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).

Wednesday, September 30, 2009

Artistic Inspiration: Janne ´Navanna´ Hofstad



I found Janne Hofstad by a Google Image search for art nouveau elf. While this image isn't the one I found I think it's a great inspiration for D&D.

This image is titled "Sacred Weeds" and to me invokes the The Wild or a Mythic Wilderness.

Thursday, September 3, 2009

Mid-vacation humor post

From the Ansteorra mailing list:

>Obviously I've been gone *way* too long...that sounds like something you'd
>see in a D&D campaign...
>
>Alden (the old one)

Yes, but in D&D, the Savory Toasted Cheese has six hit dice, a cholesterol-based attack, and dissolves leather, wood and flesh. (Dire Savory Toasted Cheese has nine hit dice.)

Of course, "the old Alden" *also* sounds like something you'd see in a D&D campaign.


... or maybe a Toon campaign.


Anyone want to find art for using Savory Toasted Cheese in MF?

Friday, August 21, 2009

A Demon Haunted World: Human Races

In my Demon Haunted World humans come in three (down from four) flavors. Below are my first passes at the three races written up for Swords & Wizardry.

The Heirs

Blessed are the meek: for they shall inherit the earth.

The meek have inherited the earth.  Over ninety-five percent of humanity has no touch or ability with magic or the supernatural.  Most of them live entire lives unaware of the world of the mystical or of the adventurous part of reality. Such unaware lives are not always blissful as it might seem.  Millions of The Heirs thrill to books of action and adventure to fulfill the yearning of their souls for wonder and achievement although fewer do each year with more and more doing it via pictures and movies that provide a thrill while dulling the very instrument of wonder the mind.

Yet even now a handful rebel.  By chance or design (theirs or others) they see a demon or befriend a wizard.  As such they become adventurers in the Demon Haunted World

Examples: Zander from Buffy and Gunn from Angel.

Requirements: None
Ability Adjustments: None
Bonuses: To saving throws against magical wands, staves, rods, and spells based on constitution: 3-8 +1, 9-12 +2, 13 and higher +3
Penalties:

  1. May not be any spell casting class.
  2. Each time they use a magical items if will fail to operate on a 1 on a d6.  For constant items check when first used (such as putting on a ring).  Test magical weapons and armors at the beginning of each combat.

The Blooded

Yet it is not the meek alone that remain among men.  There are still men and women who can touch the magics left both by the Old Ones and by the powers that oppose them.  For them The Demon Haunted World is not an adventuresome reality they can discover or seek out but their heritage.  Every generation a handful cast off their birth right but remain in the world of magic.  Of those who do a handful go on to become the freebooters and adventurers of today.

Examples: Harry Potter at the spell casting end while Giles the Watcher from Buffy is a perfect example of a little or no spell casting Blooded.

Requirements: Intelligence 12 or Wisdom 12
Ability Adjustments: None
Bonuses:

  1. Inherent magics: At creation pick one common 1st level spell.  The character may cast this spell once per day with a casting level equal to half his level, rounded up.
  2. Minor magics: Even non-wizard Blooded may use minor magics for usual daily chores using the minor magic rule.  Available effects are based on their Inherent magic.

Penalties: While attuned to magical effects they are somewhat divorced for the more mundane world and have a -2 saving throw against everything except magical effects such as poison and breath weapons.

The Touched

The blood of the magical runs in many a mundane veins, often due to an ancestor who was Blooded but turned their back on the magical world.  As a result even the most mundane of families produce those attuned to the magic in this world from birth.  Often the result is presumed insanity often followed by the real thing, but some find or are found by those who see The Demon Haunted World.  Ironically, many great wizards are found among them, perhaps gaining new perspective by seeing magic without the assumptions of a magical family.
The Touched are the default race of A Demon Haunted World, fulfilling the role of humans in Swords & Wizardry.


Examples: Heirmone Granger from Harry Potter and Willow from Buffy


Requirements: None
Ability Adjustments: None
Bonuses: None
Penalties: None

These are all first draft and suggestions and hints are welcome.

One specific idea I’d like comment on was The Blooded were originally allowed to use wands as a nod mostly the Harry Potter.  I removed it as I considered having it in addition to the spell ability was too much.  That said, giving them only expanded magic item usage would make the idea of a being a Blooded Wizard pointless.  Ideas on walking that line are welcome.