Showing posts with label Appendix N. Show all posts
Showing posts with label Appendix N. Show all posts

Sunday, January 18, 2015

Age of The Pussyfoot

  
WARNING: The Snark Level on this bad boy is pretty high.
I'm just griping about a pet peeve. Feel free to ignore me.


I had the pleasure of hanging out with a good friend of mine a few evenings back; one who just so happens to be a pretty damn good GM (high praise from me, as those who've read my blog before can attest).

While we hit upon a number of subjects, there was one that I knew I had to talk about here. It's something that's been bugging me for a while and I want to find out if other gamers have experienced the same thing.

In recent years I have been playing with very different groups of gamers than those I'd gamemastered for in the past. It should be noted, I'd played with my old New Jersey group in one form or another for almost 20 years before encountering/assembling the members of my current New York ones.

I've noted repeatedly that there are considerable differences in style, approach, and just over all synergy at times.

This is not to say my current groups aren't fantastic role-players and excellent gamers (not to mention just great people). It is more a question of us not sharing that intrinsic trust and understanding of each other, the kind that develops over time to the point where none of you have to think about it. 

In addition, our likes and dislikes, and our (though far from identical) 'Appendix N's* as it were, were much closer to each other in my older groups. We drew inspiration from the same or very similar creative sources.

My newer groups don't always gel as easily, but oh man, they CAN gel. When they do, it's priceless.

Now, on to my gripe...

The one area where we don't see eye-to-eye that pops up fairly often is in how timid, and often remote, the players are about putting their PCs in physical danger.




When encountering any given situation, I noticed a propensity for players to resort first to long range observation (such as a telescope, using sensors to scan, checking things out with heightened senses), followed by shorter ranged scans, followed by short range - nearly close up - observation, followed eventually by listening at the door. In between each of these 'investigations', the PCs will stop and spend as long as possible discussing the information they obtained from their observations and try to decide what to do about it. 

Where and when at all possible, they will launch a probe, send in a droid, or perhaps a henchmen, and otherwise see if they can interact with the gaming environment via remote control. Heaven forbid adventurers, explorers, and superheroes should walk over to the TV and actually press a button to change the channel.

Pure cowardice? Perhaps. But no, it's more than that.

From where I sit, there are several contributing factors here. The major ones are Gary Gygax, Star Trek: The Next Generation, and Computer games.

Thanks Uncle Gary!

For a large number of Gamemasters, especially those who call themselves 'Dungeonmasters', the relationship between themselves and the players is adversarial. It's a contest to see who can foil whom the most effectively, over the longest period of time.

This is helped by tales of Gygax himself and those who GMed D&D in its earliest incarnations. According to Gygaxian history and sciences such as ecology, biology, and biodiversity, the entirety of the average D&D setting is a thousand time worse than our homicidal home planet in After Earth**. The setting, the world, is actively out to kill you. The air has spores, treasure chests and furniture might try to eat you, there's likely a Trapper beneath your feet, and a Lurker Above over your head.

Those who grew up on a steady diet of this kind of gaming***, well, no wonder they're so paranoid. If they walk forward through the wrong door or tap the hidden wall panel that releases the spiked, 50 ton ball of rolling doom, or touch practically anything, the character they have grown to care about will die a meaningless, sad death in the bowls of some crazy priest's oversized basement.

Best to be extra, especially, super-duper, triple check careful.

It's not like you can just roll up another guy. Oh wait...

Make It So! Eventually.

Star Trek: The Next Generation took away many of the more military elements of the Original Series' universe, making Starfleet seem even less like an armed force. Phasers looked like dustbusters, uniform dress codes were fairly lax, and the flagship of the fleet carried scores of civilians (including children) into the unknown reaches of time warping, doomsday machine having, hostile alien having space. Genius.

However, they did keep true to one of the U.S. Army's most sacred tenets; Hurry Up and Wait.

Whether it's used to give out assignments to see if they can save the day or to see how their day-saving assignments are coming along, there is just nothing like a good board meeting.  The only thing better than working to stave off a catastrophe is getting the chance to sit and overthink how that can be done for a half an hour. Anything to kill the tension, fast paced action, and/or momentum of the story.

Good grief, shoot me.

The advanced technologies and futuristic setting simply give players more amazing and innovative ways to avoid physically doing very much.

Why beam down to a planet and have to deal with it's annoying natives when you can scan them, blast them, or beam them somewhere without ever having to leave the safety and comfort of your city-in-the-stars. Remember when we had to look at the landing site, talk to people, fist fight a Klingon, or maybe kiss an alien hottie (male or female)? Thank goodness that's over.

Soy milk, low fat, Raktajino latte anyone?

Just Farming Until I Get Better Gear.

