Wednesday, September 29, 2010

Geomorph #89

We continue the series of geomorphs based on art from classic RPGs. Approaching this little project systematically, I naturally selected the only other piece of art from the Moldvay edition of the Dungeons & Dragons Basic Set that suggested any kind of map (not counting actual maps).


This wandering giant snake (by Erol Otus)  has the barest suggestion of a dungeon. The point of view would be placed just to the east of the central stair on this tile. I added additional embellishments (including a large room with a circular pit) to fill things out.

Tuesday, September 28, 2010

Ebon Knight #1 (p. 15)

It's been over a week since I was last able to play out a scene of the Mythic GME-Ebon Knight comic. I've been a bit busy and and I've been consumed with reading The Passage (best post-apocalyptic book I've read in a long time). Anyway, I have about 10-20 more "pages" to go after this one to complete the first issue.
Previous Scene: Page 14

PANEL 1
View of Ebon Knight kneeling down to help Sylvia stand up. The Frog Creature is approaching to present Sylvia with his fur-lined cloak. Everyone stops to look up at the noise from above.

SOUND EFFECT: Broomuguhguhguh

PANEL 2
View of Thug #1 behind the wheel of an industrial forklift, a look of vengeful anticipation on his face.

THUG #1: Get outa my way boys, I'm coming through!

SOUND EFFECT: Brummmm

PANEL 3
The two remaining gangsters dive aside as Thug #1 drives a stack of enormous crates through the hole in the floor.

SOUND EFFECT: BRUMMMM

PANEL 4
Thug #1 is leaping to safety as the crates and the forklift tumble through the weakened floor. 

SOUND EFFECT: BRUM CRASH Brrrrmmrm

PANEL 5
Ebon Knight, Sylvia, and the Frog Creature desperately dodge the falling crates and forklift. 

SOUND EFFECT: CRASH KLING KLANG

PANEL 6 (spanning the entire bottom of the page)
View from behind as the battered and and weary Ebon Knight, the Frog Creature, and Sylvia (wearing the creature's furs) stare down a newly revealed passage of ancient construction. Bioluminescent ichor bathes the passage in greenish light.

***

NOTES (Mythic conventions detailed here)

CHAOS FACTOR 7

CHARACTER LIST:
1. Thug 1
2. Mugsy
3. Sylvia Franco
4. Mr. Ferrazzo
5. Lead Thug from Flashback
6. Red-headed Thug from Flashback
7. Alien/mutant thug from flashback
8. The Frog Creature
9. Fat Tony
10. 2 Remaining Gangsters that raided the warehouse
11. Ursula Romanov
12. Father Sacratini
13. Other (from Silverlode continuity)

THREAD LIST: 
1. Discover what's in the box and properly dispose of it
2. Put a stop to Mr. Ferrazzo's criminal activities
3. Resolve the circumstances of the first scene (why Angus and Sylvia would end up fighting in the alley).
4. Meeting at Silver Moon Airships (Flashback)
5. Cleanse the Old Cellar Under the Warehouse (perhaps)
6. Resolve the fate of Ursula the vampire.

STATUS OF SYLVIA: Most likely healed when the worm-demon fused with her, then again I'm not 100% sure. She may have been injured yet again when it was ripped off her body. 

EXPECTED SCENE: Back to Ebon Knight and Thug 1 decides to bring death from above. [THIS IS SUGGESTED by the "Guide Wounds" Random Event at the end of the previous scene]

(Scene occurs as expected)

PANEL 1
Q: Does Thug #1 try to trap our heroes down in the basement (probably with a forklift) [50/50]? Yes.

Q: Lead with a panel of Angus and Sylvia listening to the forklift start up [50/50]? Yes. 

RANDOM EVENT: NPC Positive (Father Sacratini) "Negligence Goals". Somebody is neglecting their goals and it benefits Father Sacratini. Hmmm... Ebon Knight and Sylvia are neglecting (unintentionally) their goal of retrieving the device. This benefits Father Sacratini, who'll be ready to take possession of the device later on this page or at the top of the next page. Perhaps he's the real mastermind here?

PANEL 2
Q: Is Thug #1 pushing a bunch of heavy crates down [50/50]? Yes

PANLE 3
Q: Does he bail out of the forklift at it tumbles down [50/50]? Extreme yes

PANEL 5
Angus, Sylvia, and the Frog Men Leaping to safety. 

Q: Do all of them jump to safety together [Likely]? Extreme yes!

PANEL 6
Is there a view of a now-open underground passage [Likely given that there needs to be a way out]? Yes.

RANDOM EVENT: NPC Negative "Attach Benefits". I rolled an NPC in the existing continuity, rather than one appearing in this story. That character is a Silverlode character named Wild Jack Carson (now thirty years older). The first thing that comes to mind is that Father Sacratini will "attach" the mysterious device to Wild Jack... or perhaps force him to try it out first. This will all be resolved in the next page. 

Monday, September 27, 2010

Those Mysterious Holes

When I opened my recent purchase of the Moldvay Basic Set and Cook Expert Set, I was amused to discover that I didn't remember my original books as having been hole-punched. It must of have been the case, however, because the rules themselves refer to this:

Each rule booklet is drilled with holes, so that if desired, the pages may be cut out and rearranged in a ring binder.
- Dungeons & Dragons Fantasy Adventure Game Basic Set

Cut out the pages! Horrors! I can't imagine anyone doing that to these precious books. Did anybody out there ever cut out their B/X pages to assemble them into a binder? If so, did they survive the years? Did you combine and intermingle the two rule booklets as the text suggests? I'm generally curious.

Note the holes in the left margin.

Sunday, September 26, 2010

Random Campaign Kernal

Here's a thought experiment. Pick any three RPG products from your collection and construct campaign setting featuring ingredients from all three. I'll go first...


EUROPA: THE WARRING STATES

The decadent Sun King has lost the Mandate of Heaven and infernal powers fan the flames of bloody revolution. Now, a new tyrant is on the march to unite all of Europa under his Enlightened boot. Celestial knight-errants emerge from the secret lands of forests and mountains to champion those who are forgotten in the clash of great powers.
    
