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Friday, June 10, 2011
Another alternate history proposal...
But before it can happen, interstellar empires take notice. See, it turns out that the alien technology didn't come to earth because aliens were benevolent and wanted to give humanity a leg up. It came to earth because aliens were secretly priming earthlings to be bush fighters, guerillas, and conscripts in a struggle against other conquering alien races. Although not unique, Earth is a world with a lot of potential, and various alien powers make alliances with Earth nations, and they in turn are drawn into interstellar politics, which are undergoing a Cold War of sorts. Earthlings are the latest soldiers, spies, and sometimes reluctant ambassadors in this war, and they suddenly find that even with their new technology, they are woefully undermanned and underequipped.
A new generation of superheroes, genetically engineered with alien help to have superpowers, based on the highly flexible and adaptable matrix of human DNA, is seen as the new frontier in intersteller resources. Some intersteller nations want to simply enslave humanity and harvest humans to be raised as jannissary-like slave-soldiers. Others want to prop humanity up to use against their rivals. And humans themselves, from various nations around the world, either want to be left alone to chart their destiny on their own... or explore the vast new frontiers of space and carve out all new niches for themselves across the galaxy.
I could do most of this without the alternate history angle. Why do I want the nations and polities of the Seven Years' War, anyway? No good reason other than that I like them, and I think five powerful rivals that already existed in history makes for a more interesting dynamic than the world today. I also think it's easier than trying to build up someone else to have that multipoint "great powers" matrix across the globe. And it's interesting to not yet have a United States of America. In the real world, the American Revolution started shortly after the Seven Years' War (which is known in our country as the French and Indian War, due to it being the only theater that we were involved in at all, really). But with intersteller enemies, and the safety valve of colonizing other worlds completely out of Britain's control, the American colonists may not have had a sufficient spark to revolt... yet. Although backed up by intersteller allies, the off-world "Americans" probably have no patience for the high-tech Redcoats who follow them, trying to take resources that they've claimed for King George.
Anyway, etc. etc. There's lots of different things I can do with this. I'm interested in reprising the American Revolution and what led up to it with high tech superheroes, space travel and aliens, though. Could make for a fun ride. What do I do with this concept? No idea. I won't be running it as a game anytime soon, that's for sure. I'm unlikely to write anything in this setting. Maybe I just need to write it down here and see what else comes to me on it over time, to see if it's something I can do anything with or not.
Tuesday, June 07, 2011
X-men
Update
Frankly, my enthusiasm for the game has dimmed tremendously. It did so before I even started. I'm burned out on a lot of really stressful things that are going on at work, my family life has been extremely busy, and devoting time and energy to things that require a lot of thought was just too difficult for me. My last session, I basically had to punt and adopt a Dungeon Magazine site-based location type map just to have something to run. About the only thing I have time and mental energy to do is watch a few episodes of TV shows, play a few very brainless video-games, and catch up on comic book trade paperbacks from the library. I'm not even picking up the novels I was reading anymore.
So, I think my campaign may wither untimely due to "real world" circumstances. Rise of the Runelords will probably start up again as a substitute, and once it's started, well... it's on and probably will be for at least a few months.
That was really unfortunate; after pining to run for months, when I get my chance, circumstances just don't align favorably and it all comes apart. I'll see what I can do at some point in the future to get DARK•HERITAGE going again sometime, though, in some format or other.
In other news, I just got an email update from the Star Wars Old Republic team that a third cinematic trailer has just been released. Although it's a bit derivative, it's... as expected... also pretty dang sweet.
Monday, April 25, 2011
T. rex and Indiana Jones
Too bad it's just a sketch, though. I'd love to see it properly inked and colored.
