I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label Movies. Show all posts
Showing posts with label Movies. Show all posts

Monday, May 02, 2022

April 2022 Highlights - The Diamond Throne, The Last Duel, Raised by wolves

Here are some of my April 2022 Highlights. The first one is quite negative - you've been warned!


The Diamond Throne (1989 book)

This book is remarkably lame. I have no idea why I bought it in the first place; I probably heard the name of the author in something related to D&D, or some fantasy best-seller list. I've been underwhelmed by the fantasy novels I've been reading lately, but this one is specially dull: not a single cool monster, story, or idea I could identify. The characters are not especially interesting either. I should have given up halfway through but I'm guess I'm too stubborn for my own good.

The book begins with some version of the Nibelungenlied (*ahem*) and then goes on to tell a story of a brave "Pandion" knight (i.e., paladin) name Sparhawk (*ahem*) that has to find a cure for his Queen's malady... And then he goes from place to place talking to people for the next clue in a quest that goes nowhere.

The heroes use various ridiculous disguises and ruses throughout the book and foil every plan by the villains. The dialogue is puerile, as the jokes and situations - even when the heroes are confronting the antagonists face to face, they behave like brats. I thought I was reading some YA novel until one of the bad guys suggests beheading and sexual violence. 

But nothing actually happens. No important characters die or get hurt, no big twists or surprises, nothing. No shades of gray either - the heroes are noble and brave (at most, they are likeable thieves and adulterers), the villains are greedy and power-hungry, and that's it.

This is well below The Witcher. If you want something light-hearted, but funnier, try Kings of the Wyld (assuming you've already read the classics - if you didn't, go read Tolkien, Lieber, Dunsany, Moorcock, etc.).

I am not likely to read other books by the author and I'm certainly not reading the rest of the series. I've read the summaries - everything goes exactly as expected.

The Last Duel (2021 film)

This one was decent. It is basically the French-medieval version of In a Grove with some knight-fighting thrown in for good measure. The acting, cinematography, dialogue, etc., are all very good. It gets a bit repetitive and tedious - the story is not nuanced enough to be told three times - but it is really remarkable in showing the medieval point of view of the characters, instead of trying to shoehorn them in modern archetypes and sensibilities. I.e., the characters spend the movie trying to defend their (perceived) rights, as they see fit, in their context.

Also, if you care about this stuff, there is some good sword fighting and mass combat. Sometimes they use their swords as bats and other silly stuff, but overall the battles are bloody and realistic. I enjoyed it.

Raised by Wolves (2020 TV series)

I've only watched the first six episodes of the first season, them a summary of the rest (until the end of the second season, which got even better reviews than the first). The series is good but I've ran out of patience and time (I'm sorry if I sound grumpy today!).

Coincidentally, it is produced by Ridley Scott, the director of the Last Duel - who also directs the first couple of episodes here. Although it is mostly written by someone else (Aaron Guzikowski), it looks very much like a mix of Ridley Scott movies - especially the Alien franchise (including Prometheus), but also Blade Runner and Kingdom of Heaven.

Once again, the acting and the visuals are superb. The story is interesting - a couple of atheistic androids trying to raise humans in an inhospitable planet, until they got found by space-zealots, and so on. It is science fiction so deep into Clarke's Law that it becomes entirely fantastical, and often surreal. It is very violent and it kills dozens of characters per season (and there are not that many characters to begin with, but they introduce new ones as they go).

I'm guessing you'll like this one if you liked Prometheus, and MAYBE if you like the other movies I've mentioned. A bit slow and at times I doubt it is going anywhere but worth checking out if this piques your interest.

Sunday, August 15, 2021

Postapocalyptic Strahd

A long while ago, I've adapted Lost Mines of Phandelver to the Ravnica setting (before it was an official 5e setting). I really like this module, and I really like the Ravnica setting. It was a good fit and I enjoyed it thoroughly.

Was other modules - and settings - could generate something similar?

Well, Curse of Strahd has a decent structure, despite its bad organization. And I've spent so much time reading and running it that I know it quite well by now.

The gothic feel of CoS is nearly perfect. It nails all the appropriate tropes. But what if...

