Friday, January 30, 2015
Thursday, January 29, 2015
The Wid: A Type in the making
Since about 1994, the term "The Wid" has recurred in my fantasy works, role-playing and fiction. This wasn't really meant to be a Type (class) but a verbal piece of atmosphere that deepened the milieu a bit.
It started in a setting called Artha, which, despite it's Hindi origins, kind of became Russia, the Ukraine, Romania, and various places along the Danube. The Wid were the non-official sages, magi, and martial artists that battled to save the soul of their land from the Fatha Rugga (or the "Dark Monks"). They enabled Mikhail, the Usurper, to take over the city of Marshoon to begin the end of the Ugorath dynasty. The word "dynasty" was a ruse, Ugoran was 900 years old, and faked his death many time over the last 400 years to rule Vast Arth.
I haven't thought much about the Wid and the Fatha Rugga for a few years now. Strangely the term for a recognized wizard from this campaign, "Weth," still sticks around. My players might remember Mazweth, the Still, Pot 'Weth" Belly, or Weth Frahm. The Wid, popped up two nights ago in a dream.
The dream was mix of Vietnam War documentary and gun safety PSA, with some beautiful scenery, just outside of the Hills of Hap and my Grandparents' house on the way to Ilek Vad (my vacation spot). After the M113-A9s (double 25 Mike-Mike guns on the top) cleared out, and all the Deuce-&-1/2 -riding Legs stopped carelessly shooting at the non-combatants, and me--Luckily I was wearing a kevlar not a steel-pot and more worried about the MLRS-delivered landmines than anything, but those poor male non-combatants were taking a beating.
After the mechanized infantry was clear of the area, I was setting up an LP/OP and marking TRPs for the support coming inevitably through. I didn't feel bad not following the fight, because I had been ahead of the column for ten days already. I noticed a lot of the non-combatants were popping back up, thank Godsheadness that the heavy dudes were such bad marksmen. Then the non-combatants started fighting among themselves. Frankly, I suddenly didn't know who to trust.
One dude caught my interest. He was up against a much bigger dude. He would dive into the ground and emerge a few, not more than five, yards away. The radio to my left, told me to displace and move to the top of "Hill 409 Vatcher." It was to my right and a few hundred meters from my shoulder blade (northwest). I turned to start the hike and start on an over-watch set-up. I heard steps behind me.
A gray faced, long-white haired dude was walking up behind me. I had my Colk .45 so wasn't worried. He most likely was a paid local who was told to accompany me. How else would he know my position? Still I didn't know who exactly to trust. These dudes can travel through the ground.
I woke up amused. I moved my hands to check the feed on a long-gone Mark 19.
It started in a setting called Artha, which, despite it's Hindi origins, kind of became Russia, the Ukraine, Romania, and various places along the Danube. The Wid were the non-official sages, magi, and martial artists that battled to save the soul of their land from the Fatha Rugga (or the "Dark Monks"). They enabled Mikhail, the Usurper, to take over the city of Marshoon to begin the end of the Ugorath dynasty. The word "dynasty" was a ruse, Ugoran was 900 years old, and faked his death many time over the last 400 years to rule Vast Arth.
I haven't thought much about the Wid and the Fatha Rugga for a few years now. Strangely the term for a recognized wizard from this campaign, "Weth," still sticks around. My players might remember Mazweth, the Still, Pot 'Weth" Belly, or Weth Frahm. The Wid, popped up two nights ago in a dream.
The dream was mix of Vietnam War documentary and gun safety PSA, with some beautiful scenery, just outside of the Hills of Hap and my Grandparents' house on the way to Ilek Vad (my vacation spot). After the M113-A9s (double 25 Mike-Mike guns on the top) cleared out, and all the Deuce-&-1/2 -riding Legs stopped carelessly shooting at the non-combatants, and me--Luckily I was wearing a kevlar not a steel-pot and more worried about the MLRS-delivered landmines than anything, but those poor male non-combatants were taking a beating.
