Showing posts with label Systemless. Show all posts
Showing posts with label Systemless. Show all posts

Saturday, February 13, 2021

The Only Dungeon Video You'll Ever Need

 


From the desk of science fiction writer and wargamer Jon Mollison comes this penetrating analysis of dungeon design. It some ways it goes over some well-worn ground, the tension between the "Mythic Underworld" model and the "Gygaxian Naturalist" model of worldbuilding; but Jon really takes it to a higher level (no pun intended) with a surprising argument that the Mythic Underworld is the most realistic dungeon of all. Highly recommended.

Friday, January 1, 2021

Building a Setting in Four Images

Concept stolen from Twitter. Originally presented devoid of context, since this is not Twitter I can unpack my thought process somewhat.


What would we do without Frank Frazetta? I like this particular picture because it's not (as far as I can tell) one of his cover paintings for an established figure. The juxtaposition between the Old World knight and the New World visible on Earth is interesting, as is the fact that the moon seems to have a breathable atmosphere. Some sort of alternate-history cosmology, perhaps? 


Yeah, that sounds about right. This image I got from a post on What a Horrible Night to Have a Curse . . . , where it illustrated a great idea about a tidally-locked planet that feels like the Land of Faerie in the habitable band - a world of eternal twilight, sandwiched between an endless frozen night and an eternal scorching desert. Since we're doing a sword-and-planet style solar system, this is going to replace either Mars or Venus, and I think the latter works a bit better. 


So how are we going to get our premodern heroes off to these strange new worlds? Long-time readers may recall my thoughts about a pulpy dungeon-crawl setting riffing off Stargate, and I think a similar riff works here. This picture gives the gate idea more of a Stonehenge vibe, and the vaguely North American landscape (and the explorer's hat) imply a very interesting Colonial period.


Well, we started this post with a knight, let's end with one, too. Artist Shaun Keenan has a bunch of historical-warriors-riding-dinosaurs pieces scattered across the internet, any one of which could spark a whole campaign idea. What I like about this is that it implies that the gates from Earth to the rest of the solar system are not one-way. Sure, Sir Knight could have picked him up in the twilight jungles of not-Venus, but why not in Africa or the Amazon?

To sum up, then, we have a version of Earth that connects via megalithic portals to other bodies in the solar system that are weirdly different, in a way that encourages exploration. The inhabitants of these other bodies, which include dinosaurs and at least one kind of humanoid monster can also use these portals to visit Earth.

I like it.

Wednesday, July 11, 2018

Kickstarters Coming and Going

With the advent of Kickstarter and other crowdfunding platforms, it seems there's always a neat gaming-related project running. To illustrate this point, I'm going to highlight a couple that I'm currently backing, one that's just started and one that's almost out of time.

First off, Secrets of the Nethercity by Autarch is ending in just a couple of days. This project is actually two books, a city guide and a "kilodungeon"* filled with the remnants of a necromancy-fueled elf culture, both obviously intended for use with Autarch's Adventurer, Conquerer, King System** but easily adapted to the OSR system of your choice. While it's reached its funding goal, there are several stretch goals to go that will add details to the city setting, many of which will be unlocked in just a few thousand more dollars.

While I'm a bit behind in reading it all, I've been a big fan of Autarch's output thus far. I can also vouch for their customer service, having had a small problem during the fulfillment of their last Kickstarter, which was remedied within a day. So if you want to uncover the Secrets of the Nethercity, I certainly encourage backing it.

As for the new one, what it lacks in direct RPG content it more than makes up for in style and good ideas. I'm speaking of Cirsova Heroic Fantasy and Science Fiction Magazine, which is currently in the process of funding its 9th and 10th issues.

 Or rather, it's funding Volume II, since the editor of Cirsova, P. Alexander, has said that even if the Kickstarter fails to fund, these two issues will be released on Amazon. Still, the Kickstarter price for these two magazines starts at just $1 for digital copies of both, so there's incentive to back now instead of later.

So what do you get for your $1? For the past few years, Cirsova has been publishing some of the best short fiction available in a pulpy/Appendix N/Weird Tales mode. While it tends towards Burroughsesque Planetary Romance, strict genre lines take a backseat to action and plot - the latest released issue includes cyberpunk, urban fantasy, and space pirates, while the first three issues available for free on the website include swashbucklers, Lovecraftian sword-and-sorcery, and weird Colonial-era yarns. No matter your taste in fiction, there's probably something here for you.

And as for gaming utility, there are a few stat blocks and one-page dungeons scattered throughout the magazine's run, but the real utility is giving a GM a wide variety of incidents, characters, and details to work into their own games - much as the original Appendix N did, and continues to do.

Like with Autarch, I'm a happy previous backer of Cirsova magazine. Neither of these fine publishers have any idea I'm writing this, my only benefit is that more backers means more and better content for everyone. So if either of these interests you, by all means help them out!

*Because it's big, but smaller than a megadungeon, you see.

**DriveThru affiliate link - generates a small percentage paid to me at no additional cost to you. Thanks in advance!

Friday, December 16, 2016

The Dungeons Of Catan

Well, not quite, but that's what I was first reminded of by these neat new dungeon tiles being developed under the name of HEXOMOPHO.

". . . Does this Wandering Monster Table have anything other than Robbers?"

