Wednesday, September 11, 2013

D&D Omni-Style

A couple years back I remember seeing on some forum or the other an entirely weird (and there for wonderful) collage-like ad for our favorite fantasy game from OMNI magazine. 

With a vaguely New Wave aesthetic backed by the liquid surrealism that seemed to be the bread and butter of the art of that magazine (a look and tone that seeped way down into the space opera reaches of my soul) the ad really stood out from the cartoony ones that TSR pumped out at the time in its quest for a young market share.

Until lunch hour--in which I happened to be (virtually) flipping through two more issues from the late part of 1981—I was unaware that that ad had some companions. All three posted here for your non-ironic/ironically-detached viewing pleasure.



(By the way, you can find the entire run of OMNI here legally and free.)

Wednesday, September 4, 2013

Don Featherstone R.I.P.

Just heard from a friend that DonaldFeatherstone passed away yesterday at 95 from complications following a fall at his flat in Southampton, UK. Featherstone was for mini wargamers one of the pioneering hobby giants and great popularizers along with (his close friend) Tony Bath, Charles Grant and (the other) Phil Barker.
Featherstone as a young tanker in WW2.
An oral account of his combat experience can be found here
Though he had a tendency to sometimes lapse into Colonel Blimpness in his historical writings on the small wars of the Victorian Age, he left behind a long legacy of incredibly useful and experimental books on wargaming.

Featherstone was particularly fond of the blackpowder period armies, however his books and other writing exhibited a wide ranging understanding and a creativity many times bordering on the wide-open imaginative play often associated with roleplaying games. His book Solo Wargaming, for instance, has a fascinating chapter on 19th-century solo campaigns on the Northwest Frontier of South Asia including some interesting examples of fake newspaper/campaign journals (see my scan below) spinning stories out of the emergent play at the wargame table.
Click to enlarge. 

Fortunately thanks to John Curry's History of Wargames project you can buy new, affordable reprints of much of his work (why doesn't the rpg hobby have an equivalent). Find a list of those books here.

Don Featherstone, presente.

Tuesday, September 3, 2013

Pompeii as Model Undercity or Ruins

Over the long weekend besides running a surprisingly-fun character-generation only session of the new Hill Cantrevs/Beyond the Wall mini-campaign (more about that later) and basking in the never-ending white-hot Texas sun, I had some mental room to get back to working on my cyclopean city-ruins pointcrawl project.

In the course of doing some research on real world existing ruins I discovered some wonderful, “I would be challenged to do it better” finds.

I am a firm believer in non-linear site design (thanks to that thought-provoking  old analysis by Melan) and how that makes for richer, more-interesting gameplay for the site-based focus of D&D, it's stunning just how much real sites seem to provide rich examples. And even more wonderful that thanks to the vast Annwn storehouse of stolen knowledge how easy it is to rustle up some inspiring visual examples.

Take Pompeii.

Truth be told I have modified actual-existing small-scale maps of that city for my Jakallan undercity (and later Kezmarok undercity when I shamelessly reskinned it), but at the time had never seen a larger-scale block map. Now thanks to Guide Archeologiche Mondadori: Pompei  by Eugenio La Rocca, Mariette and Arnold de Vos check this out.
Click to enlarge.

Notice how you have large access street-corridors with several avenues of approach. These can take the place of central staircases or main corridors of mega-dungeons that provide quick access to the “deeper” sections while presenting players with a number of exploratory choices. With the numbering system already here you can project a pointcrawl system quite easily to help guide travel and exploration in the zoomed out mode.


Even better is how the Roman-penchant for creating dense urban complexes (insulae) breaks the blocks down into a number of smaller discreet areas themselves sub-divided with large numbers of interlocked, non-linear choices. The above-mentioned book and some other internet sources even provide a wonderful selection of “pre-keyed” micro-examples of the city's larger villas, each of them could make for nice little sub-dungeons. (Note that these maps are mostly sites from that larger block map.)






