Monday, October 27, 2025
Weird Revisited: Alternate Ravenlofts
Friday, October 17, 2025
Gameable Fiction Settings
Finding the audiobook of Simon Green's Deathstalker free on Audible until next week, I decided to revisit it. It's a book I read in the 90s, but I've found most of it has stuck with me, and my impression hasn't changed. It's high of action and invention, but above all, it's a really rpg setting-like world.
Of course, almost any setting is gameable, but some worlds seem have been built with the requirements of game settings in mind: distinct character types with cool abilities, sources of those cool abilities as setting elements, and factions in varying degrees of conflict. The Deathstalker series has all of this and the kitchen sink: noble houses, rebel ESPers, rebel cyberpunks, a sleeping cybernetic army, an inimical AI civilization, and mysterious alien threats. Sources of "power" including intensive training, cyber-and biotech enhancements, weird alien tech, and psionic abilities. And there are swordfights.
All of this reminds me of a gaming setting. It says "play me," I think, more than any rpg tie-in fiction I have read (which isn't a lot, admittedly, but some).
Another series with this quality is Stephen Hunt's Jackelian novels. They are steampunk at base, but also sport robots, feyblooded mutants, biotech, Lovecraftian ancient gods, and a number of post-apocalyptic secrets. I gave them a fuller overview here.
I'm sure there are other such book series out there. Sykes' Graves of Empire series is in that vein, though not as kitchen sink as the above. Certainly, mainstream comic book universes are this and then some.
Monday, October 13, 2025
The Funhouse Crawl
This past weekend, I visited my mother's family's old hometown of Panama City Beach, Florida. I got a chance to show my kid one of the landmark's I remembered from my childhood, the kitschy miniature golf course known as Goofy Golf. The firebreathing pink dinosaur that once demanded your attention at the roadside is, alas, no longer there, but the sphinx, giant ape, statue of Buddha, Asian dragon, Easter Island head, and assorted more mundane dinosaurs are still in evidence, along with rockets, windmills and the like.
I feel Goofy Golf is good inspiration for a point- or hexcrawl. I don't mean in its specific set-pieces (not necessarily, at least) but in the way it's basically a spread out funhouse dungeon. I like a good, well-thought out setting as much as the next guy, but I also enjoy the kitchen sink weird lost worlds. I'm thinking of things like Ka-Zar's Savage Land or the world beyond the Bermuda Triangle Skull the Slayer gets sucked into. Hollow World has more than a little of this vibe with cavemen, Rip Van Winkle still dwarves, and gaucho orcs, but there isn't as much of this done in gaming as there could be.
Making it a bounded location to be explored like a pocket dimension or lost world frees it to strain seriousness and consistency in a way than might not work in an entire setting.
Monday, September 15, 2025
Appendix Nth: Inspirational Media for Rifts
The recent blast of Rifts related Bundles of Holding had me not only spending a bit of money (with 5 bundles one was bound to get me!) but also got me thinking about the lack of a sort of "Appendix N" documented for the game. In fact, so far as I can find on the internet, its creator has never really discussed his influences, though apparently he has said it grew out an earlier version called Boomers focused on the mecha pilots later called "Glitter Boys." The former name was abandoned when someone told him the term was used in Bubblegum Crisis (which rules that anime out as an influence).
So, I want to look back at the media prior to August of 1990 and think about the things that seem like plausible influences on Rifts. Obviously, I have no way of knowing whether any of these things actual were, but they'll be at least somewhat educated guesses, using what is known of Siembieda's interests.
I'm going to stick to things with multiple points of applicability. Firestarter, for instance, might be an inspiration for the burster (or might not), but that's really the only Rifts-relevant point.
Damnation Alley (1977) - post-apocalyptic with a team with a cool vehicle.
Monday, September 8, 2025
Revisiting Skaro
Friday, September 5, 2025
Readings in Planetary Romance: Lost on Venus
Not too long ago, I made the case for Planetary Romance, and particularly its Sword & Planet (sub-)sub-genre, as good fodder for role-playing games, particularly games focused on exploration of the sort come to old school hex and point crawls. I've recently re-read the first of Edgar Rice Burroughs Venus series, Pirates of Venus (1932) and read for the first time its sequel, Lost on Venus (1935). These provide could examples of the Sword & Planet virtues I mentioned.
