Friday, August 31, 2018

Weird Revisited: Star Warriors: The Azuran System

This post is from 2015, but I really like the map, so I felt like it was worth revisiting...


This is a "work in progress map of the Azuran System, location of the Star Warriors setting I've done a couple of posts about. Some of these worlds have been mentioned in other posts, but here are the thumbnail descriptions of the others:

Yvern: Humans share this tropical world with sauroid giants! They have learned how to domestic these creatures as beasts of burdens and engines of feudal warfare. Some Yvernians are able to telepathically communicate with their beasts.

Vrume: The desert hardpan and canyons of Vrume wouldn’t attract many visitors if it weren’t for the races—the most famous of these being the annual Draco Canyon Rally.

Zephyrado: Isolated by its “cactus patch” of killer satellites, Zephyrado is home to hard-bitten ranchers and homesteader colonists—and the desperados that prey on them!

Geludon: A windswept, frozen world, Geludon is home to mysterious “ice castles” built by a long vanished civilization and the shaggy, antennaed, anthropoid Meego.

Robomachia: A world at war! An all-female civilization is under constant assault from robots that carry captives away to hidden, underground bases--never to be seen again.

Darrklon: Covered by jagged peaks and volcanic badlands shrouded in perpetual twilight, Darrklon is a forbidding place, made even more so by its history as the powerbase of the Demons of the Dark. Few of the Demons remain, though their fane to Anti-Source of the Abyss still stands, and through it, they direct the Dark Star Knights and other cultists.

Computronia: A gigantic computer that managed the bureaucracy of the Old Alliance and served as its headquarters. It is now under the control of the Authority, and its vast computational powers are used to surveil the system.

Elysia: Elysia was once a near paradise. Technology and nature were held in balance, and its gleaming cities are as beautiful as its unspoiled wilderness. Elysia’s highest mountain was site of the training center of the Star Knights. Now, the Star Knights have been outlawed and the people of Elysia live in a police state imposed by the Authority.

Authority Prime: This hollowed out asteroid holds not only the central headquarters of Authority High Command, but its training academy and interrogation and detention center, as well. 

Thursday, August 30, 2018

Unfathomable: An Interview with Jason Sholtis


Over email, I had on a conversation with Jason Sholtis on OU. Here are the best parts:

What's the secret origin of Operation Unfathomable?

In brief, I got swept up in the early throes of the Old School revival, decided to see if I could write game materials and submitted a piece to Matt Finch's zine Knockspell ("The Font of Glee" from issue 3). I was shocked and amazed that it was accepted, which only emboldened me, despite not having written much of anything outside of comic book scripts for years and years. I set out to write a follow up for Knockspell and came upon what I thought was a decent hook, sending novice adventurers into a "high level" dungeon partially depopulated by a previous expedition. My aim was to pack it full of what I considered to be new and unusual characters, encounters, and situations, and to express in a concise way my own approach to the Old School RPG experience. I wanted to demonstrate these personal idiosyncrasies via the traditional dungeon form, in much the same way as the anti-corporate punk rock scene (with its zines and other home made media) that I enjoyed participating in as a younger person.

When the Google Plus thing began to percolate, I wanted to see if I could manage to run a game using Hangouts and ran the Knockspell version of OU. We had fun, despite appalling PC casualties, and decided to continue on. Driven by the need for additional adventuring material, I began to expand the scope of OU, adding tons of new weirdos, locations, and horrors.

Did the campaigns/settings you run before bear any resemblance to the OU world, or was this sort of new territory?

I ran a campaign in the early-to-mid-nineties that had some similarities, primarily the Underdark-like subterranean wilderness. Once the PCs entered this wilderness, there they remained until the campaign fizzled. Important Old School cred note: I missed all of 2E D&D, and had no inkling of the Underdark as a thing.

So I know you saw Patrick Stuart's review of OU, where he took issue with its tone. "Cheese," I think is the word he used. What are your thoughts on tone in OU and D&D in general?

