Friday, July 23, 2010

Fear and Loathing at Comic-Con


One day down in San Diego, and alright--there wasn't any loathing, and only a little fear, but the title sounded good...

It was a long day, boarding a plan on the east coast a 7:30AM with comics blogger/journalist Chris “Invincible Super-blog” Sims, who has it turns out is afraid of flying (“the takeoffs and landings,” he says) and not afraid of having a Mai Tai before 11pm.

Five hours later, we’re in San Diego, and I have to find the mysterious woman whose name I have only seen in a text message. and try to get my ticket. When I finally talk to her she says I can find her under the purple SyFy balloon and: “I’m tall.”

She isn’t kidding. The pretty, bright-smiling, giantess leads me into the convention center—losing me briefly as the gendarmes detain me at the door, but quickly retrieving me—and I get the passes and associated swag for myself and my as-yet-to-arrive friend from LA.

But what about the con? Well, parked outside is the black beauty, but the outfits of the three Green Hornettes in front of it seem impractical for crime-fighting. People take plenty of pictures, though. Everywhere, people are barking things at you like carnies, conspiratorially handing you dubious ephemera like they’re trying to invite you to a rave, or to a church revival. And everywhere, there’s the press of humanity like a general admission concert.

Of course, you’re not even in the exhibit hall yet.

Inside, well, imagine a carnival if every carnival ride was as commercially-motivated as an 80s toy tie-in cartoon, then combine that with a big trade show of some sort, what ever kind you’re familiar with, as long as it has glitz and plastic-pretty sales folk with big smiles. Then liberally apply cosplayers—teen anime characters being moody in packs, older girls favoring the most revealing superheroine outfits. Guys in multi-color body-stockings.

Then, of course, there’s content. A panel on “genre-bending” where all the authors say they do it because its cool, except contrarian China Mieville who worries it may not be—and Scott Westerfield gets to give a PowerPoint demonstration on his new novel, which argues persuasively that tanks would be better with legs.

Before that, there was a panel on urban fantasy where the last question posed was “which class of supernatural being do you find the sexiest?” The answer involved musing on vampires and the possible downside of no circulation.

And with that, we draw the curtain on day one.

Thursday, July 22, 2010

Coming soon...


I'd like to officially announce Weird Adventures--a supplement based on (and expanding upon) the world of the City that I've been discussing here for many a post.  What you see above is the tenative cover design, featuring a painting by Doug Stambaugh.

The supplement will be geared toward the generic "old school" game, but feature mostly setting material usable for any game system.  I'll probably get into more detailed rules-related digressions here on the blog.

Planned contents include:
  • A guide to the City giving a map and an overview of its five baronies, numerous neighborhoods, and places of interest to adventurers.
  • A whistle-stop tour of the strange New World from the rural Smaragdine Mountains inhabited by hillbilly giants, to the occult witchocracy of glamorous Hesperia, and a whole continent in between.
  • A monster manual detailing about two dozen creatures from "bugbear" (of the living nightmare variety) to "zombie, black-dust."
  • Several adventure seeds for the setting.
In addition, it will feature great artwork from the aforementioned Doug Stambaugh, Chris Huth, Seth Frail and others.

I'm tenatively planning for a late fall release.  More details to come...

Wednesday, July 21, 2010

Warlord Wednesday: Special Guest Star

Taking a break this week from my issue by issue review of DC Comics's The Warlord as I get ready to head out to San Diego and Comic-Con, I thought instead I'd take a look the Warlord's appearances in the wider DC Universe.

Travis Morgan's first appearance outside his own title was in Crisis on Infinite Earths #5 (1985).  Like just about everybody else in the DC universe, Morgan had a walk-on in this world-shattering (literally) crossover.  He even gets a line:

Next, he turns up in Seattle, of all places, in a two-parter in Mike Grell's run on Green Arrow vol. 2.  Fun was poked at his more than passing resemblance to Oliver Queen.  Here's the cover of the second issue (#28) of that story from 1990:


After that he made a regretable appearance in the equally regretable Justice League Taskforce series, then it was back to Green Arrow (this time Connor Hawke) for three issues.  Dan Jurgens, always a Warlord fan, brought the Teen Titans to Skartaris in 1997.