    Genre: Wainscot Fantasy
    Style: Swashbuckling / Wuxia
    Theme: Enlightenment and the retreat of the Secret World
    Inspiration: Sleepy Hollow, Adventures of Baron Munchausen, Castle Falkenstein, Brotherhood of the Wolf,  Johnathan Strange and Mr. Norrell, Master and Commander, His Majesty's Dragon

Risus Cliches
  • Celestial Knight-Errant (Fighting with sword and fist; defying gravity; obtaining hospitality in the secret courts of Europa)
  • Dashing Naval Lieutenant (Seamanship; swimming; fighting with sword and pistol; dueling; surviving calamities to win promotion; being charming, handsome and bit naive)
  • Enigmatic Magician (Casting battlefield magic; having a vast library of occult lore; speaking in riddles; bargaining with fairies and celestial agents)
  • Imperious Cavalry Officer (Riding; fighting with saber and pistol; looking good in uniform; charging recklessly across a battlefield)
  • Fearless Monster Hunter (Speaking with an accent; knowing all sorts of occult lore; finding monsters; holding them at bay with holy symbols and rituals; fighting with sword, crossbow, and stakes)
  • Warrior-Nun (Being beautiful and virginal; kicking ass with whatever weapon is at hand; turning undead; having her prayers answered; tending the wounded) 
  • Femme Fatale (Being gorgeous; being well-dressed; obtaining the favors of rich men on any side of a conflict; selling secrets; stabbing people in the back; concealing weapons and other items; social combat)

Dungeon Mapp for iPad (Followup)

Back in August we had a little giveaway of Dungeon Mapp for iPad. The folks at Ambitious Software wanted me to let you know that there is a free version of the software now available in the iTunes store. Check it out.

Friday, September 24, 2010

Geomorph #88

Back on Geomorph #87, a reader suggested that I do more tiles based on illustrations from gaming books. Given the recent discussions on this and other blogs, the inspiration for this geomorph should be obvious. (Hint: imagine a green dragon in that subterranean lake)

Thursday, September 23, 2010

More Apocalypse World (Sex Moves)

Each of the characters also has a special move that kicks in when they have sex with someone. For most of the characters, the special sex moves apply when they have sex with another player’s character, not with oh just anybody, but for a few of them, oh just anybody will do.
- Apocalypse World

Apocalypse World is that kind of game. For me, it's kind of a head-scratcher. I mean when I think of post-apocalyptic gaming, sex doesn't immediately come to mind. But then I guess that the game is really about the complicated relationships between characters, so adding sex moves kicks the relationship aspect up to a level that I haven't seen in any other game (except possibly Vampire, but that game dressed it all up in the vampire metaphor thing).

But again... sex moves? Is this something most groups would be comfortable with? Think about it. Let's say you are playing Apocalypse World with your regular group of friends or acquaintances and you want to employ one of these sex moves because you want to take advantage of cool mechanical benefits or because it's on your playsheet and you think that's what characters in Apocalypse World are supposed to do. Or because you're really getting into you character and hell, it's on your sheet so why not? Now imagine the role-playing involved to set this up. Yeah, potentially awkward seems like an understatement.

Not that there isn't a place for sex in games. It's just that in my experience, this is usually between player characters and non-player characters and even then, usually with a lots of vagueness and "fade-to-black" stage directions.

We play Buffy the Vampire Slayer. Our long-running series is all about the relationships between player characters. So yeah, sex gets alluded to quite a bit. Mostly, as I mentioned before, it's mostly between player characters and non-player characters. Many of the characters have the "Tragic Love" disadvantage, after all.  It's Director's job to make sure sure that disadvantage carries weight. But sex between player characters? For the first time in my long history in the hobby, two player characters in our group (Sam the Slayer and her boyfriend Drew) do end up having sex and eventually (after a long courtship) get married. The sex part was artfully planned by the players of these characters after many sessions had made it clear that was where things were headed. Even still, the actual sex-part happened off screen and was only alluded to.

Where am I going with all this? Mostly, I was just floored to see a "sex move" mechanic is an otherwise awesome post-apocalyptic game. And I do mean awesome. And by "otherwise" I don't mean that the sex thing detracts from the game. It's just surprising and a tad off-putting. Anyway, I'll put this issue aside and take a look at other aspects of the game that seem cool, interesting, and potentially useful.

Image from Apocalypse World by Vincent Baker.

Wednesday, September 22, 2010

Look What Came In The Mail

Last week's discussion of how people imagine D&D led me to an impulsive purchase on eBay.  When I arrived home from work today, this is what I found:


And:

Along with all my original AD&D modules and Dragon magazines, these two beauties were lost sometime between high-school and college. I'm very happy to have replaced them at long last. I can't wait to read them again and imagine how it felt the first time. I'd also like to use them at some point, perhaps when I introduce my sons to D&D proper. I also love the ideas that Scott's been having over at HUGE RUINED PILE and I'm having notions of doing something similar.

Tuesday, September 21, 2010

Geomorph #87

Today's geomorph continues the nostalgia trip inspired by "Imaging D&D" meme from this past weekend. Whereas my last tile harkened back to the Keep on the Borderlands, this one is inspired by the wonderful drawing by AD&D maestro Dave Trampier (from the AD&D 1e Players Handbook). Taken from that illustration, the core element of this geomorph is a stair down to a landing with a magic mouth or other magical effect on the north wall. The stair continues down into the lair of something nasty.


Here's the inspiration:

Monday, September 20, 2010

Thinking About Apocalypse World

So, something compelled me to pick up Apocalypse World this week. Maybe it was this review at Gnome Stew. Maybe it was Chatty DM's experience with the game. Perhaps is was Rob Donoghue's series of posts about it giving him so much food for thought. Anyway, the game really is provocative. I admit that I was already on a bit of a post-apocalyptic kick heading into it, but I literally devoured the thing as fast as I could, reading it on my commute, my lunch break, and during my son's tae kwon do class. It's the type of game that worms its way into your brain and won't let go until you've done something with it. I have no idea if I'll actually get a chance to run the game as presented (though that would be a hoot), but the approach to GMing (MCing) alone is worth the price of admission.

