Thursday, May 16, 2019

Why Isn't There a Game for That? [Update]

I originally wrote this post in 2014, so it's probably time to check back in and see how the rpg landscape is changed. There are a number of genres/subgenres that are under-utilized or not utilized at all in rpgs, despite the fact they would probably work pretty well. Here are a few off the top of my head:

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. It's probably not a genre that has a lot of cachet for modern audiences.

Wainscot Fantasy
Little creatures hiding in the big world. Think The Borrowers, The Littles, and Fraggle Rock.
Update: I've found forums and blogposts where others are asking about this sort of thing, but no games still. Well, no published games. There's a quick and lite Fraggle Rock game here.

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: Looks like there is a game called Meddling Kids. I don't know anything about it though.

Wacky Races
I've written about this one before--and Richard has run it. Still needs a game, though.
Update: There is a board game, which perhaps is a better fit for it.

The Dungeon That is Never Cleared


I'm sure there are the exceptions, but it seems like that Gygax-approved secondary goal of dungeoncrawling is to clear dungeons to make the land safe for decent folk or something like that. I don't know how much that's that's done these days, but at least dungeon rooms and levels are cleared to allow safe havens/base camps.

What if the dungeon were so alien that sort of thing were unlikely? A dungeon could be looted, but it never could be tamed. This wouldn't mean that the dungeon is static or unchangeable by adventurers, just that it would always retain its essential, deadly, character.

I've been reading The Vorrh by Brian Catling, a novel which has at its center (sort of) the eponymous, immense, ancient forest that is steals people's memories and is supposedly uncrossable. I'm also thinking of the toxic, alien nature of the Zones in Roadside Picnic.

Maybe a mythic underworld as hostile as either of these, would be a bit too much of a killer dungeon (but then again, maybe not) but some movement in this direction might be interesting. In both cases, the appropriate sort of preparation might be key. In the Roadside Picnic case, that means good intel and appropriate gear. In the case of the more mystical Vorrh, it might involve a separate quest to get the needed knowledge, blessing, or key.

Philotomy in his off-quoted "Musings" got it, particularly if we go light on "versimilitude" and allow just enough "internal consistency" for player choices to be meaningful:
"...a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer.   
It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it."

Wednesday, May 15, 2019

Wednesday Comics: Marvel's Planet of the Apes

The Planet of the Apes film series ended with a whimper rather than a bang with 1973's Battle for the Planet of the Apes, but it was followed by a 1974 TV series that was likely the catalyst for Marvel Comics licensed adventures. The color series, Adventures on the Planet of the Apes only lasted 11 issues. It began with a colorized adaptation of the first film, reprinted from the more successful series the black and white Curtis Magazine title, Planet of the Apes.

Doug Moench was the only writer, working with a rotating cadre of artists, including Mike Ploog and Tom Sutton. The entire film series was adapted with varying degrees of fidelity, but what was more interesting was the new content where Moench's imagination was given freer rein to add to the Apes mythos. There were brains in jars and Middle Ages style jousting apes, coonskin cap wearing frontier apes, and ape mutants riding giant-frogs called Her Majesty's Cannibal Corps.


Boom! Studios has collected the entire run of the magazine series in four hard cover archives, but unfortunately the first volume (at least) is out of print, and tends to be sort of pricey on ebay.

Luckily, the internet comes to your rescue! If you interested in the magazine series, this site will be useful.

Monday, May 13, 2019

The Planes of Chaos

Discussing cosmogony with an being of chaos, much less a Chaos Lord, is likely to lead only to more confusion. Linear logic, causality, even truth, are concepts beings of Chaos find unnecessarily limiting. Turning to their sacred writ (such as there is) will be of little help, either. The Hymn to Perplexity is composed entirely of questions and no answers.

Still, when they choose to, the ancient monsters and angels of Chaos remember the Godhead, the One that encompassed all. It was no more Order than Disorder, no more Constant than Mutable. If there was a Fall, it was Chaos that was indistinguishable in any meaningful way from what came before; It is Law that is the aberration. And even that aberration was born of Chaos.

Limbo is akin to what the multiverse was before Mechanus, before time existed. It is primordial soup from which any concept or being might be instantiate.  Chaos did not remain untainted by Law, however. Form, causality and other concepts gave shape to the previously formless. The border regions coalesced into something different.


Arborea is the home of beings who revel in the the gratification of the senses. They seek to woo other souls to throw off the shackles of Law and experience the pleasures of greater freedom. They never coerce beings into accepting their gifts (such would be a violation of freedom), but mortal souls may not be prepared for the experiences they offer.

The sad, dangerous monsters of the Abyss cling only to the concept of Self. The entirety of cosmos is merely an insufferable dream they can never wake up from. They torment or toy with other beings, even other demons, in attempts to exorcise their irritation. They are seldom successful.

Friday, May 10, 2019

Weird Revisited: Beneath the Fog Sea

The original of this post appeared in 2012...


The children of port cities are wont to crowd the docks when any airship comes in, but none generate the excitement that the return of a vessel laden with strange, subnebulous treasures does. Many’s the young lad or lass who dreams of one day being one of the daring divers who brave weird miasmata and battle strange creatures to win fortune and fame.

