Showing posts with label DandD. Show all posts
Showing posts with label DandD. Show all posts

Monday, December 16, 2019

Weird Revisted: Fiend Folio...In Space!

If your looking for some alien monsters for any traditional science fiction game you could do a lot worse than starting with the original Fiend Folio, I think. I'm not even talking about things like reskinning undead as nanotech animates or victims of exotic plagues (though you can certainly do that); I think there are a lot of creatures in there that are just straight up science fiction.

The first creature listed are aarokocra, which are just straight up birdmen--like the Skorr of the Star Trek Animated Series and a bunch of other places. The algoid is a psionic algae colony; the CIFAL a colonial insectoid intelligence. (It even has an acronym name!) Osquips are pretty much ulsios from ERB's Barsoom stories. The grell already looks like a pulp sci-fi monster: I think there was one in Prometheus, wasn't there?


Yeah, there it is.

Anyway, demon, devils, and elemental princes are out without substantial overall, but some less interesting monsters for fantasy purposes might be made a bit more interesting in a science fiction context. Lava children might be a silicon-based lifeform that (like the horta) needs to be contacted rather than killed. Yellow musk creepers and zombies (undead also-rans) would work great in a horror scenario on a deadly jungle world. Even the much maligned flumph is less silly when it's a weird alien (maybe).


Thursday, December 12, 2019

Kung Fu Dark Sun

art by Eric Belisle
Still on a wuxia kick and thinking about the arid lands of Northern China, it occurs to me that Dark Sun might be an interesting mashup with kung fu action. It is true that the default 80s barbarian film meets Mad Max aesthetic of Dark Sun doesn’t scream Crouching Tiger or Hidden Dragon, but that aside, I think it’s actually not a bad fit. Let me run the list:

  • The downgrading of weaponry due to the scarcity of metal in the setting leaves space for bare-handed martial arts.
  • The Elemental clerics thing can easily spun in a wuxia direction (as seen in Avatar: The Last Airbender).
  • The "fighting oppression" angle of Dark Sun dovetails nicely with with the "fighting corrupt authority" aspect of some wuxia.
  • There are Thri-Kreen who are praying mantis people, essentially, who would be natural practitioners of praying mantis kung fu
  • Athasian Dragons aren't common monsters but beings of immense power, like the Chinese conception of the creature (though Athas's is certainly not benevolent). 

Sunday, December 8, 2019

Pai Mei and Ringlerun

Reading book one of Legend of the Condor Heroes by Jin Yong, I've been reminded that D&D shares perhaps unexpected similarities with wuxia, the Chinese genre of martial arts adventures:

Advancement is important. adventurers go on adventures, martial artists train, but the desired result is the same.
High level characters can perform superhuman feats that are not necessarily viewed as superhuman within the fiction. D&D characters get extra hit points to shrug off attacks or various other special abilities (particularly in editions after 2nd). Wulin heroes get to fly around and do things with focused internal energies.
The protagonists are a class apart from regular folks. Adventurers on one hand, members of the wulin on the other.
Characters tend to have the their own thing. Call it "niche protection" or special techniques, the heroes of D&D and Wulin tend to be distinctive from other members of their party.
Special abilities tend to have names. Wuxia's are tend to be more flowery, admittedly.

There are some elements of wuxia that D&D doesn't tend to emphasize--but there isn't any reason it couldn't:

Mentors are important. How many D&D characters seek out a sifu or mention one they had in the past? No reason they couldn't though.
Named organizations. D&D characters used to join guilds (though that's less of a thing in later editions), but D&D could use more of the societies, sects, and schools of wuxia. Also, PC groups with names.
A world with its own rules. Adventurers are separated from normal folk by their abilities and activities but members of the wulin or jianghu are expected to adhere to certain codes, and compete with each other, almost like a large, loose organization.

Monday, December 2, 2019

New Gods for Old

Art by Jack Kirby

While I have always been more enthusiastic about the standard (A)D&D Cosmology compared to a lot of people, one thing has always bothered me about it: the shoehorning in of the various mythological figures from Deities & Demigods into the canonical version of a planes. Perhaps they were meant to merely placeholders for something you created, but I don't think they are ever discussed as such. The every god and the kitchen sink approach loses the flavor of the various mythologies, and undermines the unique (at least weirdly syncretic) flavor of the Great Wheel. I think they can for something new and much weirder.