After the mechanized infantry was clear of the area, I was setting up an LP/OP and marking TRPs for the support coming inevitably through. I didn't feel bad not following the fight, because I had been ahead of the column for ten days already. I noticed a lot of the non-combatants were popping back up, thank Godsheadness that the heavy dudes were such bad marksmen. Then the non-combatants started fighting among themselves. Frankly, I suddenly didn't know who to trust.
One dude caught my interest. He was up against a much bigger dude. He would dive into the ground and emerge a few, not more than five, yards away. The radio to my left, told me to displace and move to the top of "Hill 409 Vatcher." It was to my right and a few hundred meters from my shoulder blade (northwest). I turned to start the hike and start on an over-watch set-up. I heard steps behind me.
A gray faced, long-white haired dude was walking up behind me. I had my Colk .45 so wasn't worried. He most likely was a paid local who was told to accompany me. How else would he know my position? Still I didn't know who exactly to trust. These dudes can travel through the ground.
I woke up amused. I moved my hands to check the feed on a long-gone Mark 19.
Monday, January 26, 2015
The Ever Underestimated D4
I know that I really don't need to be paying any attention to more RPG rules sets just right about now. A decade ago, I advertised a Four-Sider Universal System (or somehting that abbreviated spelled "FUSS) at Peryton Publishing for April Fools Day, thinking it was the funniest thing ever. Then there is the old-school joke about using them as caltrops. But ever since Charlie Fleming, of RARR! I'm A Monster Publishing, put out his 15-page horror setting (a complete RPG actually) The Librarians of Doom, I've been looking at d4 matrices.
I find that LoD, or Librarians, captures what we call urban fantasy as well as some cosmic horror rather well. Ever since Highlander, that genre has been rife with sub-par emulations of the film in all forms of media, especially RPGs. The biggest problem is that folks don't remember to keep things simple. Go with a one-liner (Don't lose your head over it) and keep the mechanics simple, (chop and clop, then POP!), WALLAH! You can go funny or sinister with ease.
I hope to do crossover scenarios for D4Core rules as well own TACK (Crawlspace) system, over the next couple of years.
I find that LoD, or Librarians, captures what we call urban fantasy as well as some cosmic horror rather well. Ever since Highlander, that genre has been rife with sub-par emulations of the film in all forms of media, especially RPGs. The biggest problem is that folks don't remember to keep things simple. Go with a one-liner (Don't lose your head over it) and keep the mechanics simple, (chop and clop, then POP!), WALLAH! You can go funny or sinister with ease.
I hope to do crossover scenarios for D4Core rules as well own TACK (Crawlspace) system, over the next couple of years.
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| The original librarian of doom. |
Sunday, January 25, 2015
Wobble: Payphones, Part 2
I am up to 196 payphones between Norwalk, Ohio in the west to Connaught, Ohio in the east and as far south as Ashland, Ohio. Only twelve are working. I wonder if I should start adding if the device is intact or not in this unofficial study in a little note booklet carried in my shirt pocket. A little late for that because I am not going to retrace my steps to recheck the earlier finds unless I am work, but we'll see. Still no one is taking the payphones away, functional or vandalized.
Wobble kernel: No one is taking the payphones away. Laziness or a reason that isn't obvious? Emergency preparedness or something insidious?
Interesting to me, but what to make it "gamer interesting?"
Wobble kernel: No one is taking the payphones away. Laziness or a reason that isn't obvious? Emergency preparedness or something insidious?
Interesting to me, but what to make it "gamer interesting?"
Saturday, January 24, 2015
A World a Week: The New India Seas
The New India Seas was a campaign that lasted for almost a year in '01. My neighbor and his his friends were still smitten with me as a GM, but wanted something different than fantasy or "retro sci-fi." It was, for lack of a better term, so I'll use my own, a "Powder Punk" campaign. It started out as a pirate campaign set around 1670. Well, elements of the Scarlet Pimpernel and more than three musketeers worked their way into things. I was using a T&T variation of mine called "Moonlight, Muskets, and Magic" written back in 1986.
