Wednesday, September 9, 2015

Wednesday Comics: Star Trek

Yesterday was the 49th anniversary of Star Trek the Original Series, so today seemed like a good time to revisit one of my favorite Star trek comics: Who's Who in the Star Trek. The two issue limited series was released by DC Comics in 1987 at the time when they held the license for Star Trek comics. Done in a format similar to there Who's Who series in general, it contained entries on characters that had appeared in their comics and characters from the TV show and movies.

In an era before I owned all the episodes on blu-ray (or DVD or VHS) it was a window into parts of the ST universe syndication had yet to show me. Plus, it had famous comic artists doing Star Trek characters. Check out the cover above by Howard Chaykin. Or these Orions by Todd McFarlane:


How about Talosians by Bill Wray?



There's also stuff by Walt Simonson, Gray Morrow, John Byrne, and Ron Frenz there, among others. It's well-worth tracking down a copy.

Monday, September 7, 2015

My Labors

Happy Labor Day everybody.

 After the InDesign chewed up the last round of major edits, Lester was forced to reconstruct them, causing some delays, but John Till's Strange Stars Fate is back on track with just some record sheets and a last bit of clean up to go.

Here's another sample page, featuring art by David Lewis Johnson:

Speaking of Dave, he's done a great job on a painted cover illustration for another project I'm working on: an adventure set in the Land of Azurth:


Sunday, September 6, 2015

Masters of War


Mars is an old world; the gardens of its youth are now deserts. Its once great seas have desiccated to brackish morass. The Martians are an equally old culture. Their technology is in advance of any others in the Cosmos, save the angels and spirits. They care nothing for the pursuits of art or love that move and vex younger races. The Martian spirit and their entire society is bent toward the only thing they deem of value: the perfection of the arts of war.

The inhospitable nature of the Martian surface is made worse by the eternal war among the Martian factions. Thick, war-miasmas creep across the surface, stirred by something other than the thin Martian wind. Living war machines and vat-born monstrosities roam the wasters To avoid these horrors, Martian live in domed complexes with bunkers running deep underground. Few genuine Martians are left (though they are all but immortal, many die in war, and infertility is high among them), but all that are raised in common, in military-style barracks in a manner similar to ancient Sparta.

Martian war efforts are directed by the War Minds, electric brains built from the synthesis of the most brilliant Martians who have passed before. The direct Martian society in the most efficient way they can calculate. The Martians themselves form the officer corps of their armies. The common soldiers and servants come from the ranks of the vat-grown, near humans made from Martian science.

On the peak of Olympus Mons, the highest mountain in the known Cosmos, dwells the Oyarses spirit of Mars, Phaleg. Phaleg is said to be a war mind to dwarf the combined intellects of all the other Martian brains together. He sends giant, copper-color automaton, dressed in the manner of the hoplites of the ancient Greeks as observers to all the great Martian battles. His palace is said to be a Valhalla where replica soliders replay battles from across all of time.

Friday, September 4, 2015

A Most Thoroughly Pernicious Pamphlet


Mateo Diaz Torres has released his hopefully first compilation of material related to his old school D&D campaign, Pernicious Albion: A Thoroughly Pernicious Pamphlet. Don't let the title fool you. The setting may be pernicious, but the pamphlet is like a rejuvenating tonic.

The setting itself is one of the most interesting ones to come out of the blogosphere in the past few years. In brief, it's author describes it as: "Austenian body horror fairy tale role-playing." To much of a tease? Well, perhaps this more expansive quote will elucidate: "It’s all insane angel conspiracies, occult aristocracy, revenant Romans, tennis with vampires, evil couture, Ars Goetia, royal spawning pits, realpolitik, light homoeroticism, and lakes of human teeth." Having had the pleasure of playing in Mat's game, I can personally attest to the vampires and tennis--and a lot of sort of "comedy of manners" interactions with frightening entities of great power, punctuated with discrete episodes of killing things and/or taking their stuff.