But there's something else wrong. Geoffrey Grabowski (lead designer of Exalted 1e among other things) hits on it:

There are infinite infinite prime material planes. Well wow. Against that, even greater gods look tiny. Even if you give them plenty o' powers like Grubb's cosmogony does, or like the immortals rules that appear in some versions of the game do, they're still essentially the pantheon from Lord of Light. They might have a lot of superpowers from tapping into whatever god-power comes from -- possibly belief-energy? -- but they don't command their context. They're finite beings pretending to universal domain against a backdrop that makes their charade a joke if you have any distance on the tableau.

Nowhere in the canon planar materials do we get the feeling that these gods created the planes. Maybe they created one of an infinite number of Primes, but they are not the creators of the Outer Multiverse. They are its inhabitants. At best inheritors, at worst squatters.

It seems to me that what the D&D Planes need is either (a) new gods that are vast and strange, so that they seem reasonable creators of the vast, baroque, orrery in which they reside, (b) more Kirby New Gods/Thor-esque super-powered adventurers (i.e. the next level of the game. Immortals done right.), or (c) both.


Thursday, November 21, 2019

Shadows Fell

This post is a follow to a couple of previous posts during Exalted's Creation into a D&D setting.


The cosmos had not been constructed to parse the deaths of one of its creator Titans nor were the spiritual algorithms of reincarnation equipped to handle such complex beings. When the Titanomachy led to the exactly this outcome, Oblivion, a plane of negative energy, was manifest.

Theories differ as to the nature of this negative energy plane. Some believe it was formed by the collapse of the abliving yet undying souls of the slain Titans under their own gravity. Others hold that this collapse merely created a whole in the fabric of the cosmos allowing access to pre-existing Oblivion. Either way, the Underworld, a dark shadow of Creation, was generated on this puncture's event horizon.

The pull of Oblivion drew dead souls to it and kept them from the stream of Lethe, cosmic reincarnation function, creating ghosts and other undead for the first time. These creatures of Oblivion began to plague the mortal world. Most fearful of all of these are the Deathlords, powerful souls granted power by the Neverborn, the undead Titans, to serve as their agents in Creation, to prosecute their war against the living world.

The Deathlords often rule Shadowfells, places where the Underworld bleeds over into Creation, with their puissant soldiers, Deathknights. Thirteen Deathlords are believed to exist. Known Deathlords include Mask of Winters, Dowager of the Irreverent Vulgate in Unrent Veils, the Whispered One of the Rotted Tower, and The Count of Ravenloft. The last has the distinction of being the only lord to have a Deathknight rebel against him, the Knight of the Black Rose.

Monday, November 18, 2019

Brother to Dragons

This post is a follow to a couple of previous posts during Exalted's Creation into a D&D setting.


The Dragonborn, Princes of the Earth, rulers of Creation for over a millennia, are the descendants of the elders of dragonkind. Gaea, the Titan of Earth, was mother to The Dragon Ao [1], whose nature warred against itself until he split into Tiamat and Bahamut. The two represented the forces of chaos and order. The first progeny of Tiamat were the elders of the chromatic dragons, while Bahamut's children were the metallic dragons.

The elder dragons, both metallic and chromatic, bore human children, who carried a portion of draconic power. Those who carried the most draconic power were transformed by it and were able to take on the form of a humanoid dragon [2]. Those with a weaker, but still potent connection, became sorcerers. The Dragonborn and their sorcerer kin were the soldiers of the gods in the Titanomachy. This estranged the chromatic Dragonborn from their grandmother, Tiamat, who sided with the Titans and was imprisoned in Hell with them following their defeat [3].

Today, the Dragonborn rule a vast Empire (though less vast than it was in the past). They are organized into Great Houses, one for each of the types of metallic and chromatic dragons.


1 D&D sources report this name as "Io." This seems better to me.
2 I figure these Dragonborn would have a human/mostly human form as well as the draconid form.
3 D&D tradition places her on the first layer of Hell.