Well, my favorite D&D setting is Dark Sun. Now, think of Barovia as a desolate valley, where resources are scarce, and a handful of small villages survive in walled cities despite the violence outside of the walls.

All fear the local Warlord...


...who controls the main source of water from his castle...

...and has an army of "ghoul" cultists...


...and a bunch of captive brides.


Of course, there are other tribes (or biker gangs?) in the valley. They call themselves "nomads", "werewolves", "savages", "blood brothers", and so on. 

Most tribes bow to the Warlord, except for the mysterious Raven clan.


There are also those weird witches... Well, that's what the folks call them, although elsewhere they'd be called "psychics". There are universally feared and respected.


Of course, it's hard to run CoS without magic.

Fortunately, I like my Dark Sun in a "kitchen sink" setting that includes mutants, wizards, psionicists, demons, and maybe aliens. I might avoid guns but I'd still have forgotten technology.

So, Dark Sun, plus Mad Max, Talislanta, Carcosa... you know the drill.

Sounds crazy enough... it might even work!

Thursday, September 21, 2017

Murderhobos, Lord Soprano and the Gangs of Constantinople

From Wikipedia:

The ancient Roman and Byzantine empires had well-developed associations, known as demes, which supported the different factions (or teams) under which competitors in certain sporting events took part; this was particularly true of chariot racing. There were initially four major factional teams of chariot racing, differentiated by the colour of the uniform in which they competed; the colours were also worn by their supporters. These were the Blues, the Greens, the Reds, and the Whites, although by the Byzantine era the only teams with any influence were the Blues and Greens. Emperor Justinian I was a supporter of the Blues.
The team associations had become a focus for various social and political issues for which the general Byzantine population lacked other forms of outlet. They combined aspects of street gangs and political parties, taking positions on current issues, notably theological problems or claimants to the throne. They frequently tried to affect the policy of the emperors by shouting political demands between races. The imperial forces and guards in the city could not keep order without the cooperation of the circus factions which were in turn backed by the aristocratic families of the city; these included some families who believed they had a more rightful claim to the throne than Justinian.

Read the whole thing. It has awesome moments such as the empress saying "those who have worn the crown should never survive its loss" and an eunuch with a bag of gold trying to convince hooligans to turn on each other instead of crowning a new emperor.

The first thing I thought after reading this was making a RPG or board game about the gangs of Constantinople. But after a few moments I realized there is nothing really novel about it; most RPGs I've played were already about gangsters.

And I mostly play standard D&D stuff.

When I wrote about what makes a good setting I listed shades of grey, multiple interesting factions and a stable (but malleable) social order, among other things. Add "violence" to the mix since this is one of the "pillars" of most RPGs.

I mentioned Game of Thrones as a good example. Since there are no new books, I will say I still watch the show. I haven't found other good fantasy shows before or since, but there are plenty of other series I enjoyed. The Sopranos. The Wire. Boardwalk Empire. The Shield. Sons of Anarchy. Orange is the new black. Do you see a pattern here?

I also watched Vikings for a while. I eventually got bored, but I watched enough to realize the Vikings are exactly like the Sons of Anarchy (a 1%er biker gang) with better plot armor.

Source.
Think about it: they are both gangs of bigoted (or downright racist), arrogant armed thugs that have to fight other gangs and external threats to survive, get rich, pursue happiness etc. They are often very loyal to one another and respect their own peculiar codes, but despise higher laws and authorities. Most of their problems are solved with violence, deception, bribery, etc. But they also have to ally themselves with other gangs, even "enemy" gangs, because if they fight against everyone else at once they will be massacred (by other gangs or by the higher authority/external threat).

It doesn't matter if they are illiterate, violent or lazy; they are the heroes, because there are worse people out there, and at least they are brave and protect their own.

In short, they are the player characters.

Well, not necessarily. Maybe your PCs are more like Eddard Stark - but Ned still allied with a gangster pimp to try and make things right! And all those Lannisters, Boltons, etc., are obviously mafiosi. Their so-called "honor" in not different that following a code such as the Omertà. Or "don't ever take sides with anyone against the Family".