The Venus series follows the adventures of Carson Napier, young engineer and daredevil, who's launched out in a missile for Mars, but due to faulty calculations, winds up on Venus. Unlike most epic fantasy or even Sword & Sorcery heroes, but like most of his Sword & Planet brethren, these adventures largely come down to him being lost a lot and stumbling onto monsters and weird civilizations.
In Pirates of Venus, he falls in (literally) with the Vepajan loyalists in exile, in a city built high in titanic trees. After learning the language, he gets a job as a tarel gatherer in training, which turns out to be a dangerous line of work, as tarel is the silk of a giant spider. After getting lost in his first outing, he and a friend end up on the ground, where they encounter more hostile wildlife before being taken as slaves by birdmen working for the Vepajan's enemies, the Thorist revolutionaries.
Taken on board a Thorist vessel, he foments a conspiracy among the other slaves and leads a mutiny to take control of the ship. They briefly turn pirate (or privateer without letters of marquee since they act in Vepaja's interests), until the Vepajan princess Carson is in love with is abducted by Thorists into the wilderness and Carson gets tossed overboard in a storm.
Lost on Venus picks shortly after that, when both Duare (the love interest) and Carson have been captured and taken to a Thorist colonial settlement. There, Carson is placed in a death trap with 7 deadly doors. He escapes though and manages to rescue Duare through a series of the sort of coincidences that Burroughs is famous for. They run into and get lost in the Venusian forest where they have to avoid dangerous animals and cannibals and figure out a way to get food, which involves making a spear and bow and arrows.
Eventually, there's a capture by a mad scientist-type with an army of undead (and another escape), then Carson winds up in an advanced, scientific "utopia," which is really a totalitarian state with an obsession with genetic purity. And then they escape...
If this all sounds rather episodic, well it is--in exactly the way roleplaying games are episodic. The deficits (at least in this regard) these originally serialized stories have as literature are virtues for the table. Finding food and shelter is a concern, too, in a way it might be in a hexcrawl, though the plot armor provided Burroughs' characters ensure none of them starve.
Burroughs' protagonists, and Sword & Planet protagonists in general, are often more reactive than players are or at least often like to be. Things happen to them, or they are forced into a certain course of action. I feel like some of this is broadly acceptable, though there should usually be ways to avoid an encounter by cautious players, and there should always be multiple of ways out of any predicament.
Friday, August 29, 2025
Random Appendix N Campaign Concept Generator
Protagonists like [A] in a setting like [B] with magic like [C].
Roll Author1 Poul Anderson2 Leigh Brackett3 Lin Carter4 Edgar Rice Burroughs5 L. Sprague De Camp6 De Camp & Pratt7 Lord Dunsany8 PJ Farmer9 Gardner Fox10 Sterling Lanier11 Fritz Leiber12 H.P. Lovecraft13 Abraham Merritt14 Michael Moorcock15 Fred Saberhagen16 Magaret St. Clair17 J.R.R. Tolkien18 Jack Vance19 Manly Wade Wellman20 Roger Zelazny
Monday, August 11, 2025
The Non-Fantasy Origins of Fiend Folio Monsters
Here are a few I'm aware of whose origins I think are generally accepted, but I'm sure there are more:
Grimlock
(by Albie Fiore)
Inspired by the morlocks in H.G. Wells' The Time Machine (1895), particularly their portrayal in the 1960 film by George Pal.
Meenlock
(by Peter Korabik)
While the name likely has its origins in Wells' morlocks again, their portrayal adapts the demonic entities from the 1973 TV movie Don't Be Afraid of the Dark written by Nigel McKeand and remade in 2011 by Guillermo del Toro.
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| Art by David Mattingly |
(by Andrew Torchia)
Their name was possibly coined by blending Sasquatch and Sagoth, a race of ape-like humanoids (serving the "orc" role) appearing in Edgar Rice Burroughs' Pellucidar series, first appearing in At The Earth's Core (1914).
