Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Monday, May 4, 2026

This Is The May - From Shadow Lords to Baby Yodas

Today in a galaxy far, far away...




It is May the 4th once more, or as I like to call it, 'Secular Star Wars Day'. 'Orthodox Star Wars Day' being May 25th of course, the actual day the first Star Wars film was released. 

Nonetheless, this is the day we Star Wars fans celebrate George Lucas' creation; a universe of strange aliens, clever droids, fantastic creatures, distant planets, and of course, The Force.
This year, there is a lot to celebrate too, as we currently have the animated series Maul: Shadow Lord and will be getting The Mandalorian and Grogu on May 22th, the first Star Wars film in theaters in 7 years. 

As the date approached, I started to get an idea for a Star Wars RPG that leaned even more heavily into the cinematic, often over-the-top nature of things like the Star Was computer and video games, the animated series such as the current and awesome Maul: Shadow Lord, and one of my personal favorite projects, Star Wars Visions. 

A few weeks ago (roughly), I had the chance to play in a game of Outgunned, a rules-lite cinematic 'Action Film' RPG by a company called Two Little Mice. The one-shot was run, quite excellently, by my friend Nick, a member of my Wednesday evening group. I liked it, a lot, though I couldn't resist the desire to tweak and modify the game for an even greater potential. One thing I wanted to be able to do with it was adapt it to other genres and settings such as...hmmm.

The day after the game I started writing up some notes for an Outgunned powered Star Wars game. While the official supplements for Outgunned, Action Flicks and Action Flicks Vol. 2 respectively, each contain Star Wars-like setting options and additional rules for 'Star Raiders' and 'Star Knights', I decided to try building my version of Outgunned Star Wars from scratch. Sort of.

I did read through the Action Flicks homage versions and they did indeed inform some of my ideas and choices going into the project. I also used Twitter's Grok AI to see what different variations of my proposed adjustments would be like. In the end, I'm pretty happy with what I've got. It isn't a full-on new game by any means but rather a functional way of using a particular set of already established rules to run an already established setting. It's the work of a fan of two things hoping to merge them together. 

I'll be making a series of posts across the month of May - Star Wars Month! - detailing my ideas under the working title...


Happy May the Fourth and beware Revenge of the Fifth.

Remember, The Force will be with you, always.

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Barking Alien





Saturday, May 31, 2025

The Unmitigated Gaul

Asterix, also known as Asterix The Gaul, Asterix and Obelix, or The Adventures of Asterix, is a franchise based on the French Comic Strips and Albums of the same name(s) created by René Goscinny (Writer) and Albert Uderzo (Artist) and originally published in the Franco-Belgian comics magazine Pilote, first released in 1959.




I am a big fan of the Asterix comics - 41 Volumes as of this post selling over 393 million copies in 111 language across the world - as well as the animated films - a dozen of those I believe - and the recent 3D Computer Animation series Asterix and Obelix: The Big Fight (in French) on Netflix (based on the story from a comic album published in 1966). I haven't seen any of the 5 live-action outings yet - two of which were among France's high grossing films! - as I'm nervous they won't be able to duplicate the feel of their illustrated counterparts. 

Like the Smurfs, I first came across those in both French and English adaptions when I was very young and so I was familiar with Asterix and his adventures long before they'd gained any kind of widespread footing in the book and comic book stores of the USA. In addition to the artwork and humor, I loved the mix of History and Fantasy. As with Smurfs, there was an occasional anachronistic twist on the setting and its inhabitants that was expertly handled and so I pretty much fell in love with it.



 
The premise is fairly simple and nearly every Asterix story begins...

The year is 50 BC. Gaul is entirely occupied by the Romans. Well, not entirely... One small village of indomitable Gauls still holds out against the invaders.

The mighty Legions of the Roman Empire, four of which camp not too far from this small Gaul village, have been unable to defeat these 'barbarians' as they possess a secret weapon; their Druid Panoramix (Getafix in English versions) has created a potion that temporarily gives the imbuer Superhuman Strength. In addition, one member of the village, Obelisk, has permanently enhanced strength as he fell into a cauldron of the concontion when he was a child.

As with all things that interest and/or inspire me, at some point I have to ask myself, "How do I game this?" 

As it turns out, Asterix is no stranger to gaming. 15 Board Games, a few dozen Computer/Video Games, and even a series of 10 'Choose Your Own Adventure' style Gamebooks have been produced over the decades since 1970. Impressive, no? Of course, I'm talking about Tabletop Roleplaying Games and it's very likely I'm the only one crazy enough to want to...wait a sec. What's this?