Friday, November 1, 2019

Black Iron Prisoners' Dilemma


Not even the solipsist monsters of the Abyss can continue forever under conditions of ever-changing insanity; some ideas produce too great a gravity for even the the most fluid minds to escape. And so, like a body faced with cells that might mutate beyond restraint, the Abyss walled off the offending ideas in a cyst. The cyst endures in the astral nothingness, holding its dark enlightenment within. This is the Black Iron Prison.

The pull of the Black Iron Prison attracts others. Monsters of the Abyss convinced that something besides Self was real and that something was Punishment. But by whom? The Godhead who had appeared to have forsaken them or some new Godhead yet to come?

Fearful and paranoid, the monsters elaborated prisons around the original one like nested labyrinths. There they hid, and interrogated and punished themselves and any other souls that fell into their grasp.

Some might consider the multiverse's largest prison a place of Law, but there is little Law here. Rules are arbitrary and changeable. As are punishments. All the jailers operating under vague authority are just more prisoners. Those jailers, the prisoners with the longest sentences, are the fiends called deodands, this name being an an ancient term for an object which has caused a death and so is forfeit to God. If anyone knows why the fiends have this name it is the Baatezu, and like most secrets, they have classified the information.

The most common deodands are tall, emaciated, scabrous creatures with frog-like mouths. Their bare skins weep a tarry ichor from numerous injection sites. They're junkies and dealers; they mix the astral excreta of despair, callousness, and fear that oozes from the souls that fall into their hands with the bile of arthropods that make their homes in the prison’s substructure and inject it beneath their skin. The tarry substance--and a brief respite from their paranoia in a cold, sneering high--are the result. The tar is packaged and sold (to the prisoners to be smoked or injected) in exchange for pleasant memories or dreams or hopes--anything that defines the former self-hood of the soul. When not engaged in commerce, these tar deodands are the menials of the prison.

The the second most common variety are the color of a fresh bruise.  Their limbs are swollen like blood sausages, and their tick-like bellies appear filled to near bursting, sloshing loathsomely as they waddle or fly drunkenly on ridiculously small wings. Their bloated faces are unpleasantly human-like and wear expressions of voluptuous satiety, complete with drool running from the corners of their mouths and down their double (or triple) chins. Always their skins appear to glisten as if oiled. They sweat even more when they eat, and they eat almost constantly. The eat when they are worried, and they are always worried. About informers or conspiracies. About a time when the tortures they apply to others might be applied to them.

The rarest of deodands have assumed the most authority. They often pass themselves off as wardens and are just as often found in solitary confinement. They sometimes watch and titter at the interrogations as they undergo torture themselves. They’re androgynous humanoids with bald heads and unfeminine faces, but pendulous breasts and high-pitched voices. Their pale, wrinkled skin seems ill-fitted to their bodies. They have a penchant for dressing in uniforms, the more elaborate the better. Sagging deodands, they are called.

Friday, October 25, 2019

Weird Revisted: The Secret Life Stages of Elves

This post from 2016 is more recent than my usual revisits, but I had forgotten about it, only coming across it while looking for another post and thought it was worth a reshare...


What humans mistake as different tribes or clades of elves are actually different stages in their millennia long, perhap endless, lives.

Wood elves are elven adolescents. They rebel against their parents and go to live in bands of others of their age. They throw racuous parties in the woods and experiment with intoxicants. They are capricious, emotional, and cliqueish. Their tribes run the gamut between Woodstock and Lord of the Flies.

High elves are elven adults. They interact most with other species and are responsible for the maintenance of elven civilization. It is in this age cohort that the immortality of elves begans to take its toll, however. Elven brains are not structurally that different from humans. They do not have the capacity to hold countless centuries of memories. Their initial compensatory mechanism is monomania. Elves develop a strong interest that narrows the array of factual information they must recall and provides constant reinforcement for the things they find important. Some become swordsmasters, some master artists or craftsmen, some archmages.

For some elves this is enough, and they grow more skilled, more focused, and stranger, until they become almost demigods in their chosen vocation. These are the Gray.