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| Art by Frazetta |
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| Art by Wayne Barlowe |
Monday, August 4, 2025
Spelljammer Like This
Friday, August 1, 2025
Inspiration Excavation
Earlier this week, Anne reminded us of an old post where she discussed her earliest, fantasy inspirations. It reminded me of my own fantasy genre prehistory. I wrote a bit about it in my very first post on this blog back in 2009:
In my personal pre-history (which is to say the mid-seventies to the dawning of the eighties), there was already in my brain a nascent cauldron of fantasy abubble: The Wonderful Wizard of Oz conjured by the voice of a babysitter, King Arthur for boys illuminated by NC Wyeth, four-color barbarians on spinner-racks, Myth and legend sifted by Bullfinch and Harryhausen, singing hobbits and rotoscoped orcs, power swords split in twain on not one, but two, alien worlds; an elf, a dwarf, a giant--and a slayer named Hawk, the doom that came to Vermithrax Pejorative, fantasylands with oracular pigs and messianic lions.
I also not in the post the inspiration for my first character (in AD&D): An elf fighter/magic-user inspired by the protagonist in the Endless Quest book by Rose Estes, Mountain of Mirrors.
That's not the only thing in my gaming history I can trace to a specific source. For another example, I've used flightless birds as mounts in several campaign worlds I created, I suspect all traceable to this cover by James Gurney for a book I haven't read:
Monday, July 21, 2025
Why Isn't There A Game for That? [Update '25]
Humorous Adventure Pulp
Basically this would cover the whimsical, fantastical, and often violent world of Thimble Theatre (later Popeye) and the Fleischer Popeye cartoon. A lot of fist-fights, fewer guns. This would also cover Little Orphan Annie, various kid gang comics, and (on the more violent end) Dick Tracy.
Update: Still nothing, really. Acheron Game's Helluva Town does a sort of Roger Rabbit or Cool World sort of setting, so references things like Popeye, but it's not quite the same thing.
Wainscot Fantasy
Little creatures hiding in the big world. Think The Borrowers, The Littles, and Fraggle Rock.
Update: Some progress here! Household by Two Little Mice does this sort of thing, though from its specifically about fairies. There's also a game called Pixies and one called Under the Floorboards that specifically namechecks The Borrowers.
Kid Mystery Solvers
Scooby Doo is probably the most well-known example, but you've got several Hanna-Barbera returns to the same concept. Ditch weird pet/side kick, and you've got The Three Investigators, Nancy Drew, and the Hardy Boys.
Update: There's Meddling Kids I mentioned in 2019, and then there's The Mystery Business that debuted in 2024.
Wacky Races
I've written about this one before--and Richard has run it. Still needs a game, though.
Update: Still just the board game, so far as I know.
Friday, July 18, 2025
Peacekeeping Mission to Mars
I was thinking about Leigh Brackett's Mars today (as I often do) and reflecting on how it isn't very science fictional at all, so that if you advanced the timeline of its colonial Mars about half a century to a century, you might get something that looks a bit like our modern world except with spaceships where Terran peacekeeping forces get bogged down in insurgencies or civil wars on Mars (or Venus).
With a set up like this, you could do the pulp Mars version of modern films set in conflict zones like Blackhawk Down or even better Three Kings. If you went with Earth in a sort of Cold War, you could even wind out with a Twilight:2000 sort of situation would troops lost on Mars and trying to figure out what to do next.
Friday, July 11, 2025
Ozoom Revisited
Scott Martin can be blamed for this post for pointing out the similarities between Oz and Edgar Rice Burroughs fandom....
Mars is dying and has been for millennia. The only truly fertile land left is the squarish Land of Oz, surrounded on all side by deadly desert.
Oz has four countries, each home to a different race of men. The east is the home of the Blue Men, short in stature and friendly. It was once under the tyrannical rule of an ancient crone, but she was felled by a little girl from Earth. In the South is the Country of the Red Men, ruled by a benevolent queen. In the west are the Yellow Men, who are renowned for their technological skill. They are ruled by a metal man. The northern country is the land of the Purple Men. They've been ruled by a succession of queens, each with a mastery of the powers of the mind.
In the center of Oz is the Emerald City-State, and it's lofty spires and magnificent domes are made entirely of crystal. Their true color is in a part of the spectrum neither human nor Martian eyes can perceive, but the city's people wear optics which convert the color to green. It was formerly ruled by a man of Earth, a charlatan and huckster, but the rightful queen has been restored, after having spent her youth in exile, disguised as a boy.