Indominable Gauls by Thomas M. Grenery is an Asterix inspired game that uses an interesting mechanic based on the game Cthulhu Dark [as I understand]. It is very clearly Asterix with the numbers filed off and that's not a criticism. That was basically the objective and he achieved his goal. 

So we have our Asterix game, yes? It would certainly make my life a lot easier to just use this instead of trying to make my own version, if indeed I was looking to run an Asterix RPG. Well...I do intend to do this, I've never been one for 'the easy way' if there might be 'a better way', and I actually do I a system in mind. 

I think Asterix and his world could benefit from the game system designed to run the adventures of our gallant Gaul's Franco-Belgian Comics cousins the Smurfs. 

Please note this is a fan made creation. As of this writing Maestro Media does not have the license to and is not making an Asterix RPG to my knowledge. If that changes in the future, call me guys. 😉

Gamemechanix

The core rules of the Smurfs RPG regarding Character Creation, Difficulty Level/Dice, and how Actions are resolved will largely remain the same. Probably identical at their most basic level. Having one 'Specialty' or signature ability that can lower the Difficulty Dice as well as Expending Effort will also be handled in the same way.

Where things get interesting is that Smurfberries and Smurf Power would need to be renamed or replaced, especially Smurf Power. I am thinking I need something that simulates how the Gaul Villagers become Super Strong once they drink their magic potion and that should be more reliable than the way Smurf Power works but also perhaps more rare.

Rare or infrequent isn't really the correct terms though. Conditional or Contingent Upon is a better way to put it. Their Superpower comes from drinking this elixir and it lasts X amount of time and that's it. There is no way to spend points to that. It either happens within the context of the narrative or it doesn't. 


Asterix getting his drink of the Magic Potion in Asterix and Obelix: The Big Fight


Maybe. I am suddenly thinking of an alternate approach wherein one can spend or activate a condition, like how Smurf Power functions, to gain Super Strength but you need to explain it. 

GM: Your group is surrounded by Romans who happen to have lions with them. It seems they were taking them to the Colosseum when they ran nto you.

Gaul Player 1: Lions?! Well that does it! I activate my Indominable Power! Now I have Super Strength (However I decide to have that function mechanically)! 

GM: Wow! How did you get a potion?

(You must come up with a reason why you have a potion handy if not anywhere near one).

Gaul Player 1: Uh...wait! Remember when I was discussing with Druid whether the potion would still work if reheated or frozen? Well I took a small vial to test my idea at some point and still have it on me.

GM: Ah-ha! Most fortunate! The vial is small though so it will only last one round.

Gaul Player 1: That's all I need! *Rolls up sleeves*

I'll need to think on this some more and test it in play a few times and see if anything else needs major adjustments. Overall, I think the conversion from the Smurfs to Asterix should be pretty smooth. 

Theatrix

A key component of Asterix's charm are the characters and the interactions between them. The Roleplaying opportunities abound! While its pretty obvious that Asterix and Obelix are best pals and Dogmatix is just the best friend doggo a Gaul could have. The rest of the village is a bit more complicated and surprisingly nuanced. 

While the men of the village seem to do all the things - Vitalstatistix (French: Abraracourcix) is the Village Chief, Fulliautomatix (French: Cétautomatix) is the Blacksmith, Unhygenix (French: Ordralfabétix) is the Fishmonger, etc. - it is the women of the village that have the real power, at least to a considerable extent.


A Variety of Female Characters from the Asterix Franchise


The wives of the aforementioned villagers are crucial to the smooth operation and continual existence of this group of Gauls. For example, Chief's wife Impedimenta (French: Bonemine) has numerous flaws but fights along side the men against the Romans, often wielding a Rolling Pin as a club. She is not only a good fighter and the village's best cook but is often able to rein in the chaos of the rest of the village when her husband can not. 

Many of the relationships and therefore the characters themselves are very old. The Druid Getafix (French: Panoramix) and the eldest villager Geriatrix (French: Agecanonix) are depicted as looking exactly the same in prequel and flashback stories that show the rest of the villagers as children or very young adults. Geriatrix makes references to having fought in a number of earlier wars and has knowledge of other villages long gone. Imagine playing an older character who remembers fighting Romans before the magic potion!

So many ideas in this category, I could easily write an entire post just on character concepts and stories. Hmm. Perhaps the 'Motivation' entry on the Smurfs Character Sheet could be modified to Relationship so you can identify what other character is important to your PC and why.

Geographix

Where does Asterix take place? Obviously Gaul, in the year 50 B.C.. On to the next...OK, OK, I'll expand on this. 