2000 saw Morgan going toe-to-toe with Aquaman, again courtesy of Dan Jurgens:

Tuesday, July 20, 2010

Down in Undertown


The ghouls of the City’s world aren’t undead, but rather a subspecies of humanity whose origins are lost in history. If they were in Ealderde, the Old World, their presence is well hidden, perhaps obscured by legends of vampires and the like. In the New World, after centuries of mistrust and antagonism, the ghoulish community of the City has struck an unease truce with its human neighbors.

Ghouls appear as thin, sometimes almost cadaverous, humans with unnatural pallor and sharp teeth. Ghouls have little to know body hair. Young ghouls have hair on their head, but most have lost it by middle age. Their pupils are larger than humans, and reflect light like those of cats.

Their appearance, though somewhat unsettling, isn't the (heh) bone of contention between them and humanity. It’s their dietary habits. Ghouls are eaters of carrion, and have a taste for human flesh. They do not, as often portrayed in pulp stories eat live humans, or attack them like a predators. The truth, though, is perhaps equally lurid--in addition to their taste for human meat, they require the consumption of human brains periodically. Scientists feel they require some essential nutrients present in human gray matter. Those who don’t consume it in 14-28 days (depending on the individual) begin to suffer from a degenerative, neurological malady.

Ghouls have always lived underground, and tend to come out to scavenge at night. In the City, the underground construction which produced waterworks, steam tunnels, and the subways provided spaces for the ghouls to inhabit. These more modern structures they managed to connect with more older, labyrinthine structures built by the Ancients from some inscrutable purpose. This ramshackle area of ghoul communities is known as “Undertown.”

Undertown is a sovereign city, but has only been able to survive by making connections with the human city above. Ghouls relay grave valuables and things hauled from the underground to policemen, organized crime, and low-level bureaucrats, and no one notices bodies that disappear from potter’s fields, or even the City morgue.

Ghouls produce no physical works of art or literature, as far as is known. Their only material culture is scavenged from the upper world, or looted from graves.  They do however produce strange music, which many find unsettling, but others strangely appealing. They also have been known to put on plays--unsurprisingly comedy’s filled with “gallows humor.”

Occasionally, ghouls get hopped up on fungus from abandoned subways, or drunk on brain’s soaked in the bootleg liquor from their stills, and they go on a bit of a tear, scaring upper-folk and generally make a nuisance of themselves. Then, police and deputized civilians are sent down to crack a few ghoul skulls, and some ealdormen make noise about the “ghoul menace.” Mostly, though, the two peoples remain segregated.and mistrustful, but willing to live and let live.

Infamous ghoulish Vaudevillian Abaddon Blanchefleur in his last performance before his arrest.
(Thanks to Matt, dwelling East of Eden in the Land of Nod for this pic)

Monday, July 19, 2010

Images from the City

The Mundy Guides are a series works detailing locations in the New World.  One of the most famous is The Mundy Guide to the City: A Comphrensive Guide to the Five Baronies of the Metropolis.  The guide is illustrated with photos, artistic reproductions, and comissioned artwork.  Below are some images from the original edition of the work and their captions:

Workmen atop the Baldanders Building, doing repairs.  This eagle-gargoyle was briefly the perch for nightgaunts (thought to originate on the moon) until powerful thaumaturgic wards were installed.


The poster advertising the infamous last performance of Evard Kellar.  Panic at the performance resulted in the deaths of three, the hospitalization (including psychiatric) of at least ten.


Artist's sketch of the famous Cathedral of St. Bernward, designed by so-called "mad architect" Jostan Geoffry (also designer of the Church of Our Ladies of Sorrows in the City).  The largest of the three bell towers was once haunted by a malign spirit that manifest as a hunchbacked dwarf with the head of a crow and eyes that glowed like lanterns.


Posterity Plaza, bneath the "Colossi of Industry."  The site of the yearly "Champion of Innovation" competition, which draws inventors of a both technological and thaumaturgical bent--and spies of foreign nations.

Sunday, July 18, 2010

Infiltration Beyond the Wall of Sleep

I saw Inception this weekend and really enjoyed it. Without revealing any spoilers beyond what appears in the trailer and reviews, it’s about specialists that engage in industrial espionage by entering people’s dreams and extracting secrets. Beyond it being a good film, its interesting for the game fodder it could provide.

The film helpfully divides the characters up into “niches”, specialties--or even, one might say “classes”--for us. There’s “the architect” who’s responsible for building the dream environments the mark is to inhabit, “the chemist” who concocts specialty sedatives or the like, tailored to the requirement of the particular job, the “operations specialist” who makes sure things run on schedule, and the real players, who are either good at the con in the traditional way, or by disguise (the "forger").