Much of my frustration with the timid, tentative nature of so many players is aimed at the younger generation I'm afraid. I wish that wasn't the case, but looking at which players I feel overanalyze, and under-commit to action, and which ones think on their feet, and then take their chances, the more I think most of the latter are the older veterans.

This sucks, as it means, in part, that I am becoming the old grognard I have desperately been trying to avoid turning in to.

I blame Video Games. No seriously, I do.

A casual fan of them myself (though not a diehard fanatic by any means), computer, and video games, and especially MMOs, distance the player from the game experience in a way that is both subtle, and very different from the immersion you get in a good table top RPG.

As deeply connected as you can be with your character in some computer games, that fact that you don't create them to the level you do I a pen & paper game, makes them not as much 'yours'. If you think up a background, and a story for your MMO character, that's nice, but it doesn't effect your gameplay. The fluff you fleshed out in your mind have no bearing on your World of Warcraft character's interaction with the NPCs in the game, or the environments you travel to.

A side effect of this is that a fairly large portion of table top gamers who are also computer, and video gamers (and let's face it, that's a lot of people), see the investment in their PCs are either not worth it, or worth it, but then they have to keep them safe. Table top characters don't respawn. You don't get numerous lives. You get one. Best to safeguard it.

***

Normally, my game sessions run a good 8 hours on average. In 8 hours I am used to getting a lot done. I am constantly stunned and confused by people who describe their sessions in terms of a certain number of encounters (usually two or three tops) and a couple of role-playing sequences.

Seriously? Why do you bother? If I ain't getting in at least five role-playing scenes, two or three major plot reveals, two or three moments that progress some of the subplots, and at least two or three small battles with one or two major ones then hell, why did I leave my house to come to the game?

Now some campaigns have less combat by nature, some more or less subplots, but for the most part I am use to players taking in the situations, thinking on it for a few minutes tops, than initiating some course of action. After the action they see if they learned anything additional during the scenario, and if they did, it's time to regroup, plan their next move, and then perform that move, whatever it is. If they didn't learn anything new, take a moment to breath, and figure out how to learn more, or pursue their goals, and interests.

These are games. They are games in which the group playing the game combines their talents to create a work of narrative fiction overseen by die rolls.

Get active, make decisions, roll dice.

For Henson's sake, do something.

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Barking Alien

* We all know what Appendix N is by now right? Hmmm. May have to update mine.

** When I say, "A thousand time worse than After Earth", I don't mean worse than the actual movie. I don't like D&D, but jeez. After Earth just sucked.

*** Worse, those who continue to do so. Talk about an abusive relationship. I guess everyone gets off on different things. Whatever floats your boat brothers, and sisters.






Wednesday, October 15, 2014

The Initivative: Superhero RPG Appendix N Blog Challenge

I've got to hand it to my good friend WQRobb of Graphs, Paper, and Games. Not only did he follow up my recent post with a doozy of his own, but in the comments section of his entry, he came up with an idea for another post that frankly, I'd love to see everyone who is into Superhero gaming do.

WQRobb asks, (an excerpt from his comment) "Is there a way to communicate what you are trying to do? Sort of an "Appendix N" of Superhero gaming?"

"There's a blog post idea...", he suggests. It's a great suggestion. Actually, it's a challenge.

***

The Initiative: Superhero RPG Appendix N Blog Challenge





I challenge you, the Superhero RPG GM, and/or player, to list between 5 and 10 Superhero comic books, and 5 to 10 Superhero live action or animated shows or films, that typify your style of Superhero RPG campaign.

Minimum is 5. Maximum is 10. This means you have to really think about the ones that best embody the type of Supers gaming you prefer. Who's up for the challenge?

I'll start!

Barking Alien's Superhero RPG Appendix N:

Superhero Comic Books (Including series, collections and graphic novels):

Astro City - Especially Confession, Local Heroes and Shining Stars
(Various publishers, Currently DC Comics, 1995-Present) By Kurt Busiek, Brent Anderson, and Alex Ross
Green Lantern (DC Comics, 1970-1987) By Various - Not always a continuous series
Justice (DC Comics, 2005-2007), By Alex Ross, Jim Krueger and Doug Braithwaite
Marvels (Marvel Comics, 1994) By Kurt Busiek and Alex Ross
The All-Star Squadron (DC Comics, 1981-1985) By Roy Thomas, and Various
The Avengers (Marvel Comics, 1970-1979) By Various
The Legion of Superheroes (DC Comics, 1974-1989) Paul Levitz era primarily
The New Frontier (DC Comics, 2004) by Darwyn Cooke*
The New Teen Titans (DC Comics, 1980-1984) By Marv Wolfman and George Perez
The X-Men (Marvel Comics, 1975-1980) By Len Wein, Dave Cockrum, Chris Claremont and John Byrne.