Others, though, are not able to maintain such focus. Something akin to dementia sets in. They become forgetful, and paranoid. As they begin to lose their past--lose themselves. They find only intense linger long. These are the drow, the dark elves.

Dark because of the darkness that consumes their minds; dark for the deeds they commit to hold on to self and not slip into endless reverie. They go to live in the dungeons of their kind to pursue intense pleasures and horrors or simply howl or cackle in the darkness. These elders are feared by other elves. They avoid them and will not reveal their relationship to them to non-elves.

Thursday, October 24, 2019

A Premise for Opposing Planes


I'm planning on expanding on the version of the Outer Planes posited by these two posts.  In brief, the planes are reframed in a sort of gnostic background wherein Law and Chaos relate to competing ideas about how best to restore unity with the Godhead. I like this idea because it gives a structure to hang both Law and Chaos on and the other various flavors radiating out from these "poles."

Good and Evil don't carry quite the same weight. Instead, they are shorthand for approaches for dealing with the opposing side. Lawful Good seeks accommodation with Chaos and peaceful conversion where possible; Lawful Evil feels there is no compromise with Chaos and force is always an option. This is not an idea new to me. It's hinted at the the Planescape material, and I've seen if discussed on forums. Adding the layer of competing visions of the Godhead adds something extra.

Anyway, more to come.

Sunday, October 20, 2019

From Pole to Pole


While doing some research of the origins of the Ethereal Plane as a concept, I came across what I believe to be the origins of the Positive and Negative Energy Planes. The writings of "Christian Rosicrucian" Max Haindel describe the etheric regions composed of four different ethers. Each of these has a positive and negative pole. Though these bear little resemblance to the positive and negative planes (beyond the positive being associated with generativity and vitality) the planes are positioned over the Prime (and the Ethereal) in a manner than would suggest poles.

Of course, it's entirely possible that these were independent creations, but given that Theosophic publications seem to be the primary source of the Ethereal Plane, it doesn't seem like a stretch that that other esoteric writings of the same era might have provided some inspiration.

Friday, October 18, 2019

Printing the Prime Material Plane in the Ether


This was an idea I posted on Google Plus (may it rest in piece) and mentioned it again earlier this week on Discord, so I might as well preserve it here, too.

The idea of Elemental Planes existing outside the Prime Material Plane seems strange, when the elements are presumably fundamental building blocks of matter. That is why they are called elements, after all.

I think a better analogy for the relationship of the Elemental Planes to the Prime would be CYMK printing. The Prime is "printed" on the ethereal medium by overlay of patterns of Air, Water, Earth, and Fire. The elemental planes (branes is probably more appropriate) maybe not be center over the prime, perhaps they have poles or sources they emanate from, but they could be.

The arrangement could be represented diagrammatically like this:

Sunday, October 13, 2019

Weird Revisited: Do You Have Alignment or Does It Have You?

Recent discussion of alignment on discord brought to mind this post from 2014...


What follows is some brainstorming on a conception of alignment that probably just over-complicates things, but hopefully will be of some interest to somebody.

As we all know, alignment is derived from Moorcock and Anderson and is suppose to provide some moral and ethical structure to--well, the universe--and to provide a behavioral check on certain character types, but any attempt to relate it to actual moral quandaries, leads to discussion of baby orcs. Some people (myself included) have suggested at times the obvious solution of just viewing the sides as teams or opposing armies free of a moral dimension, but mostly it seems like people just ignore it. While I'm still advocating for a bit of blue and orange morality here, I want to suggest another wrinkle.

I recently finished the third of Hannu Rajaniemi's science fiction novels, The Causal Angel. One of the futuristic societies, the zoku, tend to form group minds, but individuals joining one or more zoku (Japanese for "clan") related hobbies, interests, or vocation. This process involves "entanglement," a sort of co-mingling of though and desires. The higher one's rank (i.e. the longer one is a member or the more "good" they do for the group) the more entanglement the individual becomes and so the more their thoughts and desires are reflected in the group consensus and action, or "volition." This effect is reciprocal, though, so the higher rank, the more one's on thoughts and actions are shaped by the zoku volition.

