Thursday, December 21, 2017
Villain Spotlight: King Haggard
The Last Unicorn, by Peter S. Beagle, was published in 1968. It tells the story of a unicorn who overhears a hunter saying that she is the last of her kind and decides to leave her enchanted forest in search of other unicorns. She learns of the Red Bull, who drove the unicorns to a far away land, and she meets companions in the magician Schmendrick and Molly Grue, the wife of a bandit leader. On the journey to the castle of King Haggard they encounter the Red Bull and Schmendrick turns the unicorn into a human to protect her. They arrive at the castle and seek employment with the king in order to search the castle for signs of the unicorns. Following clues and braving the lair of the Red Bull, they eventually free the unicorns and destroy the castle.
Wednesday, December 20, 2017
AS&SH Review
Astonishing Swordsmen & Sorcerers of Hyperborea is a game by Jeff Talanian of North Wind Adventures. "A Role Playing Game of Swords, Sorcery, and Weird Fantasy", AS&SH is a retroclone somewhat resembling 1e but with significant changes, and including the built in setting of Hyperborea, which is heavily influenced by the works of H.P. Lovecraft, Robert E. Howard, Clark Ashton Smith, and many other great authors of weird fiction. I've been running the game for my group for a handful of sessions now and decided to write up a review with my thoughts so far. This is fairly long, as necessary for a book this size, looking at the Kickstarter fulfillment and then each section of the book, so if you want the quick version: I love it, 5/5, etc.
Tuesday, December 19, 2017
AS&SH: The Manse of Korrhil Xai
I'm behind on campaign updates. We've had three more sessions of AS&SH, playing weekly on Mondays, although I had to cancel one session due to travelling.
Tuesday, November 21, 2017
AS&SH: New Roll20 Campagin
We're taking a break from MCC and beginning a new campaign with Astonishing Swordsmen & Sorcerers of Hyperborea. I backed the kickstarter for the second edition last year. At the time, I knew nothing of the game, but I loved the idea of a setting based on the works of HP Lovecraft, Robert E Howard, and Clark Ashton Smith, and the artwork looked great, so I figured I'd mine it for ideas at the very least. Last June at NTRPG con, I had the opportunity to play the game in Chainsaw's Lost Treasure of Atlantis dungeon and loved it, so I promptly asked Jeff Talanian to upgrade my pledge from pdf level to the hardback. The kickstarter delivered the pdfs in September, only a few weeks behind the original projected date, which is a huge win as far as kickstarters go. Books began delivering in October, and although I haven't received mine yet (Jeff is hand signing each one in backer order, and I'm backer #853 of 897), the pictures folks have been sharing on the G+ community are beautiful and the praise has been pretty universal.
Tuesday, October 31, 2017
MCC: A Fallen Star For All
We continue our adventures in Terra with A Fallen Star For All, a level 1 adventure by Tim Callahan.
From the cover:
A meteor strike in the taboo crater country opens up a huge chasm in which lies a largely intact city of the Ancient Ones.
The resulting mad, mad, mad land rush to go claim the newly available cache of ancient artifacts draws interested parties from all over Terra A.D., and at the direction of your tribal elders, that includes you and your Seeker team!
Wednesday, October 11, 2017
MCC: Assembling an Apocalypse
Welcome to Terra AD. While Dungeon Crawl Classics had a lot of implied setting baked into it, Mutant Crawl Classics has gone further and explicitly named and presented some facts about the base setting. The great disaster the resulted in its current state is left unanswered, but a hothouse climate and a world of overgrown jungles filled with mega-fauna and glowing deserts beset by raging storms is described in brief.
Aside from the bestiary, which includes mutated dinosaurs, intelligent cyborgs, alien dimensional travelers, and enough other weirdness to populate your world, the Archaic Alignments probably offer the most setting information. These alignments are factions operating in the world of Terra with their own rules for joining and their own conflicting goals. The Gene Police work to eliminate mutations from Terra while the Children of the Glow actively seek out radioactive areas in order to accelerate their mutations. The Curators worship ancient technology, the Chosen of Zuu believe manimals to be the next stage in evolution and humanity to be a dying breed, while the Clan of Cog - the default starting faction - believes in respect and cooperation between all sentient beings.
Patron AIs also provide a lot of insight into the world of Terra AD, both past and present. The AI descriptions give the original intent of each entry - including a security protocol for gaming networks, monitoring weather systems, galactic invasion surveillance - as well as their current goals in the post-apocalypse world. These entries actually give the most firm view of the world prior to the Great Disaster and generally describe a world not unlike our own in some sci-fi future.
Outside of the MCC rulebook, backers of the Kickstarter have already received 8 supplements - mostly adventures - which give additional information about the setting. I intend to run through all of these adventures with my game group (we ran through Hive of the Overmind recently and have begun A Fallen Star For All). I wanted to craft my starting village to be consistent from the start.
Spoilers follow.
Aside from the bestiary, which includes mutated dinosaurs, intelligent cyborgs, alien dimensional travelers, and enough other weirdness to populate your world, the Archaic Alignments probably offer the most setting information. These alignments are factions operating in the world of Terra with their own rules for joining and their own conflicting goals. The Gene Police work to eliminate mutations from Terra while the Children of the Glow actively seek out radioactive areas in order to accelerate their mutations. The Curators worship ancient technology, the Chosen of Zuu believe manimals to be the next stage in evolution and humanity to be a dying breed, while the Clan of Cog - the default starting faction - believes in respect and cooperation between all sentient beings.
Patron AIs also provide a lot of insight into the world of Terra AD, both past and present. The AI descriptions give the original intent of each entry - including a security protocol for gaming networks, monitoring weather systems, galactic invasion surveillance - as well as their current goals in the post-apocalypse world. These entries actually give the most firm view of the world prior to the Great Disaster and generally describe a world not unlike our own in some sci-fi future.
Outside of the MCC rulebook, backers of the Kickstarter have already received 8 supplements - mostly adventures - which give additional information about the setting. I intend to run through all of these adventures with my game group (we ran through Hive of the Overmind recently and have begun A Fallen Star For All). I wanted to craft my starting village to be consistent from the start.
Spoilers follow.
Monday, October 9, 2017
The Weird Lore Found in Books
I've never felt compelled to build a setting from the ground up. I like drawing maps occasionally, but actually thinking about the borders of countries, the rulers of realms, the pantheon, the lay of the cosmos, it's all kind of boring to me until I need it. This is why I like gazetteer style setting books like Matt Finch's Borderland Provinces. It gives me all that background detail with nice bits like the emblems of each province and the religious heresies operating in the region, while leaving plenty of space for me to develop.
Subscribe to:
Posts (Atom)