The modern world has four strata. The highest is the upper atmosphere of relatively benign flying things. Just beneath are the High-Lands of plateaus and mountain-sides where humanity dwells. Lapping at these lands at the lowest elevations is the Fog Sea, a region of roiling, glowing, multicolored mists. These mists are eldritch things: toxic, mutagenic, or both, with lengthy and concentrated exposure. Inhospitable though this region may be to humans, there are many flying or floating creatures which make it their home.

The deepest depths of the fog shroud the lowest strata: the Low-Lands, the Undersea. Here one may find true oceans of water (gray and toxic from absorbing the overhanging fog), but more importantly, here lie the ruins of a once great civilization. This is thought to be the ancient home of man, before whatever happened, happened, forcing him to seek higher ground. Ancient treasures--both of wealth and knowledge--were left in these ruins. Though sailing a whole vessel through the fog is generally considered too risky a move, divers and diving craft are sent down to reclaim these treasures.


The fog isn’t the only danger. If the strange flying and floating things weren’t enough, the ruined cities themselves are inhabited by monsters. Some are mutated animals, others are humanoids--perhaps the degenerate descendants of the humans left behind. These savages view divers as violators of their territory at best and potential meals at worse. In the shadowy depths, divers do battle with these creatures, steel against steel, as firearms often misfire dangerously when submerged in the fog. The psychoactive properties of the mists have given strange powers to the creatures that dwell in it--but sometimes limited exposure does the same for divers, too.

Despite the dangers of death or loss of humanity, the rewards are great. There is no shortage of youths willing to sign on for a voyage beneath the Fog Sea.

Thursday, May 9, 2019

The Planes of Pure Law

The Analects, concerned primarily with the philosophies and doctrines of the forces of called variously Law, Order, Persistence, or Certitude, are silent on emanation of the first Aeon--The Fall-- where a lesser infinity of the Godhead was broken in some sort of hypercosmic trauma. The first concept to differentiate or separate from formlessness was Order, and everything that was not was Chaos. Thus, the first Syzygy was born.

As Order was elaborated, mind was born. The Prime Mover sought to make the multiverse as precise and orderly as its thought process. It constructed more of itself, a vast planar machine, and called it Mechanus.  If the whole universe were a vast computational engine, it could model the Godhead with such fidelity that it would be the Godhead--or at least the Godhead to the maximum resolution of the fallen universe.

But Unity no longer existed. On the expanding boundaries of Mechanus, interaction with Chaos created doubt, and doubt led to schism. The Boundary Archons became convinced that intellect and logic alone could not describe the Godhead or form Unity. Nor could the necessary transcendence occur by coercion. These seven Archons created the Heavenly Mountain, and at its peak was Abolition of Self, which would transform the souls born of chaos into what the Archons in their certainty knew the cosmos needed.

Other Border Archons believed that the cosmos could only be changed by force. They even dared consider that the former oneness might never be restored--but perhaps a new unity could be constructed. Mechanus's measures were too passive. They had seen the worst of Chaos, and the equations of the Machine were not adequate to the task of subduing it. Chaos could only be expunged, and those too weak to resist it would need correction or destruction themselves. Only the strong would have a place in Unity. They burrowed into Chaos and fixed it with chains called Oppression and founded Hell.


Monday, May 6, 2019

Consulting the Sages

Our Land of Azurth 5e campaign continued last night with the party still in the future, spending the night in the apparent safety of the Frog Temple (whose messiah, they believe is Waylon the Thief from some point in the future). They are awakened by the white glow of a point floating air that spreads into a line vibrating with the words of Phosphoro. The wizard asks if they have acquired the book. Before they can answer, something disrupts his transmission.

That something turns out to be a ball energy that resolves into a humanoid form. In a booming monotone, it demands that they turn over the Book of Doors, explaining that the Mysteriarchs of Zed will brook no one unworthy gaining entrance to their hidden city. It also declares that it is not fool by the trickery inherent in this "anomaly," though who this comment is aimed at is not clear. The group assumes it to be Roderick Drue, but the confused young man protests his innocence.

The party surmises they do want to to fight this creature, much less the Mysteriarchs, so they bargain: They will give up the book, minus the page they must give Phosphoro. The creature summons a "factor" of the city empowered to make such negotiations.

After some talk, the factor agrees to their terms. Additionally, he warns them their presence here might summon a "Time Keeper." He has the "golem of pure magic" examine the book, then remove the page Phosphoro will need. Then the agents of Zed leave taking the rest of the book with them.  When they are gone, Phosphoro renews contact. The party explains the situation, and Phosphoro prepares to return them home. Due to the nature of temporal magic, he states they will have to drift out of this time slowly. It make take hours or days.

With nothing to do but wait, the party tries to find out more about what calamity befell their homeland. They seek out the Standing Stone Sages. The sages don't know much that can help them, but do reveal that The Clockwork Princess and Queen Desira, the Enchantress of Virid, were allies in their rebellion against the Wizard.


No sooner are they done talking to the Sages than they encounter a strange ooze shot through with electrical impulses that seems to follow them. The attack it at a distance, finding it resistant to most things, but vulnerable to cold. Relying primarily on such attacks, they destroy it before it can ever get an attack in.