Wednesday, December 2, 2009

Inspirational Art: Ursula Verno



I found Ursula Verno when search for artistic inspiration for my Fantasy Nouveau idea. While art nouveau elves and dragons are quite common (the former having helped me find an earlier inspirational art entry) Ms. Verno did something I found interesting: art nouveau orc women. While intriquing they weren't quite what I was looking for. However, the page had a url for site. Searching the character galleries I found today's entry for inspirational art. Her notes on the piece indicate I would love to sell prints, but somehow I lost the original file, and the jpg is all that currently remains. Too bad, as I think they'd sell.

Still, we have this great image. I see the last druid of a culture whose waste of the land has left it a desert. She sits as a guardian of a tomb not of some great leader but of her culture's heritage and the consuming soul that destroyed it.

Monday, November 30, 2009

RPG Legos

A common concept of the OSR is the idea of making the game your own. Beyond keeping the rules available in print the strongest reason for the retro-clones is making the game your own. Mutant Future and Ruins & Ronin are among the best examples of this idea, neither being 100% compatible with a prior game even fairly tight clones like Labrynth Lord or Swords & Wizardry put their own spin on the past. Even more important are the numerous mini-supplements, add-ons, and fanzines like Advanced Edition Characters or Fight On!. They embody something common in the early days of RPGs explemlified by early fanzines, The Dragon (especially in the single and double digit issues) and other professional magazines, and the early fantasy games that were essentially house ruled D&D. These new products all aspire to regain the days when "playing D&D" meant you were playing a game whose genesis was in one or more of a series of books plublished by TSR, that you had a character who had a class and improved by going up in levels, and you had combat by rolling a d20. Beyond those basics you needed to learn the lay of the land, including rules and conventions as well as the setting, when setting down with a new group.


Regaining those days is a noble goal. The increased reliance in the hobby on official and "complete" rules and settings has diminished the hobby as a creative outlet. That said, some more modern games, viewed correctly, provide more of that vibe than we in the OSR acknowledge. In particular there are two systems readily available (one in print and one out of print but very, very common) that provide what I'll call RPG legos. There is so much published material for these systems, much of it contridictory and some of it trash, that a GM can easily mix and match his way to a unique game completely distinct from the DM next door while still being able to draw on fans of those systems. They are the Palladium Megaversal system and, wait for it, D&D 3.x/D20.

Palladium, in particular, is very much old school at its core having began as a house ruled version of D&D. Several games with different genres or settings exist or have existed. Checking the Palladium website there are currently in print twelve game lines using the Palladium core system (more or less) and 116 individual items in print or back-ordered. They also have several prior lines now out of print but readily found. The design of Palladium's books make them perfect for a mix or match campaign (as well as great OSR supplements). Each book is a mish-mash of new rules, classes, spells, monsters, and items (magical and tech) with some setting pieces. Even these bits of setting are often easily adaptable to a variety of settings. With new Gygaxian building blocks in each sourcebook you could pick one core rules set and then just pick two more books that wet your appetitate (a la Jeff Rient's Alchemical Formula) to create an interesting campaign. As new ones tickle your fancy or you need new material you can just add a book.

Before moving on from Palladium let me add one final advantage and a caveat. The advantage is Palladium material is often found used if your FLGS has a used section. It is also quite common new or used on eBay for very reasonable prices. The caveat is the Palladium system can be a bit unweildy, especially if using the MDC rules. Combat requires a lot of judgment callsand nothing is consistant across systems. For an OSR game this problem, as well as many other complaints about Palladium's system such as a dozen different classes for soldiers or skills having all different percentages to give, are pure gold. In addition the web abounds with houserules as does Palladium's The Rifter or you can roll your own.

D&D 3.x/D20 (henceforth D&D3 for simplicity) is a tighter system with less room for judgment calls so beloved of the OSR but more than we grognards credit it. At this point it has at least several major variations six or seven by my count) at least two of which have their own minor variations. They cover fantasy (too numerous to list), science fiction at least twice (Star Wars and Traveller), espinage (Spycraft), superheroes (Mutants and Masterminds), and generic modern/historical/future (D20 Modern). Beyond that there exist different tweeks for other styles and conventions (i.e. BESM D20 and True20). Add in a ton of mostly compatible D20 branded supplemental material and you have more than enough to build a unique rules set. More over, much as Palladium, most of this is now in the used market due to 4th edition.

