Wednesday, July 2, 2025
Wednesday Comics: DC, October 1984 (week 1)
Monday, June 30, 2025
The Case for Planetary Romance
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Richard Hescox |
Genre boundaries are admittedly, fuzzy things, so I suppose I should first define what I mean. Planetary romance is a genre about exploration of the biospheres, societies, and cultures of an alien world. Typically, the exploration of the world doesn't just entail the usual activities of naturalists or explorers, but additionally the uncovering of a mystery or mysteries. Planetary romance worlds are more than they appear. The protagonist of these stories is most often an outsider like the reader because that gives the author the greatest freedom into working details about the setting into the narrative. Since a singular world and its exploration is essential to the genre, world-hopping works may share stylistic similarities to planetary romance, but I don't think they belong in the genre--though one could have a planetary romance series where every installment was a different world. Works with a non-outsider protagonist might likewise be excluded*, otherwise some secondary world fantasies would be up for inclusion, though mostly I'd exclude those for their settings being too Earth-like. Lord Valentine's Castle, I'd say, one could call a Planetary Romance and has no outsider protagonist, but it has an amnesiac one, which serves the same purpose.
Sword & Planet, I think, is a subtype of planetary romance, where the planet being visited is (mostly) less technologically advanced (at least in surface ways), and the plots mostly involve action. That action typically resembles swashbuckling fantasy or Sword & Sorcery fiction. The exemplar and progenitor of this type is Burroughs' A Princess of Mars. Swords and sci-fi (like Star Wars or any pulp era space opera stories) have anachronist/inconsistent tech like Sword & Planet but lack the focus on a single world.
Anyway, definitions aside, why do I think it's a good genre for games, perhaps particularly those of an old schoolish bent? Well, the focus on exploration for one thing. Planetary romance easily fits a hexcrawl or pointcrawl model. Planetary romances like Vance's Tschai/Planet of Adventure series or the Alex Raymond years of the Flash Gordon comic strip involve covering a lot of ground and uncovering new things.
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Panel from Flash Gordon comic strip by Dan Schkade |
Secondly, while actual dungeons are perhaps few (the Cave World of Kira from Flash Gordon not withstanding), ruins to explore are quite common. A number of dead cities, for instance, turn up in Burroughs' John Carter series.
Third, there is an element at least close to picaresque in a lot of planetary romance. While the protagonists aren't typically rogues or anti-heroes, their adventures are episodic and involve navigating or outsmarting corrupt or stultified social systems. Money and food are concerns, depending on the story, and the protagonists often have to get menial sorts of jobs or get imprisoned for petty offenses. Don Lawrence's Storm, for example, is more than once forced into some sort of labor for basically not knowing local customs.
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Don Lawrence |
So, given what I've said, why isn't Planetary Romance more popular? Mainly, I think it's because there hasn't been a recent example that reached a wide audience. Burroughs' work seems old fashion (as the failure of the recent film perhaps shows) and newer examples (like Scavengers Reign) tend to position themselves more firmly in science fiction than as something that sort of mixes fantasy and sci-fi.
*There are certainly books in planetary romance series that have native protagonist (books in both Burroughs' Mars series and Akers' Kregen series come to mind), but these notably occur after several books with outsider protagonists to get things established, so I think my point still stands.
Friday, June 27, 2025
What it's Like to Travel The Stars
Wednesday, June 25, 2025
Wednesday Comics: DC, September 1984 (week 4)
Monday, June 23, 2025
The Rpg Art of Kent Burles
I first became aware of Canadian artist Kent Burles via his comic book work in The Adventurers, though I had seen it decades ago in Malibu's Planet of the Apes comics, too. Once I began to associate his style with his name, I connected him with a lot of rpg illustration from the past I had liked but hadn't known the artist. He did work in the 80s through the 00s in a lot of places: Iron Crown Enterprises, Steve Jackson Games, Palladium, and Green Ronin, among others.
Here are a couple of pieces that really showcase his design sensibility. I love the texture on both of these. It recalls for me the work of Stephen Fabian:
His elaboration of clothing decoration, armor, and technology is a bit like Jack Kirby but also strongly classic Sword and Sorcery:
This is just some of the stuff I could find online. Some of his most fantastical work I think is in the MERP Dol Guldur supplement. I don't know if it says "Tolkien," but it's got a strong S&S vibe and hints of Kirbytech, and it really sells the evil and deadly nature of the fortress. Anyway, I think his stuff is under-appreciated, which is unfortunately true of a number of rpg artists' work of the same era.