Wednesday, April 20, 2011
Dark•Heritage session #1, part 2
Sunday, April 17, 2011
Dark•Heritage session #1, part 1
Last night five somewhat intrepidish characters hooked up on the Untash frontier, united by a contract they had with the Margrave Bartomeo Baltazar i Morales to capture a live saber-tooth that he could show off in his menagerie to his more cosmopolitan colleagues down south. The characters were Soren, a human ranger, Grimace a jann pirate (fighter/rogue), Drizgohl, a vucari fighter/barbarian, Jekunzo, the cursed human ninja and "Rags" (short for Ragshamion, or something like that) a hellspawn scout. All characters were level 2. Friday, April 15, 2011
Sierra Club vs. Wyoming Rancher
Another totally random thought; as all my blogging energy is instead being funnelled into last minute updates and polishings of my material for tomorrow's game. Got this via email recently from a friend. I have no idea if it really happened, or if it's just a joke that's being passed off as something somebody really said or not. The Sierra Club and the U.S. Forest Service were presenting an alternative to the Wyoming ranchers for controlling the coyote population. It seems that after years of the ranchers using the tried and true method of shooting... or trapping the predators, the Sierra Club had a "more humane" solution to this issue.What they were proposing was for the animals to be captured alive. The males would then be castrated and let loose again. This was ACTUALLY proposed by the Sierra Club and by the U.S. Forest Service.
All of the ranchers thought about this amazing idea for a couple of minutes.
Finally, an old rancher in the back of the conference room stood up, tipped his hat back and said; "Son, I don't think you understand our problem here...... these coyotes ain't screwin' our sheep... they're eatin' 'em!"
The meeting never really got back to order. . .
Thursday, April 14, 2011
Classic movies that I somehow missed
- The Godfather
- Lawrence of Arabia
- Doctor Zhivago
- Breakfast at Tiffany's
- The Searchers
- Rosemary's Baby
- American Grafitti
- South Pacific (I have seen the play of this, though, actually)
- Exodus
- Cool Hand Luke
Wednesday, April 13, 2011
Heinrich Kemmler
Rather, I'm going to talk about one of the more curious details of that book. A major non-appearing, historical character who nonetheless plays a major role, is Heinrich Kemmler, a major, monster, master necromancer, who's accused of being the direct proximal cause of both World War I and II, as well as being seen as so dangerous that the entire might of the White Council was marshalled against him alone, as if he were a major supernatural "nation" like the Red Court--and in fact, he was killed at least three times by the White Council, first in the 1800s, at the end of WW2, and most recently in 1961. Is he gone for good? No telling. Good villains are hard to keep down, and he's one of the best--perhaps up there with Nicodemus himself.
Curiously, Heinrich Kemmler is also the name of a major, monster, master necromancer from the history of the Warhammer world as well. Since Jim Butcher is generally pretty clued into geek culture, and since Warhammer is reportedly his favorite roleplaying game (and since Heinrich Kemmler, the lichmaster, features prominantly in several of the old and famous Warhammer modules from back in the day) it seems very unlikely that the names are the same is a coincidence. Heck, it even seems very unlikely that it was accidental, even. More likely it was a deliberate homage.
In fact, when couched in those terms, the use of Heinrich Kemmler as an uber-necromancer from history who's legacy still causes tons of trouble for people in the present day comes across as an example of Yog-Sothothery--the taking of names and details from one story and integrating them into another to give a sense of familiarity. Heck; by now the name Kemmler just sounds like a necromancer's name--because I've heard it used twice as such. So, now--I want a Heinrich Kemmler in my setting. Still trying to figure out where he'll fit in, and I don't have time this week to work it up, but after that, I'm going to actually integrate the idea of Heinrich Kemmler, the master necromancer, into DARK•HERITAGE too, and continue the tradition.
Tuesday, April 05, 2011
Mindblades
I always liked the idea for my fantasy settings; it's a flashy magical effect, which in many ways I eschew, but at the same time, it's more of a martial artist, Zen kind of thing, not the stereotypical wizard with his flash-bang spells. I'd long had the soulknife as an optional class available in the DARK•HERITAGE setting, and in fact one of the main protagonist characters in my very slowly progressing novel is based around that idea too.
Perhaps it's somewhat curious, then, that I'm now leaning towards using another class altogether to represent it: the Jedi Guardian from d20 Star Wars Revised. In fact, in most respects, this is actually a more complete class; ready to plug and play without any more work, than the soulknife is. True; the Jedi focus is around using a lightsaber, but converting the lightsaber into a mindblade is mostly just cosmetic, and almost everything else is ready to go. I've already got a Defense bonus. The whole Force powers thing is quite a bit more involved (and useful) than the soulknife's very minor access to psionic powers. In fact, in most respects, the jedi guardian is a slightly more powerful version of the soulknife. Since the soulknife is widely considered to be underpowered, needing (at least) the adoption of a Fighter BAB progression to hold its own with other classes, I don't see this as problematic. Although my own playtest experience is fairly slight, in general, the jedi guardian is not considered overpowered relative to the other Star Wars classes, some of which are almost word for word identical to their D&D analogs (fighter vs. combat specialist, for example.)