The Gaulish Village of Asterix and his friends is a seaside town, giving the inhabitants easy access to as much fish as they like. Unfortunately, they are somewhat limited in where they can travel by the four encampments of Roman Legionnaires near by (See above). 

That said, the villagers and their stories go all over the place in the Asterix Comics thanks to use of their magic potion, clever trickery, and dealings with those in power from other lands. Asterix and Obelix have gone to Roman, assisted Cleopatra in Egypt, and traveled to Spain, Germany, and Britain to name just a few of their exstensive travels. 




Sometimes the adventures come to them. Other Gaul tribes occasionally stop by to ask Chief Vitalstatistix and/or Getafix the Druid for assistance. The villagers are constantly confronted by Roman Soldiers of course. Additionally, Asterix's group of Gauls has been visited by the Normans (in the comics. The Vikings in the animated film adaption) and Huevos Y Bacon, the leader of a small town near Montilla in Hispania (Spain), and his son Pepe. 




I can see a nearly limitless series of scenarios of mixing Comedy, Action, Adventure, and Historical Fiction. That's not even addressing the Fantastic Elements of the franchise. 

Mythologix

Asterix takes a really interesting approach to Magic and Mythology. While there definitely is magic as evidenced by the Magic Potion that grants Super Strength, in many other cases the mystical falls more squarely into the realm of heresay and folklore.

Gods of both the Gauls and the Romans are referenced regularly but never seen in the 'flesh', nor do they appear to directly effect the stories in any physical way. In Asterix and The Griffin, the rumored half-eagle and half-lion creature is revealed to be a dinosaur skeleton frozen in a lake. 

However...in some stories and the animated films, the Magic Potion if made improperly can create other effects such as causing people to change color, glow, fly, and even give Getafix 'telekinetic' control over the imbuer. We've seen other evil Druids perform tricks of their own and Sulfurix (aka Demonix) [in Asterix and The Secret of the Magic Potion] grew into a giant after following into a puddle of bad potion. 

So are there 'real' magical creatures, spells, and/or gods in Asterix. It would seem the answer is...maybe. Yes?

Does magic exist? The answer is certainly yes. It takes a subtle hand and a bit of finesse to balance the nature and supernatural worlds of Asterix's setting in my opinion. Personally I love this sort of thing but I can see it being difficult to resist adding a host of witches and dragons and other major sorcerous elements. It can be done but takes a little mental effort to keep the feel of the comics authentic. 

Appendix

This project obviously needs a lot more thought and work but I was so jazzed about it I figured I'd share what I did have. If you have any suggestions, questions, or ideas on the subject I'd love to hear from you. 

Thanks for indulging me and onward ho!

AD
Barking Alien




Tuesday, August 13, 2024

RPGaDay 2024 - Barking Alien Edition - Day 8

Over the last 47 years, I've created a lot of cool weapons as GM and wielded more than a few through my PCs. I've also seen a ton in the hands of my fellow PCs, as well as NPCs both allied and hostile, under a variety of GMs. Picking one in particular to spotlight is difficult but I'll try. 




As awesome as some of these weapons may be, I don't want to repeat the telling of ones I've described in the past, no matter how memorable they may be. Ceren-Dee's 'Blue Dragon's Tongue' and the individually customized Proton Packs of the Ghostbusters: Home Office crew are just a couple of examples. I'm looking to tell you about a combat tool I haven't yet discussed. Hmm. Let me check the Barking Alien Armory. *Rummaging noises* Huh. This ones interesting. 




The Open Key

'When the Forces of Nature and the Laws of Physics got together to create the Multiverse, they found the most difficult part of the project to be keeping it all organized. In a stroke of what could have been genius, the Laws and Forces carefully placed many of the elements they needed in the Storage Room of Eternity. Unfortunately, concerned that someone might try to break-in and steal something - even though no one yet existed to do so - the Laws of Physics put the Lock of Infinite Combinations on the Storage Room. This insured no one could get in. Not the non-existent thieves and certainly not the Forces or the Laws. Oh. Oh dear. 

Luckily, the Forces of Nature had anticipated their associate's paranoia and created The Open Key. With this miracle device, the Forces and the Laws were able to access the contents of the Storage Room of Eternity without needing to go inside it themselves or even be anywhere near it. An eon later, give or take, once the project was finished and the Multiverse complete, the Forces and the Laws misplaced the Open Key and, like all lost keys, it was never to be seen by them again.

The Open Key has turned up time and again throughout the history of the Multiverse's existence and then promptly lost again as that is just how it is with keys. Often the Key has fallen into the wrong hands many times as, quite frankly, that's all hands. If you do find it, you will surely lose it again before long so use it wisely. You can also use it unwisely if you really want to. Hey, most of us only live once, right? 