One could run a “dream operatives” espionage game as presented. It wouldn’t have to be limited by the movie's modern setting--it could be“multi-genre”: the player’s entering wild west style dreams, horror film style dreams, superhero dreams, or whatever.

The another option is suggested by the film's frequent references to the dreams, and dream architecture, as “mazes” or “labyrinths.” The team leader tries out his new architect candidate by having her draw mazes on graph paper...

Maybe, there’s a deep, collective unconscious substrata of dreaming that’s like the “mythic underworld?” Perhaps the the dream-thieves are going into dungeons, killing the monsters of the dreamer’s subconscious and stealing his treasure that's symbolized by gold and jewels, but comes out secrets? Of course, then one could gleeful (or more gleefully) throw in everything but the kitchen sink from movies, TV, comics and literatures--it would all be grist for the collective unconscious mill, right?  I don’t know what that overlay would necessarily add to dungeon crawling other than to allow an “in game” rational for anachronistic jokes, disparte pop culture borrowings, and metagame strategizing, but I’m sure there most be something cool that could be done with it, if those things weren't enough.

Friday, July 16, 2010

Hobo-goblins


Hobogoblins are small, ugly humanoids of somewhat apish proportion, who live as itinerant vagrants or tramps, on the fringes of human society in the New World. They occasionally claim to be seeking work, but most often beg, scavenge, and steal to make a living, hopping freight trains to move from place to place. Mostly they’re considered pests, but they can be dangerous when the situation is to their advantage, so the prudent tend to avoid places where they congregate.

Where hobogoblins came from is a matter of debate. The most widely held theory is that they have always been on the margins of civilization in the New World, but documentary evidence of their existence is scant before the modern era, except for some Native legends of malicious, subterranean folk. Some have suggested they stowed away on ships from Ealderde like rats, but this ignores the considerable evidence that the Old World goblin was long ago driven to extinction. A third idea, not widely held, is that hobogoblins were spontaneously generated by the human mind, and that this is the reason for the belief they’ve always been here, because, in a sense, they have.

Whatever their origins, hobogoblins are now common in the New World landscape. They may be be found skulking around rail-yards, squatting in abandoned buildings, or camping in ramshackle, “jungles”--shantytowns--on the edges of cities, or sometimes in poorly kept city parks. Other the occasional knife, they are seldom armed with more than improvised weapons---pipes or boards for clubs, and thrown rocks as missiles. They also bite.

Hobogoblins can be helpful, particularly to those who can speak their cant. They gather a great deal of information, living on societies fringe, and watching, and their shamans know rituals for warding off vicious dogs, finding shelter from the elements, and calling up freight-trains. No one should ever mistake them for trustworthy, however, and one should deal with them only with caution.

Random Hobogoblin Names (1d100):
01-02 Violets M'Gurk 03-04 Burlap 05-06 Whiskey Bazoo 07-08 Coffin Nell 09-10 Hang-dog Legee 11-12 Fleabitis 13-14 Nimble Jek 15-16 Greenyteeth 17-18 Rotpizzle 19-20 Smolderblunt 21-22 Old Kid Slaug 23-24 Grimey Low 25-26 Dry Gulch 27-28 The Right Reverend Sinister 29-30 Grinless 31-32 One-Eye Elrood 33-34 Jabber Obscuro 35-36 Crooknose 37-38 Silent Zed 39-40 Gentleman Distemper 41-42 Spectacles 43-44 Mad Heck 45-46 Tusker Duke 47-48 Mumbles 49-50 Chauncey Throttlebottom 51-52 Goofus 53-54 Young Hairback 55-56 Ol' Rheumy 57-58 Lack Thumb Hari 59-60 Quicklip 61-62 The Grumbler 63-64 Handsome Bloat 65-66 Furious 67-68 Flash Bastard 69-70 Seldom Gently 71-72 Tobacco Sweetback 73-74 Unreasonable the Lesser 75-76 Bullneck 77-78 Wormy Ned  79-80 Boneyard Meech 81-82 Blundercuss 83-84 Ruckus Quietus 85-86 Thar'n'back 87-88 Brazen Dingus 89-90 Jenkin Miserable 91-92 Little Lord Flapjack 93-94 Bleeding-Gums 95-96  H. Hiram Horribilis  97-98 Simple 99-00 Lonelyhearts Ginny Finn.


Art by Chris Huth.