Showing posts with label Mythology. Show all posts
Showing posts with label Mythology. Show all posts

Thursday, June 30, 2016

BUSHIDO* - THE DESTINY OF SHINTO

My good friend, and Google Hangouts GM Keith Jacobson requested a Campaigns I Have Known entry on my most memorable Japanese mythology/folklore inspired Fantasy game. Funny thing is, one of the fellows in that game just recently posted a 'Remember This...?' entry on my wall on Facebook.

Well that's too much of a coincidence to ignore.

I've run a number of games set in a mythical, feudal Japan, but my preeminent one was Shinto No Unmei, or 'The Destiny of Shinto', back in 1988-89. I used Bushido, the Japanese Medieval Fantasy RPG classic by Fantasy Games Unlimited, although modified as noted below.

Campaigns I Have Known
Proudly Presents...

BUSHIDO
SHINTO NO UNMEI

The Mechanical and Creative Influences
for this campaign:

Bushido (FGU)
Land of the Rising Sun (FGU)
The Dagger of Kumi (One of my all time favorite animated films)


Title: BUSHIDO - SHINTO NO UNMEI

System: Bushido* (Fantasy Games Unlimited) - Additional Rules from Land of the Rising Sun (FGU), and House Rules.

*In truth, this campaign used a kitbashed system of my own making that was about 80% Bushido. The remaining 20% was a mixture of simplifying what was in the core rules, adding bits from Land of the Rising Sun (also from FGU), and a few house rules. The overall effect was, as I recall, very detailed while remaining highly functional.

 
Circa: 1988-1989. There were roughly a dozen sessions, each lasting 8-10 hours. For reasons related to scheduling conflicts we were never able to complete the climatic final battle and finish the campaign.

Sad panda.

Player Base: There were five players, all male, ages 18-20. All the players were present for all the sessions, and unlike a lot of my other games, there were no guest players, or characters.

Characters: I remember most of the characters from this game quite well, which in, and of itself is very interesting. Granted, this game was not as long ago as some of the others I've covered in the recent past, but I think it's more than that. This campaign was just that good.

Katsuhiko Otomo - Gakusho Shinto Priest / Shugenja (Played by Joe V.)

Katsuhiko Otomo was a Shinto Priest, or Gakusho, who initially hid the secret truth that his priesthood was a front for his real vocation - a Shugenja/Mage.

If I remember correctly, Katsuhiko was indeed trained as a Shinto Priest from the time he was a very young man. His ancestors came to him in a terrible dream, wherein they charged him with a quest to find a Ronin Samurai (Yoshi Yamashita) whose destiny would shape the future of Japan. Otomo was gifted/cursed with mystical powers to help him achieve this goal.

Katsuhiko was always the voice of calm, and good sense when the world around the PCs seemed to be spiraling into madness. At the same time, he was the most Human of the player characters in attitude, manner, and deed. He could be scared, get frustrated, and liked good food, drink, and a warm place to sleep when it was available.

Otomo avoided violence whenever possible, but could fight quite well with his Tetsubo (a knobbed bo staff/club), and various mystical powers, and spells.

Moki No Shingun - Neko Hengeyokai Kensai (Played by Eric F.)

Moki No Shingun (Moki of the March - Specifically 'Shingun' refers to a 'military march' or 'the coming of an army') was a strange young man with green eyes, and an oddly, eerily graceful way of moving. When first encountered, he was thought to be a commoner Bushi, a local warrior for hire. 'Moki' had developed a bit of regional renown, as he had defeated several bandit gangs with his enchanted sword, a very old tachi blade.

Like Nakagawa, and Otomo, Moki decided to join Yoshi Yamashita on his journey back home following the death of his uncle the Daimyo. It was implied that Moki may have had another reason for going as well. Something like, "I've been meaning to head that way. I would travel with you if you wouldn't mind the company."

Over time we learn that Moki No Shingun was a man of many secrets, including that fact that he was not really a man at all. Moki was a Hengeyokai, an animal spirit (in this case a cat) who could assume Human form. You could also become a seemingly normal cat, and with some effort and expenditure of Ki, a hybrid form with varying degrees of transformation**.

In addition to supernatural abilities from his status as a cat spirit such as amazing reflexes, balance, night vision, and stealth rivaling Nakagawa's, Moki was a Kensai, or 'Sword Saint'. His enchanted tachi was not enchanted at all. Rather, he spread that rumor to hide the fact that he had a number of Ki powers that could be channeled through his sword (or which needed a sword as a focus).

In one particularly awesome sequence, Moki and Shogu had taken a short cut through a forested area to come out behind an enemy. Yoshi and Katsu had taken the long way around the woods by traveling the main road. When Yoshi and Katsu arrived to enage the villain, they were surprised to have gotten there first.

It was taking an unusually long time for Moki and Shogu to get through the forest, which was peculiar since this was the short cut! Eventually, Moki used the Spirit Sight of his cat eyes to see that a curse had been placed on the forest. As they moved through it their speed bled away. Like a dream where you run, but go no where they were quite literally 'wasting time'.