Friday, August 30, 2013

The Hill Cantrevs of Weirdain Mini-Campaign

One of my oldest and dearest fantasy influences is Lloyd Alexander's Chronicles of Prydain. The Prydain books were the first fantasy novels that I bought and read entirely on my own. Evanline Ness's expressionistic covers and strong, evocative black-and-white maps grabbed me and
Alexander's writing sealed the deal. I blew through all five books as quickly as the Troll Book Club could deliver them.

Though a few Prydain-influenced NPCs, subtly and not-so subtly-veiled, have crept into the home campaign (all hail Lord Gurgi, Master of Tables and the Hambone), I have been jonesing for an avenue to play around in the setting.

The recently released old school-ish Beyond the Wall--which explicitly nods its head to Alexander and another favorite Ursula LeGuin—ramped that desire up again. That BTW features at its core a fellow-traveller lifepath character generation to that of the Hill Cantons Compendium (and to some extent Feudal Anarchy) that evoke the archetypes and tropes of the best Young Adult fantasy of my distant youth is just gravy.

So here we go with another half-baked mini-campaign, 2/3rds Prydain and 1/3 of my own insanity. The players will be the callow youth of Commot Flaylsnaith a small village just over the Little Avern from the Free Commots in the scrubby, war-torn Hill Cantrevs (naturally). Rules expanded below will basically be By This Wall chargen and magic mashed into my old friend, first edition Stormbringer.

Character Generation and House Rules
1. Pick a phlegmy-sounding Welsh here or Lloyd Alexander here name

2. Roll 1d6+5 for each of your starting stats (note that POW will sub out for WIS). Roll 3d6 for SIZ. Don't sweat the low-seeming stats, you are going to get a buttload of bumps using the playbooks. Note that you don't roll for your starting class as per normal Stormbringer.

3. Pick one of the following Beyond the Wall playbooks:
Village Hero
Untested Thief
Witch's Prentice
Would Be Knight (in this case Cantrev lord's warrior)
Young Woodsman
Forgotten Child (available from the free Nobility supplement here.)
Nobleman's Wild Daughter (as above)

4. Add any modifiers to your stats as directed (maximum of 18). Yes, you will likely end up with much higher attributes than usual BTW (that's a consolation prize for sucking more than the normal SB character.) Hit points are SIZ + CON divided by 2.

5. When the Playbook directs you to add a skill, add +20% to an appropriate-looking SB skill. A Weapon Specialization or any other Combat skill for example would add 20% to a Weapon Skill, a craft/profession skill 20% to a similar Craft or Lore skill, etc. Ask me if you aren't sure what the equivalent would be. Give yourself two bonus +10% hikes on skills.

6. Take the starting equipment as outlined in each playbook. We will be using prices from BTW. Leather Armor is the same, while Chainmail is the same as Half-Plate in SB.

7. Magic will also as directed by BTW with my rough conversion of effects. Ignore Fortune Points (fortune favors the bold), Alignment and Initiative (it's by DEX as per SB).

8. Purely optional step. BTW provides a really nifty co-creation take on building your starting village. The quick and dirty, when you roll on a table with a woodcut-looking scroll icon on the right side, that's your cue to make up a locale in the village entirely. When you see the open hand icon that's your cue to make up a relevant village NPC to your backstory.

So away we go aspiring pig-herds and petulant brats. Rumors and hooks coming next.


Wednesday, August 28, 2013

Elder Scrolls, In-Game Books and Player Info-Dump Opt-In (or Out)

I came late to the Morrowind and Skyrim party (though Daggerfall, which bored me to tears, was some where back in my past). Truth be told both games ate up inordinate amounts of my blog writing time and energy as is my addictive wont.

One positive take-home I received from playing both games, Morrowind in particular, is how unobtrusively the game designers worked in layers and layers of setting depth by scattering hundreds of in-game books to be read at the player's leisure—or not. Here is a book that details the site-specific account (and gameably useful) of a long-past archaeological expedition, there one dealing with the intricate cosmology of the demon-like Daedra, and another purely some fictional in-setting story.