Rather dive into a lengthy post, I'm going to break things up by tackling little nuggets that I found interesting and that might be applicable to Risus and other games that I run.

Move Mechanic
When a player character does something that would be a skill check or combat roll in other games, it's called a move. Unless otherwise noted, all moves are resolved in the same way. The player rolls 2d6+Stat. A result of 7 or higher is a success (or "hit"). A result of 7-9 is a "weak hit", however, and will invariable carry some kind of complication that makes the character's life more interesting. A result of 6 or less is a "miss", something bad usually happens.

There's a lot to be said about moves, but the first thing that struck me about them is that there is no concept of difficulty in the standard rules. The chapter for "Advanced Fuckery" (there are many F-bombs in the text) provides an optional rule for saying something is hard or easy, but the author doesn't seem to put much stock into it.

Coming from Risus, where Target Numbers vary wildly, and Gurps, where many if not most skill rolls are modified for circumstances, I find this fascinating. Combine this with the fact that NPC opponents have no real stats to speak of and you have a game that requires a shift in perspective. But I like it. In some ways, it reminds me saving throws in older version of D&D. Your save didn't have a difficulty. You simply had to save verses spells or poison or some such*. Same for finding a secret door or (in the old days) using your thief abilities.

NPCs receive a similar lack of mechanical differentiation. Individual NPCs have three stats that matter: their weapon damage, their armor, and their harm countdown clock. I have no idea if I'd like this in practice, but its implications for aiding in improvisation during play have enormous appeal. I've seen hacks like Dungeon World where monsters and other foes can have special moves, but even there, they don't get stats like skill levels or ability scores.

The other important aspect of moves that I'll touch on for the moment is that concept of a "weak hit". This is not an unfamiliar concept from Risus, where the optional Risus Companion contains sage advice about using Target Numbered rolls to adjust the level of success, even when success is practically assured. But putting this idea front and center is what really got my notice. I love the idea that a regular success will always have complications that make a character's life more interesting and the adventure more exciting. I'm already thinking about how I might apply this philosophy to my Gurps game. I'm thinking that unless you succeed by 2 or more, there's going to be some kind of interesting complication. On balance, it has to be a net positive, but just adding a little minor blowback for a marginal success sounds appealing (especially since regular failure is becoming increasingly rare as the characters advance).

* Though it could be said that in old versions of the game, the type of saving throw represented difficulty in and off itself.

Sunday, September 19, 2010

Thematic Drift

One thing that I have noticed in the last few weeks is that actual Risus-related posts have fallen off a bit. As long as I presented system-neutral material (like my geomorphs), I haven't felt too bad about this. But lately I've been feeling to urge to write about other rules systems without feling obligated to always tie things back to Risus.

I've begun to feel a bit weird about this.

I relaunched Risus Monkey last December for a couple a reasons. One is that I really, really do love Risus and want to evangelize the system as much as possible. Two is that I saw a niche that I could settle into nicely. Three is that I had had some wonderful solo games of Risus using the Mythic Game Master Emulator and wanted to share my experiences. And four, I already had a history of keeping up the blog regularly some three years prior and it didn't seem like much of a stretch to pick things and charge ahead again.

Which is what I did.

Now I have (as of this moment) 54 followers and the site is listed on many prominent blog rolls. I'm definitely not stalling out or slowing down. If anything, I'm cursed by an overabundance of ideas that I have a difficult time prioritizing.  I'm really interested in Scott of Huge Ruined Pile's Moldvay/Cook Minimalist project.  I'm totally stoked about Vincent Baker's Apocalypse World, old-school Gamma World, and a variety of other post-apocalyptic settings or rules-sets. As soon as I get a free moment, I'll continue my ICONS comic experiment. And of course, I am running Gurps 4e and Buffy: The Vampire Slayer RPG games for my regular gaming group.

But not much of this has much to do with Risus. Sigh.

I'm not sure where all this is going. I do have another old blog that is lying fallow. I know that at some point I'd like to relaunch that one for more general gaming discussions. I just haven't had the time to do it right. And I must admit that I'm nervous about fragmenting my online identity. In the meantime, I'm going to press on much as I have. I'll post as much Risus stuff as I can, but don't be alarmed if I veer off into other systems every now and then.

Saturday, September 18, 2010

Geomorph #86

Today's geomorph is inspired by all this talk of old school nostalgia. It is a tile that is loosely based on the old caves of chaos in Keep On The Borderlands. Missing are the contour lines (which I couldn't easily represent using this style), but just imagine a narrow ravine with the four cave entrances below at different levels.

What I Think Of When I Think of D&D

Because everyone's doing it:


Followed closely by:


Also fondly recalled:

Friday, September 17, 2010

Using Risus to Prepare for Gurps

Looks like we'll be playing in my friend's Doctor Who game tomorrow night, rather than my Gurps 4e Knights of the Astral Sea. It would seem that the angry gods of schedule conflicts were not properly appeased. Anyway, I'm rolling along with planning for the next session anyway and wanted to share what has become the primary tool for minimizing prep time and improving my ability to whip up NPCs on the fly:


That's it, really. When coming up with a new NPCs, I automatically think of their Risus cliches. From there, I use the handy-dandy reference above to produce something like this:


Svetlana's two cliches (Dwarven Artificer 4 and Shield Maiden 2) are written out as Gurps Bang! skills that automatically account for ability scores. When performing tasks that directly relate to this task, I use this score directly. Otherwise, I apply a penalty from -1 to -6 that represents how far a task veers from their area of expertise. Note that I bumped her Dwarven Artificer skill up a notch since there is such a wide gap between Expert and Master level proficiency.

