group of factionalized, spacefaring humanoid raiders, a new Emperor has emerged among them, claiming the mantle of the mythic First Emperor and forging the disparate tribes into a single nation. Once merely a menace to border settlements of the Federation and the Imperium, the Kurgons now pose a more significant threat.
Outlaw Expanse: A lawless region of spaces, kept so due to its function as a buffer zone, but also due to the bribes paid by its Syndicate crimelords. The region has a whole is a melting pot of various species, the some of the crime syndicates are single species in nature. Illegal commodities in other regions of the galaxy such as slaves, certain addictive drugs, and some cybernetics are available here.
Corporate Zone: Another border region whose only government is large, economic powers. The Corporates are constantly engaged in small-scale conflict and espionage as they jockey for power against one another. Their R&D facilities, with no fear of government regulation or oversight, turn out exotic weaponry and dubious consumer goods that sometimes find their way into other regions via the black market. There are rumored to be an unusual number of Precursor ruins in the Zone, some of which contain biotechnologies that the Corporations have been able to exploit.
Wednesday, December 17, 2025
Wednesday Comics: DC, March 1985 (week 3)
Monday, December 15, 2025
Another Year in Gaming
In addition to our continuing Land of Azurth 5e campaign, we tried Beyond the Wall for 3 sessions. Compared to last year, there were fewer diversions to other games, as I was trying to keep momentum going with Azurth. With the "off-week group" of strictly online gamers, I gave HârnMaster a go, as well as They Came From Beyond the Grave!
In 2026, I hope to give the new Planet of the Apes game a try, and whose knows, maybe do something crazy like start a new, long running campaign, though perhaps not 11 years and counting, like Azurth. We'll see.
Whatever happens, I'm glad to be in this hobby with these folks.
Friday, December 12, 2025
Mysteries of Tatooine
In discussing this recent Youtube video arguing Star Wars (1977) suggests a setting without FTL communication, my brother and I gradually drifted over to considering some minor mysteries regarding the desert planet Tattooine. The central question is: "what exactly is Tattooine's place in the galactic civilization?" Luke tells us: "If there's a bright center to the universe, you're on the planet that it's farthest from," but is that just the restless teenager in him talking?
Canonically, Tattooine is a sparsely populated world located on the Outer Rim, though Wookieepedia suggests the whole concept of an "Outer Rim" doesn't appear in the films until the sequel trilogy. This perhaps implies it is on the edge of civilization, but it's possible that it only means the edge of Imperial (and Republican before that) control. "Sparsely populated" seems reasonable given what we see in the films and the fact it's an entire planet, particularly when we consider this is a relative sparseness compared to the more urbanized, populous worlds.
There are, however, at least two details in Star Wars arguing against Tattooine as some sort of wilderness frontier. These have to do with the Jawas and Mos Eisley spaceport.
Used Droid Salesmen
The Jawas are scavengers, and they've got a big crawler full of junk that roams the desert and picks up "gently used" droids to refurbish (a bit) and sell to farmers and rural settlements. If Tattooine is sparsely populated and droids are so expensive relative to local incomes that people have to buy the pre-owned ones Jawas sell, then where exactly do all the droids come from that the Jawas scavenge?
It's possible the demand for used droids has to do with where droids come from which makes new ones scarce. Another possibility is that droids were traditionally priced beyond the reach of rural folk of modest means, but the end of the Clone Wars lead to something of a switch back to consumer focused production in the galaxy's industry over wartime production and restored supply chains, so that the wealthy inner worlders were able to finally get that new droid they'd wanted, leading to an abundance of older models on the market, analogous to the situation with cars in the U.S. after World War II. These older models would naturally wind up in the hands of dealers like the Jawas.
Still, unless what happened to Threepio and Artoo is just an accident, it looks like they are roaming the desert picking up droids, rather than just waiting for their shipment at Mos Eisley. I think it's at least possible that the desert not infrequently turns up excess droids--and I have an idea as to why.
Scum and Villainy
Obi-Wan says of Mos Eisley: "You will never find a more wretched hive of scum and villainy." This is from a guy who knows the Emperor is a Sith Lord and was made to fight in an arena on Genosis! In the Old West idiom frontier towns are often stereotypically lawless, but I don't think Tombstone or Dodge City would deserve a description like that. Also, Tombstone and Dodge City had reasons why they were boomtooms that drew the riffraff (silver mines and the cattle trails, respectively).
Obi-Wan's description and the vibe of Mos Eisley in general suggests a pirate town like Port Royal, Jamaica ("the wickedest city on Earth.") Such towns would appear in places the law hasn't effectively reached, but close to very busy and lucrative trade routes. You wouldn't get a crime lord like Jabba rich enough to have a palace and sponsor speeder races without crime being lucrative.