I guess I should start by saying that I think there are no limitations on tone in D&D; it's all about group preference. The game can accommodate the full range of tonal elements from the utmost Tolkienian seriousness, high drama with actual emotions resonating around the table, to low comedy and can sometimes vacillate wildly in the same campaign.

Whether any of those kinds of modes are desirable is entirely up to the players. Let the record show I make no value judgements in this department.

There is a popular notion that gaming materials should be as serious (and, possibly, scary) as a counterbalance to the comical behavior of players at the table. While I concede that this idea has some merit, I am wired in the way that I am wired.

Personally I find it nearly impossible to run a game of Dungeons & Dragons that doesn't skew into the ridiculous and I have embraced this approach. If I can present a game that has absurd elements that still engages players, I call it a victory.


For anybody who's taken a look at my Dungeon Dozen blog (Volume One still available!),  this should come as no surprise.

I do find the whole milieu of D&D gaming to be ludicrous in a very fun way:
"I swing!"   
"I just go ahead and pull the lever!" 
"I check the giant skull for traps!" 
"Why yes, I speak High Beetle-ese!"
My attempt at writing an adventure module with a humorous (yet lethal!) tone was both natural and with purpose. For me, where a lot of adventures I have read in the past fall down is when they boil down to dull details and lists of stats. I figured if I can present things in a way that was amusing and engaging enough to be read through without pain, the reader would have a solid basis for running the thing. Zzarchov Kowalski wrote a piece for his blog that is fairly in line with what I hoped to accomplish. I didn't care so much if OU was innovative in its presentation, just that it was entertaining and memorable. The degree to which I have succeeded or failed in this is (of course) for others to judge

As regards "cheese," you know, cheese is pretty delicious but I guess it's used as a pejorative in this sense. Cheese, kitsch, camp: all of these could sort of apply to Unfathomable but they're all kind of vague terms that could be used to describe a lot of D&D play at the table. I will certainly own up to some of my influences being composed at least partially of cheese. Is cheese in the eye of the beholder? Is cheese played with a straight face more or less objectionable than cheese presented with a wink and a nod?


I do mention Star Trek the Original Series a couple times  in the manuscript (I think there are two such references amounting to a small handful of words) which manages to be both cheesy and awesome simultaneously, which was my ambition with OU.

Unfathomable is a fairly accurate representation of my play style, which I'm advocating by publishing the thing, but I certainly don't reject other tones or styles out of hand and have enjoyed playing in a variety of games that run the tonal gamut.

Are there things you like or look for in setting related materials that you buy? Are there things you enjoy when other authors put them in a setting that you would probably never do in a setting you create? 

I should answer first by saying that I am not much of a consumer of setting materials in general, as I have always been a bit obsessive about making original settings for the games I run, but I do enjoy checking out other people's work in this area. I avoid using materials that I haven't concocted myself because I'm an egomaniac, ahem, I mean because making that stuff is an aspect of the hobby I value and enjoy.

I've admired settings like Tekumel and Glorantha for years (and have been fortunate enough through the miracle of Google Plus to finally play in games of each captained by James Maliszewski and Barry Blatt respectively), but I would never set out to write something like those huge Glorantha tomes (which look awesome). For me I would rather drop hints and small bits of setting information though the presentation of an adventure or a series of adventures and leave tons of wiggle room for GMs to interpret the setting for themselves. For D&Dish settings, monster listings, character classes, spells, and especially art convey a sense of setting without becoming encyclopedia entries. To get in my union-mandated Hydra plugs, your Strange Stars is a great example of a setting presented without lengthy screeds that also allows the artwork to convey a great deal of information. Chris Kutalik's Slumbering Ursine Dunes series presents all kinds of setting information baked into the adventure material.

And with our Hydra Cooperative sponsors plugged, that's a wrap. Thanks Jason!