Maybe alignments could be a bit like that? Joining up with a fundamental metaphysical power of the universe means getting benefits (positive reaction, access to power) but also means you lose a bit of your individuality (or at least have that individuality altered). for someone powered by alignment (a paladin, a cleric), the higher level you become the worse it gets. A high level Paladin would be unlikely to worry about straying from their alignment; they would become one with it, or at least part of it.

This would make adhering to any alignment sort of like bartering your soul for magical power. The only difference is, with bartering your soul you are still quite aware you've given something up. With this approach, it would get harder and harder to ever imagine yourself doing anything differently.

This of course means that gods and other beings of great power and strong alignment allegiance have probably become more or less avatars for the consensus overmind/soul of the alignment.

Monday, September 16, 2019

Ain't No Gods in Gyre


Belief is a virus. On the levels above those of heavy matter, the multiverse is an ideaspace, susceptible to co-opting or conversion by belief alone. The Outer Planes and their competing attempts to rebuild the Godhead are engines of it, and the City at the Center of the Multiverse, Gyre, is the one place with no agenda in the big game It has to keep their seductive memes suppressed at all costs, or the strange loop that enforces it's existence would broken, and possibly the stability of the entire multiverse with it. Again.

That's why Gyre's real ruler, not the corporate committees or the concerned citizen boards or even the occasional winners of the city's haphazard elections, works hard to keep belief out. There is a strict "no gods" policy, for instance. Gods are strange attractors for belief. The lost, outcast, or psychological vulnerable, have been known to fall for them on sight. So they're all banned. There have been attempts by rogue theists to instantiate a god in the city (in one case the smiling cat mascot of a fast food restaurant), but the Lady was on to them before they could power it up. Four manifestations of her twisted the whole block into a Klein bottle and tossed it into the Astral manifold.

The thing about sentient beings is they tend to want to believe in things, and even the Lady can't be everywhere. So registered policlubs are allowed. These tamed belief systems, whatever their intentions, only serve to strengthen the city's loop because they wouldn't exist without it. If one steps out of line despite the safeguards, well, they get disappeared too.

Though Gyre's citizenry complain about the policlubs, they are also a source of entertainment. Most have some sort of media presence from talk radio to slick television shows. Major street clashes between clubs tend to be televised events associated with gambling. 

Thursday, August 29, 2019

Combat as (Blood) Sport


A common reframe in the old school landscape is "Combat as War vs. Combat as Sport," often used to negatively contrast elements of 5e and particularly 4e concerned with encounter balance an "the encounter" as a fundamental unit of game action in general with the old school. Without getting into the merits of how this argument is typically framed, I think that even if we accept this as true, there is a way to lean into those elements of modern D&D and come out with something cool. Instead dungeoncrawling for treasure (mainly), maybe the dungeon environment could be the battleground of a big tournament.

X-Crawl deals with some of this territory, I guess, but from what I read of it, it is set in the modern day, and seems very much concerned with the celebrity aspect of things, bringing in a lot of professional athlete cliches. All well and good, but I'm more interested in something more like Dragonball Z. The fighters are in it often for the personal betterment--a personal betterment that is practically apotheosis, which dovetails nicely with D&D advancement. What if the gods or Immortals or whatever design the dungeons as tournament grounds, and foundries to forge new Immortals to join there ranks?

In this context, the lack of XP for gold makes perfect sense. Also, "levels" of dungeons are likes brackets of a tournament. In order to give a good spectacle, you don't want scrubs advancing to take on the contenders too soon. Mainly playing this sort of setting would just mean thinking about the game differently. The only change might be that there would be fewer nameless rabbles or humanoid tribes with young and the like. Everybody in the dungeon is playing the game.

Thursday, August 8, 2019

Classic Monsters Classed

After yesterday's podcast, I had the Universal Monsters on the brain. Probably got another, less frivolous, post on a monster topic.

Thursday, July 25, 2019

Everything Goes Better with Ravenloft

Well, maybe not everything, but I think Ravenloft could mix with several of the other D&D settings like chocolate and peanut butter.