Of course, one of the most important flavor points about the jedi and the Force is the whole light side and dark side dichotomy. I'm interested in having my first NPC who will feature this class be a "Sith lord", so I intend to use plenty of dark side powers, but in general, I don't want to get into this dichotomy for my campaign. I want to use the mechanics, but make them morality neutral (after all, one of the most notorious dark side powers is Force choke; and Luke uses that on Gamorrean guards in Return of the Jedi.) So, although it's been a little while, I'll need to re-read the jedi and Force powers rules again in more detail, and probably modify them somewhat to make them more value neutral without such a strong good and evil component. And I'll also need to think a little bit about the mindblade; if having it always accessible (instead of being something that can be lost or taken away) makes them potentially a bit overpowered, and if so, should I weaken the damage it does slightly or something.
Anyway, when complete, I believe I'll post my revised rules for using mindblades, more based on the jedi guardian class than on the soulknife class, on my mechanics wiki.
Monday, April 04, 2011
Early character signs
One thing that I'm considering, since I now have the time to do so, is coming up with a soundtrack specifically for this campaign. I've spent the better part of the last few years collecting movie score soundtracks, in part because I think that they're great to play in the background while gaming (but also while reading, while writing, and while doing all kinds of other things, and I even move movie scores out of the background and listen to them for their own sake as good music.) I don't worry too much about matching particular tracks to particular sequences in the game; rather, I prefer to simply look for songs that have the appropriate mood and feel for the campaign as a whole.
With that, I'm trying to decide exactly which soundtracks best approximate the D
We'll see how much room I have, actually--ideally, I'd create a "mix" CD (of mp3 files, so I can get a lot of tracks on it) that I can use as my portable soundtrack for the campaign. That'll be about 9-10 CDs worth of music. So, for all of the soundtracks, I'll have to make sure that I edit it to just the exact tracks I want; I won't have room to pad it out with too much repetitition, or tracks that bring in a different mood.
Friday, April 01, 2011
Scheduling woes
To at least find the silver lining here; I can polish off my plans a bit, and I can polish off the material that I've given the players so far too; make it a little bit more coherent and organized, and give them a bit more of it while I'm at it. And heck; maybe I can bust my hump to get my big poster map finished and painted before then so I can show them where they are while I'm at it. I can actually stat out some of my villains, make better plans for the various encounters, maybe photocopy the pages from the monster books that I need (so I don't have to actually take the books with me--even if it's just coming downstairs at my own house) and otherwise be a bit better prepared than I am now. It also gives me the opportunity to print off some images that will make the session more evocative.
All in all, I'm going to force myself to see this as a positive and come up with an even better session than I otherwise would have when we get together next!
Wednesday, March 30, 2011
Dark•Heritage module
Monday, March 28, 2011
Star Wars Rehabilitation
This is all a little unusual for me. I've been a Star Wars fan since I can remember, of course. I was born in early 1972, so I was almost 5½ when the first film came out. It's literally the first movie that I remember seeing in theaters. For years afterwards; at least twenty years, but maybe more like twenty five, or even thirty, I'd say that the original trilogy Star Wars movies, especially The Empire Strikes Back were my favorite movies ever. But something happened, and they slipped a bit in my estimation (curiously, Lucasfilm's other big hit, Raiders of the Lost Ark moved into first place.) What happened was, of course, the prequel trilogy.