Evoking the power of his Ki, and placing part of his spirit into his sword, Moki sliced through the curse, seemingly swinging at nothing, but in actuality 'cutting their time in half' (the player's description/explanation). Shogu and Moki then burst from the woods behind the enemy forces to see Yoshi and Katsu approaching from down the road.

Moki was an excellent swordsman, possessed of numerous special abilities as mentioned, and a decent hand-to-hand combatant. With not as proficient with martial arts as the other warriors in the group, he made up for it with remarkable speed, acrobatic skill, and the occasional claw attack.

Moki's full story is never completely revealed unfortunately. My idea, based on clues, suggestions, and other elements of the story was when the enemy forces summoned supernatural aid to assistance them with their plans, the Shinto gods sent Moki to level the playing field as it were.

Shogu Nakagawa - Profession Unknown - Definitely NOT a Ninja
(Played by Nelson M.)

Hailing from a small fishing village on the river, Nakagawa claimed to be the last survivor of a flood that had killed his family. Impressed with the wandering Ronin Yoshi Yamashita (and he with Shogu), the two quickly became allies if not friends (not right away anyway). Nakagawa decided to tag along with Yamashita on his journey to avenge his uncle, the former Daimyo.

Shogu had an interesting skill set that made him at once very useful, and at the same time difficult to categorize by way of profession, and station in the setting's society. At first he seemed to be a beggar from a fishing village that had fallen on tragedy. He could fight  very well unarmed using martial arts, or with a sword like a Bushi (a Warrior, or Soldier). He was quick, stealthy, knowledgeable about the woods, and knew various pyrotechnic tricks that lead some to believe he was a Shugenja.

Eventually, the group determined Nakagawa was an entertainer; an actor or performer of some kind trying to make a living off his skills. One thing was certain of course - since Ninjas were fictitious bogeymen long gone from the world, Shogu was definitely NOT a Ninja (an ongoing, in game line said as a running gag by one player, or another at least once every session).

The truth of course was that Shogu Nakagawa was very much a Ninja. He was the last surviving member of the Dark River Ninja Clan. A mysterious patron had hired the Dark River Ninjas to defend the Daimyo against an attack that was known to be taking place later that evening. The Dark River Clan, the Daimyo, and all his bodyguards, and forces present were killed in the attack.

It is unknown if the patron was honestly sending the Dark River Clan to help the Daimyo, but they were overpowered, or if it was all an ambush set up by the mystery employer.

Nakagawa primary weapon was a Tanto (Japanese samurai short bladed sword, or long knife). He would later use a Ninjato / Tanto combination, oddly mirroring Yamashita's occasional use of the traditional samurai pairing of the Katana and Wakizashi.

Nakagawa used a mixed martial arts style that was part Kung-Fu, part Jujitsu, and part Karate. He perfected the 'Flying Dragon Kick' - a devastating, Ki-enhanced, running leap kick.

Yoshiyuki Yamashita - Ronin Samurai (Played by David C.)

Youngest male of the Yamashita Clan, nephew of the great Daimyo Masao Yamashita. Yoshi was off delivering a message to Yamashita Clan allies when his uncle's fortress-like home was attacked and invaded. Word reached him while he was passing through a small town on his way back.

With his uncle dead and his father having passed on when he was a young boy, Yoshiyuki was now technically Daimyo of the region. Since he was not present when the Daimyo and his fortress fell, those familiar with his clan colors and emblem but who did not recognize his face assumed he was Ronin - a masterless samurai at best and at worst a coward.

For a short while he hid his identity and excepted the Ronin label to avoid the culprits of the attack targeting him before he could get to the bottom of what had transpired. Surviving brigands and assassins on his way back home, Yoshi befriended a wandering priest (Katsuhiko Otomo), a vagrant performer (Shogu Nakagawa), and a peasant bushi (Moki) who all decided to join him on his journey.

Evidence at the site of what could only be described as a massacre seemed to point toward foreign invaders, but the clever Yoshi, with the help of his new friends, soon realized this was a ruse.

Whomever the attackers were that slew his family, his clan-mates, and sent the region into chaos, they were not Buddhists, Chinese, or anything of the sort. They were Japanese, cleverly but cruelly trying to frame foreigners. In addition they had brought with them a supernatural element. They were evil, pure and simple, and they needed to be vanquished.

While skilled with the paired Katana and Wakizashi combo traditionally attributed to samurai, Yoshi more commonly utilized an Odachi, a long or 'great' sword that predated the Katana. This was especially true after he found the enchanted Odachi dubbed 'Ashita' (Japanese for Tomorrow).

Yoshi was also adept at martial arts, focusing on karate, judo, and an early form of aikido. He created his own close quarters fighting style patterned after Chinese Kung-Fu which he dubbed Mongoose style. It primarily consisted of very quick, short punches that started low on the opponent's body and then moved upwards towards the neck, face, and head.

Synopsis: I'm sure you can piece together a good bit of the campaign from the character write-ups, but to consolidate and simplify...