If the character is going to see combat, all I need is Hit Points, a defense value, armor, and her weapon damages. These values can be eyeballed using the second column of my index card, or they can be derived from a relevant cliche/bang skill (sometimes with an adjustment). In Svetlana's case, I based her Strength directly on her Shield Maiden cliche, treating a hammer as a mace (swing+3 damage). Since this is also her melee combat score, her parry comes out to 8 (which is the same as her Dodge would be, assuming a move of 5). For Hit Points, I opted to base it off of her Dwarven Artificer cliche, since the "Dwarven" part implied toughness (and thus extra hit points). If she needed to make a Health check, I'd use this value as well.

Thursday, September 16, 2010

Virmon's Orb of Confidential Conveyance

With the last of the wizard's clanking automatons destroyed or disabled, the heroes of Westport were faced with a single iron-bound oaken door that presumably led to the villain's inner sanctum. Jaktoon had the lock open in no time and Alfren and Tyler advanced into what surely must have been an alchemical lab or ritual chamber. Kaera walked in slowly behind them, invoking the spell that would illuminate all dweomers to her third eye. When she uttered her final syllable, she opened her mundane eyes with a start.


"There's something extraordinarily powerful in here. I've never experienced its like. But it is so strong that it is impossible to discern its origin."


The four heroes busied themselves with poking baubles with their weapons or cautiously running hands over  wizardly implements. No one wanted to touch anything for fear of malevolent enchantments.


While the others searched, Tyler, the visitor from the future, noticed something of interest.


"Look, it's a snow globe. Or I should say it's a desert globe."


The others gathered around to see. Sure enough, there was a translucent crystal sphere containing a tiny bronze fortress built upon an artfully arranged desert landscape. Moving the sphere dislodged a cloud of sand that swirled around the castle as if there were a sandstorm.


"Looks like pretty toy, " Jacktoon put forth with a smirk. "I dare say the Duke's daughter might find it a pleasing gift."


"Don't get any ideas, rogue, " challenged Aldren. "Duke Ashfyr will see everything first. He's promised us land and titles should we unfailingly bring him the treasure of Virmon. That shifty vizier of his will know if we are holding anything back."


Meanwhile, a gaunt figure in yellow robes reclined on sumptuous pillows while voices in the sky spoke of those responsible for his retreat. Pressing his fingers together, he stared out upon the sand-swept landscape and thought to himself, "the Duke's own champions will deliver me into his company, so that I might extract my revenge for all the indignities that I have suffered. Perhaps I'll start with this daughter of his..."

VIRMON'S ORB OF CONFIDENTIAL CONVEYANCE
Appearance: A snow globe depicting a brass and bronze fortress on a rocky desert outcropping. The globe radiates a very powerful magical aura that is easy to detect from great distances but that is nearly impossible to localize up close. The effect is that the orb appears to be a mundane bauble, rather than a powerful magical artifact.

Function: The orb contains a very small pocket dimension centered on the desert fortress and it's immediate surroundings. Virmon has encoded a ritual to transport persons to this dimension into one of his lorebooks (the corresponding spell to get out exists in another book, presumably inside the fortress' library). Otherwise, a character projecting themselves astrally or spiritually could gain entrance to the orb's dimension without too much difficulty.

The fortress itself is well supplied for an extended stay. Virmon intended to reside comfortably within the orb while minions carried him through land too dangerous or inconvenient for one such as himself.

The orb itself in virtually indestructible and occupants do not feel motion or suffer ill effects, regardless how the orb is mishandled by its bearers. The name "Virmon" is discretely etched into the orb's base.

***

Notes
It was inspired by a random selection from Chris Pound's Vancian spell name generator, re-purposed as a Vancian artifact generator. It became one of my favorite magical gizmos in our long-running Buffy The Vampire Slayer RPG series, Slaying Solomon.

Wednesday, September 15, 2010

Woohoo, I'm Number 59!

Ok, I'm not much for tooting my own own horn. I blew by various posting and follower milestones without saying a word.  But I'm still rather pleased to see this little blog listed on Cyclopeatron's list of top OSR blogs. I'm tickled pink to be in such august company, even though it might be a bit of a stretch to call Risus Monkey an OSR blog. I'm definitely OSR-inspired, so perhaps that is what counts. I dig the DIY ethic and brilliant creativity of the Old School community, which is why I spend so much time reading and commenting on OSR blogs. I'm not playing any old-school games at the moment, but that doesn't mean not I'm thinking about them (with or a without a Risus spin).

Old School topics I'd really like to explore in the coming months:

  • A weird science-fantasy sandbox game using Swords & Wizardry (and possibly a Risus-like mechanic for skills). I'd be keen to use the campaign starter posted at Amercian Barbarica, or develop a world based on (and only based on) the works of Erol Otus.
  • The Sorcerer's Skull's upcoming Weird Adventures. I love the setting and I think and old-school rules set may work best, but it may see use sooner if I place it into my Knights of the Astral Sea dimension hopping game.
  • I'd love to run a Gamma World or Gamma World-like game. Seriously. This might be at the top of my list right now.
  • More Golden Age supers using ICONS for at least inspiration (while not old-school, ICONS has a very old-school feel).
  • I'd like to revisit Fritz Leiber's Lankhmar or my own Beyond Sanctuary sandbox.
  • I'd love to do something with James Bond 007.
  • And I'd love more crazy-ass space opera, though I doubt I'd be using an old school rules set.
  • Possibly more generators that would be generally useful to OSR and non-OSR GMs alike.
  • And of course, I'll continue my Geomorph series

Tuesday, September 14, 2010

Geomorph #85

Today's geomorph features the foundations of two towers. They may be a part of the same fortress on the surface or they may have been constructed in different eras (with one tower in ruins above ground). The hook here is that the passages below each tower are unconnected (at least in this tile). The room below the northern tower emerges into a set of spacious chambers in the northeast. The southern tower connects to a fortified dungeon in the complete with cells, a rack, an iron maiden (or similar device in the very southeast), and grated pit.