See, Lucas used to make these movies more collaboratively. He had help with the screenplays, particularly the dialogue. He had help in the editing room. He understood his own strengths and weaknesses as a filmaker, and had folks in place who could cover for him on the areas where he wasn't as good. He was open to delegation. This was increasingly not true as he went forward. Return of the Jedi was where it started, but it was really on the prequel trilogies that it's drawn to its inevitable finish. Plodding, pretentious and just frankly really boring despite their snappy visuals, workable stories dragged down by bad pacing and worse dialogue, and Lucas' philosophy of "just make it all happen fast enough and people won't notice the flaws" was oddly both attempted and yet failed; the movies don't move very fast. Star Wars as a franchise, at least in my mind, was significantly damaged by the prequel trilogies. They gave us things like Darth Maul, but they also gave us Jar Jar Binks. I found I couldn't watch any of the prequel movies all the way through anymore. They're just too terrible to be endured without a judicious application of the fast-forward button.
But more recently, the franchise has been somewhat rehabilitated by a number of things. The first thing that really rehabilitated the franchise was the Knights of the Old Republic. That was a great video game, and was much better Star Wars than any of the three movies we got. After that, we had the Clone Wars cartoon series, which Lucas oversaw, but which he managed to delegate a lot of the details out. This show has also gradually rehabilitated the franchise; it's a good show. Heck, it even makes some of the characters that were eye-roll-worthy from the prequels likeable. In any case, although I'm not going to be running Star Wars (at least not for the time being...) I'm still excited about Star Wars--moreso than I have been at any time since the prequels starting hitting theaters, actually. And the new MMO by Bioware, Star Wars: The Old Republic may be the first MMO that will really tempt me to jump into the MMO fray.
Friday, March 25, 2011
Pathfinder + Cthulhu
Paizo has elder things frozen in ice, and Cthulhu attacks a coastal town. Paizo's also already given us a lot of Lovecraftian things--serpentmen and gugs in the underdark, the Plateau of Leng, hounds of Tindalos, etc. It's strongly hinted at that the ominous and strange deities Zon-Kuthon and Rovagug (the "Rough Beast") are Lovecraftian entities. But those two new pictures are a new level of Lovecraftianism in Pathfinder.
Pretty fun. Thanks, Paizo guys!
Running April 1st
I'm a little lukewarm to my adventure idea, though. I may yet change my mind and do something totally different. I'm also a little intrigued by the idea of having something kinda sorta like Jedi (well, maybe more like Sith, to be perfectly honest with you) in this setting. I've gone back and forth to having assassins who use the soulknife class, from the Expanded Psionics Handbook, and I'm not thinking that if I'm doing that to get "fantasy Jedi", which I kind of am, then why not use the actual Star Wars Revised Jedi Guardian class after all, with the idea that lightsabers are soulknife blades? The Revised ruleset is the closest to D&D of the three d20 Star Warses, in most respects, and with my houserules, it would dovetail right in already.
Anyway... this won't be a class available to the PCs. At least not yet. But it might be one that I consider. The idea intrigues me.
Monday, March 21, 2011
Dark•Heritage news
The reason I bring this up is because in our last Runelords session--this last Saturday--although we didn't quite finish the module that we were in, we did have almost a "TPK"--Total Party Kill. One character managed to cast greater invisibility on herself and made it through the encounter without any problems. Another guy was in negative hit points but was saved at the last minute. The thought was, if almost everyone was going to have to make new characters anyway, why do it for just about a session's worth of module left? So now, suddenly, we're playing my game at our next session. Luckily I've already given some thought as to what I'd like to do, though. I'm actually quite excited! Plus, I'll be able to offer play session updates as a new posting tag as soon as we start. We average one five to six hour session every two weeks.
Wednesday, March 16, 2011
Cannibal Isle
Kanem Sennar is a land filled with monolithic yet abandoned architecture; massive megalithic abandoned temple complexes dot the jungles and are somewhat frequently encountered, but the natives see them as sacred and avoid them. Despite the great heat and frequent sunlight, the natives of Cannnibal Isle are pale-skinned; with an almost chalky grayish white complection that resists tanning and sunburn both. They tend to have raspy voices, occasionally exhibit complete hairlessness (with the exception of eyelashes) and file their teeth to sharklike points. Their eyes are often strikingly pale blue or green or gray, their hair is either jet black or pure white (regardless of age) and because of their strange cults, they often have black markings painted on their skin which give them the appearance of stylized human skeletons. They lack a strong state structure, being organized into clans and cults which routinely raid each other for slaves, women, goods, and heads, and they practice frequent ritual cannibalism (hence the name of the island.) In fact, the Sennarite natives have a weakness; a genetic tendency to devolve into ghoulism; a state where sentience fades, the body mutates, and they become almost feral, anthropophagic monsters, haunting the darkened ruins and jungles and dragging unwary prey off to become their next feasts.