While on a mission to deliver a treaty agreement to his clan's potential new allies, Yoshi Yamashita, youngest adult male of the Yamashita clan, discovers that his uncle Masao, the regional Daimyo, was killed along with most of his family, loyal retainers, and samurai.

Yoshi immediately vows to return home, only to discover rumors have been spread explaining his absence at the battle that destroyed the Yamashita Clan as cowardice.

Travelling in disguise as a Ronin, Yoshi crosses paths with a wandering Shinto Priest named Katsuhiko Otomo, a strange Bushi called Moki No Shingun, and a beggar and performer named Shogu Nakagawa. Together they journey to the fortress home of Yoshi's uncle, which begins an intricate mystery as to who attacked and why.

Without the Daimyo's influence, the area quickly erupted into chaos, with numerous enemies and allies alike attempting to take control of the countryside. Only the Ikeda Clan, old and wise, stayed out of the competition - ready to assist whomever came out on top with the transition form the old order of the day to whatever new status quo resulted. Eventually clues and later hard evidence pointed to the Ikeda clan as the instigators and orchestrators of the entire predicament. Also, it seemed they had a supernatural ally, a Witch who may have been possessed by a Demon, or perhaps been a Demon herself.

With the help of his allies and the pure nature of his heart, Yoshi Yamashita showed his true identity as a man of loyalty, honor, and leadership. He assembled a volunteer army of mercenaries, commoners, and peasants and lead them against the Ikeda clan, and it's allies.

The final battle between Yoshi and the leader of the Ikeda clan, as well Moki and Katsuhiko versus the Demon-Witch, and Shogu of the Dark River Ninjas against the leader of the Fire Mountain Ninjas was, sadly, never run. It is one of my deepest, hell one of my only, gaming regrets.

***

In addition to the Action/Adventure Cinema nature of this campaign, it was also one of my first to go a little deeper and tackle social, political, cultural, and even religious ideals and issues. While there is definitely a focus on the hero's journey here, The Destiny of Shinto was also about more than that.

A lot of the game had a sub-context that asked, "What happens when a society and culture changes - whether from within or without due to outside influences?"

Are we better off changing and adapting with the times or do we fight for our established traditions and beliefs?

Although set at an indeterminate period in Japan's history, it is definitely a time one can roughly estimate with careful observation. Japan is aware of China in the campaign and the threat of 'foreign invaders' (as well as being the foreign invader) is very real. Buddhism is depicted as encroaching on the old ways of Japan's Shinto culture and religion. It is initially framed as foreign, different, and perhaps dangerous but eventually it is clear it isn't 'evil'. It is simply a different set of beliefs.

The death of Masao Yamashita and the 'old' Yamashita clan must be avenged by Yoshi, who seeks to carry on the memory and traditions of his ancestors. At the same time, Yoshi adapts to the changing times better than his predecessors. He does things his way. He doesn't lose who he is or where he came from, but he doesn't dwell in the past either.

Appendix N: The source material found in Bushido and Land of the Rising Sun was actually some of the best, most accurate material on Medieval/Feudal Era Japan ever produced for RPGs. Lee Gold, who wrote much of Land of the Rising Sun, would later go on to do GURPS Japan, another fantastic resource.

In addition to the games themselves I found information and inspiration in several books on Japanese culture, mythology, folklore, and religion in a number of libraries and Japanese bookstores (only one of which remains in New York City - Kinokuniya Books. Sadly Asahiya Books and Zen Oriental Bookstore are both closed).

Additional resources included Osprey Books, Akira Kurosawa films, and numerous Japanese Anime/Manga, especially The Dagger of Kamui, a huge favorite of mine. It really set the tone for much of the game.

Finally, I had two very special consultants on the campaign. One was a young Japanese woman I was friends with who was born in Yokohama (I believe). She only lived in New York during the school year, then returned to Japan in the Summer. I think her father was a diplomat, or something. The second was a friend of mine who was half-Japanese. He was an aficionado of Samurai era Japan.

Bonus Features:

I wanted to use as much, and as accurate, Japanese naming as I could (which wasn't easy in the days before the internet) but my 'consultants' really helped in that regard. That's true for any of the Japanese words we used, from meaning to pronunciation.

Dave and Nelson had been in a few games together.
Dave and Eric had been in a number of games together.
Eric and Nelson had been in games together.
Joe had been in games with Dave.

This was the first campaign I can recall where all four of them were PCs in the same game at the same time.

I didn't own a copy of Bushido at the time, nor Land of the Rising Sun. I borrowed a friend's copies in order to develop the campaign.

The phrase, "He's NOT a Ninja", in regard to Nelson's character Shogu, began honestly and naturally. The other PCs really didn't think he was playing a Ninja, but couldn't figure out what his profession was. When it became clear he was indeed a Ninja, we established in game that Yoshi had convinced himself of the delusion that his good friend could not possibly be one of those terrible, not to mention mythical, assassins.

Anytime some plays a Ninja or Ninja-like character in any games, of any genre, and part of the conceit is that they are hiding that fact, the phrase "He's NOT a Ninja" is uttered by someone in the group in the exact same way we said it back in 1988-89.