Superhero Non-Comic Book Media (Including films, animated TV series, games, etc.):

Batman: The Animated Series (Warner Bros., 1992-1995), Animated TV series
City of Heroes (NCSoft, 2004-2012) MMORPG By Cryptic Studios
Justice League/Justice League Unlimited (Warner Bros., 2001-2006) Animated TV series
Superman/Superman II (Warner Bros., 1978 & 1980) By Mario Puzo/Richard Donner
Superman: The Animated Series (Warner Bros., 1996-2000) Animated TV series
Teen Titans (Warner Bros., 2003-2006) Animated TV series
The Greatest American Hero (ABC Television, 1981-1983) By Stephen J. Cannell
The Incredibles (Pixar, 2004) By Brad Bird - Best Superhero Film Ever Made
Villains & Vigilantes (Fantasy Games Unlimited, 1979, 1982) RPG by Jeff Dee and Jack Herman

I'm a little short of 10 for the non-comic book, comic book Superhero media list because, quite frankly, I don't feel there were ever that many films, movies and games that got it exactly right.

Now bare in mind, I am not talking about getting Superheroes in general right. No, no. Avengers, Captain America: The Winter Soldier, Iron Man, the Champions RPG, etc., are all awesome examples of the genre.

This is the Appendix N for the type of game I want to run, the type of Superhero themes, settings and styles I am trying to emulate.

I loved Watchmen, The Dark Knight Returns, the (early) Wild Card anthology novels, and of course, DC's Kingdom Come (perhaps my favorite, all-time Superhero story). However, those deconstructed tales of what's wrong with the concept of Superheroes in a post-modern world are not the kinds of stories I am looking to tell right now.

Think I overlooked something? Disagree with one of my picks? I would love to see yours!

Up, up and away,

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Barking Alien

*There is also an animated film version of New Frontier. I highly recommend it.



Monday, June 9, 2014

ReBoot Hill

One idea that keeps popping into my head lately is a return to the genre of the Western.

In a manner of speaking, a reboot of Boot Hill.




In the 37 years I've been gaming, I've only run a single Wild West campaign.

It was in 1979 I believe, I was about 10, and it's still one of my best campaigns I have ever done to this day.

The campaign featured a Masked Cowboy, a Native American Mystic, a Half-Black/Half-Mexican Gunslinger, a Yankee Dandy who was a Gambler, Swindler, and Snake Oil Salesman, and a honest-to-goodness Singing Cowboy (who sang and played guitar, giving various buffs to the team and debuffs to their enemies).

It featured ghosts, native spirits of the land, The Red Rider, coal burning steam machinery, and deal a with the devil.

In a discussion with one of my current players about my old 'Legend of Boot Hill' game, I listed a number of influences and inspirations for the campaign that would still apply if I ran it again today. As a matter of fact, I can think of very little I would add. My 'Wild West Appendix N' from 35 years ago would be pretty much identical to my 'Wild West Appendix N' now.

While there might be others, these are my primary inspirations for running a Wild West campaign:

All-Star Western and Western Comics from DC Comics
(Featuring Batlash, Cinnamon Star, Johnny Thunder, Nighthawk, 'Pow Wow' Smith, etc.)
Blazing Saddles (Motion Picture) (You can't NOT be influenced by Blazing Saddles)
Bonanza (Television Series)
Butch Cassidy and the Sundance Kid (Motion Picture)
Fistful of Dollars (Motion Picture)
Gunsmoke (Television Series)
Lone Ranger (Radio and Television)
Rawhide (Television Series)
The Magnificent Seven (Motion Picture)




The Wild West comic books are of particular note, since at the age of 10, they were my most accessible window into the genre and the period.

In addition to the DC Comics Western heroes, Marvel's Wild West characters were popular with my friends and I as well. Kid Colt, The Phantom Rider, Rawhide Kid, and the Two-Gun Kid, all played a part in helping me develop the kinds of NPC allies and enemies the PCs would face.

I remember reading a book with a number of ghost stories and local legends from the period that had a major impact on the kind of game I wanted to run. I wanted to infuse the setting with just enough strange and unexplained elements to separate it from a normal Western story, but not make it so obvious that the players felt they were playing a Fantasy RPG.

Fearsome Creatures of the Lumberwoods, a favorite, little known resource of mine, originally published in 1910, was another book that saw some use in the aforementioned campaign. The book is a bestiary of fantastic critters supposedly dwelling in the United States and Canada. It is a tome of American folklore and myth at it's finest and well worth a look.
 




In the end, what is the final result of this post? Why am I really bringing it up? Am I just reminiscing, or has the time finally come to revisit this campaign setting?