The Sennarites are not savages, though, and mercenaries and assassins sometimes make their way into the "civilized" parts of the world. They find that their metallurgical and industrial capability, in a cottage industry type of fashion, are the equivalent to anything happening in Terrasa, Baal Hamazi, Qizmir, etc.
Sennarites are still extremely exotic, and few people have seen them, or seeing them, would recognize them as the legendary inhabitants of equally legendary Cannibal Isle, but from time to time, they can be found throughout the region. When they do, they use the rules for any other human; the differences between Sennarites and, say, Terrasans are cosmetic and cultural only.
Monday, March 14, 2011
Joanne Peh
Well, here's an interesting little oddity from the Internet. Although I hadn't ever really spent much time looking at them before, I checked out the Stats tab that Blogger offers, and found that my post on the evolution of the police station set of LEGOs is by far my most popular post. I also found that, other than the US of A, where I live, the next biggest contingent of visitors to my blog was from Singapore. Huh? That seemed like an odd thing, and certainly not one that I would have expected.Razina
Razina is perhaps the most unusual city in the Terrasan holdings. Although Razina is the name commonly given to the entire urban center, in reality, Razina is two completely separate cities with completely separate governments, and they only get along grudgingly at best. This is due to the unusual arrangement of land grants and titles to the area, as well as the geography of the Razine peninsula and the Razine harbor in particular.Thursday, March 10, 2011
The Union of the Snake
Some guilds, however, are more than simply shakedown rackets; some of them have a great deal of power, influence and money even beyond Sarabasca's borders. The Union of the Snake is one such guild. Because the sultan has not deigned to outlaw or control any substance in Sarabasca, it has become the poison and drug capital of the world, and because the poison-maker's guild has decided to define drugs as long-term poisons that frequently have pleasant short-term effects but certainly poisonous long-term effects, the same guild monitors both poison and drug manufacturing and sales in Sarabasca. This wasn't always the case, but when almost all of the important guild heads of the drug producer's guild died in a single night, the poison maker's guild had made their point. Since Sarabasca is the capital for such activity throughout the Mezzovian Sea region, that makes the colorfully named Union of the Snake one of the primary movers and shakers of the Sarabascan economy, with a cash flow to make kings weep. Named for the deadly and subtle serpents that the poisonmakers aspired to be compared to, the Union of the Snake has secret agents and assets in every major urban center in the entire Mezzovian area and even beyond. - A prominant local politician dies unexpectedly of a strange sickness. His family believes that foul play was involved, and puts out subtle feelers that a reward will be offered to anyone who can prove that this was so. The local politician was a strong supporter for harsher controls on the local drug trade--with him out of way the motion to pass stricter controls will fade away quietly, as no one else was interested in seeing it come to fruition. Sufficiant investigation will point towards a foreign (Sarabascan) ship that is reasonably well known in the criminal underworld as a smuggler of large quantities of drugs and poisons. While the captain is not a major player himself, and can be brought to justice (of one kind or another) if the PCs so choose, he is a member of the Union of the Snake, and the fact that he has been subtly investigated is enough to prompt the guild into action to shut the PCs down. If they actually bring proof to the victim's family of his involvement, or worse, bring him to even harsher justice, then the PCs have simply invited even stronger reprisals.
- Ever the subtle ones, the Union doesn't initially get directly involved, but a bounty has been put on the PCs. At first this means relatively unprofessional thugs start crossing their path, but assuming the PCs either succeed in thwarting these efforts and don't leave town to avoid trouble, the bounty goes up or more direct contracts are placed on them, and before long, professional and skilled assassins are targeting them. Assuming the PCs can survive this attention and piece together the clues that they need to get to the bottom of the attacks, they discover that a crime lord who's a local patsy to the Union is to blame for the bounty; but taking him down means taking on an entire gang of seasoned criminals.