Which is why stuff like this feels so fitting:

Ricean Vlad - Source.
Cracked has one article (careful, the site is hideous) comparing medieval knights with street  gangs, which seems accurate enough.

Anyway, this is not quite the "eureka!" moment, because it is really obvious. But once you realize why Sons of Anarchy is called "Hamlet on Wheels", and that The Warriors is an adaptation of Xenophon's Anabasis, you have an useful trove of inspirations for your adventures.

The Crystal Shard, for example, didn't add much to my games, but Gangs of New York and The Borgias did. The Wire is a bigger influence for me than The Dragonlance trilogy. Gomorrah (the movie, not the book, about the Neapolitan mafia) might give you a decent insight on how the "big players" of the setting look at novice adventurers.

I know this is not for everyone. You can have great adventures without those things. For example, you might have a dungeon-crawl with puzzles and monsters, even intelligent one, but not factions. You can focus on exploration instead of politics. You can focus on the external threat  instead of a higher authority or the interactions between different game. Maybe your antagonists are just evil, and the PCs ally with the good guys to defeat them - including the king, who is honest and loved by all.

But for me, personally, adventures with violent or scheming factions competing against one another - and, specially, the PCs - are some of the best I've ever had.

Wednesday, June 08, 2016

Frozen: The Snowbound Heart

And now for something completely different... Let us talk about Disney princesses.

This is just something that I have get out of my system, by the way. Don't expect it to make any sense.

Yeah, watching "Frozen" for the hundredth time makes funny things to your mind (most of my readers will probably understand my situation right away). I never thought I would say that, but if don't want to hear me rambling about Disney princesses, you might want to skip this post.

And if you LIKE Disney princesses, well, you might wanna skip it anyway... Although I have probably watched this movie for 50 hours I don't think I ever watched from beginning to end. Feel free to correct me if I get something wrong or just don't "get it" at all.

This movie might make a cool setting (pun not intended), I guess. First thought that comes to mind is an evil versions of Elsa, of course.

"Evil version"? Well, she already creates gigantic monsters (to drive her sister away!), destroys summer and almost kills the soldiers who attack her over this. This is probably the whole point of the movie, Elsa being a "subverted" version of the evil queen trope, she is just misunderstood yadda yadda...

You probably realized Anna is a lot more popular here at home. She has all the qualities of a good PC. Brave, foolhardy, impulsive, willing to fight against impossible odds, and with all the sense of responsibility a confused teenager.

Source.
In any case, when I heard this was based on a tale by Andersen, I knew the original would be far darker.

So see if you can use this is your games:

An evil troll, called "the devil",[2] has made a magic mirror that distorts the appearance of everything it reflects. It fails to reflect the good and beautiful aspects of people and things, while magnifying their bad and ugly aspects. The devil, who is headmaster at a troll school, takes the mirror and his pupils throughout the world, delighting in using it to distort everyone and everything; the mirror makes the loveliest landscapes look like "boiled spinach." They try to carry the mirror into heaven with the idea of making fools of the angels and God, but the higher they lift it, the more the mirror shakes with laughter, and it slips from their grasp and falls back to earth, shattering into billions of pieces, some no larger than a grain of sand.
These splinters are blown by the wind all over the Earth and got into people's hearts and eyes, freezing their hearts like blocks of ice and making their eyes like the troll-mirror itself, seeing only the bad and ugly in people and things.



Not bad, huh? The rest of the tale is about two young children (Kay and Gerda) in a large city, so I would prefer Anna and Elsa in my game.

Well, just Elsa. Anna, of course, is a frozen statue since Elsa's puberty. Elsa didn't want this, of course, but Anna was being so annoying at the time...

Now Elsa sits in the frozen throne of Arendelle, surrounded by ice zombies, murderous snowmen and the ghosts of the people she killed in her rage. Ice dragons and polar bears are also fair game, of course.

So there is how you insert Death Frost Doom after one the adventures from Daniel Bishop's FT series, if you ever needed a reason...

Source.