Back to the Jawas and their scavenging: If pirates are often taking ships and hiding the evidence or just discarding the refuse, in the desert, well there would wind up being stuff for the Jawas to "salvage."
Tattooine On Viewscreen
I think the evidence from the movies point to Tattooine as at the edge of imperial jurisdiction, but in a well-traveled zone between the Empire and other, civilized regions controlled by other interstellar powers. It's nature as a desert world means it is less desirable for heavy colonization, but its location ensures the thriving pirate boomtown of Mos Eisley, and the existence of power strongmen benefiting from that crime.
Wednesday, December 10, 2025
Wednesday Comics: DC, March 1985 (week 2)
Monday, December 8, 2025
Differentiating Science Fantasy
Often science fantasy as operationalizes in rpgs is just some flavor of rpg fantasy with ray guns or robots, or "ancient technology" as the default explanation for something strange. (In fact, high tech "science" often becomes the extraordinary thing in a setting full of magic but completely conventional in its portrayal of magic.) There isn't anything wrong with that, but science fantasy fiction points the way to making the genre feel different from a fantasy setting that just also has some lost tech.
Friday, December 5, 2025
Moon Melee
Our Land of Azurth 5e campaign continued last Sunday with the party concluding their brief trip to the Moon. The Bright Goddess of the Thrice Thousand had granted their request for one of the "tears of Azulina" (celestial sapphires, some of which were allegedly used by the Wizard to grow the Sapphire City of Azurth), but they would have to get it from the Faceless Collector who the Bright Goddess had just given it to.
The Collector agreed to hand it over, but only if the party bested him, and his servitor in combat. The party agreed and the match began. The servitor proved to be a hulking robot with a sword and machine gun army, though this was not a fight to the death. The Collector had psionic powers and a golden scimitar.
The party one out in the end, likely due to their superior numbers, but Erekose and Waylon took quite a bruising.
True to his word, the Collector handed over the sapphire. The party was guided out of the goddess' gardens and back to their ship. The return flight was mercifully uneventful.
The gnomic technicians in the service of Viola, the Clockwork Princess of Yanth, put their science to work and blasted the petrified princesses with the sapphire's radiation. The stone around them crumbled and beneath they were their normal selves.
As soon as she was able, Viola said: "I've just determined a way we can defeat the wizard."
Wednesday, December 3, 2025
Wednesday Comics: DC, March 1985 (week 1)
In the backup by Helfer and Chen, we get a solo Pakrat story. On a job to steal some diamonds, he just may have met his match in a female Markian thief.
Monday, December 1, 2025
Longhaul
All the interstellar Science Fiction roleplaying systems and settings I can think of rely on faster-than-light travel (generic systems like GURPs or Hero System discuss the option of forgoing it, but I don't think either devote much space to it) and fairly rapid FTL, at that. It isn't surprising; most starfaring sci-fi literature does so as well.
There are hard(er) sci-fi writers that generally adhere to a more realistic, slower than light universe, like Alistair Reynolds, Greg Egan or Charles Stross. Reynolds' star travelers enter cyrogenic "reefer sleep" to handle the years long voyages in "lighthuggers." Stross and Egan in some of their stories have digital minds broadcast across the distance as light to be reconstituted at the receiving end.
There are also works with sort of slow FTL, so that voyages still require years. Ruocchio's Sun Eater series has characters entering cryogenic fugue to pass the years. Simmons' Hyperion Cantos has FTL that still results in time dilation so ship time is less than the years than pass for observers.
It strikes me that whatever the method, space travel that takes long periods of time, and where the traveler is somehow able to personally elide the effects of so much time passing (either through cryogenics, weird time effects, or even just posthuman immortality) would make for an interesting aspect to a setting and campaign.
The PCs might set out as smugglers or free traders with valuable cargo for a 20-year voyage (from the perspective of the destination) and arrive to find the market had changed or a natural disaster had ruined their chances for making the sale. Mercenary PCs hired for a job, could find the government they were sent to defend toppled by the time they arrive or the person they were to report to succeeded by someone less friendly.
Both of these changes are bad for the PCs, but they could have just as easily been advantageous. The point is with years or decades passing, the setting should hardly stay static. I think this would have the effect of modifying PC behavior a bit. It would make them take space travel less for granted, for one thing. Trips between worlds are no longer trivial. Two, even with cryogenesis or the like, long travel times would make PC aging meaningful.
Using a series of random tables to accomplish these changes would of course include the GM in the fun of discovery. A dynamic setting is often, I think, a more alive feeling one than a static one.

















