**Moki No Shingun could change himself into a 'Catman', though more often he only changed a part of his body. He was more likely to be a man with cat eyes, clawed fingers, padded feet, or have Anime style cat ears. I only recall once or twice where he did a full, hybrid transformation.

I apologize for the lateness of this post.

Originally done on June 28th, and edited on the 30th, I meant to post it that Thursday due fell asleep. I've not been sleeping well again recently - more so than usual I mean - and it's thrown off my posting plans. Hopefully this was entertaining enough to be worth the wait.


ありがとう楽しい時過しなさい

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Sunday, October 12, 2014

A Secret War

I want to run a Superheroes RPG campaign.

I really do. I don't think you understand how much. More than that.

No, you don't get it. I really, really want to run one, sooo bad. I mean, I just used a 'so' with three 'o's in it. Who does that? That's some high school crap. Well I'm willing to do it. That's how desperate I am to run Supers.



Alex Ross painting Marvel Super Heroes
from alternate times and dimensions much!


The problem I have, as evidenced in many of my previous, recent attempts to do so, is that I don't have a lot of consistent players who are comic book readers, and/or fans of the Superhero genre. Fewer still who are fans of my type of Superhero comics, the 'Four Color Comics' of the Silver Age and Bronze Age.

See, I am fighting a 'secret war' of sorts. The objective is to get a group of people on the same page that I am on in regards to comic book Superheroes so that I can run a campaign of it.

That page is a beautiful, action-packed, double-page splash. If only I could get them to see it, I'm sure they'd be amazed. This is far easier said than done, as the two or three people I am thinking about probably don't even know what a 'double-page splash' is.

*Thuds head against the wall. Repeatedly.*

Even though, intellectually, I am well aware that there members of fandom who may never have grown up with Superheroes and comic books, it is still sometimes hard to me to wrap my head around the idea. To me, Superhero comics are an American institution, right alongside hot dogs, apple pie, and horribly expensive health care.

Hmmm. Bad example. OK, how about this...

The U.S.A. is only 238 years old. Our history as a nation pales in comparison to that of England, France, Japan, China, and numerous other countries on the Earth. In addition, while it's awesome that we are a people of mixed cultural heritage, we don't have the unified mythology and folklore of our respective homelands from which we originated. Sadly, the average American citizen has little knowledge of the spiritual tales of the original Natives either.

So what is our folklore? Who are our mythic heroes and villains?

Well, you definitely have characters from the fiction made popular entertainment in this country such as Dracula, Frankenstein's Monster, and the like. You have the tales of Tarzan, the Lone Ranger, and perhaps Conan. Prior to these characters and other heroes of the Pulp Era, you had Paul Bunyan, Johnny Appleseed, and the real life cowboys turned larger-than-life like Billy the Kid, and 'Wild Bill' Hickok.

Beyond that, you have Superheroes.


 
Is this not Ragnarok, The Fall of the Gods?*
 
 
Superman, created by two young, American lads from Cleveland, was originally conceived of as a very different character from that which we know today**. It wasn't until they hit upon an incarnation of the character as a heroic individual in the mythic tradition of Hercules, Samson, and others, who fought against evil, and stood for justice and truth, that Superman caught fire in the imaginations of America's youth.

Comic books are our mythology. I'm sure I've said this on the blog before, but it bares repeating. It was actually comic books that got me into D&D. I wasn't intimately familiar with the literary sources that inspired Gygax and Arneson. I was 8 years old in 1977 when I started gaming. I knew fairy tales. I knew the Wizard of Oz (films and books), and some English, Irish and Scottish folklore. At that time however, I knew little of the type of medieval fantasy, or sword and sorcery, from which Dungeons and Dragons drew its 'setting'.

I knew Star Trek, Star Wars, Lost in Space, and a host of other Science Fiction shows and movies. Mostly, I knew Superheroes. My friends and I talked about them all the time. We drew pictures of them. We read the comics, and wrote our own stories about the heroes and villains depicted therein, even before we played RPGs. These were the stories we knew, branded into our heads by a love of them, and multiple re-readings. These are the stories I still pass down today.

I fear there is no way to win this war of mine, since there is not weapon as powerful as my own love of the genre developed over the last 40 years. I have no illusions that I can make anyone get it the way I get it if they didn't share the same experience, but even a glass half full would be nice. I don't expect it to be an intrinsic part of them (my players), but a cap they could put on and feel comfortable with.

How to do this remains a mystery.

In the meantime, I continue my fight, to right that which is wrong, to defend peace, and serve all mankind.***

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*Art credit where credit is do. This is the cover to the 'Crisis On Infinite Earths: Absolute Edition' hardcover. It was illustrated by series artist George Perez, and then painting over by the amazing Alex Ross. It has to be one of my favorite pieces of comic book related art ever. My two favorite artists working together on a single piece. Incredible.

**While Superman is often thought of as a boring character (largely due to writers who, IMHO, focus too much on the wrong elements of him), the story of his creation is absolutely fascinating, and worth a little research.