Monday, August 27, 2018

A Sufficiently Advanced Network is Indistinguishable from A Plane


In fallen, far future age, the achievements of humanity's (or post-humanity's) Height are often viewed through a lens of superstition or occultism. The "Outer Planes" of the wizardly scholars are the ancient networks of the branching human clade and perhaps alien species they joined with, fanning out from Primal Sol to systems to worlds with planets to disassemble and forge into computronium and stars to enshroud for power. The minds of these digital beings (gods, in a since, as much then as now) became so vast, that they could never again travel. Computronium was too precious to waste on ships, and the bandwidth of the wormhole network was low.

So they sat through age--and ages longer than real-time and their hypersophont clock speeds. Many most became eccentric even neurotic. A few went completely mad. These are the gods of the future age.

Concordant Opposition is the nonsense name for the router connecting the far flung networks of post-humanity. Some travelers might dawdle there for millennia in the hub city called Sigil, The City of Doors. Some have accidentally stayed so long the civilizations that birthed them fell into dust.

Primitives sometimes discover the router through awakening ancient technology left from more lucent eras. These innocents abroad are easily gulled into unencrypted travel between networks putting their data at risk for theft. The grifters and thieves that prowl Sigil and squat just beyond the exits from the wormhole conduits know that the only meaningful thing they have to trade to many of the gods of the other planes are sapient minds. The only way they can avoid the clutches of the gods themselves are to serve up naive bumpkins in their place.

The Mind who runs Sigil doesn't care, so long as protocols that maintain trade are not disturbed. Those they get him her way are either destroyed out right or strip of privileges and thrown in a dilemma prison. The Lady of Pain, she is called, and not without reason.

Sunday, August 26, 2018

A Dozen Encounters in A Spaceman's Bar

The original d10 only version of this post appeared in 2011. Here it is again, revised and expanded...


It was a motley crowd, Earthmen and Martians, and Venusian swampmen and strange, nameless denizens of unnamed planets...”
- CL Moore, “Shambleau”
This could be used with any pulpy space game:

01 A shifty-eyed human trader eager to unload a large, glowing jar containing squirming creatures he claims are solar salamanders.

02 Two spacers in aged flight suits.  They're of human stock but congenitally scarred from in utero exposure to poorly shielded drives and strange cosmic radiations.

03 Four pygmy-like “mushroom men," fungoid sophonts from the caverns of Ganymede. They are deep in their reproductive cycle and close proximity gives a 10% chance per minute of exposure inhaling their spores.

04 A reptoid outlaw with bloodshot eyes from chronic hssoska abuse and an itchy trigger-claw.

05 A balding man with thick glasses and a nervous look sits in the shadows. If observed for at least a minute he will be seen to flicker like a bad transmission on a viewscreen.

07 A human child with pigtails and sad eyes surrounded by a faint nimbus of swirling, colorful lights.

08 A cyborg gladiator (his machine parts occasionally leaking oil) on the run from one of the L4 arenas regales two groupies with his exploits.

09 A scruffy prophet and his 1d4 wide-eyed and oddly-dressed teen acolytes, dealing in "spiritual enhancers."

10 Blonde and statuesque Venusian women, neuro-goads on their belts, looking for a suitable male.

11 A hard-faced man with steel-gray hair and a military baring watches the diverse patrons with a cold gaze. His aging uniform might be recognized as that of the humans-only Knights of Solar Purity revolutionary group, crushed in the Phobos Uprising.

12 3d6 Creatures(?) like fist-sized fur tumbleweeds that move with suprising speed and attach to glowing with some sort of electrostatic force burst from a storage bin, presumably accidentally lift in an alcove. Could they be examples of the fabled florofauna of Vesta?

Friday, August 24, 2018

The Tempus Fugitives


The Armchair Planet Who's Who will contain some "minor" characters/teams who are presented with not more explanation than is what in their entry. This is part of the suggestion of a bigger universe rather than exhaustively detailing it all. The Tempus Fugitives are one of those...