How would one defeat Elsa? It is not going to be easy. Andersen describes a few interesting powers:

Kay's grandmother tells the children about the Snow Queen, who is ruler over the "snow bees" — snowflakes that look like bees. As bees have a queen, so do the snow bees, and she is seen where the snowflakes cluster the most. 
[...]
Outside the city she reveals herself to Kay and kisses him twice: once to numb him from the cold, and a second time to make him forget about Gerda and his family; a third kiss would kill him.

Maybe the Queen of Summer can help?

Gerda next visits an old sorceress with a beautiful garden of eternal summer. The sorceress wants Gerda to stay with her forever, so she causes Gerda to forget all about Kay, and causes all the roses in her garden to sink beneath the earth, since she knows that the sight of them will remind Gerda of her friend.

Or maybe not...

In the end, it is all about the power of love.

Gerda finds Kay alone and almost immobile on a frozen lake, which the Snow Queen calls the "Mirror of Reason", on which her throne sits. [...] Gerda runs up to Kay and kisses him, and he is saved by the power of her love: Gerda weeps warm tears on him, melting his heart and burning away the troll-mirror splinter in it. As a result, Kay bursts into tears (which dislodge the splinter from his eye) and becomes cheerful and healthy again with sparkling eyes and rosy cheeks, and also recognizes Gerda.

So yeah, like in the movie, the PCs must find a way to melt the Snow Queen's heart. Kissing her is a specially bad idea, as her kisses are deadly and she doesn't appreciate being kissed against her will. Maybe some story or object from her past will do the trick, who knows.

If they succeed, Anna will be released from the ice. She is alive and well. Elsa will run to her and cry, abandoning all defenses. With the ice melting from her heart, filled with nothing but love and oblivious to anything but her sister, Elsa is finally free, and vulnerable.

For about one minute.

Good luck.

Tuesday, December 22, 2015

Game of Thrones, Star Wars, and what makes a good setting

NOTE: there are NO SPOILERS in this post, and has nothing to do with the new movie, but hey, if you want to be on the safe side, just watch the movies first.

My friends are great fans of Star Wars; some of them, even more than me. We have probably played every RPG version out there, including d6, d20, FFG and some home-brews, not to mention video games, board games, etc.

I am a big fan of A Song of Ice and Fire. All my friends are, up to a point, but I might be the biggest fan in the group, so take the next sentence with a grain of salt: Westeros (the world of ASOIF), or something like it, might be the best possible setting for a group like ours, which is why some our best sessions were set in it.

As we get older and game a little less often, I'm starting to feel familiarity plays a bigger and bigger part in our games. Most of the players come to a session looking to have some fun in that particular session, but half of my group can hardly remember what happened in the last session, not to mention a couple of months ago. I try not to few bad about it, because half of them didn't remember ever playing a particular edition of DC Heroes - INCLUDING the GM that ran half a dozen sessions with it a couple of years ago!


In any case, "world building" is quite difficult to do in this circumstances, and I think most of the players wouldn't read more than a few pages of any given setting at once, as time is very scarce. Well, maybe they WOULD each one read about a particular setting... just not the same one. One of my friends seems to know everything about Warhammer 40,000, and another one has tons of Legends of the 5 Rings books, for example. But finding a setting that causes this much interest in everybody is hard to do.

Also, nowadays I find that reading about any given setting is very dull when compared to reading a novel, playing a video game or watching a movie. Describing a setting in a concise and interesting manner isn't easy to do; and it has been a while since I found any interesting RPG setting, to be honest.

So, having a familiar setting is very helpful. And any familiar setting would do: Star Wars, Westeros, Middle-Earth or even Dragonlance or Dark Sun (which we used a lot in the past) might be cool. But there are a few things that make Westeros the most interesting setting for me, when opposed to Star Was, for example.

In no particular order - they seem all related somehow, so forgive me if things get repetitive:

- Shades of Grey. There is no obvious "good versus evil" in Westeros. In fact, nobody is sure who the "good guys" are, and there is even some doubt that the world-threatening zombies might not be so bad after all. I find this makes easier to insert nuance and moral choices when compared to a "black and white" setting where the most frequent opponents are always irrevocably evil (albeit sometimes disguised), as often happens with the Sith or Tolkien's orcs.