***Recognize this catchphrase? Ever-so-slightly modified, it is part of the intro to the classic, animated TV series Superfriends.





Saturday, September 7, 2013

The True Bride

Sometimes the love of your life is right there in front of you, staring you in the face the entire time and you don't even realize it.

Such it was with my new beloved and old, dear friend...



 
 
A melancholy need to run something of a fantasy nature has stayed with me from the dawn of late Summer onward until now, not one bit frightened off by the coming spectre of Autumn.
 
I have given it respect and indeed been rallied by it in the form of inspiration and activity toward my own little work of passion and vanity, 'The StoryTeller RPG'.
 
While progress on the StoryTeller continues, it has not satiated my hunger for a long term game I can run with my regular group.
 
I looked back at my posts for the month of August and I noticed something.
 
I listed only two commercial Fantasy RPGs that I've ever really liked and one of them I have never run. I played it some 25+ years ago but never ran it. I've run the other one, Ars Magica, to varying degrees of success (OK, mostly lots of success, one time recently mediocre success). So why try a campaign of one and not the other?
 
Why indeed?
 
 

 
One of my favorite pieces of role playing game art ever.
By Lisa A. Free.
 
 
My thoughts are that with this game, which directly combines the concepts of actual medieval history with folklore and legend (for such is the very nature of its source material), I will have a better chance of evoking the kind of fantasy setting I am longing for while still giving my genre-challenged players the opportunity to battle enemy forces, slay monsters, hunt for ancient and possibly mystic treasures and gain wealth and notoriety, a major driving force for at least one member of the group.
 
For the majority of the players, the chance to do all of the above while exploring interesting characters is easily facilitated by the system and subject matter. The rules governing Passions and Traits will go along way toward helping one or two of them visualize their character beyond what skills they have and what weapon they use.
 
Most interestingly, its my now veterans who seem to have the most difficulty thinking outside the box when it comes to fantasy and genre-troupes in general, where as my newer players are pretty open-minded and flexible as they've had fewer years of D&D pounded into their heads. Well, two more new players maybe coming into the mix. This could get very, very interesting.
 
 
King Arthur as a Boy: "What's the best thing for being sad?"
Merlin: "The best thing for being sad is to learn something."
Camelot, The Broadway Musical, 1967


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Wednesday, August 28, 2013

The Luck Child

Sometimes I get lucky and when an idea hits me, it hits all at once, bringing the theme, setting and mechanics with it in one fell swoop. It is like being buried in an avalanche of coolness.

Yeah. It's like that.

With The StoryTeller RPG it was very much like that, although granted, it didn't start that way.

Actually, it started something like this...

Search for the right Fantasy Game - Get frustrated - Keep searching - Get frustrated - Consider making my own - Keep searching - Get frustrated  - Wait... POP! BOOOM! The StoryTeller.

So here's what I have so far...





Basically, the game is mechanically very similar to The Muppets RPG, which is in turn based on Risus, Sketch! and a number of other RPGs. In addition, some ideas from my Smurfs RPG have snuck in here as well. Since I designed that game with a heavy faerie folklore emphasis, a lot of the same concepts can be applied here (it also goes with the type of game I want to run and the stories I want to tell).

Above you will see the character sheet I designed for the game. It begins with, "Once There Was A...", where you list the type of character you are. Preferably, make this either as descriptive and folklore related as possible or as simple as you can. For example, The Luck Child could be identified as A..."Seventh Son of a Seventh Son" or A..."Luck Child".




Next is "Named", where you write your character's name. In our example, "Lucky" is the The Luck Child's name. Fancy that, eh?

"Who Sought Out" defines your character's overarching goal, quest, purpose or just what they really want in life. It need not be epic but it certainly could be.

The Luck Child did not initially seek anything, being happy to live life as the adopted son and bookkeeper for a Miller and his wife. After being discovered by the cruel and greedy King of the land to be the child prophesied to one day claim his throne, Lucky was told to head for the castle with a written, royal proclamation. Little did Lucky know that the proclamation told the Queen that, upon meeting the boy, she was to have the guards seize him and chop him into a thousand pieces.

Since Lucky did not know this, what he "Sought Out" could be listed as "His Fortune" or "The King's Castle".

This is where "Despite" comes into play. You could say, Despite "A Cruel and Greedy King" or "The Plans of a Greedy King".

Much of the interaction between the PC and the game mechanics and game universe (though not all of it) will come from trying to seek out what you want despite a thing trying to impede you. In the story of Fearnot, Fearnot is a young man "Who Sought Out" What It's Like To Be Scared "Despite" Being Incapable of Fear.

Finally, the opening of our sheet ends at the beginning with "And So Begins Our Story..." in which you give the title of your particular folktale. You see, each PC is a folklore character in a legend all their own. Not only will you be going on adventures of a mythic nature but you are also always on your own, personal mythic adventure. 

How are you liking it so far?

What's that? Hit points? Where are the hit points and armor class you ask? What is the Luck Child's strength? I don't know. Haven't the foggiest. Hmm? Initiative? Don't worry about such things right now my friend. We're here to tell tales by fire light. If it's important I'm sure we'll get to it.

You old schoolers getting a bit uneasy? Keep calm, read on and Fearnot...

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***

I don't want to depart for today without acknowledging a few items of interest and importance.

Today commemorates the 50th Anniversary of Martin Luther King Jr.'s "I Have A Dream" speech and the March on Washington that let it be heard. We could use an ounce of that fire in today's world.

On a personal note, I want to say Happy Birthday to another 'King', Jack 'King' Kirby, born this day in 1917. Born Jacob Kurtzberg, a native New Yorker, Mr. Kirby passed away at the age of 76 from Heart Failure in February of 1994.

He is remembered by comic book fans every day they look at an image or read a story featuring any one of the dozens upon dozens of characters he created or co-created for Marvel and DC Comics including The Fantastic Four, Black Panther, The New Gods, Mister Miracle, Galactus, The Silver Surfer and of course, Captain America.

I neglected to make mentioned on the 23rd that it had been one year since the passing of musician and Muppets puppeteer Jerry Nelson.



In loving memory.







Tuesday, August 27, 2013

A Story Short

As you may have noticed, this month I have been trying desperately to find a system with which to run a Fantasy role playing game of a very different sort from that embodied by the approach used in Dungeons and Dragons, it's simulacrum, clones and the seemingly innumerable games inspired by it.

I am not in the mood or mindset to run D&D. but boy, am I ready for some medieval fantasy.

At some point while contemplating this rather vexing conundrum and discussing it here, on a few forums and most notably in a private RPG discussion group I am a member of on Facebook, I remembered a pet project I had put by the wayside which could very well solve my problem.

Ever since I finished my Muppets RPG (finished is relative as I am forever tweaking it), I have wanted to create a variant that could handle some of the more serious and less overtly Muppety Jim Henson productions such as The Dark Crystal, Labyrinth and one of my all time favorites, The StoryTeller

***

"When people told themselves their past with stories, explained their present with stories, foretold the future with stories, the best place by the fire was kept for...The Storyteller."





For those unfamiliar with Jim Henson's The StoryTeller, shame on you. Shame! Leave! Go on, shoo! Never darken my doorstep again. You are not welcome here.

Oh, alright fine. Perhaps it's not your fault. You can stay but be on your best behavior and try to learn something. Neanderthals.

The StoryTeller was a combination live action/actors and puppet/animatronics series of television episodes that originally aired in 1988. It was an American/British co-production, originally conceived by Lisa Henson, Jim Henson's daughter.

Jim and Lisa brainstormed the concept of the series, basing all of the episodes on authentic folktales from a variety of countries and sources. Although all the folktales were Western European, many where considered quite obscure by modern recollections.

To me, there has never been anything else quite like The Storyteller. It is an amazing series and every time I think of running a Fantasy RPG, this show is what I am thinking of and hoping for.

As I have mentioned many times before, I did not read very much 'modern' Fantasy or 'Sword and Sorcery' growing up outside of Lord of the Rings, The Hobbit and a little Robert E. Howard. Much later I would read Moorcock, Lieber, Vance, and others but not until I was already 13 or 14.

Prior to that and even prior to playing D&D for the first time at the age of 8, I had read the Oz books by L. Frank Baum, the book Faeries by Alan Lee and Brian Froud, and a number of other tomes of fairytales and folklore.

While I came to appreciate both types of Fantasy for their own individual merits, there is a game for one type and not the other.

So, what I am endeavoring to do (fingers, toes and eyes crossed) is create a StoryTeller RPG based on the sensibilities of the show and the tales that it told and using a slightly more 'grown up' version of my Muppets RPG rules.

Will it work? Will my current group understand it?

Only time will tell...

AD
Barking Alien








Saturday, August 24, 2013

I'm On To Something...

Gaming epiphany coming on...how about...




Oh yeah...

AD
Barking Alien


Wednesday, August 21, 2013

It's A Kind of Magic

Things have been pretty crazy around Barkley's Den lately. August is never great for my business, plus I've been kinda sick, so posts might be light until after Labor Day as I try to survive the end of summer.

As in the past, I look forward to Autumn when things should get back to normal.

Now in gaming news, I am still thinking about Fantasy. Strange right? I know. I can't believe it either.

Speaking of Fantasy, have you seen this...




It's pretty darn cool. Hyrule Historia is basically the Encyclopedia Zelda. It has everything from the various 'Legend of Zelda' video games, including but probably not limited to: characters, locations, storylines, a timeline of events and of course, the monsters and villains of the series.

I can't afford to grab it right now but wow, it is definitely on my list. Looking it over in a book store today I was even more inspired to run something in the vein of Zelda and Final Fantasy, perhaps with a touch of Oz and a side order of Ryuutama, The Dragon Egg.

It's very difficult to put into words how much I want to run Fantasy and how little I want it to be like D&D. It's not that I don't want combat or treasure or magic items or any of those things. It's that I want...