Monday, September 13, 2010

Apocalyptic Gaming

I've been reading John Birmingham's excellent post-apocalyptic thriller After America (a sequel to Without Warning). Like S.M. Stirling's Dies the Fire,  it's basically a story of  a strange phenomena killing millions of people and upending civilization. Distressing in all the obvious ways but also very interesting as a thought experiment. What would I do in this impossible situation? What if it were some other bizarre catastrophe? Aside from making me marginally more aware of my own family's lack of emergency preparedness, stories such as these also make me think of gaming.

Post-Apocalyptic gaming has a long and rich history in our hobby, from Gamma World  to Apocalypse World (which I want to pick up soon). If one subscribes to the theory that Dungeons & Dragons is fundamentally a post-apocalyptic game (see here), then it is perhaps the oldest style of roleplaying. But while our games often take place amongst the ruins of ancient civilizations, it doesn't seem as common to set adventures at the very moment when everything goes south. Perhaps I'm wrong. I know that lots of people played Twilight 2000 at one point, and that's closer to what I had in mind. And of course there is All Flesh Must Be Eaten. But I wonder how many people run those games right from the moment things go pear shaped?

A campaign where the world falls apart is a natural for sandbox-style play. The conditions of the environment provide plenty of drama as the player characters struggle to acquire supplies and find some area of relative safety. From there, characters should be sufficiently motivated to restore something of what was lost and they will naturally come up against violent strong men and ruthless opportunists. Of course, the GM does have his or her work cut out for them. They should have some idea how things would shake out if the players didn't get involved. Then again, that's not necessarily the case. In some ways, the GM can play through these moments at the same time as his or her players, reacting to events on the ground and discovering the world through their eyes.

My own Knights of the Astral Sea campaign has elements of this. The characters existed before the apocalypse struck and they had to use their wits to survive in those crucial moments after everything went to hell. They are, in fact, still struggling to help put their interdimensional civilization back together.

Another idea that I have been mulling over for years is a sort of a magical apocalypse. In 2012 (of course), magic violently returns to the world. Technology is thrown out of whack, supernatural phenomena kill or mutates millions, and governments collapse. There may or may be not extra-dimensional creatures that arrive to wreck havoc. Into all of this, a party of ordinary people can gather survivors, establish a fortified settlement, and even learn how to harness the magical forces that are suddenly available to them.

Sunday, September 12, 2010

Ebon Knight #1 (p. 14)

Previous Scene: Page 13

PANEL 1
Close up of the blond man who led the gangsters picking up Sylvia in Ebon Knight's flashback. His tough-guy features are straining not to show the terror that he feels.

VOICE (off panel):  The Baxandall Building, Maggot. 

MAGNUS THE GANGSTER (quietly): Magnus.

PANEL 2
Same as the previous panel, but Magnus the gangster's eyes are wider with fear. There is a spatter of blood on his face.

VOICE (off panel): What was that, Maggot?

MAGNUS: eugh

PANEL 3
View of Fat Tony in all his enormous power as he stakes a bloody woman tied to a chair. Blood splatters on Magnus and his companions.

Not much can be seen of the woman in the chair, other than she has brown hair and very fair (if bloody) skin.

Magnus' red-headed companion is almost hiding behind Magnus, though he does seem to be mildly excited by the proceedings. The alien-looking mutant with the big forehead is obviously concentrating intently, the strain of which is visible on his enormous brow.

PANEL 4
Close-up of an even bloodier Magnus and his companions from the flashback can be seen behind him. Magnus is still distressed and the red-head is looking to Magnus expectantly. The alien mutant slumps over as if some great strain has been lifted from him.

MAGNUS (through gritted teeth): Nothing sir. The Baxandall Building it is. Will this be guns blazing then?

PANEL 5
View of Fat Tony tossing aside a bloody mallet as he looks down on the seemingly lifeless woman in front of him. From this angle, her fangs can clearly be seen. She's still a bloody mess and it is not apparent that she resembles a young Lena Olin (not yet anyway).

FAT TONY: Yes, Maggot. Guns blazing. I need that bloody device and I'll be damned if I'm going to let my enemy have it. And for God's sake, make sure you take the big-headed brain buster with you. If he can hold back an elder vampire then Ferrazzo's boys don't stand a chance. But give him some orange juice or something. He looks like's he just gave blood. 

PANEL 6 
View of an angry Fat Tony lashing out at Magnus and his boys as they cower under his verbal assault.

FAT TONY: But don't for a moment think that you're off the hook with that you're off the hook for getting me to trust Sylvia. She played us like fools. She played me like a fool and I'll never forget that it was all your fault, Maggot.

PANEL 7
Close up of the apparently lifeless woman in the chair, her eyes wide with a mix of fear and hate and possibly determination.

Just visible is the big-headed mutant gangster gesturing at the bloody woman as he recovers.

ALIEN-MUTANT GUY: And the vampire, Ursula? What are you going to do with her? And how did you suspect that she was in cahoots with Sylvia?

PANEL 8 
View of a rueful Fat Tony, in all his unpleasantly obese glory. He pulls forth a silver crucifix from under his sweat and blood-soaked shirt.

FAT TONY: At confession, Father Sacratini noticed something odd in the way I was mooning about Sylvia and her lovely new friend. He gave me this and the next time Urusla tried to put the whammy on me, I saw right through it. 

PANEL 9
Close-up of Ursula's face, he eyes betraying a hint of terror.

FAT TONY: As for Ursula... I think it's time that she gets a little sun. I like my women with a nice, healthy tan.