Is this my online game, to be run over Google Hangouts?

Tarnation! You got me Hoss. Got to do some thinkin'.

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Barking Alien






Saturday, April 5, 2014

Campaigns A-To-Z: Cosmic Rhapsody

C is for Cosmic Rhapsody

Title: 
Cosmic Rhapsody




Gamemaster's Commentary: The fellows over at the Play on Target podcast once noted how "cringe-worthy" it would be to go back in time and listen to recordings of the games of their youth. The inference is that they have learned so much from the mistakes they made in their earlier days in the hobby.

I often feel the opposite is true. I am missing something in my GMing skill set that I had when I was younger. I've lost a bit of my edge over the years. I'm too easy on my players. I'm too nice.

This campaign for example, in contrast to my current Traveller campaign, would be viewed as downright brutal.

Additionally, this game began as a traditional Science Fiction space adventure campaign in the vein of Poul Anderson, Alfred Bester, Gordon R. Dickson, and even E. E. Smith. A true 'Golden Age of Science Fiction' campaign with a strong feeling of 'Hard Science Space Opera' as I like to call it.

Somewhere just past mid-way through things started to change and become closer to the 'New Wave Science Fiction' of the 1960s and 70s, with a powerful undertone of influence from Heavy Metal magazine. Anderson and Smith gave way to Harlan Ellison, Robert Silverberg, and Norman Spinrad.

System: Space Opera (Fantasy Games Unlimited - Possibly Modified)

Circa: 1983

Player Base: Five players, all male, 14-15 years of age.

Characters: Initially, the group consisted of the types of characters you'd expect to see in a Sci-Fi/Space Opera game by 15 year olds in the early 80s. You had your Han Solo-esque Smuggler/Pilot, his Co-Pilot/Engineer buddy, a Lizard Man Alien Mercenary, a mysterious Psychic/Mystic type, and an Alien Scientist/Explorer.

The game was kind of deadly and I recall we lost the Co-Pilot and the Scientist early on. The Co-Pilot was replaced by an Alien Engineer who couldn't pilot at all but was better at all things mechanical. The Scientist was eventually replaced by a Human Explorer/Scout type fellow.




Synopsis: On the brink of a war between...well...everybody, an invading armada consisting of the Klackons (cross a Klingon with this cool lobster dude), the Mertuns (War of The Worlds-esque alien tripods) and 'The Bugs' (Starship Troopers) threatened to conquer all of known space in the chaos.

Putting aside their differences in order to kick space invader butt, the nearly warring factions of the galaxy called a truce and teamed up to face their combined enemies. Afterward they called a more permanent cease fire to their own instellar hostilities. They weren't suddenly friends but they all agreed to hating the Mertuns, Klackons, and Bugs more than they did each other.

A neutral zone sector in the middle of the various interstellar government domains was created and it quickly became a hot bed of smuggling, piracy, corporate and military intrigue, and planetary exploration. Enter the PCs as your typical band of freelance troublemakers trying to strike it rich in the volatile environment.

By the end of the campaign things had gotten very weird. As mentioned in the 'commentary' above, we left the classic space opera of the Golden Age of Sci-Fi and entered into a sort of Psychodelic-Heavy-Metal-Magazine type of Science Fiction.

The Explorer had merged with some female alien intelligence/spirit/anomaly thing that had killed the Mystic as he turned out to be both secretly evil (true) and overconfident in his ability to mentally communicate with the entity.

She/He/It/They became a new life form/cosmic entity and decided to leave this plane of existence but not before teleporting the Pilot/Smuggler guy back to Earth. Literally, back to the middle of the small, midwestern town where he was born from a site half way across the galaxy.

The Lizard Merc left the ship and crew to fight off an incursion of the Klackons. He died in battle, taking hundreds of them with him thanks to an experimental explosive (a Quasar Bomb or something. I forget).

The Alien Engineer, left alone and unable to pilot the ship effectively, is last scene sending out a distress call and waiting in his quarters for someone to find and rescue him.

One of our sadder endings.

Appendix N: 2001: A Space Odyssey novel and film - author Arthur C. Clarke, Epic Magazine by Marvel Comics, Heavy Metal Magazine by Metal Mammoth, Inc., the Heavy Metal animated film, Solaris novel by Stanislaw Lem, Stranger in a Strange Land and The Moon is a Harsh Mistress novels by Robert Heinlein, Trader to the Stars novel by Poul Anderson and many other science fiction stories of the 40s, 50s, 60s, 70s and early 80s.

Bonus Features: This campaign featured several firsts and unusual approaches for me.