- A Stable Social Order. There is a somewhat stable and predictable social order to fall back to when in doubt, with kings, high-lords, lords, vassals, knights, etc. There are codes of chivalry and "proper" behavior. This constraints seem to make player characters more likely to think about their relationships instead of just murdering anyone that gets in the way (unless that someone is bigger than themselves, which makes them resource to stealth and assassination). "Might makes right" limit the types of adventure you can have in a given setting.


A Flexible Social Order. On the other hand, I think it is very important to have some flexibility built in the system, including possibilities of social mobility and of turning the whole order upside down from time to time, which is basically what happens in various moments of ASOIF. When you're in a military setting such as WH40K (as far as I understand it), not following orders will make you the enemy, and rebelling against your own group is unthinkable; thus, freedom of choice is somewhat diminished.

- Weak Metaplot. Star Wars has a very strong conflict in its core; the fate of the entire galaxy is at stake. Same for Lord of The Rings, with the fate of Middle-earth hanging in the balance. Failure means total destruction, success means everything is going to be alright, more or less. This is somewhat better in ASOIF, where multiple outcomes seem possible, even if the "bad guys" (who are those again?) win.


Strong Supporting Cast. Having multiple interesting NPCs is good. Having multiple interesting NPCs that you already know is way better. It is also a good thing that many of this characters aren't the "mighty heroes" of the setting. Interacting with Gandalf or Luke Skywalker might overshadow the PCs; they outclass the PCs as allies, can hardly be defeated as foes (which is specially hard if you're trying to preserve canon to some extent), and even if you see them as patrons you might have difficulty in explaining why such people need help from simple adventurers.

Also, when you have lots of strong characters, you might be interested on finding out what happens next even if the most important character dies. This helps creating a sense that any character, including player characters, can become important.

Whats better, the minor characters have their own goals, often independent from major characters and even from major events. Take Quentyn Martell or Brienne of Tarth, that go through amazing adventures of their own with little relation to the main "Ice and Fire" plot. It really makes one feel like thee are innumerable possible adventures in that setting.

Compare that to Tolkien of Star Wars: most "minor" adventures are directly tied to the main conflict, with the most important characters fighting for one side or another, as you can see in Shadows of the Empire, Shadow of Mordor, etc.

Shifting allegiances. Another interesting feature of Westeros is how allegiances can change, putting characters in different positions. Defectors and traitors play an important part, and they are not always evil or weak, opening interesting possibilities for player characters other than victory or death. You could fight a friend at a tournament, or ally with a foe due to circumstances. You might have evil allies on your side, or noble warriors on the opposing force - which is rare in Star Wars or Lord of the Rings, for example.


Multiple Important Factions. This might be the best feature of playing in Westeros for my group. It ties everything else together, in some ways.

First, it is easy to introduce an important NPC. When the group meets a knight called "Lyonel Lannister" or "Edic Stark", he already brings dozens of unspoken assumptions in his name. The same happens if they meet an unnamed member of the Kingsguard or the Night's Watch. The best thing, of course, is that there are NO guarantees that those assumptions will be true: the Lannister guy can be an impoverished and gentle warrior, and even a member of the Kingsguard can be incompetent and weak.

A single character can be part of multiple significant circles: a family, a foster family, a knightly order, a group of friends that fought side by side, etc.

And, again, no good or evil: every faction has its own interests, and not all of those interests point the same way. Or, as Jaime Lannister said in the TV series (source):

"So many vows. They make you swear and swear. Defend the King, obey the King, obey your father, protect the innocent, defend the weak. But what if your father despises the King? What if the King massacres the innocent? It's too much. No matter what you do, you're forsaking one vow or another."

This kinds of choices - and, well, meaningful choices in general - is what a great campaign is made of.

By the way, I'm currently playing a D&D game set in Ravnica. Important factions are quite meaningful to me.