D&D3 has three advantages over Palladium in practical and artistic terms. First, finding players willing to play is easier as the system is more common and familiar to a broad base of players. Next, there is more material available, although almost to the point of being overwhelming. The final benefit is the material is OGL. You can, to a large degree, compose your own player's handbook out of all the pieces you've selected and distribute it. You may have to rewrite lots of descriptions as most OGL materials are OGL only in the game related materials and names while descriptions are considered PI. However, in my opinion this is a plus not a minus. Allowing you to combine the best of OGL game material with your world specific descriptions allows you to create something new and unique to you but clearly built from the widest available game system.

Friday, November 20, 2009

I hope my friends in the OSR will forgive me...

but I'm being tempted to run a D20 campaign again...not 3.x per say but a striped down version or True20 game.

Oh, and I've pitched a Savage Worlds idea.

That said, I'm still working on both S&W ideas: Demon Haunted World (come play at OwlCon) and Nouveau Fantasy.

Thursday, October 29, 2009

Artistic Inspiration: Virgil Finlay



Being one of the favorite artists of James M. of Grognardia means you're probably a good artistic inspiration for old school gamers. Add in the use of a relatively rare and interesting artistic technique and being one of the last of the old school illustrators and you probably have reached "significant".

Virgil Finlay is an odd choice for my series of inspirations. He is later than most artists I would feature and while he has some elements of movements that tend to speak to me (Pre-Raphaelite, Symbolism, and Art Nouveau) he generally does not fit. What draws me to him is his female forms (true of two of the three above, all but Symbolism) and some horrific elements (which touches on Symbolism). That said, his style is one of the archetypical one for the pulp era science fiction magazines.

First up is a picture titled Conquest of the Moon Pool which I am sure is related to the Merritt story, although Finlay was five when it was first published. Finlay did work for Merritt at The American Weekly.

Our second picture is more a direct inspiration to gaming. Get out your copy of Spelljammer and compare that image to the skeleton ship here. Which, to your mind, is more of a pulp fantasy magical flying ship. In fact, I'd love to see various people write up Finlay's ship as a treasure or even a monster.

Thursday, October 22, 2009

Recommending Products in Products

How do you view products that recommend other products inside them. Not full page ads but items like "a good system for generating unique demons can be found in Scribe of Orcus #2". Does it make it seem like you've been sold a broken or incomplete product? Does it matter if the products are produced by someone other than the producer of the book you're reading?

The reason I ask is I'm taking a first pass at some sections of A Demon Haunted world and I'm inclined to recommend items I use in developing the playtest scenarios (and if I get players the campaign).

A Demon Haunted World: The Problem of Gunpowder

In trying to have magical adventures in the modern day one must find a way to explain why heroes don't use guns. After all, if facing a demon would you rather have a sword or an AK-47? Some games handle this by making magical creatures have what amounts to tank armor for skin. An interesting, if not completely convincing idea outside of certain settings.

Of course, the easiest method is to claim magical creatures are invulnerable to modern weapons. To my mind, and many others, that is a cop out.

That said, if I want A Demon Haunted World to be modern sword and sorcery adventures I need a way to limit guns, flamethrowers, and artillery, among other things. To do this I'm going to look at modern weaponry a little differently. What if the wasn't from the bullet or the flame but from the source: a strange mixture that propels the sling stone instead of a sling or a strange mixture that burns instead of lamp oil?

Well, in the S&S world, especially in the context of Old School fantasy gaming we have a word for strange mixtures that can harm you: potions. We also have a way to escape harm from potions: saving throws. Why not allow creatures of myth and magic (including my Blooded race of humans) a saving throw against potions when attacked with modern (gunpowder and later) weapons, flame, and explosives. A successful save resists the potions effects and converts the damage into the equivalent muscle powered weapon: sling stones, natural fire, and so on. Or perhaps a save allows no damage. Tougher (more magical) creatures might get a plus on this save to reflect their distance from the modern world.

Wednesday, October 21, 2009

Artistic Inspiration: Frank R. Paul

Amazing Stories: Master Mind of Mars And we have another Barsoom illustration, this one from the Amazing Stories run of Master Mind of Mars by Frank R. Paul. Paul was Amazing's house illustrator from 1926 to 1929 and did a variety of other magazines as well. His most influential work was illustrating the Buck Rogers comic strip from its beginning in 1929. The visual vocabulary he started would be imitated in the Flash Gordon strip and serials as well as the Buck Rogers serial. He arguably defined what a spaceship would look like until the Enterprise's silhouette appeared with Star Trek (which was revolutionary in and of itself).