I was the GM of this campaign for about 75% of the sessions. My friends Martin and Jerry GMed for about 25% of it. I ran the ending of which I am quite proud. This was the second time I ran a co-GMed campaign and the first time with more than two GMs including myself.

Looking back at the rules for this games many times over the years since this campaign was run, I haven't the faintest idea how we played it. This has to be one of the most overworked, convoluted games ever made.

We used minis for characters and spaceships on occasion, something I have rarely ever done when playing RPGs.

This is one of the first campaigns I ever ran that I actually gave a title to.

Cosmic Rhapsody is the first campaign I ever ran to have a direct sequel. I ran a follow up campaign called 'A War in G-Minor' about a year and a half after Cosmic Rhapsody ended.

Sometime later, a Superhero game with a sort of classic 'Guardians of the Galaxy' flavor was set in this same universe.

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Barking Alien






Thursday, April 3, 2014

Campaigns A-To-Z: Blast City Blues

B is for Blast City Blues

Title: Blast City Blues

System: Teenagers From Outer Space (Modified)




Circa: 1987-1988 (Follow up campaign in 1989).

Player Base: Three players at the start, male, ages 17-18. Eventually added three or four more, same age range. A follow up campaign in the same setting occurred a year or two later and included one additional male and two female players.

Characters: PCs were Human and extraterrestrial high school students attending Blast City High, hoping to graduate and get the chance to attend Blast City University. Each of the PCs had a superhuman power or skill, including super speed, super strength, energy blasts, super intelligence, supersonic screams (like Marvel's Banshee or DC's Black Canary) and many others.

I expanded the rules for powers so that each PC started with 10 Power Levels. You could have Super Speed at Power Level 10 and be as fast as the Flash, or, as was the case with the character 'Mech' Herrera, a teenage cyborg, you could break those Power Levels up into different abilities. Using Mech as an example, he had Super Speed 2, Super Strength 2, Invulnerability 3 and Micro Missiles 3.

Magical characters could change up what their PL 10 abilities were, but had to pay a price (Needed to rhyme to cast spells, spells that hurt opponents bestowed bad luck on your allies for an hour, etc.).




Synopsis: 25 years ago, an alien spacecraft of considerable size landed just off the tip of Long Island Sound in New York. A plethora of extraterrestrials emerged from the vessel, proclaiming themselves to be the surviving members of the United Galaxy Alliance. The Alliance was invaded, and every last one of it's worlds conquered, and stripped of their resources by the terrible Dreggetti. Like space locusts, they swarm across planet after planet, consuming all in their path. Now, they are heading for Earth!

Luckily, thanks to their superior Star Drives, the refugees of the United Galaxy Alliance have arrived in our solar system at least 1 year ahead of the Dreggetti fleet. They've come to Humanity with a secret weapon that might just have a chance at defeating the evil aliens.

The greatest minds of the UGA have developed Polytransmorphic Metamutagen Alpha! This chemical, well, it's a compound actually, can...I suppose gaseous gelatin would be more accurate. Where was I? Oh yes, so there's this process involved and, you see it's all very complicated. The end result is that PM Alpha can give Humans superpowers. Sadly, it doesn't seem to work on any of the UGA member species since many of them have superpowers of a sort built into their genetics. Since Humans don't, the potential of the PM Alpha on them is unknown and potentially limitless.

After meeting with the world's political powers, the Earth unifies under the banner of the United Earth System Alliance and begins developing superpowered soldiers and learning all about the incredibly advanced technology, and scientific knowledge of the UGA aliens. At the end of one year, they ready themselves for what is destined to be the war to end all wars, deciding the fate of the Human race and perhaps the entire Galaxy, once and for all.


Only...the Dreggetti never arrive. Time passes. The aliens settle down on Earth, the Moon, a terraformed Mars and a few other spots in the solar system. Still no Dreggetti. The UGA starship is converted into a city, dubbed Blast City, which contains additional housing, training facilities, as well as business and government offices for many of the aliens and the superpowered population. More time passes. The Dreggetti are still a no show.

Fast forward to the present, and the sons, daughters, and unisex, undulating, spore blobs of the superpowered Humans and alien refugees are going to school, printing spread sheets, watching Zero-G Boogie Ball (a sport I created), and just trying to live with each other and not destroy any private property in the process. Some superpowered individuals are part of the United Earth System Alliance Defense Force, while others have more 'normal' jobs.

Adventures ranged from wacky 70's sitcom fare mixed with sci-fi or comic book elements, to fairly serious disasters and villains that forced the PCs, none of them old enough to graduate high school, to really work together and be courageous in the face of certain destruction!