See I love this. 

I am a notoriously impatient player of crpgs with their invariable info-dumps—far more even then my customary tabletop “five minutes and I am out” intolerance—abruptly clicking over and over again through cut scenes and NPCs monologues. But that kind of impatience is at odds with my love of worldbuilding and leisurely exploration of the layers of a setting's mysteries—and of course successfully playing the game.

Others have explored the games' successes with creating an expanded world beyond the bounding of each game's sandbox. I am way more interested in how the technique might be useful to my own sandbox campaign where the players seem to want to explore this stuff at varying levels and with their own hand on the throttle.

So far it has seemed to work very well on both ends. The players approach me individually during downtime, hiring a sage or doing direct research in a temple library, and ask specific sets of questions about ranges of background they want to explore to achieve party and individual goals. I get a chance to put my cracked, 3 am thoughts about the Hill Cantons to paper. Win, win.

But why describe when I can show. Here are a couple recent examples.
Five Shades of Azure
[Bundled up this week with the usual curt dispatch papers from the Decade King's courier is a gift: a rat-gnawed, leather-bound manuscript penned 518 years ago by a  Kežmaroki march-officer, Balazas. A short note from Prince Vdelko tersely reads “of obvious interest.”]

Contrary to the prejudices of the Rock [High Kežmarok] our Pahr subjects here on the Shore are not quite the uncouth louts they are made out to be in polite society. To the contrary, I have had many a pleasing—if such a word can be used when suffering the pains of court exile—moment here at Vygrot in their hearty bearded company laughing at their colorful tall tales, seeing the blush of the red-cheeked village maidens in their white linen and floral bodices...[long, racy and embarrassingly clumsy digression].

Month Five, the Longest Patrol
I can understand the nervousness of the men as I pass in quick inspection, the local reputation of the Ruševin is one of utter fear—when it's not being studiously avoided with a stubbornly-cultivated ignorance. To be sure the hollow bones of the dull malachite walls and jutting, skewed spires sprawl oppressively along the crest of Bojan's Peak and the saddlebacked ridge behind.

But my station now affords no question and orders remain orders to those in service. Mounted, me on my charger, the wardens on their shaggy steppe ponies, the patrol takes the switch-backed, broken ruin of a road up from the valley floor. Passing through the curtain of tall, black pines, an eerie stillness and  a strange buzzing sensation descends over us, hushing the coarse jokes and gossip. The outriders find their way hemmed in by the treeline and gladly regain the quiet comfort of the main column.

Closing in on the western slope we can now make out features of the ruins. Rubble fields and a few free-standing walls seem to rule on this side, giving way to a wide boulevard which stretches north-south from the hulking mass of the gatehouse and the gleaming mass of the outer walls. That central avenue threads its way up to a large enclosed structure—its proportions even from this far distance huge in dimensions.

What giants or demons must have raised such an edifice and for what purpose? Not a single window pierces its massive, long-running walls and the only egress seems to be enormous stone portals that look several stories tall.

With a shudder we are glad to leave this site [sic] behind as the trail turns north to the snow-clad peaks. Even combat with the fire-dwarves that haunt those heights seems welcome to spending time contemplating the horrors that must lurk in such a place...

Lost Vlko and Romuilak the Lupine
[The monograph as commissioned by He Whose Howls Echo Among the Ages, His Fecundity, Tazrun, the Illuminious and Mighty Seneschal of All the Southlands.]
For a people who had their origin in the horse-stunk nomad hordes of the Sea of Grass the Pahr people have been remarkably at home in the scrubby hills, rounded peaks, high valleys and crags of Zem. While many of the hill clans have long since been domesticated into the (slightly) more sedate lives of Overkingdom cantons, tales of the “lost kingdoms”, Old Pahr petty mountain kingdoms that dropped from the historical record centuries ago--and into the popular imagination of this day.