To use the Open Key the holder must pantomime sticking it into a keyhole. Before or as you turn the key, you must declare what you are opening and in some cases a few particulars as will be explained below. This must be spoken out loud. As you turn the key you'll feel some resistance and hear the echoing sounds of 'unlocking'. The key's effects will then immediately take place.

The following uses of the Open Key have been reported but there are a nigh-infinite number of others (please share any you may encounter):

Open Fire: This causes a barrage of fiery energy bolts to rain down upon the region. The bolts have both heat and kinetic force and explode on impact with any solid matter. If no target it designated, the flame bolts fall randomly upon everyone in a 100 ft. radius of the Keyholder. The bolts will never strike the being holding the key themselves however. The more proper way to use this would be to call out, 'Open Fire on Lord Evil-Lot and his Shadow Army'. This ensures the attack will only hurt Evil-Lot and his forces. Its fine. They deserve it.

Open Dialogue or Open to Discussion: Everyone within a hundred feet of the Keyholder will suddenly pay attention them, clearly hear them when they speak regardless of any other noises or similar distractions. In addition, language will not be a barrier. Everyone present will understand they who have opened the discussion. 

Open the Floodgates: This floods the area with water, so much and so quickly it can knock people and animals off their feet and send wagons and carts floating down a newly raging river. If you use this near a freshwater river the water will be freshwater. If you do it near the seashore it will be saltwater. If used in a desert and the keyholder wasn't thinking of any particular type, flip a coin to determine salt or freshwater. The being holding the Key and anyone roughly 20 ft around them will find the ground they were standing on to be suddenly raised, elevated above the water level. 

Open Road: Allows for travel anywhere within a given universe, dimension, or alternative reality. It can not be used to travel, for example, from the Corridor Dimension to Universe Alpha-1. It can be used to go from anywhere in the Corridor Dimension to anywhere else in the Corridor Dimension. The Keyholder must declare their destination along with speaking the command. One could take out the Open Key, starting the 'unlocking' process, and say, "Open Road to Gamma Reticuli II", and they would see a bright path on the ground. Stepping onto it, they will instantaneously find themselves on the second planet in the Gamma Reticuli system. The path remains open for only 30 seconds or so and can be used by others after the Keyholder but they must hurry. We haven't got all day you know. 

Open Sesame: This allows access into any edifice. The structure need not have a door, window, or any other opening. The wall in front of the Keyholder will simply slide away as if it was built that way and then they and their allies may enter. There does need to be an inside to the target to go to. You can not Open Sesame into a place you could not walk around in. 

Open to Suggestion: Before activating this effect, the user of the Open Key decides who it is they wish to make a suggestion to. It can be more than one person but it does not effect everyone in your vicinity the way Open to Discussion does. Generally the wielder of the Key would think, 'I want to make a suggestion to the store owner' or 'I want to make a suggestion to those gathered around the Coffeemaker'. Once the effect is 'unlocked', the Keyholder can make a suggestion to their target and said target (or targets) will be forced to seriously consider the suggestion, viewing the Keyholder in a positive light as purtains to giving honest, well thought out feedback and ideas. This does not guarantee agreement with the suggestion. It eliminates bias and personal feelings on the matter, causing the receipients to view the idea given in a neutral, logical, and yet compassionate manner. 

Open Your Mind: Activating this effect can be overwhelming for most mortal users, requiring strong mental discipline, and focus. Use of this effect enables the Keyholder to perceive the thoughts of one or more people, potentially encompassing anyone within the wielder's line of sight. In addition to thoughts, it is possible to see through their eyes, hear what they're hearing, search recent memories, and generally possess a form of limited though considerable clairsentience. As noted, it is easy to get confused and overstimulated by this and zeroing in on a specific thought, perception, or feeling is tricky at best. Good luck with that. 

Currently the Open Key is in the possession of...wait...damn...where'd I leave my keys?

The Open Key and everything related to it comes from a Tales from the Floating Vagabond game campaign I ran back in 1991 or '92.

AD
Barking Alien

BONUS FEATURE: Day 8 of the official RPGaDay 2024 Prompts:




An accessory, eh? Like Dice? I mean, I have dice I like, though its been ages since I was really a collector of them the way some gamers are. Besides, I'm gaming online these days. Online die rolling is common. 

I don't use a dice tray these days for the reason noted above. A GM's screen? Haven't used one of those in decades. Beyond the rulebooks and source material everything else is on computer. That's it, I appreciate my computer. 

Well...that was...a prompt.