Appendix N: Galaxy High animated cartoon series, Legion of Superheroes comic books from DC Comics, Sidekicks comic book from Oni Press*, Super Dimensional Fortress Macross (In the USA, Part 1 of the R-word ** series: The Macross Saga) Japanese anime series, Teen Titans comic books by DC Comics, Urusei Yatsura (Those Obnoxious Aliens - Lum) Japanese manga and anime series.

Bonus Features: A short comic book featuring the setting, and characters was created by our high school RPG club and sold at the school's annual art faire.

One of the coolest things we ever did for a game was create both an opening, and closing theme song for our Blast City Blues series. The song was written by me, and performed and recorded on a cassette tape (long since lost) by a garage band my friends, and I had put together.

Another friend of mine (one of the players incidentally) translated the entire opening into Japanese, complete with minor changes to make it sound, and read, more sensibly in the Japanese language.

The opening song's overall styling matched the Japanese pop-music of the era, while the closing had a more blues-rock n' roll sound. I don't recall much of the closing theme (I Love Blast City) but the English opening goes like this:

Well hello!
Hello, how are you?
I'm doing fine.
I'd really love to talk, but I don't have time.
What do you mean?
I'm off to school and I can't be late!
I want to learn the golden rule, and take a chance on fate.

(chorus)
Ohhh, School House Rock!
Ohhh, School House Rock!
Ohhh, Oh School House Rock!
Nothing to dread, when you use your head.

Tell me more!
Well, my school, it's a little strange.
Why don't you come and see it, 'cause you'll be amazed.
There's a boy who can fly,
A girl shoots rays from her eyes,
And the teachers walk through walks to no ones surprise.

(chorus)
Ohhh, School House Rock!
Ohhh, School House Rock!
Ohhh, Oh School House Rock!
For Heaven and Earth to be seen, you must stand in between.

Oh no, the bell!
That's the bell, and I have to run,
But it was great talking to you. It was lots of fun.
Think about checking out the school.
The light in your eyes tells me you're no fool.

(chorus)
Ohhh, School House Rock!
Ohhh, School House Rock!
Ohhh, Oh School House Rock!
Nothing to dread, when you use your head.


AD
Barking Alien

* Sidekicks was not yet created when I ran my Teenagers from Outer Space/Blast City Blues campaigns but it has some remarkable similarities and is one of my all time favorite comic books. Highly recommended.

** Adam does not say the R-word.




Wednesday, April 2, 2014

Campaigns A-to-Z: Aerth and The Legends of The Winghorn Guard

I feel it only fitting that I begin the A-To-Z Challenge with A for Aerth.

Title: Aerth



Aerth is the name of the homebrewed setting I created in association with my homebrewed Dungeons & Dragons variant, Dungeons & Dragons AD.

Numerous campaigns with and without titles have been run in this setting. Among them are such titles as The Winghorn Guard (original), The Chronicles of the Winghorn Guard (sequel), The Black Omen Saga and many others. As all are set or related to the same world, I collectively refer to these campaigns (which share a continuity and 'canon') 'Aerth'.

System: Advanced Dungeons & Dragons 1st Edition (Modified), Dungeons & Dragons 3rd Edition and 3.5 (Modified very little) and Dungeons & Dragons AD (A homebrewed variant of AD&D 1st and 3rd, merged and then simplified).

Circa: First Campaign - 1982-83-to-1985. A number of short campaign spinoffs - 1984-88. Second campaign (New campaign with elements that essentially made it a direct sequel to the original) - 1998-2004. Another short campaign - 2010-2011.

Player Base: Originally there were six or seven male players, 14-15 years of age. Over time there have been many players of different ages, backgrounds, ethnicities and genders.

My ex-wife created a character for the Second/Sequel Campaign to the original as her first D&D character ever.

Characters: The majority of our Aerth campaigns have had the PCs as members of The Winghorn Guard, a multi-national, multi-species order of heroes sworn to protect the people of Aerth from all manner of evil, injustice and threats to the sanctity of life. The heroes (and setting) are styled after Superhero comic books more so than Fantasy literature.
 
Imagine the Winghorn Guard as a medieval Legion of Superheroes or Justice League Unlimited (the animated series).




Synopsis: About 50 years prior to the first campaign, a group of adventurers saved the world of Aerth from a dire evil, the entity known as The Great Chimera. These heroes were than visited by an Alicorn, a Winged Unicorn, and told they had been chosen as guardians and protectors of the planet. They were instructed to find and train others to join them, and if approved by the Winged Unicorn, these brave beings would aid in the constant struggle to prevent chaos and evil from consuming Aerth.

By the time of the first campaign, the group is nearly 250 members strong and protects the world regardless of the borders of Kings, the decree of Churches and the whims of the petty, the wicked, the frightened and the unjust.