One such tale that looms large in the so-called Southern Cycle, that great collection of folk ballads and tall tales of how the Pahr came to migrate, conquer and be conquered in the post-Hyperborean era, is that of Vlko and its hirsute, half-wild founder, Romuilak the Lupine. Many a man of science would like to believe that Vlko still exists, nestled high in the Cerny mountains, with a people prospering by the simple, bellicose virtues of the Old Pahr hidden and secure from modernity.

“Wild Child” and Twin stories are common amongst all the peoples of the Overkingdom and often mix the heroic and divine. Romuilak's story begins along archetypical lines, an unknown, yet presumed lordly father and harassed mother abandon two twins. Where upon Romuliak is raised by a pack of bog-wolves (known to be great nurturers) and his brother (whose name is lost in time) by an occular bat.

Growing to adulthood, the two are reunited, go on great adventures and gain possession of three mighty items of great magic: the Bear-Cloak of Molak, the Shaggus Staff of Oldest Lhoma and the Cyclo-Crown of Hming the Arched. With these mighty items and a swelling army of druzhina, amazons, reverse centaurs and war-ocelots they sack and raise Xol, the last great Hyperborean successor city-state.

Anger issues satiated, the twin warlords then began to construct a great city, Vlko, on the summits of the two massive, rubble piles of Xol's wreckage. Shortly thereafter a routine sibling spat over who was allowed to sit on the right side of the mead-hall table spilled over into tragic violence and Romuilak slew his twin with a single, greasy blow of a pork chop.

The aggrieved and heart-broken Romuilak swore to make war no more, closed the borders and devoted his remaining years to making Vlko a shining petty-kingdom on the hill...

Friday, August 23, 2013

The Hill Cantons Bestiary: Polymufs

Yesterday's goofball post on the custom Reincarnation table (that I will henceforth be using in the eponymous campaign) reminded me that I have been slacking in my write-ups of the horde of custom monsters I have been using. My typical excuse is that I don't tip my hand to the players, but the qualities of many of these critters are well-known to them at this point—so here we go.

The following "poor dear" creatures are an homage to the work of late John Christopher, in particular the supremely dark, post-apocalyptic Sword of the Spirits series which I ate up with delicious pre-teen anguish. They played a starring role as relatively sympathetic NPCs in the mini-campaign “dragon hunt” sideshow that took place on two small islands far to the south of the Cantons. 


Polymufs
No. Enc: 2d6/1-100
Alignment: Chaotic (Good, Evil, Whatever)
Movement: 120’
Armor Class: variable by armor
Hit Dice: ½ (house polymuf)/1 (field polymuf)/ 2 (feral polymuf)
Attacks: 1
Damage: weapon
Save: F0/F1/F2
Morale: 6/7/10
A firm, but unfair social order greets newborns on the Southlands island of Ptuj. Plagued by two centuries of increasingly bizarre mutations among the population, the local Rada (council) long-ago issued a decree-- irrespective of family social station--that all residents would be divided into three castes on birth: (at least visibly) deformity-free “citizens” (who wear their feathered hair and pastel tunics tied over the shoulder as a sign of their superiority), the “dwarfs” (midgets who are second-class craftsmen but ostensibly free), and the enslaved “polymufs” (the visibly-deformed, semi-free underclass of the island).

While many polymufs remain cowed by the centuries of servitude, others who style themselves “polymuf and proud” have weathered the treacherous local currents and slipped off into the Weird to found “freegan” maroon colonies built around a life of hand-me-down ancient literature and communal living. Life is tough for the feral maroons, yet there is a certain panache and skill in arms that accompanies those that truly “live freegan or die.”

Deformation Table (Roll d20 for each polymuf)
1-2...Almost passable (deformation under the clothes line)
3-10...Minor visible deformation
11-17...Major visible deformation
18-19...1-4 deformations at least one visible
20...Major deformation and mutation (1-4 physical, 5-6 mental on Gamma World 1st edition mutations table)