Art by Bruce Pennington
Blood Red Sun [Dark Sun/Ravenloft]
Some Dying Earth stories have more than a touch of the Gothic to them (Clark Ashton Smith's Zothique stories immediately come to mind), so this is really a natural. As the sun dimmed and sputtered, the Dark Powers grew stronger and fed upon the energy of the planet, slowing leeching it of life. Replace the sorcerer-kings with the Dark Lords, and (probably) loose the mists. Some tweaking of the domains might be in order, to make them a little less Dracula and a little bit more Vathek, but that's up to you.

Planet of the Vampires [Spelljammer/Ravenloft]
Each domain is a world, and the mists and phlogiston are combined into one. Maybe give Spelljammer more of a 18th Century or even Victorian vibe: Combine Kipling (his sci-fi stories like "With the Night Mail" and his horror yarns) with Stoker.

And why limit myself to AD&D settings?

Terror Under the Eternal Sun [Hollow World/Ravenloft]
I'm thinking ditch most of the Hollow World idea, except for it being the repository of things preserved from the outer world. Take it back to it's Burroughsian roots and have a land of dinosaurs and mostly primitive peoples, except for these areas and mists containing weird, otherworld realms of madness. Probably the realms of dreads should be a bit smaller, maybe just a castle and a village in some cases. Like Turok meets Dracula.

Thursday, July 18, 2019

Spelljammer: Dead Stars & Outer Monstrosites

Art from the Oldstyle Tales Press edition
As we understand the word," said the old Doctor. "Though, mind you, there may be a third factor. But, in my heart, I believe that it is a matter of chemistry; Conditions and a suitable medium; but given the Conditions, the Brute is so almighty that it will seize upon anything through which to manifest itself. It is a Force generated by Conditions; but nevertheless this does not bring us one iota nearer to its explanation, any more than to the explanation of Electricity or Fire. They are, all three, of the Outer Forces—Monsters of the Void.... 
- William Hope Hodgson, "The Derelict"

I've been thinking about a Spelljammer recently that keeps the basic concept but utterly jettisons the feel or flavor. Spelljammer has never felt me to be about exploration, rather the vessels flying through spaces seem a means to an end. There's nothing wrong with that, but plenty of science fiction literature paints space as a place for confronting the unknown. This is really a perfect fit for Spelljammer where its pre-modern, "magical" spacecraft put the stars within reach but not the science to understand any of it. Not that there is necessarily science as we know it to understand, in any case.

I think I would look to the horror/adventure stories of William Hope Hodgson, specifically his nautical yarns like The Boats of the Glen Carrig, "The Voice in the Night," "A Tropical Horror," and "Demons of the Sea." A little pseudo-science borrowed from his Carnacki stories could only help.

The characters are competent space-hands, perhaps mildly colorful rogues like Howard's Wild Bill Clanton or just working stiffs like the crew of the Nostromo in Alien, not bold explorers or science fantasy swashbucklers. Their jobs involving them going through places that are not (usually) inhabited by hostile species of space orcs or the like, but are instead fundamentally almost wild, always strange. Weird danger can rear it's head at any time, and your vessel is just another ship that disappeared in the Void.

Weird phenomena should be encountered as frequently as monsters, I think. Monsters, when they do show up should be unfamilar, and probably not seen enough to become mundane.

Beyond the stories of Hodgson and Alien, other potential sources of inspiration could be the comic series Outer Darkness, the science fiction stories of Clark Ashton Smith, Poe's Narrative of Arthur Gordon Pym, and of course, Moby Dick

Thursday, July 11, 2019

Dragons of Post-Apocalyptic Twilight

I guess this is the third in a loose series of re-imaginings of old TSR settings. My knowledge of classic Dragonlance is admittedly a bit limited, but what I don't know about it, I figure I'll just fill in with other post-apocalyptic, science fantasy, or sword and sorcery stuff.

So, Kyrnn is a world locked in a protracted semi-Cold War. One side or the other (perhaps both), looking to end the stalemate once and for all uses their advanced science or scientific sorcery to pierce a veil that should have remained unpierced and contact another universe where an unlimited source of power was waiting. That power had an intelligence. They called it Tiamat.