The Winghorn Guard knows only one allegiance...Aerth and the Winged Unicorn, thought to be the spirit of the world or an avatar of Mother Nature and Father Time. Others believe the great Alicorn to be a god itself, perhaps a one, true god or the herald of such. The truth is not yet known.

The first campaign dealt with a being known as Neuron, The Neutral Man, an entity from the Concordant Opposition, the realm of true neutrality, who had come to Aerth to warn a particular group of Guard members of a terrible evil from beyond the stars that threatened the world. Neutral in their outlook on all things, the Neutral Men are charged only with observing and recording the events on the Prime Realm they are assigned to (like Marvel Comics' Watcher). Neuron, realizing the threat he viewed was a danger to law and chaos, good and evil alike, felt the need to take action.

He would assist the Winghorn Guard numerous times in the following years, until his fellow Neutral Men felt he's been tainted with 'Good' and imprisoned him. Similarly, this particular team of Winghorn Guard members were accused of treason, as they had been working with and following an outside entity (Neuron) while serving with the Guard.

Eventually they disobeyed direct orders, travelled to the Concordant Opposition, freed their ally and friend and gave an impassioned speech on the nature and purpose of what it means to be 'good' and subsequently left the Guard, going their separate ways.

The sequel campaign, set 25 years later, deals with a mad Elf named Shadowhaunt who is amassing arcane power in an attempt to rewrite history. He is a member of the now extinct Pale or Ash Elves and seeks to alter time and space to bring his people back. He is being aided by a secret organization known as The Circle of The Shattered Rainbow, which also seems to periodically help members of the Winghord Guard! Hmmm. Is Neuron the enigmatic leader of The Circle?

Appendix N: The Chronicles of Narnia novel series by C.S. Lewis, The Fantastic Four comic books from Marvel Comics, Folklore and Myths from all over the world, The Hobbit, Justice League Unlimited animated series, The Last Unicorn novel by Peter S. Beagle, Legion of Superheroes comic books from DC Comics and the Vlad Taltos novel series by Steven Brust.

Bonus Features: Games set on Aerth are among my most successful and popular campaigns. A bit of a bittersweet victory as I am not a D&D fan and would prefer to run something other than Fantasy 9.5 out of 10 times.

Much of the material from the early campaigns was generated by combining several separate campaigns together. Many of my players were involved in campaigns at school and when we met at Summer Camp to run The Winghorn Guard, I merged all the stuff from each of their school games into one world (Aerth) and than modified it as needed.

My ex-wife is largely responsible for much of the cultural elements of the Elven people, based on the historical information I provided from the campaigns' background.

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One down, 25 campaign universes to go!







Thursday, December 8, 2011

Unexpected Present

This recommendation in a comment from Astronut lead me to a fun little excercise wherein I tried to describe my primary D&D-But-Not setting in the form of the movie pitch first suggested by good ol' Uncle Bear. *

This turned out to be a much needed and unexpected present. Thanks Astronut.
While I believe I have succeeded for the most part, the main reason for requesting the recommendation was to help me think of ways to create a new campaign setting. I should have focused my efforts in that direction instead of defaulting to my tried and true setting of choice. Bad. Bad me.


I also notice that written in this format, while the game sounds pretty cool if I do say so myself, the text barely scratches the surface of all the crazy stuff in the campaign milieu it describes. Of course that's to be expected but still...

Anyway, here is 'The Movie Pitch' for...

Chronicles of Aerth

Traditional Dungeons & Dragons meets Justice League Unlimited by way of Final Fantasy XI (aka Final Fantasy Online).The Elevator SpeechSuperheroic adventurers travel the known realms and beyond battling evil threats to truth, justice and the peace and safety of the citizens of a fantasy parallel Earth.

Tone


Over-the-top 'Marvel Age' comic book action adventure with moments both darker and lighter mixed in.


System

Homebrewed variant of Advanced Dungeons and Dragons 1E crossed with D&D 3E/D20 basically.

Player Character Roles


PCs are members of an order of heroes chosen by a higher power. Anyone, and in some cases anything, can be a member. Traditional D&D race and class combos fight side by side with fully sentient golem monks, cat people shamans, barbarian homunculi, centaur paladins, drake rangers and many other strange and wondrous beings. **

Adversaries


Various petty criminals, thieves guilds and murderous types.
The last surviving member of a now extinct subculture/race of Elves.
A secret enclave of Dragons out to conquer or destroy the world.
Various liches, evil wizards and warlords styled to resemble comic book supervillains.
Natural disasters, plagues and the like are also handled by the PCs.


Locations

A variety of places emulating ancient and or mythic locations from Earth history/legend.
The past, present and future of this world.

Alternate worlds, other dimensions and the Moon.