I want the setting to seem truly medieval and yet truly fantastic. The PCs should start poor, maybe even downtrodden. Their decision to go on an adventure or quest isn't for glory or riches, it's because it's their only hope. Perhaps it's more of a Jack and the Beanstalk situation. They sold their only cow for magic beans. When the beans grow into a huge beanstalk, what have they got left to lose?

It is my goal to create a campaign where there is more to (a PC's) life than just killing monsters and taking their stuff. There is a greater calling than finding gold and getting more powerful.




I want magic to be magical damn it. I want it to be dangerous and unpredictable, difficult and perhaps costly to use. I want cheap, simple spells to be relatively easy and safe to conjure up but powerful magics to be tricky at best and far worse than death at their worst.

I would like monsters to matter. I want Players to be unsure of their survivability when facing things that make them go WTF! is that. At the same time, I want to employ creatures of legend and folklore.

Honestly, this one should be easy or at least not that hard. D&D has made monsters so run of the mill, they are no different from seeing a horse or a cow on a drive through the countryside. Taking one of the dozens upon dozens of mythical beasts and faerie creatures D&D has ignored and painting a picture of them that most gamers haven't yet seen is something I know I can do regardless of system. Though, if something in the system helped with that it wouldn't hurt.

I want longevity. I would like my next Fantasy game to last a while. This may not be as simple as it sounds. I tend to get bored with Fantasy easily these last few years. Add to that finding a system that doesn't raise the PC's personal power up too fast or too slow (such that they get frustrated) makes this the most difficult element of all in my opinion.

Well, there you have it...a good idea of what I want and no decision as to what will do all this.

It's starting to feel like I need some real magic to conjure up the game I'm looking for since no such game exists.

Take it home Freddie...


AD
Barking Alien

Oh, forgot - This is the 666th post on Barking Alien. Wild right? I am so metal.




Wednesday, April 3, 2013

Supervillainy A-To-Z: C is for Captain Infernal

Did you ever have one of those players who makes you want to dump this boring hobby of Role Playing Games to get into the existing and fast paced world of watching grass grow. No? I've got a guy like that and he's driving me there in the Mach 5 of inane min-maxing discussions.

Today has been rather sucktastic truth by told. A lot of bad news followed by a slowly building headache. Hopefully this entry will help things a bit...


***


CAPTAIN INFERNAL




True Identity: Carl Crutchfield

Description/Appearance: Carl Crutchfield is a shaven headed, skinny, Caucasian male in his early 20s,  standing 5' 9" tall and weighing 140 lbs.. He is often garbed in jeans, a cut-off sleeved, white shirt or black t-shirt (with obligatory heavy metal band logo) and a leather jacket (regardless of the warm weather in his native Alabama).

As Captain Infernal, he appears as a handsome, square jawed, slick haired male with bright red skin. He stands 6' 6" and is believed to weigh about 350 lbs.. He wears a black, green and gold costume with a pentagram symbol and a cape.

Origin and Background: When it comes to a boy like Carl Crutchfield, some will blame the rock music, some the horror movies and comic books or the violent video games but in truth it all comes down to a bad upbringing.

Raised by a cult/gang of devil worshiping outlaw bikers, it's more surprising that Carl made it into his 20s than the fact the he is a bigoted, dishonest, low-life. While drinking heavily and performing some ritual that involved sacrificing some local pets, Carl's parents and a few others were suddenly consumed in a huge fireball originating in a bonfire that had made for the ceremony. Startled to sober in an instant, Carl stared up at the form of a demonic figure and slowly uttered the word, "Badass".

As the demon began thunderously laughing, the conflagration grew and surrounded Carl who proceeded to past out, certain he was going to die. He awoke in a hospital six days later. He had been in a coma but was otherwise physically unharmed. When the police asked him to described what happened he got to the part about saying "Badass" and transformed into Captain Infernal.

Enjoying his new found powers, Carl spends most of his time as the Captain, transforming back only when necessary. Considering he is currently being hunted by the police, Superheroes and various demonic entities, having a smaller form that's easier to hide can come in handy.

Powers and Abilities: By speaking the magic word "BADASS", Carl Crutchfield transforms into Captain Infernal, temporarily inhabiting the body of a demon whose name he does not know (as that would give him full control over it) and being bestowed with a small amount of power from each of the following demonic personages: Bael, Asmodeus, Demogorgon, Astaroth, Shax and Sonneillon.

These powers include phenomenal strength, speed, the power to fly, near invulnerability to harm and the ability to breathe forth a blast of hellish flames. In addition, Captain Infernal's skin is incredibly hot to the touch and can cause damage if grabbed and held.


While Carl has such skills as driving, knowledge of modern weaponry and computers, Captain Infernal does not, even though his is essentially Carl. This is one of several clues to the fact that Carl may be steering the ship but it isn't exactly his ship.

Carl must say the magic word in order to change into or out of the Captain Infernal form. The switch is nearly instantaneous and is accompanied by a loud boom and a large fireball effect. Also of note is that their are numerous demons chasing him...that is...chasing the demon posing as Captain Infernal. There is some belief among the occult investigative community that Captain Infernal's time on Earth is up and he is supposed to return to the Abyss.