***

NOTES (Mythic conventions detailed here)

CHAOS FACTOR 6

CHARACTER LIST:
1. Thug 1
2. Mugsy
3. Sylvia Franco
4. Mr. Ferrazzo
5. Lead Thug from Flashback
6. Red-headed Thug from Flashback
7. Alien/mutant thug from flashback
8. The Frog Creature
9. Fat Tony
10. 2 Remaining Gangsters that raided the warehouse

THREAD LIST: 
1. Discover what's in the box and properly dispose of it
2. Put a stop to Mr. Ferrazzo's criminal activities
3. Resolve the circumstances of the first scene (why Angus and Sylvia would end up fighting in the alley).
4. Meeting at Silver Moon Airships (Flashback)
5. Cleanse the Old Cellar Under the Warehouse (perhaps)

STATUS OF SYLVIA: Most likely healed when the worm-demon fused with her, then again I'm not 100% sure. She may have been injured yet again when it was ripped off her body. 

EXPECTED SCENE: The thugs from the flashback scene are dressed down by Fat Tony for their misplaced trust in Sylvia when her treachery is uncovered. [THIS IS SUGGESTED by the "Adjourn Advices" Random Event at the end of the previous scene]

(Scene occurs as expected)

PANEL 1
In the last panel we saw a gangster impaled by a spear. In this panel we'll begin with a different set of gangsters in a similar state of discomfort.

Q: Is it just the lead gangster (the blond guy from the flashback) [50/50]? Yes.

Q: Is he suffering physical discomfort [Unlikely]? No.

CQ: How does Fat Tony lead the conversation [Mythic Event Meaning]? "Move Adversities". I'm going to say he's moving this fella to somewhere really unpleasant. The first thing that comes to mind... someplace in enemy territory. Practically a suicide mission. Actually, an active mission to recover the device sounds about right.

CQ: What's this guy's name [Everyone Everywhere: Polish]? Magnus (last name not important right now).

CQ: Name for where he's being sent (gotta be a neighborhood or building) [Wikipedia]? Baxandall.

Q: Is it a building [50/50]? Yes. 

RANDOM EVENT: NPC Negative "Struggle (with) Wishes". As for who... I rolled d12 with the idea that anything over 10 would be a new NPC, one that I knew to be in the setting from previous games or blog posts. As it turns out, I rolled a 12 and randomly selected Ursula Romanov (a vampire NPC from the original Silverlode game). More on this in subsequent panels.

PANEL 2
Continue from Panel 1

PANEL 3
Switch to a view of Fat Tony staking Ursula in gout of blood. I'm assuming that he's conducting some kind of interrogation or perhaps merely administering punishment.

Q: Ursula is a powerful vampire so clearly, Fat Tony needed more than gangster muscle to capture her and stake her. Is Fat Tony himself an elder vampire [Unlikely]? No
Q: Is he meta-human (at least super-strong and tough) [Somewhat Likely]? No (barely... he's probably very strong but not superhumanly so).
Q: Is he backed up by obvious supernatural assistance [50/50]? Yes.

RANDOM EVENT: NPC Positive (Alien Mutant Thug From Flashback) "Release Illusions". I'll interpret this as the Ferengi-looking guy being the supernatural assistance in question, specifically with some very powerful mental illusions to keep the vampire pacified (and perhaps other tricks).

PANEL 4
Magnus agrees to go to the Baxandall Building and asks if it will be a frontal assault. The mutant almost collapses from fatigue now that he is no longer holding the vampire at bay.

PANEL 5
Q: Does Fat Tony agree that it will be a frontal assault [Likely]? Yes.

The device must be important. The Baxandall Building inspires enough fear that it surely must be Ferrazzo Headquarters (or something similarly important). Fat Tony will stop at nothing to get the device (which we still don't know anything about). 

Fat Tony needs to get around to Sylvia's betrayal. I'm assuming that Fat Tony learned of Sylvia's double-dealing while interrogating the vampire. The details don't all have to come out here.

Q: Does Fat Tony refer to the device as "the device" [50/50]? Yes.

Q: Any comments about the usefulness of the mutant in taking out an elder vampire [50/50]? Yes.

NOTE: Ursula is just immobile, as the character was based on the White Wolf take on Vampires. 

Q: Does he name the mutant [50/50]? No.

RANDOM EVENT: NPC Action (Thug 1) "Guide Wounds". Not being present in this scene, I'll delay this event to the start of the next scene.

PANEL 6
CQ: How does Fat Tony address the Sylvia issue [Mythic Event Meaning]? "Decrease Liberty". By putting Magnus and his boys on notice.

Q: Does Fat Tony refer to Sylvia by first name [Unlikely]? Extreme yes. 

Q: Do we take another panel (or two) to explain the link between Ursula and Sylvia [50/50]? Yes.

NOTE: It is apparent that Fat Tony doesn't suspect that Sylvia's actually going to hijack the device from Ferrazzo. More on this may come out later...

PANEL 7
The alien mutant guy asks Fat Tony about Ursula.

Q: Does he use Ursula's name [50/50]? Yes.
Q: Does he imply that Fat Tony called for the interrogation [50/50]? Yes.

PANEL 8-9
Final panels of the page, with Fat Tony giving the reason for suspicion.

Q: A holy relic cut through the attempt at domination [50/50]? yes.
CQ: Name of Catholic Priest [Everyone Everywhere]? Sacratini.

Q: Is Tony going to put her out in the sun [50/50]? Yes.

Saturday, September 11, 2010

Because Every Birthday Should Be a Pirate Birthday

Ok, one of the reasons that I have been a little slow in putting out new material this week is that my wife and I were busy preparing for my son's fifth birthday. As with my younger son's superhero-themed party, we tried for something a little special. This time, however, we went with professionals.

I've mentioned it before, but my boys are totally inheriting their daddy's geeky inclinations. Given the choice of any birthday party, my son decided on pirates after his mommy found this nifty little outfit in Annapolis that does pirates cruises for kiddy birthdays.


Upon arrival at Pirate Adventures, the young but very enthusiastic staff corralled my boys and their friends for costuming, face-painting (mustaches and tattoos), and talk-like-a-pirate lessons. We then boarded the Sea Gypsy for a most-excellent cruise of the Chesapeake Bay. It was pretty awesome LARPing for the pre-literate crowd. The kids were led on a hunt for sunken treasure, avoided mermaid gangs and battled rival pirates with water cannons. My son instantly declared it the best birthday ever. Even though I'd sunk my heart into his brother's Superhero party I'd have to agree (though this one was a bit more expensive).