The problem with Canon. Playing an RPG in Westeros shares the same problems as any setting you didn't create: you must decide how close to canon you want to stick to. Too far, and you lose familiarity; too close, and the player characters cant seem to accomplish anything. My ideal solution is setting the game a few hundred years apart from the original story, so you can keep the same ideas, factions, etc, without feeling constrained by canon.

Also, one way or another, ASOIF will reach a conclusion. The world might get saved or doomed after all, which might make the player characters insignificant in the long run. I think I still might have fun with Westeros in my game, because there are still lots of significant things to do in the unknown past - topple an evil king, start an important lineage, destroy mythical creatures, etc.

What other settings have the same qualities?

Any setting your group is familiar with will do. Pendragon comes to mind, if your group is somewhat familiarized with Arthurian myth. Quasi-historical settings may work in the same way, but strictly historical ones will cause problems with "canon" as mentioned above, unless they happen in an era where there is little record of most events.

See this relevant article on Wikipedia describing the Hyborian Age:

Howard had an intense love for history and historical dramas; however, at the same time, he recognized the difficulties and the time-consuming research needed in maintaining historical accuracy. By conceiving a timeless setting – a vanished age – and by carefully choosing names that resembled our history, Howard avoided the problem of historical anachronisms and the need for lengthy exposition.

Star Wars may work (there are a million books, cartoons, comic books and videogames to prove that), although you might want to include factions that are not in the movies (Yuuzhan Vong, Gray Jedi) if you dislike the somewhat "good versus evil" struggle of the original movies.

RPG settings work well enough if everybody is familiar with them, but they must believe the setting premises, which isn't always easy - I could never quite care about super-powerful NPCs in most RPGs, for example, because they often seem to serve no purpose other than being super-powerful NPCs.

Also, many RPG setting ruins things with metaplots. This, to me, defeats the whole purpose of having an RPG setting in the first place; if all the outcomes are already defined, how are the character choices relevant at all?

By the way, familiarity is a good argument to have dwarves, elves, and dragons (or, say, pseudo-England, pseudo-England, etc) instead of original creatures. Those things create immediate expectations in the players minds, and you can play with these expectations in your own setting to create interesting effects - which ASOIF does to some extent.

Still, most of RPG settings with "vanilla" dwarves, elves and dragon seem tiresome and clichéd to me. Go figure.

Thus, a good setting, for me, has to included: shades of grey, multiple interesting factions, a stable but malleable social order, cool but not all-important NPCs, no "hard" metaplot, and, specially, familiarity - preferably using familiar tropes in unexpected ways.

My favorite settings (or the ones that come to mind right now, in any case) are Westeros, Dark Sun, or something inspired by Ravnica or Dark Souls.

Can you think of other good examples?

Monday, October 26, 2015

Mad Sun, Part I - Inspirations

I am a fan of post-apocalyptic settings, specially Dark Sun. Watching Mad Max: Fury Road made me want to revisit it, so I made a list with 50 things I would like to find in a fantasy desert wasteland. Since then, I have been meaning to expand on it.

So, here is the idea: creating my own scorched fantasy wasteland, mixing Dark Sun with different doses of its influences and some of my own favorites. I am leaning towards a more sci-fi version of the setting, but without guns, laser, automobiles or space ships. When I am finished, I might put everything together into a short PDF so you can use it as you will (with some notes on adapting it to old school games and 5e, with alternate classes, rules, etc, if there is enough interest).

This post is about the stuff I'll use for inspiration; I listed things that might have influenced Dark Sun itself to some degree to a couple of new things that I think would fit well. This is not a literary analysis of Dark Sun, but a list of cool things that might be useful for my fantasy post-apocalyptic campaign. If you like this list, you might like the rest of the series. Here we go.

Source.

1. Dark Sun and Mad Max are the main reasons I'm writing this. Always been a fan of both, and Fury Road, of course, was one of the best action flicks in recent memory, with lots of gameable material - warlords, preservers, warboys, etc. Most Dark Sun books are still available to buy in PDF, and you can always turn to the Dark Sun Wiki for easy access to information.

