Sunday, April 30, 2017

Fertile Gaming Ground Seeded with 80s Toys

The eighties is a time famous (or infamous) for toy properties with synergistic multi-media marketing. It seems like every one of them came complete with cartoon series and comic book in addition to the usual merchandise. None of these got role-playing game tie-ins. That’s a pity, because several of them had some potential...well, at least some potential elements suitable for stealing.

Everyone  thinks of the big guys like Masters of the Universe, G.I. Joe (which my friends and I did make an rpg for back in the day, based on TSR’s action table games), and Transformers. Those are all good, but let's dig a little deeper...


Inhumanoids tells the story of an armored-suit-wearing group of scientists fighting a trio of newly re-awakened part kaiju, part Lovecraftian, subterranean monsters--the Inhumanoids. The scientists are aided by the surviving members of ancient, prehuman races, who had imprisoned the monsters in the first place. Armored heroes battling subterranean monsters? The rpg applications ought to be obvious.


The Saga of Crystar, Crystal Warrior played with the timeless brother against brother theme, as a personalization of the very rpg-like battle of Order against Chaos. The heroic brother, siding with Order, and his retinue get turned into living crystal. The other brother sides with chaos, and he and his cronies get turned into rock/magma. Both of them got a wizardly advisor, too. Crystar probably doesn’t warrant its on game, but crystal-men and magma men would be pretty cool editions to an already existing one.

In a similar “novel character conception” vein, is Sectaurs. It’s another fantasy, though this is one is perhaps a post-apocalyptic science fantasy taking place on a distant planet. The current natives have insectoid characteristics--the good guys are humans with antenna and compound eyes, while the nasties are more insectoid humanoids. Both sides use giant insects are mounts, and use carapace-derived armor and weapons. There are also the “Keepers of the Way,” a secret society trying to resurrect the lost knowledge of the ancients and pull the world out of medievalism. Sectaurs might make a good campaign, but insectoid humans could easily just be a reskinning of elves.

There are so many other possibilities. Particularly, if wander a bit and outside of the cartoon-promoted big guys.  Remco’s Pirates of the Galaxseas had little going for it beyond the name, but that name is really cool. Golden Girl and the Guardians of the Gemstones was like She-Ra but with a more classic barbarian aesthetic, which is something, I guess:


For the intersection of utter imaginative craziness and utterly poor toy design, we need look no farther than The Other World, where all the action figures were bendies, but the creatures were all of the “this has to be a D&D monster already” variety. Exhibit A being our friend Froggacuda, here:

Friday, April 28, 2017

Mortzengersturm in Print


The printer's beat the deadlines, and so I have the a few copies of Mortzengersturm, the Mad Manticore of the Prismatic Peak (available now in pdf) in my hands. The reminder of the print run should be here before North Texas RPG Con.

Why not the usual print on demand? I very much wanted a comic book format for the book (to go with the comic book-y overall design and the print-on-demand services we have been using don't have the best options for that format.

Now that I see the print copies, I'm glad I did as they look great. (These blurry pictures may not do it full justice).


Anyway, the print copies were mostly intended for convention sales; I'm not (and Hydra's not) ready at to jump into order tracking and fulfillment with both feet, but I've ordered more than I'm likely sale at conventions in the near future, so I want to make the rest of the print run available for order. My thinking new is of the 100, 50 will be set aside for cons and what not, and 50 will be up for grab, so supplies will be limited. Obviously, if there is huge demand there will be another print run, but it would have to be big because it's no my intention to turn my house into a shipping center.

Stay tuned. I'll announce it here, of course, when I'm going to start taking orders.


Thursday, April 27, 2017

Strange Stars Video Review

For those few of you who read this blog and still haven't bought Strange Stars (and we know who you are), check out this video review by Questing Beast:




Wednesday, April 26, 2017

Wednesday (MIni-)Comics: He-Man and the Power Sword

Let's take a break from Storm this week to look back at the mini-comic origins of the Masters of the Universe. I don't mean the 80s cartoon with a Captain Marvel in purple tights and a Prince Valiant haircut, a cowardly lion tiger, and a moral for kiddies every episode. I mean the first, more pulpish, post-apocalyptic, sword & sorcery version--before even the 1982 DC comics limited-series. I mean the version appearing in the the four original mini-comics (though technically, these first four were picture books, not comics).

They were written by Donald Glut, who knew how to adapt Sword & Sorcery material for younger audiences with his comics work, including Dagar the Invincible and Tragg and the Sky Gods for Gold Key. Glut talks about the origins of some of the concepts in an online interview. The evocative art for the four stories was by Alfredo Alcala, a comic book artist who's worked for DC and Marvel, on books like Conan, and Kull the Conqueror. What the two gave us was darker, moodier, and more streaked with pulpy highlights, than the decidedly brighter, more superhero-esque cartoon to follow. (I should point out all of the mini-comics are now available in a somewhat larger tome.)

So without further ado, here's my commentary on the first mini-comic, 1981's He-Man and The Power Sword:


We open with a bona fide Hero's Journey "Call to Adventure." He-Man, greatest warrior of his primitve jungle tribe, leaves his people to go defend the legendary Castle Grayskull ("a place of wonders") from the forces of evil. Instead of having a secret identity, He-Man is part of a proud (sometimes) barbaric lineage of Sword & Sorcery characters. He's got a nobler goal than Conan or Brak, but like those forebears he's fascinated by a wondrous elsewhere.