So that was my day. I've got over a week's worth of ideas that I'd like to turn into blog posts, but I have no idea if I'll have the chance tomorrow. I suspect that I'll be playing pirates with the boys for a good part of the day. :)

(I did manage to catch the end of the Michigan-Notre Dame game... woohoo! As if the day couldn't get any better!)

Friday, September 10, 2010

Real-Life Dungeons: Kaisergruft

Just a brief post while I try to adjust to the change in my schedule caused by a different commute and the start of the school year for my kids. I noted that Geomorph #83 was inspired by a real tomb. Specifically, it is based on the Kaisergruft (Imperial Crypt) in Veinna.


At the time I visited Austria (on the eve of the Euro conversion), I had just wrapped up a short campaign set in 18th-century central Europe. Naturally, I was loving all this Habsburg history.

Wednesday, September 08, 2010

Geomorph #84

It's been one of those weeks where I have less than a half hour a day for personal time. Not nearly enough time for doing solo gaming or exploring new ideas in any meaningful way. But it seems like there is always enough time for a geomorph, especially when I do have moments during the day when I can doodle away from a computer.

I came up with the following tile while looking at old maps I did for campaigns in the distant past. I wanted a building or structure that dominated an entire geomorph with a wide halls and a spacious courtyard in the center. It could be a temple, a monastery, or just one of those mysterious areas that you never really figure out. Feel free to put an interesting feature in the courtyard. I think I'd leave it open, possibly even open to the sky. It might even be a good place for a dragon to lair.

Tuesday, September 07, 2010

Knights of the Astral Sea Session Log #9

Continuing the adventures of Genevieve Lamballe and the crew of Fair Leonore in their quest to restore the rightful heir to the Britannic throne. Thanks once again to James DiBenedetto for the write-up to an amazing session.

2 January 1939

Capt. Alastair Hawkesworth
HMAS Richard Lemon Lander

My Dearest Alastair,

It may seem redundant for me to write you when we are in, for the moment, close contact, but I have grown accustomed to recounting my adventures for you, and so I shall continue to do so.  

It was with some surprise that we discovered just how much time had elapsed during our time in Faerie, and that it was in fact the beginning of a new year by our shared calendar.  Let us hope that this year will be better than the last; with the impending return of Artoria to her rightful throne, it promises to be.  

I do not believe I told you all the details of the taking of the cargo airship Glowworm.  You will of course recall that I had contacted you upon our arrival at Glastonbury, and that you immediately set off to come collect me and my companions.  But the BITC, in the form of the Glowworm, arrived first.  Using my Seeing Stone, I observed that the airship was filled with troops, ready to seize Artoria (and the rest of us) in the name of the usurper currently ruling in London.  As the Glowworm was formerly one of Lord Crabbe’s vessels, he suggested that our party commandeer it – providing us an escape route and liberating it from the BITC thieves as well.  A plan was hastily arrived at; our new sorcerer, Colonel Rasmussen, would use his magics to render Lord Crabbe and Queen Artoria insubstantial, and thus undetectable they would board the airship and make for the bridge.  Meanwhile, through the Seeing Stone, our valiant marine Marcus would speak to the BITC troops awaiting orders in the cargo hold of the ship, as though he were speaking from the bridge.  He would order them to deploy immediately, and to seek out the Queen and the “rebels” accompanying her in a farmhouse about two kilometers from our present location.  

Surprisingly, events went mostly according to plan.  Prior to the airship mooring at the nearby BITC warehouse, I used the Seeing Stone to seek out members of the ship’s crew who remained from the prior service of Lord Crabbe, and Lord Crabbe spoke to one such, advising him of the events to come, and ordering him to alert any fellows who also remained loyal to Lord Crabbe.  Colonel Rasmussen then performed his magic, and Marcus gave his “orders” to the BITC troops.  Unfortunately, a minor problem cropped up – the officers on the bridge heard Marcus’ orders, and began shouting into their speaking tubes, trying to countermand our false instructions.  I focused the Seeing Stone on the bridge, and, without any better options, I fired the Taschenprojektor Elektroturmgeschütz through the Stone and into the bridge, annihilating three of the officers, and causing the rest of the bridge crew to either faint or flee.  At the same time, the BITC troops emerged from the cargo hold and began to head for the distant farmhouse.  Our group then boarded the airship and Lord Crabbe made ready for immediate departure.  

The ship was still nearly ready to leave when a tremendous disturbance occurred below; the inn in which we had been taking refuge collapsed in what seemed to be a sudden, and extremely localized earthquake.  I can only assume that this was the result of something Colonel Rasmussen had done, or tried to do.  He has not spoken on the subject, but I cannot conceive of an alternate explanation.  In any event, we were able to escape without further incident, and two hours later we met up with you en route to Cornwall.  

You will remember as clearly as I our meeting, and your introduction to my companions, as well as Queen Artoria, and I need not dwell on those details.  Nor need I dwell on my visit to you aboard the Lander, except to say that I treasured my visit, as I do every occasion upon which we are able to meet in person.

We arrived at Cornwall without further incident, and after I took my leave of you, I occupied myself with searching for our lost mage, Jude, via the Seeing Stone.  After some effort I found him, and thankfully (it seemed, at the time) he was on this world, on Tudor, en route from Oxford to London, and in the company of a woman whom he had last encountered on Geneva, a fellow sorceress by the name of Mistress Wheeler.  I was not certain whether Jude was with her voluntarily or not, and so I hesitated to contact him using the Stone; I did not want to alert Mistress Wheeler and possibly endanger Jude.  But I saw, only moments ahead of them on the road, men waiting in ambush and prepared to attack them.  I waited for a moment when Jude’s head was outside the carriage he rode in, and whispered through the Stone, hoping that Mistress Wheeler would not hear.  But, whether she heard my voice or somehow detected the power of the Stone, she was alerted to my presence.  I immediately broke the connection, worried that I had made Jude’s situation worse rather than better.