Young Dorothy Gale was transported to Mars by a strange storm that tossed her, along with her dog and her home across the astral void. She killed a witch, exposed a charlatan, and helped restore the rightful ruler of Oz. She didn't do it alone. She was aided by a Lion Man, exiled for his supposed cowardice, an artificial man without the ancient brain that formerly guided him, and a Yellow Man whose mind was had been placed in a metal body. The companions took the Golden Road that followed the ancient canals that terminated in the great Emerald City, then undertook a quest to depose the witch that ruled the Yellow Men and who forced them to use their knowledge to build her an army of conquest.
This was only the first on many trips Dorothy Gale made to Mars. That young farm girl became a dying world's greatest hero.
Monday, July 7, 2025
Prophet of the Wyvern's Word
Though the deadline's are tight, I thought it would be fun to join the Appx. N Jam over on itch. The challenge is to create an adventure homaging the style of the pulpier fiction of the fantastic of Appendix N. Your given a title and you have to work with that to create your short adventure.
I got "Prophet of the Wyvern's Word," for which I think I'll take inspiration primarily from one of my favorite's: Leigh Brackett, as well of a lot of general pulp fiction ambience. It will be a challenge getting everything done in the time less than 25 days remaining, but since it has to be 4 pages of less, I figured it was worth a shot.
Above is my work on a banner. I based it on the hand drawn title text of the Ace Double of People of the Talisman from 1964.
Friday, June 6, 2025
Further Thoughts on Magic
Thinking about my Monday post further (and reading more examples of magic in McKillip's Heir of Sea and Fire), I feel like the part that perhaps the most central element to number of these magic systems I like is that they demonstrate Frazer's concept of sympathetic magic.
Raderle can create a powerful illusion of large lake, by digging a fist-sized hole and pouring water into it. Arthur in The Revolutions can snap a chair leg by snapping the stem of a wine glass. These are both examples of similarity, or like producing like.
The other common employed aspect of sympathetic magic is contagion. It shows up quite a bit in The Revolutions, but I don't think I quoted an example. It's where an item that was once physically connected to someone or something else still has a magical connection to that thing. This is being able to cast a spell on someone because you have a lock of their hair or the like.
Similarity shows up some in D&D spell material components, but I think more of these are sort of jokey correspondences instead. These things are fine and could even be flavorful for bigger spells or more complicated rituals, I think more spells that used a perhaps caster-specific but reasonable application of similarity and contagion.
Monday, June 2, 2025
Magic Systems I Like: The Riddle-Master series
In McKillip's setting, there are wizards but they are hidden/in hiding at the beginning of the story. The examples I've given here reflect the things able to be done by talented individuals (explicitly not everyone is capable of learning them) but not by people who either have the highest aptitude or training.
She had left, in front of Rood's horse in the College stable, a small tangle of bright gold thread she had loosened from her cuff. Within the tangle, in her mind, she had placed her name and an image of Rood stepping on it, or his horse, and then riding without thought every curve and twist of thread through the streets of Caithnard until, reaching the end, he would blink free of the spell and find that neither the ship nor the tide had waited for him.
- Heir of Sea and Fire
...Rood caught his breath sharply and shouted.Morgon dropped the crown. He put his face against his knees, his hands over his ears. The wine glass on the desk snapped; the flagon on a tiny table shattered, spilling wine onto the stones. The iron lock on a massive book sprang open; the chamber door slammed shut with a boom.- The Riddle-Master of Hed
Monday, May 26, 2025
A Partial Gazetteer of the Planet Sagar
Sagar is the alien world that astronaut John Blackstar found on the other end of a black hole as revealed in the Filmation animated series Blackstar (1981). Here are a few of the fantastical locales he visited in the series:
CITY OF THE DESERT DWELLERS. A walled city beyond the Gorge of Winds where live an elfin people (perhaps related to the Desert Sprites) who possess the Healing Stone and guard it from the gargoyles who serve the Overlord. [ep 05]
DEMONLANDS. A barren region of jagged, coral-like formations and strange trees with boil-like growths where demons are particularly easy to summon. It is the location of a temple where the Overlord’s ally Taleena is high priestess and last worshipper. [ep 12]
MARAKAND. Floating city of the rapacious Shaldemar, the Zombie Master. The passing of Marakand leads to destruction of cities, but living beings are helplessly drawn up by its beams and Shaldemar uses his Sphere of Souls to transform his captives into soulless automatons, subject to his will. [ep 13]
TAMBORIYON. A lost city of the Ancient Ones, it lies on a jungle-choked island in the middle of a lake beyond the volcanic Flame Mountains. Tamboriyon's slender spires and domes bedecked with precious metals and jewels are now jungled-choked ruins, but the giant aumaton, Sumaro, who is the city's guardian, merely slumbers and may be reawakened by the unwise. [ep 02)
Friday, May 16, 2025
The Patchwork Kingdom Crawl
As has been pointed out before, the kind of frontier envisioned by old D&D owes more to Westerns than it does to the Western European Middle Ages or most of the fantasy works in the Appendix N. The modern idea of the "points of light" setting is perhaps closer to these things but still tends to miss the mark for many sources of the game's inspiration.