2. Tékumel by M. A. R. Barker is, in many ways, Dark Sun "avant la lettre". Empire of the Petal Throne was published, in 1975, in the same year as Greyhawk and Blackmoor, using non-european mythologies to create an unique and very detailed setting. Hot weather, iron scarcity, strange beasts and bizarre races were played using D&D rules decades before anyone ever heard of a Thri-kreen. The best introduction to Tékumel, according to a recent post by James Maliszewski on G+, is Empire of the Petal Throne, available here.

Source.

3. The Zothique Cycle, or anything else by Clark Ashton Smith is an important influence in early D&D and pivotal to the "Dying Earth" sub-genre in which Dark Sun takes place. Necromancers and their undead legions, cultists and evil gods, all wither under a dying sun. You can find the whole series online here. A great summary of each short story can be found here. Other than Zothique, you can find inspiration in tales such as The Vaults of Yoh-Vombis, which reads like a D&D adventure, and The Abominations of Yondo, which takes place in a desert full of bizarre monsters and starts like this:

The sand of the desert of Yondo is not as the sand of other deserts; for Yondo lies nearest of all to the world's rim; and strange winds, blowing from a pit no astronomer may hope to fathom, have sown its ruinous fields with the gray dust of corroding planets, the black ashes of extinguished suns. The dark, orblike mountains which rise from its wrinkled and pitted plain are not all its own, for some are fallen asteroids half-buried in that abysmal sand. Things have crept in from nether space, whose incursion is forbid by the gods of all proper and well-ordered lands; but there are no such gods in Yondo, where live the hoary genii of stars abolished and decrepit demons left homeless by the destruction of antiquated hells.

4. Frank Herbert's Dune is another favorite. With noble families vying for power, political intrigue, psychic abilities, teleportation and giant Sandworms instead of dragons, I think one could use even more inspiration from Herbert to create something that would be at the same time more novel and more palatable to audiences accustomed to Game of Thrones and House of Cards.

Source.
5. Edgar Rice Burroughs' Barsoom is another obvious inspiration. Taking place in the red deserts of Mars, with six-limbed monsters that have been already been included in some version of D&D or other (such as the white apes and banths) and humanoid "races" that would feel at home in Dark Sun or Carcosa (see below), Burroughs' stories of planetary romance make a great fit for D&D adventures, specially the more "epic" ones, with idealistic heroes saving damsels in distress. While the notion of damsels in distress is antiquated, there is plenty of awesome in Burroughs that you can use. See this snippet from wikipedia, for example:

Upon reaching 1,000 years of age almost all Martians undertake a pilgrimage on the River Iss, expecting to find a valley of mystical paradise; what they find is in fact a deathtrap, populated by ferocious creatures and overseen by a race of cruel, cannibal priests known as Therns, who perpetuate the Martian religion through a network of spies across the planet.

His works are in the public domain in the U.S. and can be found here.

Source.

6. Geoffrey McKinney's Carcosa deserves mention as a recent effort to create an interesting D&D wasteland, using Lovecraftian horrors instead of aliens or dragons, which is a great idea. Magic is evil, civilizations is ruled by "village states", races are separated by color (although with less interesting detail than Barsoom), and there are ruins of old, maleficent civilizations all around. Zak S has suggested using it a template for a new Dark Sun here. Although he doesn't sound like a fan of the original box setting in this post, the idea makes sense.

7. Brom is, of course, the quintessential Dark Sun artist, who created much of the look and feel of the setting, but you can look for inspiration in other artists, too. Here is a couple of ideas.
Richard Corben's comic book DEN is mentioned as an influence to Dark Sun by Steve Winter, according to Wikipedia - it looks somewhat like Barsoom with lots of nudity. Besides doing an adaptation of The Vaults of Yoh-Vombis, Corben apparently created the first graphic novel, Bloodstar, a Robert E. Howard adaptation that depicts the heroes fighting lovecraftian monsters in a post-apocalyptic land.
I am a fan of Moebius desert landscapes and weird vistas myself, and Moebius drawings for Dune can inspire a different vision from the more familiar one from David Lynch.

Source.

8. The Fallout videogame series is too good to pass. Although the retofuturistic vibe has little to do with Dark Sun, the series has lots of useful ideas that could easily be adapted to such setting - most of them related to radiation, mutation, factions and hidden vaults, besides using a sandbox structure that is ideal to my favorite style of play.