We would soon learn that Jude’s situation, and indeed the situation of possibly every person on Tudor, had become infinitely worse.  As I prepared to head to the meeting of all the airship captains and leaders of the forces loyal to Artoria (a War Council, as our Queen called it), I was stopped in my tracks by a sound from the Seeing Stone.  It had become active of its own accord, and a tentacle, or so it appeared, black as night, was tapping from inside the Stone.  I did not dare to touch it, but threw a cover over the Stone and stepped back.  The tapping became knocking, then pounding.  Then, for a moment it stopped, and just when I began to believe that the danger, whatever it was, had passed, came an unholy sound; the very fabric of the air seemed to tear itself, the cloth over the Stone was sucked into it, and finally the Stone itself exploded into so much sand.  The sand, still in the form of a globe, hung in the air for an instant, and then imploded upon itself, and when all was silent, there was a tiny hole.  A hole in space, in reality itself, just hanging there in the middle of the room.  

I sought out Colonel Rasmussen, as he was the nearest sorcerer to hand, and upon seeing the ominous tear in the world only a few feet away, he immediately fainted.  I began to gather my instruments to study the hole, and as I did so, Lord Crabbe, Queen Artoria and others arrived, wanting to know why the council of war had been delayed.  Upon seeing the remains of the Seeing Stone, they immediately understood.  My instruments showed that energy was vanishing into the hole; it seemed to be an example of a singularity as described by Professor Einstein in his theories.  I never imagined that I would see such a thing with my own eyes, and if I live to be a hundred, I pray that I shall never see one again!

As our magic-wielder had fainted and thus could not offer a solution, I tried to think of a way to remove this evil disturbance, which seemed to grow slightly larger every time I looked at it.  It occurred to me that perhaps the answer would be to build an etheric projector and use it to remove everything in the room – including the hole – from this world entirely.  And so I commenced to building one.  As I worked, Alister Crowley appeared, looked at the phenomenon, was severely shaken, and proclaimed that magic rather than science would solve this problem, and that the answer would not be found here.  I had sharp words with him; I believe I said something to the effect that it was his “nonsense words and ridiculous symbols that caused this in the first place, and it is my science that will fix it.”  Unsurprisingly, he did not take this well, and he left, with Colonel Rasmussen following quickly behind.  I continued to work, and as I did, Lord Crabbe raised a question – assuming that my device worked, and removed the disturbance from this world, where would it end up?

I admit that I had not considered this at first.  My immediate thought upon hearing the question was to send it to a dead world, and I asked Lord Crabbe for the coordinates of such a place.  But he objected to this, saying that the hole, or whatever might eventually emerge from it, would not remain where we sent it, and it might cause untold destruction throughout the many worlds.  

I had no answer to that, except that destruction later and far from us is preferable to destruction now, and right here.  But it was at that moment that Jude appeared, with Colonel Rasmussen right behind him.  Jude told us what had happened; after I told him of the ambush on the road, his companion began to summon an evil, unthinkably powerful entity that she would use to destroy the ambushers, and Jude broke her concentration at a critical moment.  Apparently rather than simply cause the summoning to fail, the result was that the entity was summoned, and possessed (or perhaps consumed is a more appropriate description) Mistress Wheeler.   Jude ran for his life, and two miles later, met Mr. Crowley in the road.  Mr. Crowley returned him to Cornwall, and then vanished (exercising, as your Shakespeare put it, the better part of valor).  

I was extremely angry with Jude, as his action (however reasonable it seemed in the moment) had destroyed my Seeing Stone, and had endangered this entire world.  But I put that aside, as his proposal for dealing with the problem angered me even more.  He suggested that he could banish the entity that was on the other side of the hole, and which was slowly trying to come into our world.  But in order to do so, he would have to first bring it fully through the hole.  To be frank, I did not believe that Jude, even with the support of all the other mages present (unfortunately few of them, as the Royal Society had gone to war with itself just as Tudor itself had), could contain the…thing…that was attempting to come to our world.  But, as I could not conceive of a safe place to send the hole and the entity within it to, his plan was agreed upon.  His plan did involve me; he intended to use my device to help in powering his ritual.

Jude instructed me to incorporate components of his ritual (runes drawn on my equipment, silver used in place of other metals, and so forth) into the device I was constructing, and he went over the ritual with his fellow mages.  After much feverish work, the device was ready, as was Jude.  I stood well away, out of sight of the hole, with the button in my hand to activate the device on Jude’s signal.  It began, and though I did not look I knew when the..thing…had been brought through.  Jude continued his ritual, and at the precise moment, he spoke the final word, I activated the device, and the thing, whatever it was, was gone.  The spellbook Jude had used for the ritual was gone as well, and I must say I am not at all sorry that it is.  Apparently the same book Jude used to banish this…thing…was used to summon it in the first place.  Good riddance to such a monstrous thing, I say.  

I must credit Jude for his skill and his bravery in removing this threat.  But I will say that I much prefer Colonel Rasmussen’s magic to Jude’s.  Earthquakes and fiery storms are dangerous, but the worst they can do is kill one, while Jude’s magic can be used to summon inhuman beasts that can consume one’s soul.  

In any event, the threat was passed, and the long-delayed war council took place.  You were there, Alastair, and so I do not need to recount the fine details of the meeting.  I will instead ready myself for the construction of the apparatus that will link all our airships together to serve as a massive, mobile radio transmitter, so our Queen can speak to all her subjects at once, and urge them to her banner.  And we will all prepare ourselves for the infiltration of Whitehall and the removal of Mr. Kelly and his malign influence over the usurper Cunningham who currently rules in London.  When next I put pen to paper, I expect that Artoria will sit securely on her throne, and we can begin the rebuilding of the Britannic Empire.  I look forward to fighting at your side as we do so.

As ever, I remain your most devoted and grateful friend, 

Genevieve Chantal Therese de Lisieux Lamballe, la Reine du la Cour d’Automne