Only time will tell if he can elude his peers or prove to his superiors that his extended stay is justified.


Personality and Motivations: For all his power, Captain Infernal is little more than a bully and a thug, revealing in his greater size and strength. He is often showy in the use of his powers, especially if taunted or otherwise made to loose his cool, which can happen pretty easily. He is very short tempered. He is a surprisingly smooth talking fellow and will try to hit on female heroes and villains alike but for him its all about conquest.

He will usually be seen in the employ of a smarter, better organized villain who has promised him physical pleasures or treasures if he lends his assistance. Carl is more interested in these things when he is Carl as, while they do interest Captain Infernal, the Big Red Guy is more than willing to smash for the sake of smashing. Proving himself more powerful than the so-called 'Superheroes' and getting it shown on TV (to increase hate, doubt and fear among the populace) is often payment enough.

***

Captain Infernal was originally an unnamed character drawn by my good friend Aris. When I saw the illustration I immediately came up with the name and backstory for Captain Infernal. The Captain and his nick name, 'The Big Red Guy' are a homage to Captain Marvel and the story of Billy Batson and Shazam.

Captain Infernal was first designed and used in Champions but became a major opponent of my friend Dave's character Impact in the Mutants & Masterminds game I ran at the Compleat Strategist a few years back.

Captain Infernal for ICONS:





***

I want to take this opportunity to mention the passing of Jane Henson, American Puppetry Pioneer, New York native and wife of my hero of heroes, Jim Henson. Jane is survived by her children and all of us and our children. We carry on her legacy through the contributions she made to our collective imaginations, the way in which we learn and how we are entertained.

Rest in peace.

AD
Barking Alien







Tuesday, October 23, 2012

When In Scandinavia...

Velkommen en og alle!

That is to say, "Welcome one and all!"

Continuing to recap the first session of our group's newest campaign, Ars Magica: Something Rotten In Denmark...




After finding an herbalist willing to part with some of the rare herbs needed to make the medicine their aging and ill leader desperately needs, the PCs travel North of the port of Malmo in Sweden to uphold their end of the bargain. You see, this seller of very special plants was no normal old woman. She was a wise woman and a seer, though her talent is limited as a raven stole one of her eyes.

***


Marcus: "Hold up! A raven took your eye? When did this happen?"

Me (As the Old Woman): "Not sure exactly. A long time ago. I was my granddaughter's age now I'd say."

Marcus: "And you think it's still out there? It can be found? Haven't you ever heard of decay?"

Me (As the Old Woman): "No. Who's De Kay? Sounds like a Spaniard."

Ray: "Dude, this is Scandinavia in the Middle Ages of a Mythic Europe. If a Raven stole an Eye, I am pretty sure both are still out there."


***

The PCs had made a deal to find the eye and return it in exchange for the herbs.

So off they went, following the instructions to the letter...as best they could.

"Walk North until you reach the forest. Enter at the woods and continue North until you can see nothing but trees not matter which direction you look toward. Now listen for a silence. It would be a strange sort of silence, with no birds chirping, no animals moving, no soft crunch of leaves beneath your feet. Wait there a moment and you will hear the raven."

Marcus: "I think the ol' lady's crazy."


When the PCs did eventually come upon the right spot, they heard the raven but did not see it, as it was hidden deep in the evergreen trees in front of them. What they did see perplexed them. The tree in front of them...sagged. It was drooping as if something very large and heavy was sitting on its branches. The guys anticipated a giant raven would swoop out at any moment.

The raven soon showed it itself, a normal sized and average looking raven in everyway except that it did appear to weight a lot. A LOT. At one point it jumped from one tree branch to another to get closer to the PCs and nearly broke the new branch. He also only put the left side of his face toward the group.

The raven spoke, claiming the eye to be his and that's the way is it. When told it was unfair he responded quite firmly that life is unfair, that we take what we can and enjoy it as much as possible since life otherwise stinks and then you die.

The players tried to remember their Norse Mythology but all they could recall about ravens was that Odin has two, Huginn and Muninn ('Thought' and 'Memory'). After a little brainstorming they figured that the raven here in this adventure was suffering from 'heavy thoughts' and was perhaps burdened by guilt for all the items he had stolen over the years.

In an unexpected turn of events, Marcus, playing his 'House Flambeau Magus Master of Fire and Destruction!, talked the raven into giving up the eye since he was so weighted down with remorse and anger he couldn't even fly. It worked and Marcus further suggested the raven return the rest of his stolen goods in order to lift the burden off himself now and forever. The raven turned his head around to reveal his right side profile...and the missing eye, which him promptly gave over to the PCs.

As the triumphant heroes turned to leave, they were slowly surrounded by a pack of wolves. Marcus detected a Magus was near but the sense of it was fading. They would have to find out who sicked this pack of lupines on them later. Survival came first...


 
More Mike Mignola -
To me, all the beasts, monsters and faeries of Ars Magica should be done by Mignola
and all the people by  Angus McBride


End of Session 1

Character write-ups and some after session thoughts up next.

AD
Barking Alien