Friday, June 20, 2025
Triads
Three terrible spectres of the Realm:
Pendhol,who seeks his lost crown and lost head in the hills of Hern,
And Llaithwyn, Lady of the Night Mists, who the wise give courtesy but only fools embrace,
And Black Gawl, the hound loosed by the Beast from the Outer Dark to herald the doom of Men.
Morgna, witch and shape-changer, whose hut wanders the Marshes of Morva,
Wyrthegern the Mad, who lives in the wild and speaks in riddles,
And the Wizard Midhryn of Many Names, who was judged most cunning of all.
Wednesday, June 18, 2025
Wednesday Comics: DC, September 1984 (week 3)
Monday, June 16, 2025
Weird Revisited: The Moving Pointcrawl
The pointcrawl, which abstracts a map to the important points, eliding the empty places/boring stuff a hexcrawl or similar complete mapping would give equal weight, is [in 2025 certainly!] a well-established concept. One unusual variation not yet explored [it wasn't in 2015, and still isn't, so far as I know!] is the crawling of moving points.
Admittedly, these would be pretty unusual situations--but unusual situations are the sort of stuff adventures are made from: Exploring a flotilla of ancient airships or the various "worlds" in a titan wizards orrery; Crawling the strange shantytown distributed over the backs of giant, migrating, terrapin. Flitting from tiny world to tiny world in a Little Prince-esque planetary system. Some of these sort of situations might stretch the definition of pointcrawl, admittedly, and to model some of them in any way accurately would require graphing or calculus, and likely both.
Let's take a simple case--something from an adventure I'm working on. Say the wrecks of several ships are trapped in a Sargasso Sea of sorts. The weed is stretchy to a degree, so the wrecks move to a degree with the movement of the ocean, but the never come completely apart.
The assumption (to make it a pointcrawl, rather than just a hexcrawl, where the points of interest move) is that there were pretty much only certain clearer channels a small boat could take through the weed--or maybe certain heavier areas that a person who wasn't too heavy could walk over without sinking in complete.
The map would look something like this:
Note that this map is pretty abstract, despite appearances. The distances or size of the weed patch aren't necessarily to scale with the derelict icons. Length of connecting lines is of course, indicative of relative travel distance. The colors indicate how "stretchy" an area is: blue can move d4, orange d6, and red d8 in feet? yards? tens of feet? Not sure yet. Anyway, whether this drift is closer or farther away would depend on a separate roll of 1d6 where odds equals farther and evens closer. Of course, they can't come any closer than the distance they are away on the map, so any "extra" distance would be a shift to one side or the other.
Zigzags denote a precarious patch, where there would be an increased risk of a sudden thickening (if I'm going with boat travel) or falling in (if I go with walking). Dots will denote an extra wandering monster or unusual event check.
So there are a lot of kinks to work out, but that's the basic idea.
Friday, June 13, 2025
The Ruin of Mogh's Fort
Mogh's fortress is a ruin. Pigs root in the courtyard and roam noisily in his empty halls or drowse in sunbeams beneath a decaying roof. Mogh's once great chair is little more than kindling, crushed and splintered by generations of stout boars have scratched bulk against it.
The commote, a backwater of Hern trithing since its petty lords yielded to Arrn, is mostly the domain of the pig herds, which are both bane and boon to small and scattered villages. A few old folk have the knack of apprehending the grunting, snorting porcine tongue, and the pigs affirm (or so they claim) what the elders already knew: it is wise to stay clear of the ruins of Mogh's fort, particularly after dark.
The bandit lord and his bloody-handed reavers are long gone, but Mogh's doom is said to have come by a curse, and the curse may yet linger. Sometimes, the elders say (and the pigs, too, perhaps) that not all nocturnal visitors to the fortress come on four hooves. There are those demon swine that may choose to go about on two.
Wednesday, June 11, 2025
Wednesday Comics: DC, September 1984 (week 2)
Meanwhile, we get hints of Changelings vigilante actions in Manhattan, and Cyborg has confronts and then reconciles with his estranged grandparents.