Appendix N ***

Advanced Dungeons & Dragons 1E
Dungeons & Dragons 3EJustice League Unlimited, Animated Series
Legion of Superheroes, Comic Book Series
Various books on the folklore and mythology of Africa, England, Ireland, Greece, Scandinavia Rome, Scotland and others and the Moon
Various Japanese Anime/Manga Series
Various Japanese MMORPGs and Computer RPGs
Various Japanese TRPGs


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*Though sadly, it seems the original post is no more. Bummer.

**I've run campaigns where PCs were not members of the order but rather independant adventurers like a traditional D&D game.

***This is woefully incomplete. It would take weeks to list all the inspirations for Aerth.






Wednesday, November 17, 2010

Appendix N-nigma

I want to run a campaign which has at the top of its Appendix N...

Diary of Inhuman Species
Oban Star Racers
The Search for WondLa

and

Time Jam - Valerian and Laureline

I'm feeling really Space Opera-y lately.

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Thursday, October 8, 2009

Power Sources

OK, so I can't seem to stop talking about how cool my new Extended Mission campaign is. Sorry, I'm just really excited. After 25+ years of wanting to run an all robot game its finally come together and it rocks.

I wanted to do one last post on the subject before talking about something else. I've put together a collection of a few of the inspirations and sources that have influenced this campaign and I wanted to share it was everyone. If you find it difficult to see how some of these sources relate to each other or the game idea...awesome. That is how a good Barking Alien campaign works. Place twenty vaguely related concepts into a blender and press purée.

Books:
I, Robot, Inside The Robot Kingdom, The Robot Book*, The Velvet Glove.

Films:
2001: A Space Odyssey, AI: Artificial Intelligence, Bicentennial Man, Ghost in the Shell, Hinokio, Iron Giant, R.U.R. , Star Wars (All), WALL*E.

Games:
Eclipse Phase, Metamorphosis Alpha, The Morrow Project, Transhuman Space, Traveller.

Television:
Ghost in the Shell: Stand Alone Complex and SAC: Second Gig, Serial Experiment Lain, Space: 1999, Star Wars: Droids.

Science Programs:
Aftermath: Population Zero, Alien Planet, The Future is Wild, If We Had No Moon, Life After People, Planet Earth

Science Articles, Information and Projects:
Artificial Intelligence, Robonaut, Robots (General Categories, Types and Related Information)

*My father purchased this book for me in 1980 from a used book shop in Upstate New York. It loved it literally to pieces and I have no idea at what point I lost it but I am seriously tempted to purchase time bad boy off ebay.

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Tuesday, May 12, 2009

Side Trek - Appendix N

I thought I would take a moment and share my Appendix N with you all. I think it's especially interesting to do since after 30+ years in the hobby I'm constently intrigued by how different my playstyle can be from other gamers in my age group (40 - *shudder*).

I never really experienced power gaming, being a 'Monty Haul' GM, rules lawyers or any of the standard ailments the plagued many a campaign over the hobby's early years. I mostly learned about these terms from Dragon Magazine and through speaking with other players and gamemasters. I suppose since my approach and perception may have been slightly unusual from the get-go, my gaming style simply developed down different lines. To illustrate this, I've decided to post my list of major campaign and gaming influences. Please keep in mind that while this list holds true for any game I run, I tend to run Science Fiction and Superheroes more then anything else. These elements are listed in no particular order:

P.T. Barnum
Legion of Super Heroes Comics - Especially those of the Paul Levitz/Keith Giffen Era
Green Lantern - Silver Age and Current
Teen Titans - Especially the Marv Wolfman/George Perez Era
Star Trek - Especially the Original Series and Movies
Japanese Anime and Manga of the Late 1970's to Mid 1990's
Jim Henson & The Muppets - Including Dark Crystal and Labyrinth
Rock & Roll Music of the Late 1960's to Early 1980's
Star Wars - Original Trilogy
Douglas Adams
Terry Pratchett
E. E. "Doc" Smith
Larry Niven - Especially the Draco's Tavern Stories
Monty Python
Naoyuki Katoh - Japanese Painter, Illustrator and the artist for Japan's Classic Traveller
Mel Brooks
Robin Williams
Wayne Barlowe
Ben 10 - Especially the Original Series and the designs of Dave Johnson
L. Frank Baum

We are all the sum of an unimaginable number of influences, exposed as we are to things that previous generations could only dream about. The internet and cable television, just to name but two sources, give us access to virtually any piece of visual art, music or written information in a matter a seconds. That said, some things get stuck on the fly paper of our brains and never escape. It is these things we hold most dear and return to most often to find our inspirations.

It is also interesting to note how many of the people I've named above are personal heroes of mine and that I've had the utter privelage to speak to them at length at one time or another. I feel very lucky for the opportunity.

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