 With 54 different tiles, including a number of different entry points (my favorite is the dock), it looks like a bit of planning will allow a GM to lay out a practically infinite number of maps. Or, just have a stack handy and deal them out as the players progress, although this method will also require the use of some good random stocking tables.

The best part? The full set of designs is free to download, scaled to either 15mm or 28mm miniatures. Printer paper, glue, and cardboard is pretty much all you need to get started, and in a real pinch you could probably skip the glue and cardboard.

A big thanks to Dungeon Fantastic for bringing this to my attention.

Thursday, September 22, 2016

High Weirdness Campaign Generator

Having been in a bit of a pulpy mood lately, I was pretty pleased to come across this generator over at HeroPress:


True, it does have a few elements that lend themselves more to The X-Files than Indiana Jones, but there's a lot of overlap in those elements, especially if you up the gonzo quotient in your pulp. And while you can use the name-initial method to run the generator - "Fairies Ran the New World Order" sounds kind of like the start of an urban fantasy campaign - it's also perfectly situated for dice.

What's that? You don't have a d26 handy? Actually, neither do I. Happily, d20s and d6s are both standard, and if we use both that just gives us more elements to work with. For example, if I roll 18 + 3 on the top half that gives me Nazis, Dragons, and Gnomes (. . . maybe this is also a fantasy generator), and 14 + 4 on the bottom "Ruled the Hollow Earth", "Built Atlantis", and "Created the Nazca Lines". These all have possibilities by themselves, but you can't tell me that Hollow Earth Nazis fighting ancient Atlantean dragons for control of places of gnome-made power doesn't sound amazingly off-the-wall.

Thanks to Tim Knight of HeroPress and the original maker of this generator!

Saturday, September 17, 2016

Dungeongating!

A setting premise for the pulp-tinged fantasy or fantasy-tinged pulp RPG of your choice.

While knocking about in the East in the 1920s, an English explorer Sir George Lancasterwood-Smith came into possession of a curious stone ring of impressive size immense age. Naturally he had it shipped back to his estates in Berktonshire, where it stood for several years until one foggy, moonlit night when something came out of the ring and ate Sir George's favorite hound.

 In response, rather than do something sensible (like sticking the ring under an American mountain range for sixty years), Sir George moved the ring indoors and engaged all manner of scientists, cranks, boffins, alchemists, and mystics to figure out its secrets. Eventually, they determined that by illuminating sections of the ring in sequence, the inside would shimmer and thin and, if passed through, would deposit explorers - somewhere else.

Somewhere else, in this case, being an immense underground labyrinth, decorated in a vaguely familiar but unidentifiable style that seems to heavily feature skulls. This was, however, less important than the unique and valuable artifacts that kept turning up, inspiring Sir George to lead several expeditions further and further into the maze.

That, of course, is when the monsters showed up.

The bulk of them seemed to be long-dead bodies mindlessly shambling around despite various states of decomposition, but
there were plenty of other creatures seemingly torn from ghost stories and fairy tales, and others that defied sane descriptions. Despite this, Sir George is still recruiting interested parties to investigate the mysterious underworld, perhaps discovering whether the labyrinth has any exit, or whether three are any other living people inside. Some of those studying the ring - or the Gate, as it's now called - also wonder if, by changing the pattern of the light shone on the ring, the Gate could be made to open somewhere else entirely . . .

Friday, July 25, 2014

(Almost) d12 Reasons to Buy Dungeon Dozen: The Book

1) It's now Pay What You Want at Drive-Thru.

2) . . . Because it's good? I mean, Jason Sholtis' blog, The Dungeon Dozen, is page after page of inspirationally quirky and system-neutral* charts, whether for treasure, encounters, or world-building. The announcement says that the book will only by PWYW for a limited time, however - I wouldn't expect it to last much past Christmas in July. So, if you're a fan of Jason's work, this weekend looks like the time to take the plunge. And if not, let me whet your appetite with some of the subjects this book covers:

3) "Apocalyptic Visions in the Crystal Ball"

4) "Those Blood-Curdling Screams off in the Distance are Actually . . ."

5) "Dungeon Conspiracy Theories"

6) "Semi-Unknown Were-Things"

7) . . . OK, that's probably enough. Although many if not all of these tables are also found on the blog, the book adds some terrific art and the convenience of having them in one place. Plus, they're just fun to read, even if you don't need really need to roll for "Items of Moderate Interest in the Ogre-King’s Hoard."


*Albeit obviously designed with old-school D&D games in mind.

Thursday, October 7, 2010

A Sci-Fi Setting Idea

"In the early 22nd century, a colony ship set out from Earth, bound for a nearby star system with a recently discovered Earth-like planet. When the Adventure arrived, the first crew-members out of suspended animation were quick to notice that, although the planet is approximately 25% larger than Earth, the gravity is within a few percentage points of Earth-normal. This mystery*, however, quickly took a backseat as catastrophe struck the vessel. A string of critical malfunctions caused the Adventure to begin sinking slowly towards the planet. Working quickly, the crew managed to bring it to more-or-less intact landing on the surface – but not before several chunks of the population had taken to the escape pods and rocketed off for parts unknown. Several generations later, a wide section of the continent upon which the Adventure landed has been mostly settled (centered on the crash site itself, which has become the location of the colonists' main city), and the Adventurers (for so the colonists call themselves) can afford some time from the business of surviving on this new world to searching for their lost kin."