The games started, as you'd guess, in the New Indian Seas, my take on the Caribbean, with a whole lot more population than was in the region in the later 17th Century. It soon washed over into the American Carolinas and the western shores of Ireland. Muskets gave way to revolvers about a century and a half too early, as things went Spaghetti Western, in a region called El Norte (Texas-Tamaulipas). When the Characters were hired by the Dutch Federal External Affairs Guild to save William Penn and Claude Duval in London, those revolvers knocked the red coats for a loop.
Things petered out when the Characters were set to start a Pirate Round series of adventures. I so had some surprises in store for the crew of the Sekund Fiddle around Madagascar.
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| I must've drawn this one up after the campaign was over. |
The games started, as you'd guess, in the New Indian Seas, my take on the Caribbean, with a whole lot more population than was in the region in the later 17th Century. It soon washed over into the American Carolinas and the western shores of Ireland. Muskets gave way to revolvers about a century and a half too early, as things went Spaghetti Western, in a region called El Norte (Texas-Tamaulipas). When the Characters were hired by the Dutch Federal External Affairs Guild to save William Penn and Claude Duval in London, those revolvers knocked the red coats for a loop.
Things petered out when the Characters were set to start a Pirate Round series of adventures. I so had some surprises in store for the crew of the Sekund Fiddle around Madagascar.
Wednesday, January 21, 2015
Wobble: Glam World
This world is Sirius 17 in the Pi Verse. Originally, a prison colony for the Greatest Empire, this world's population adapted to its environment and then overcame it. The residents became the masters of quantum-photo mechanics as well as just plain old survival. Even before the rebellions that shook the outer colonies of the Empire became the Revolt, Glam World was on the path of revolution.
At first the residents started pirating the less protected ships coming into their star system. Then the residents decided that they weren't a penal colony, but a hot-spot for colonization from the home-worlds. The biosphere make-overs were very successful at attracting free-thinkers, the unorthodox, and the idealistic, as well as dissidents of the Empire. As the pirate crime-lords were on their third generation of clone clans, Glam World was a beacon of iconoclasm to the rest of known space.
While the rest of this universe looks like a steampunk adventure setting, Glam World looks, well, very glam. The basic outfit is a spandex-like leotard, that is designed to reflect extreme levels of light and heat. Most residents shave their heads, to accommodate wig-like helm apparatus that acts as a communications antennae and psychic-energy amplifiers. The machines that are engineered in this system are made by makers that take great pride at them being designed to not look mechanical. More often than not, the items resemble crystals.
The average Wobbler should be careful in underestimating the theatrical trappings of the average traveler from Glam World. Since the start of the Revolution, Glam World is one of the major players in the war. It has taken to Wobbling more so than the other rebelling nations, and has proven itself as capable as the Greatest Empire at it. Its trans-dimensional special forces, the Glitter, have thwarted many schemes of the Empire's infamous Copernicus Corps. They are known to have a few schemes of their own.
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| One of the original Glam Pirates of Sirius |
At first the residents started pirating the less protected ships coming into their star system. Then the residents decided that they weren't a penal colony, but a hot-spot for colonization from the home-worlds. The biosphere make-overs were very successful at attracting free-thinkers, the unorthodox, and the idealistic, as well as dissidents of the Empire. As the pirate crime-lords were on their third generation of clone clans, Glam World was a beacon of iconoclasm to the rest of known space.
While the rest of this universe looks like a steampunk adventure setting, Glam World looks, well, very glam. The basic outfit is a spandex-like leotard, that is designed to reflect extreme levels of light and heat. Most residents shave their heads, to accommodate wig-like helm apparatus that acts as a communications antennae and psychic-energy amplifiers. The machines that are engineered in this system are made by makers that take great pride at them being designed to not look mechanical. More often than not, the items resemble crystals.
The average Wobbler should be careful in underestimating the theatrical trappings of the average traveler from Glam World. Since the start of the Revolution, Glam World is one of the major players in the war. It has taken to Wobbling more so than the other rebelling nations, and has proven itself as capable as the Greatest Empire at it. Its trans-dimensional special forces, the Glitter, have thwarted many schemes of the Empire's infamous Copernicus Corps. They are known to have a few schemes of their own.
Sunday, January 11, 2015
Apocalypse in Your Hometown cover demo
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| Art By Bill Bricker |
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