They were branded "anomalies"--beings who were dangerous simply because they were outside their proper timestream: Gary Mitchum, taken from a 1950s Earth by a flying saucer crew from an erased future; Ssatheena the Dinosorceress from an Earth of evolved saurian swords and sorcery; Jack "Tex Mech" McCandless, a cyborg cowpoke from a high-tech Old West; Jehana Sun, warrior maiden of a future medieval Earth conquered by aliens; M'Gogg, a hulking Neo-anderthal from a post-nuclear war world. They promptly escaped from the "Big Hypercube" maximum security prison and now survive as temporal soliders of fortune.

Art by Agus Calcagno

Thursday, August 23, 2018

Scavengers of the Latter Ages

art by Shahab Alizadeh
Here are some further refinements/elaborations on the idea I presented in a previous post for a 5e (or any sort of D&D really) game that was actually far future science fiction replicating fantasy.

  • The Distance Future: Millions of years certainly, though exactly how long is obscured by the mists of time and the humankin's fickle devotion to data storage formats. It is possible that biologic humanity even disappeared at one point but was resurrected by its nostalgic offspring. Scholars are aware that more than one civilization has come and gone and the Height was long ago.
  • A Neglected Garden: Earth was once an intensively managed paradise, maintained by nanotechnology and AI that were integrated into the natural world. Most of the animals were heavily modified by genetic engineering and technology, and some were of exozootic stock. Even humans were integrated into this network, and everyone born still carries the nanotechnological  system within them. Though technological spirits and godlings still live in nature, they no longer heed humans on any large scale, at least in part due to the fact that few humans can activate the necessary command codes.
  • Diverse Humankin: Through genetic engineering, different clades of human-descended biologics have developed. The reasons for the modifications from baseline seen in these "races" may not always be apparent. Perhaps some were just art projects for some creative god?
Art by Laura Zuccheri
  • The grist: Commoners speak of "magic users" in dim memory of the fact that everyone of Earth is a "user" in the computer science sense, but wizards know there is no such thing as magic, only grist, the layers of nanotechnology that envelope the world. Everyone uses it to a degree, but few have the aptitude to develop the skill to employ the grist to work wonders.
  • The ether: The underlying grid of spimes and metadata, which supports the nano and once integrated it with the internet, is known as the Etheric Plane or Ether. Wizards and other magic users are aware it plays an important part in their spells and also in the powers of gods and incorporeal intelligences, but they are like mice within a palace, ignorant of its total function and potential.
  • The Outer Planes: Civilization at the Height was not confined to the Primal Earth, but extended through the stars. Some of the posthumans that went to other stars disassembled planets to convert to computronium, then huddled close to stars for power. Their civilizations sometimes became very strange, perhaps even went mad. Many of their networks still connect to Primal Earth through ancient but robust relays. Humankin of Earth are often in grave danger when they venture into such places.
  • Treasures Underground: Earth's current society is built on the detritus of millennia. Current humankin seek to exploit it in rudimentary ways, and more advanced civilizations of earlier times sought to do so in more advanced ways. The tunnels they dug still exist, but so do the guardians they put in place and the dangers they encountered.

Wednesday, August 22, 2018

Wednesday Comics: Heroes of the Public Domain Reference Guide Issue #1


I backed the Kickstarter for the Heroes of the Public Doman Reference Guide #1 and the physical copy delivered just yesterday, though I've had the pdf for some time. The new art in the book is by Chris Malgrain, the French artist that I'm working with on the Armchair Planet Who's Who Project. It was also a Kickstarter fulfilled through the comic-specializing print on demand publisher Ka-Blam, which is something I'm interested in doing too.

But anyway: the comic. It's 32 public domain characters spanning the alphabet from Amazing Man to Yankee Girl. Some of these characters have modern appearances (sometimes multiple, competing modern appearances) but the guide just sticks to their "classic" Golden Age histories.

The print quality is good as is the original art. The text is brief, but some of these characters didn't have a lot of appearances. If POD characters interest you, it's worth picking up when its widely available, presumably on IndyPlanet.

No relation to the Wakandan Black Panther