Sunday, August 9, 2015

Baroque Space: Social Classes

In the Age of Space Exploration, humankind is freed from most toil. Automata perform most agrarian, mechanical, and domestic labor. These servitors are often called "Mechanicals" whatever the actual nature of their task.

With no menial work to do, the unskilled poor rely on the charity of their betters or the government. They dwell in large tenements where ideally they go about their days sequestered from the eyes of the more sensitive members of the upper classes. The exception is those living in preserves where the local lords have sought to present an entertaining tableau vivant of antique times. Sumptuary laws dictate the clothing and hair length of those on the dole. The most basic and ill-tailored of garments are provided, as is a relatively bland but basically nourishing provender. The intoxicants available to them are likewise of the meanest sort. Is it any wonder so many become outcasts: beggars, criminals, itinerant and adventurers.
Peasants dubiously costumed supposed in the manner of an Antediluvian Age
Owing to tradition and prejudice, merchants and artisans tend to be human, though often they are no more than the human face on automaton labor. The members of this class most closely follow societal trends and the whims of higher class taste makers.This is particularly true of those dealing in fashion, cuisine, or intoxicants.

Besides governmental, social, or ceremonial functions (war being included among these) and artistic pursuits, the lives of the upper classes of the gentry and nobility are spent mostly in the pursuit of pleasure.

Fashions among the youth of the upper classes runs to the ridiculous

Friday, August 7, 2015

Metal Earth Has Got Maps for You

If you thought Aos had gone dark over at Metal Earth, you were wrong. He was just getting his second wind. Check out these maps from his last post:


This is my favorite but check out the others he's got over at his blog.

Thursday, August 6, 2015

Draconic Correspondences

This comes from a productive accidental brainstorming with Richard and Mateo on G+ yesterday. Something formed will hopefully come from this.

Chromatic Dragon Colors & Alchemical Associations:
Black: lead, vitriol (sulfuric acid), fire, the smell of sulfur, putrefation, phelgmatic.
Blue: tin, rust, water, acrid smell, dissolution, melancholic.
Green: copper, earth, saltpeter, chlorine smell, amalgamation, sanguine.
Red: iron, air, sodium carbonate, rotten egg smell, separation, choleric.
White: silver, alchemical mercury, after a rain smell, unemotional.

Wednesday, August 5, 2015

Wednesday Comics: Crom the Barbarian


Comics' first Swords & Sorcery hero was Gardner Fox's Crom. The name might suggest he was heavily Conan inspired, but no--oh, I can't even... Yes, he was pretty much a blond, Comics Code approved, Conan knockoff.

But hey, now you can read these 65 year-old, four-color, fantasy epics through the miracle of the modern internet.:

Crom's first appearance was Out of This World Comics #1, which doesn't appear to be only, but it was reprinted in the pulp magazine Out of This World #1 which is. He next shows up in the tale "The Spider God of Akka" in Strange Worlds #1. His third, and final swing of the sword in in Strange Worlds #2 in "The Giant from Beyond."


Monday, August 3, 2015

The Search


While I wouldn't call it a holy grail or anything, Aaron Allston's Lands of Mystery (1985) is a gaming book I have been looking for for a while--at a price that wasn't exorbitant. I finally snagged a copy this weekend, but I haven't got a chance to read it yet.

We live in an age where the internet makes obscure or forgotten bits of gaming literature easier to find than every before (though it still isn't always easy)and the same internet makes chance of finding a gem for a steal at some local used book store or comic book store is actually less than it used to be. There still a small since of achievement when you check one of the wishlist.

Anybody out there got any lost bit's of gaming history they've been looking to acquire for ages?

Sunday, August 2, 2015

In Doom's Wake Autopsy

Art by Jez Gordon
This weekend, I ran the piratical/Sargasso Sea adventure I've been going on about for a group I've never really gamed with: my girlfriend's regular group and a friend of her's from work. This was most of the group's first time playing 5e--indeed, several's first time playing D&D in years.

In brief, it was a large (7 members) and eclectic party, with two gnome spellcasters, a human cleric, a dragonborn fighter, a human fighter, a halfling thief, and a aquatic elf bard. They were drawn into the adventure by the promise of reward and the desire to save kidnapped children after a pirate assault on the coastal town of Raedel.

While overall, I intended to play the pirate's and their layer for a degree of horror, the broadly played miserliness and cowardice of Raedel's town fathers probably started things off on a humorous tone, as did the Rabelaisian portrayal of the alcoholic sea dog, Saltus Crimm, who took care of the sailing in the PC's borrowed pursuit ship.

Pretty much what Saltus Crimm looked like

Some of the player's were inclined to sympathy with the pirates, after hearing the legends regarding Ylantha and meeting the townsfolk. I had expected either a murderhobo indifference to morality but keen interest in treasure or a heroic desire to save innocents (or a mixture of the two) to motivate, but hadn't counted on the PC's possibly wanting to reach a settlement with the pirates. Of course, this sympathy didn't stop them from slaughtering pirates at every opportunity, so I don't know if an alliance was ever a real concern.

The crowd coming from mostly a non-D&D background had at least one interesting effect. There was no real dungeoncrawling-style investigation motivated by greed. They wisely avoided places where the danger to reward ratio seemed too high, but thorough searching for hidden treasure wasn't typically on their minds. I probably should have dangled some relatively easy to find items in front of them to condition them to look rather than assuming seeking out material reward would be a goal.

Something I noticed in my regular 5e game was well on display here: the 5e blaster cantrips make magic-using classes pretty tough in ranged combat. An encounter where the ranges were a hindrance to both the pirates and the fighters with light crossbows was like a shooting gallery for the warlock with an eldritch bolt. The large size of the party meant the opponents were never really able to concentrate their fire on the wizards, either. If I run the adventure again (or complete it with that crew), I thing a few more pirate spellcasters are in order to make it a more even fight.

Overall, I think the group enjoyed it and I know I did. It was both a fun session and a good test-drive of the scenario.

Friday, July 31, 2015

A Strange Sargasso Sea Appendix N


How's that for narrow focus? I've done a nautical fantasy inspiration list before, but that's no reason not to focus on a particularly weird subgenre.

Literature:
William Hope Hodgson has got a whole series of Sargasso Sea stories beyond his famous novel The Boats of the "Glen Carrig."  Here's "The Thing in the Weeds," "The Finding of The Graiken," and "From the Tideless Sea" online.
Kenneth Robeson. The Adventures of Doc Savage: The Sargasso Ogre.

Film:
The Lost Continent (1968).

TV:
Jonny Quest (1964), "The Mystery of the Lizard Men."

Roleplaying Game Stuff:
Dungeon #141, "The Sea Wyvern's Wake."
Islands of Terror (1992) for the Ravenloft campaign setting.