There's another option that shows up often, in disparate places from Le Morte d'Arthur to Star Trek, and many works in between. We have heroes wandering from one place to another, perhaps with a goal, perhaps not. These places are more or less civilized jurisdictions, but they have unusual customs (from the perspective of the protagonists) or eccentric or antagonist authorities. While one of the examples I mentioned above describes voyages covering a significant amount of territory (interplanetary!), some fairy tale-ish or picaresque stories (like Oz novels) do the same thing over a much smaller area: A patchwork of fiefdoms or petty kingdoms. The sort of campaign that could easily be made from a map of Holy Roman Empire:
This differs from the points of light setting in that there really isn't a distinction between wilderness for adventure and civilization for safety. In fact, the challenges of the wilderness in such stories may be much more limited than the challenges of civilization. The various eccentric monarchs and humorously dangerous social situations Manuel finds himself in in Figures of Earth are good examples, as are the strange and isolated cities John Carter visits in his wanderings across Barsoom.
The advantages of this sort of setting to me would be that it's very easy to work in all sorts of adventures from social conflict and faction stuff to traditional dungeons and overland travel.
Monday, May 12, 2025
Religion in Middle-earth
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| Art by Falmarin de Carme |
This is a perceived area weakness pointed out in Tolkien's work in the past. In Imaginary Worlds, Carter notes critically that Tolkien's world "has no religion in it." In Dragon #127, Rolston in his review of Lords of Middle-earth for MERP gets to the gamer brass tacks of it:
According to Lords of Middle-earth, Middle-earth has a "seemingly inexhaustible collection of deities, pantheons, practices, and religions." However, all of them are wrong. Eru is the only god, and the Valar and the Maiar are simply his servants. Enlightened folk (Elves and Dunedain) practice a nonritualistic monotheism with no formal clergy - pretty boring stuff by FRP standards.
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| Art by Angus MacBride |
Monday, May 5, 2025
Urshurak
Scott 'Dwarfland" Driver once opined that there was often more gaming inspiration to be had from "bad" fiction than from good. He was specifically talking about the works of Lin Carter, but I think this is often true in general. I haven't read Urshurak by the Brothers Hildebrandt and Jerry Nichols, so I can't comment on it specifically, but that seems to be the internet consensus. Here's a typical review.
Regardless, the art was surely the main selling point for purchasers in 1979. That and curiosity got me to pick it up on ebay a few months ago. It's gorgeous if you like the work of the Hildebrandt Brothers, though it could easily, I suppose be derided as too traditional or even generic nearly 50 years on. Certainly, the images and a thumbnail description of the plot mark it as a work of a more naive time when it comes to genre fantasy. There are heroes and a quest with swords and sorcerers and elves and dwarves in a vaguely faux Medieval Europe sort of setting. There are some sci-fi elements (it's a bit of fusion of Lord of the Rings and Star Wars), but no gestures toward realism, grittiness or deconstruction to be found.
Perhaps it's just nostalgia, but naive fantasy has a certain sort of appeal to me, though. It's not that I never want fantasy to go new places, but having seen the new places it has gone over the decades become, in their own way, stale or cliched or really shine in their focus on aspects other than adventure and action (which are the most relatable of fictional elements to the gaming table), I sometimes feel the pull for gaming inspiration to the things that wouldn't have made my reading list a decade or so ago.
And honestly, more fantasy epics could probably benefit from high tech Amazons.


































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