So the pamphlet: It's an introduction--just a taste to leave you wanting more, but in 17 pages it manages to convey a lot of the flavor of the setting. It's got two new old schoolish classes: the vampire and the warlock (a nice streamlining and refining of the 5e warlock), and has setting-based modifications of the cleric and magic-user. Three supernatural entities are detailed (patrons for warlocks or whoever) with there own goals and granted abilities. Then, there's armor, coinage, and languages: the mundanities or worldbuilding rendered interesting and evocative here.

As that description suggests, it's really a nice player's manual for the setting, which I suspect means the more expansive "GM's book" is to follow.

A Thoroughly Pernicious Pamphlet is available in pdf and hardcopy. Check out the ordering details here.

Thursday, September 3, 2015

Different Takes on Clerics


While on my vacation I did have a could of ideas of different ways to approach clerics. Nothing that would change there mechanics really, but changes to their "fiction" within D&D-like implied settings.

A God for Every Cleric
D&D talks a lot about clerics acquiring followers and whatnot, but only level titles hint at them being in a hierarchy from the outset. Maybe that's because every one of them adds a new god/Avatar/Saint/interpretation? They're struggles are the beginning of something at least partially new. Each cleric is the founder of a new cult, if not a whole new religion, and their deeds are its founding legends.

Saints & Madmen
Maybe clerics aren't priests with orders and heirarchies at all? Maybe they're crazy hermits and empowered saints? I've thought along these lines before, but there clerics were evangelists of a new apocalyptic cult. This way, they have always existed, but they're holy and special. Not all priests have spells.

Wednesday, September 2, 2015

Wednesday Comics:The Coming of the Slayer

"The Coming of the Slayer"
Weirdworld #3 (October 2015), Written by Jason Aaron; Art by Michael Del Mondo

Synopsis: Arkon and Warbow manage to fight their way free of the magma men that had them surrounded last issue. They drop into a conveniently waiting boat in the lava below. They make good their escape, but not before Warbow yells their names defiantly to the magma men.

Once they are in a place of safety, Arkon is eager to take his leave of the obviously somewhat mad Warbow. He asks for the map he was promised before he goes:


While just has crazy, the map doesn't at all resemble what Arkon had on his map. Warbow explains the land is called Weirdworld for a reason--it's everchanging.

Meanwhile, the magma men report to Morgan Le Fay the two heroes escape--and their names. She decides to send an assassin after Arkon, a man named Skull the Slayer. Skull is busy slaying elves when he gets the message.

He and Arkon meet up at a tavern. After an exchange of vague grimness, the fight commences. The Slayer seems to have the better of him, until Arkon causes them both to plummet from the mountain into a jungle below.

Commentary:
Another obscure Marvel character makes his appearance: James "Skull" Scully.

Monday, August 31, 2015

What I Did (and Didn't Do) on My Vacation


Very little rpg-related, is the short answer, but I'm back and ready to resume my usual blogging schedule. I figure the best place to start is with a product update.

On the Strange Stars front: the good news first. Work on the old school gamebook is going to accelerate, thanks to the Fate book being (mostly) put to bed, vacation behind me, and Robert "Savage World of Krul" Parker's help.

Now the bad news. I had hoped to be announcing this week that the Fate book would be released in a another few days to a week, but alas, that is not to be. A file crash (which I'm told is a known issue with large InDesign files) caused us to lose the most of the last edits. B. Portly is having to put those back in a second time. My hope is that that won't take too long, but I can't give a specific timeframe.

Beyond Strange Stars, I've been planning to devote my energies next to doing a couple of adventures. In Doom's Wake is a piratical thing that I've already talked about the first playtest of here. The other is set in the Land of Azurth, my current 5e game world, and will be called The Cloud Castle of Azurth. You'll be heairng more about these on the blog, but Strange Stars will be done before either of these sees the light of day.