Tiamat agreed to help their cause and taught them how to make living weapons they called dragons from a portion of "her" own substance. Their early victories were great, and several enemy cities fell before the dragons, but then somehow, the opposing side got dragons of their own.

When the two blocs were utterly dependent on dragons, the beasts turned on their masters. Civilization was nearly destroyed in the onslaught.

The only good Draconian...
Centuries later and Krynn is a world dominated by the dragons, and their lackeys the Draconians. The former dominate species of now either fear and avoid or serve the planet's rulers (not unlike the humans in Vance's Planet of Adventure, or maybe even the Planet of the Apes TV show).

Anyway, the idea is to make it more random Sword & Sorcery 70s paperback than Lord of the Ring.

Goldmoon?

Thursday, May 30, 2019

The Charmed Life of an Adventurer


"Prophecies and charms marked his face, talismans against attacks from animals, demons, and men."
- Brian Catling, The Vorrh
Some editions of D&D have felt suggested magic items were required equipment at certain levels. Even before that, the fact that you could sell magic items suggested the existence of places they might be bought: Ye Olde Magic Shoppe. Neither of these facts have ever sat well with some people, who view these as part of a mundanifying, possibly even industrializing of magic. In general, I would count myself among them, though it depends on the setting, really.

There is a way to have common magic items without sucking the mysticism and mystery out of them and raising the specter of industrialization. That would be to replace many magic items with with charms or fetishes. Charms (and blessings) are mentioned in the 5e DMG , but they are envisioned as short-term or single issue enchantments on an individual. I think they could be applied to items, though they still might be single or short-term use to differentiate them from standard magic items.

There might be other differences:

  • They would appear more like art objects than practical tools, though they might also be laid into practical tools (or people) with markings/runes.
  • They could be acquired at shops, but they would generally bespoke, not bought off a shelf (though some might be).
  • They would be pretty common, almost ubiquitous among adventurers, but they would be more specialized. Instead of a Ring of Protection, their might be a talisman of protection against weapons, one against magical attacks, one against the claws and teeth of beasts. (This approach would require more record-keeping, but might or might not be worth it.)


A lot of the adventurer's acquired wealth would go into buying new or longer lasting charms. Healing potions could stay potions, but they could be replaced with poultices or talismans instead. Maybe their would be a mixture of both, and could be purchased. "True" (permanent) magic items would be rarer, and perhaps only found among the ruins of the past. They would almost never be sold.

Sunday, May 26, 2019

The Genre of D&D Art?

Jason "Dungeon Dozen" Sholtis and I were talking the other day, after we both watched Eye of the Beholder, the new documentary on D&D artists (which you should see too). Jason was skeptical of the idea (mentioned in the documentary) that "D&D art" was a genre, instead viewing it as part of the wider field of fantasy illustration. I put forward an argument, that he found at least somewhat convincing, that D&D (or rpg) art, might at least constitute a subgenre of fantasy art, and that it could be identified by its tendency to emphasis certain traits across several editions. Here are the traits I came up with:

Prosaic or Humorous Scenes
While fantasy illustration is no stranger to humor or protagonists that are less than competent, but not large than life, these sorts characters are depicted in a higher proportion of D&D art.


More Detail on Monsters
Monsters in much traditional (pre-D&D) fantasy illustration are best described as "phantasmagoric" or fanciful, charitably--and perhaps even outright goofy. D&D monsters are not always anatomically or realistically considered but they are generally detailed and usually dynamic.

Placing the Viewer with the Protagonists
The eye of the viewer is often positioned as if they might be a companion of the pictured protagonists or at least a close observer, rather than viewing the action at a remove. The primary focus then is often placed on the antagonist (or monster) rather than the heroes.


Emphasis on Small Groups Rather than Individuals or Clashing Armies
This one is obvious due to the "party" structure of rpgs, and it is perhaps the one most frequently supported by the art. The party is often displaying teamwork.

Anyway, I think those sort of make the point. I do think there are some others regarding costuming and composition of scenes, but these are the ones I feel most certain about. Of course, there is a lot D&D art that don't show these characteristics and there is some non-rpg fantasy illustration that does. These are really about tendencies, not absolutes.