- By this point, the PCs have significantly disrupted the Unions operation in the city in which they live, and it's time for more direct and decisive action. The Union of the Snake, as it turns out, has more resources than the PCs may have imagined. Much of their success in the inventing, making, and marketing of dangerous substances comes through their alliances with the forces of Hell itself. It's one thing to be targeted by competent earthly assassins, but its another entirely to be targeted by a daemon. Evading this hellish assassin and minimizing collaterial damage is a major undertaking. And even if they do, the Union has more "specialists" who can only bring on more pain and suffering for the PCs back in the Sarabascan home office. How will they eventually either bring down or at least make peace with the Union after allowing the stakes to be raised so high?
Wednesday, March 09, 2011
New Moon on Monday
On Monday, 15 Gener 547, at 9:14 in the evening, the full moon rose and the entire land was flooded with fear and loathing. While people had referred to a vague resemblance of the markings on the face of the moon as resembling a "man in the moon" for generations, in 547 (and every night since) it was no longer a vague resemblance; the resemblance of the moon to a grinning skull was unmistakable. "The Man in the Moon: DEAD!" headlines read in newspapers in Terrasa and other cities that were sufficiently advanced to have newspapers. Panics, riots, and all manner of social upheaval occurred that month. However, when the world didn't immediately end, as many predicted, things settled down. A few people had been murdered in the aftermath, a few governments overthrown, and the occasion was used as an excuse for both ethnic and religious pogroms throughout the area, but that was now twenty years ago. Scholars and pundits and others still have no idea what kind of omen the drastically rearranged face of the moon actually is. Some people, in fact, have recently started calling the entire thing a coincidence--the moon isn't a giant skull in the sky, it just coincidentally looks like one, and whatever changes happened to it must have happened while it was on the far side of the planet and therefore out of sight.Tuesday, March 08, 2011
Freeport again
On a bit of a whim, I just re-read Green Ronin's systemless sourcebook, The Pirate's Guide to Freeport which is always an interesting endeavor. While the book is systemless, it's also very clearly designed with D&D in mind; it refers to elves, dwarves, gnomes, wizards, dungeons, adventurer heroes and a lot of even more esoteric details that are very D&D specific. Unsurprisingly, as a guy who's implied setting tastes have migrated away from a lot of the overt D&Disms--a process that was a long time coming--I find that disappointing. That said, I'm still a fan of the Freeport setting. While it's occasionally too tongue-in-cheek for my taste, in reality even the most serious of games has to have some comic relief, right?Bermudo II the Gouty
- Alfonso IV the Monk - abdicated for a clerical life.
- Sancho I the Fat - had his reign interrupted by Ordoño IV the Wicked, because he was too fat and the nobility didn't like him. He went on a weight reduction program, actually, and regained his throne, but because he didn't honor his treaties with the Moors, the second half of his reign was not peaceful. Also: Ordoño the Wicked? Not a bad name either.
- Bermudo II the Gouty - poor guy.
- Ferdinand IV the Summoned - after a succession of kings with nicknames like "the Great," "the Emperor," "the Brave," "the Just," and "the Cruel"--y'know, the usual, we get this fella, Ferdinand the Summoned. Supposedly, he tyrannically put to death the brothers Carvajal, who "summoned" him to a certain plaza to answer for his sins. This is an apocryphal story that doesn't date from his reign, but apparently it stuck anyway. Plus; cool name. He was actually a king of Castille, but by this point Leóon was united with Castile. Technically, he held both titles, although the title of King of León was increasingly superfluous at this point as the kingdoms slowly merged.
- Henry IV the Impotent - Wow, bad luck to this fella, one of the earlier kings from the Trastámara line. Following on the heels of the similarly unfortunately named Henry III the Infirm.
Monday, March 07, 2011
Sarabasca

Friday, March 04, 2011
Musings on language

Thursday, March 03, 2011
Top Ten Raiders of the Lost Ark lines you never want to hear in bed
2. You're not the man I knew ten years ago.
3. Again we see there is nothing you can possess which I cannot take away.
4. Next time, it will take more than children to save you.
5. I can only say I'm sorry so many times.
6. Now, what's that supposed to be coming out of there?
7. Surely he mentioned there would be other interested parties?
8. You don't need that. I'll tell you everything!
9. I like you, Rene, very much. Perhaps we'll meet again under better circumstances.
10. They're digging in the wrong place!
GM Screen discussion