9. Robert E. Howard and H. P. Lovecraft. Since they have been mentioned a few times already, I feel they deserve an entry. Lovecraft you can use for monsters and gods, and Howard for the Sword&Sorcery vibe. As you know, Conan is often fighting monsters from the Cthulhu Mythos.

10. And, why not, Tatooine, from Star Wars. That's what people have been talking about these days, right? Sarlaacs, sand raiders, banthas, shady taverns and powerful hermits with mind-controlling powers would all fit the bill.

Sunday, June 28, 2015

Mad Max, Dark Sun and 50 random ideas

After watching Mad Max: Fury Road, I couldn't keep Dark Sun (maybe the most awesome D&D setting of all times) off my mind, and how cool it would be to create a new post-apocalyptic desert landscape to play D&D in, maybe with less elves and more mutants.

So here is a list of random ideas from Dark Sun, Mad Max, Dune, Fallout, and a bunch of different stuff. 1-10 are places, 11-20 are related to transportation, 21-30 are factions, 31-40 are visuals and apparel, 40-45 are dangers, and 46-50 objects.

Or, to sum up some ideas in the proverbial 25 words or less (almost):

Maniacs, mutants, and marauders, carrying obsidian and bone, ride oil-eating dragons through Endless Sands. Psionic monks battle radioactive sorcerers, dinosaurs and warlords in the apocalyptic heat. 

Places
1. Ziggurat city, ruled by the god-emperor and his templars. 
2. Endless “seas” of silt, salt, or glass (excessive Ss, sorry).
3. Sky-high monasteries where holy-people sharpen their martial skills. 
4. Underground vaults with the last surviving fragments of the Old World. 
5. A building with innumerable floors inside the tableland.
6. A hill labyrinth of colored sands. 
7. The Vermilion plains, where even the trees have red leaves. 
8. The moving metropolis. 
9. The green places, filed with cannibals and dangerous animals. 
10. Cursed pyramids, with the remains of alien humanoids. . .  and their destroyers. 



Creatures & Transportation
11. Petrol-eating, fire-spitting, many-legged drakes that run around like crazy after a good meal.
12. Velociraptors, tyrannosaurs, stampeding apatosaurs and, why not, pterosaurs. 
13. Flying ships and stingrays. 
14. Sandworms, purple-worms, or bulletes. 
15. Giant insects. 
16. Tree-hoping people. 
17. Relentless runners. 
18. Gigantic warmachines. 
19. Psionic teleportation. 
20. Caravans, controlled by merchant-princes. 

People
21. Bloodthirsty youngsters eager to die in epic ways. 
22. The genetically engineered, with perfect bodies and deranged minds. 
23. Scorpion-smoking religious assassins. 
24. Preservers of the last seeds. 
25. Mutant sand raiders. 
26. Psionic monks. 
27. Rabid cannibals. 
28. Woman-hating slavers. . . 
29. . . . and the Amazons who survive them. 
30. The great desperate mass.

Style
31. Leather, piercings and unusual hairstyles. 
32. Shaved heads, black and white paint, faces like skulls. 
33. S&M apparel. 
34. Demon masks and bizarre armor. 
35. Half naked with sunburns and unkempt hair. 
36. Heavy brown robes, kerchiefs and goggles. 
37. Silk robes with vivid colors. 
38. Ritual scarification. 
39. Bones and human ashes as accessories. 
40. War paint or lots of tatoos.

Hazards
41. Sandstorms and lightning.
42. No ozone layer, sunlight slowly kills you. 
43. Water is scarce, non-radioactive water is scarcer.
44. Sinkholes and the things that cause them. 
45. Desert monsters above and below the ground. 
46. Flowers as signs of extreme wealth. 
47. A spice that causes hallucinations, mutations and increases psychic abilities. 
48. Weapons made of obsidian, glass and bone. 
49. Spikes in armors, mounts and buildings. 
50. Sun-powered death-ray lenses.


(image credits: right-click and "copy image address" for sources)