He-Man becomes the first of his people to "trudge the craggy cliffs and quake-torn valleys" outside of the jungle. It's not long before his courage and "jungle-bred stength" is needed. He sights a jade-skinned woman in a cobra headress fighting a purple monster that looks like it might be from a lost in space episode. He-Man rushes into the fray and despite the woman's mystical blasts ("She is a sorceress!" he thought), he pretty much does the monster slaying himself.


Had this not been a kid's book, the shapely Sorceress might have rewarded the warrior other ways, but since it is, He-Man instead gets "Supernatural Aid" (again with the Hero's Journey!). The Sorceress gives him the treasures she's guarded all these years, things made "centuries before the Great War by Eternia's scientists."

Here's one of those cool details. We've got a Great (so great its capitalized) War, and scientists making medieval appearing weapons. One might wonder what kind of scientists those were, but this yarn provides hints but no answers.

He-Man takes the loot which includes a "strange vehicle" (understatement) that's "combination battering ram, catapult, and space-warp device." Those pre-Great War scientists did some out-of-the-box thinking.


Meanwhile, Skeletor, and his minion Beastman, and ogling the "warrior-goddess" Tee-La (it was hyphenated in those early days) who's watering her "unicorn charger." The two villains attack, as Skeletor plans to make Tee-La his bride. We're told she "fights like a demon, her body possessing the spirits of many ancestral champions," but Skeletor's energy blade wins the day.

They carry her with them to Castle Grayskull--"a fortress so ancient no one knew its origin." Over the objections of the Spirit of the castle, Skeletor forces open the Jaw-Bridge. Skeletor's after the other half of the Power Sword so that "the magic fires, created by ancient scientists and sorcerers will blaze again." Cool.


It turns out Skeletor is from another dimension. The Great War ripped a whole in the walls between dimensions and threw him into Eternia. He plans to open another rift and bring through an army of conquest. This origin, of course, is ignored in later mini-comics and comics.

Elsewhere, He-Man is visited by Man-At-Arms. What happens next is weird: "'And what brings the famous Man At Arms to my humble house?' He-Man asked sarcastically." Why all the sarcasm, He-Man? Anyway, Man At Arms ("whose people are the masters of all weapons") fills He-Man in on Skeletor's shenanigans. The two set out to stop him, with impulsive He-Man space-warping ahead.

Somehow, in the bowels of Grayskull (sold separately), Skeletor knows He-Man is coming and sends Beastman up to shoot the turrett laser at at him. Beastman proves surprising effective at this, and has He-Man down when the Man-At-Arms cavalry arrives to turn the tide. The He-Man makes the Jaw-Bridge open wide and the heroes head inside to find Tee-La.

Skeletor's had enough time to get the the Power Sword reunited. As the blade crackles with "green fire" he boasts: "I am invincible. There is nothing I cannot do. Nothing!" The best use this power for is apparently making weapons come to life and fight He-Man.

At that moment, the Sorceress reappears glowing with the same green energy as the power sword (Ah hah!). She chastises Skeletor for abusing power and splits the sword again. He-Man, Man-At-Arms, and the just freed Tee-La throw a beating on the two villains, but let 'em cry "mercy!" and run off (it's a kid's book, remember?). The Sorceress again hides the Power Sword and changes the lock on the castle.

"Do you think that's the last of those two or the Power Sword?" Man-At-Arms asks.


Do I really have to tell you He-Man's answer?

There you go, Great Wars, green Sorcereress, extradimensional portals, barbarian heroes, super-science, and sorcery. That's how it started.

Monday, April 24, 2017

Adventure Environments

Here are some animation backgrounds and concept art from the He-man and She-Ra  cartoons suitable for game inspiration:

An almost Seussian forest:


A cave with loot:

This statues sword has a starway up it. Interesting twist on the PHB Demon idol:

Rocky castle:

Sunday, April 23, 2017

New Azurthite Races

I've had Volo's Guide to Monsters for months now, but I haven't really considered the new races in it and whether they have a place in my Land of Azurth campaign. My consideration of the core book races was here, though some of those (like the Dragonborn) I've reconsidered since. It's always theoretical until they actually show up in the campaign.


Aasimar: Humans empowered by guardian angels reminds he a lot of the Golden Age comics concepts like the Marvel family, but also Johnny Thunder, and Kid Eternity--all very appealing. Of course, their opposite number the Tieflings have been reskinned as Demonlanders.


Firbolg: These guys could be used as is. I might go less fairy tale creature and more hairy hominid with them and reserve them for the Country of Virid.


Goliath: These guys will live in the Dragonspine Mountains and in the desert Land of Sang.


Lizard Folk: There are certainly Lizard Folk, but I haven't worked out their deal exactly and how they differ from the Dragonborn.


Tabaxi: One of the things insisted upon by characters within the setting is that there are no Cat Folk--except that one of the PCs has met two! This is one of the mysteries that may play out in the campaign.

Thursday, April 20, 2017

Mortzengersturm Reviews

A couple of reviews for Mortzengersturm, The Mad Manticore of the Prismatic Peak have come out, and they have not escaped the notice of the manticore wizard himself: