Sunday, November 26, 2017

The Meaning of Good & Evil (Alignments)


I don't use alignment much in my games admittedly, but I do like the idea of alignment as indication of at best only loosely morality-related cosmic teams or alliances. Even with the approach their are times where you might need to articulate in some way what an alignment means on a closer to human level. What follows is a way of looking at it in those situation.

The idea (not original to me) is that Law vs. Chaos is the primary conflict underpinning the multiverse. This works well with both the Appendix N source material and earliest iterations of D&D. The Good vs. Evil can only be understood in relation to that primary axis.  This secondary parameter gives an indication of the zealotry and methods employed to combat the opposing force. Those on the Good side of things believe that the opposing force can be moderated, ameliorated, or dealt with with less violent means. Those on the evil side of things believe that the opposing force cannot be tolerated or reasoned with, only destroyed.


So Lawful Good and Lawful Evil agree that Chaos is a threat, but Lawful Good has a more moderate maybe even "hate the sin, love the sinner" view, whereas Lawful Evil feels all chaos must die by any means necessary. Chaotic Good believes that Law is a wrongheaded constraint on freedom, but hearts and minds can be changed without violence in most cases (violence being coercion, after all), whereas Chaotic Evil wants what it wants so intently it's willing to see everything burn.

This way of looking at things has the advantage of showing a way around the rigid, asshole paladin, and also explaining the Dwarf/Elf tension despite the fact they are both Good, and also suggests demons and Devils would never team-up. Neutral Goods become "let's all get along" maybe and Neutral Evil is  perhaps "a pox on all your houses!" True Neutral remains about balance.

Friday, November 24, 2017

Weird Revisited: The Infernal Mob


The above is Mammon, boss of the Pluton family, ably rendered by Jeremy (that Dandy in the Underworld). He's one of diabolic mobsters that control Hell in the world of Weird Adventures. Check out these posts if you missed them back in 2011:

     Andras: "Hell's Hoods: The Owl"
     Avernus family: "Hell's Hoods: Meet the Avernus Family"
     Belial: "Hell's Hoods: Sin's Queen"
     Bifrons: "Hell's Hoods: Two-Faced Politician"
     Mammon: "Hell's Hoods: The Fat Man"
     Moloch: "Hell's Hoods: The Bull"
     Pluton family: "Hell's Hoods: Casino Infernale"

Wednesday, November 22, 2017

Wednesday Comics: Kamandi

According to the DC Comics 1976 Calendar, November 21st was the birthday of Kamandi. In the unlikely event anyone reading this blog doesn't know who Kamandi is the last human born in a underground bunker called Command D (from whence he takes his name) after a nebulous cataclysm known as the Great Disaster has cast human civilization in ruin and anthropomorphic animals have risen in their place. Kamandi was created by Jack Kirby in 1972 and his original series went on for 59 post-apocalyptic issues.

In honor of Kamandi's birthday, here are the places to catch up on the highlights of his story if you are unfamiliar:


Kamandi by Jack Kirby Omnibus: Kirby's original run on the title has been collected in DC Archives (out of print) and previous two volume omnibuses (also out of print). The new omnibus is schedules to be released in March of 2018. He carries a hefty price tage, but also a hefty 896 page page-count. This is the most essential reading on the list.


Wednesday Comics: was a 2009 anthology published in a broadsheet format resembling a Sunday newspaper comics section. There was a serialized Kamandi story written by Dave Gibbons with art by Ryan Sook with a real comic strip feel, sort of like Prince Valiant. Sook's artwork is gorgeous. There are several other good stories in this hardcover, so you don't have to get it for Kamandi alone. A warning though: It is awkardly sized at nearly 18 inches tall, so it's tough to find a shelf for it.


Kamandi Challenge: Back in the '80s DC did a sort of round robin limited series called DC Challenge. A number of DC characters appeared, but notable Kamandi did not. This year, they're doing similar sort of series, but focused on Kamandi, aptly named Kamandi Challenge. Like the original DC Challenge, Kamandi Challenge is uneven and a bit loose in its narrative as every creator tries to do something with the threads they are given. Still, it's all Kamandi and very inventive. The individual issues can be purchased digitally at Comixology or physical at your local comic book store. The collected hardcover will be out in April of 2018.

Monday, November 20, 2017

The Contents of the Cube


Roll Call: Dagmar (Dwarf Cleric), Erekose (Fighter), Waylon (Frox Thief), Kully (Bard), Kairon (Demonlander Sorcerer), and Shade (Elf Ranger)!

Our Land of Azurth 5e campaign continued last night with the party about to barge into a room full of death dwarfs that also contained the 7 foot metal cube that fell from the sky. The party is prepared for the dwarfs this time, but they soon find their are also magic-users among them which changes things up a bit. After a short melee, our heroes prevail.

Inspecting the metal cube in the aftermath, they find a hatch hiding a recessed box in one wall with lever in it. Pulling it downward causes one of the walls to drop, revealing a lot of packing material--an a familiar looking automaton. Familiar, because it seems identical to Viola, the Clockwork Princess of Yanth Country!

The automaton comes out, twitching. In a stuttering voice, it announces itself as "Violet." It extends a hand, but when Dagmar shakes it, the automaton explodes. Only a few of the party members take damage, but they are caught off-guard when a second automaton emerges (this one seemingly undamaged) and gives her name as "Violetta."

Violetta is unable to answer most of their questions. She says she was made in a laboratory, but doesn't know by whom.

Around that time, the cave shakes again with another, milder, impact. The party heads out to take a look. They hear voices from outside the cave. Wanting to potentially hide the automaton from searchers, they send Kully out to greet the newcomers.

The three arrivals almost look like automata themselves, but most resemble Astra of the Shooting Star Folk, whom they met in House Perilous. The metal bearded leader calls himself a King as says he and his fellows were to transport the cube to a man named "Loom" who lives in the junk city in the desert. Loom likes making automata, apparently. The King also mentions during the conversation that he has a daughter named Astra.

Relatively convinced of the good intentions of the Shooting Star Folk King and not really knowing what is going on, they turn Violetta over to him. The Shooting Star Folk retrieve the cube and repackage Violetta with care, then take off. Kully wants to go with them, but the ballistic nature of their travel scares the others off, and they manage to convince him that should continue home.


When they get back in Rivertown, there's a surprise waiting. A calico cat man, doubly impossible for being a cat man (unknown in Azurth) and a calico male, and a frox in a fancy tophat are waiting for Kully in his room. They wish to enlist the party's aid in a journey to the Land of Under-Sea--and they also promise to take Kully to his father!

Sunday, November 19, 2017

5e in Exalted's Creation

Art by UDON
In a rare visit to rpgnet the other day, I saw a thread about utilizing the setting for Exalted for a 5e D&D game. The easiest way to do this would be to excise the Exalted themselves to one degree or another. Their fantasy superheroics would necessitate too drastic an overall to the D&D system (or the use of something like Kevin Crawford's Godbound). Removing the Exalted drastically changes the setting, true, but I think that's part of the fun of the mashup.

In brief for the unfamiliar, Exalted's Creation is a flat, roughly square, world with the Blessed Isle and a Holy Mountain at its center. The Mountain is the Elemental Pole of Earth, and in all other compass directions, Creation bleeds into the other Elemental Poles (Air, Water, Fire, and Wood).  Heaven is the home of the Celestial Bureaucracy and the gods that oversee the multitude of spirits in the world. Hell is something like the Greek Tartarus; it's the place of imprisonment of the overthrown and now demonic Primordals, the Titans that created the world. The Underworld, the realm of the dead, was created by the death of some Primordals during the titanomachy. Outside of Creation proper, orbits the body of a surviving Primordial, Autochthon, with people living in its Steampunkish interior.

All of Creation was born from the chaos of the Wyld, and it still lies beyond the borders. Fey have come from it in the past and attempted to destroy the irritant of stable form and matter.

Art by Christopher Stevens

With that out of the way, here are a few not-fully-formed thoughts on how to adapt some things:

There's a lot of change to basic D&D cosmological assumptions, but also some congruities to be exploited. Demons and devils get combined to the Yozis and both the Abyss and the Nine Hells can be encompassed in the hell prison of Malfeas. Tieflings would be the demon-blooded of Exalted. Warlocks fit well as their servitors.

Conflating the elves with the Fair Folk would emphasis the Chaotic portion of their traditional Chaotic Good alignment. The Wyld would make a more alien Feywild. Many aberrations might aslo fit within the Wyld.

The champions of the Moon, the Lunar Exalted, could be represented by Shifters and lycanthropes. Warforged could by Autochthonians. Dwarves are, of course, the Mountain Folk, and the Dragonborn take the place of the more dinosaurian Dragon Kings. The Elemental-powered Dragon-blooded could probably be placed with Genasi.

That's just to start. I think it's an interesting thought experiment.

Friday, November 17, 2017

The Justice League is Finally Here

Justice League is, by and large, the Justice League movie fan complaints about Man of Steel and Batman v Superman suggest they have been waiting for. It is more uneven and rough-edged than Wonder Woman, but it does put the DC cinematic universe on firm footing.

I would say the negativity in most of the critical reviews is a bit of a puzzlement to me, except that it isn't entirely. The polish and ready humor (bordering on outright comedy at times) of the Marvel films have set the yardstick by which these things are judged. Warner hasn't understood the memo (particularly Snyder) and the only thing to be done is to keep reading it to them until they do.

There was a time when superhero product wasn't so slick and by-the-numbers. Iron Man was original at one time, and it's follow-up reverted a bit to tried and true superhero film formula. Dark Knight is often considered the best superhero film ever, but it is completely bereft of comedy relief CGI characters that now seem a standard element at least of the Guardians of the Galaxy style Marvel films. The earlier Snyder films certainly have their faults, but as others have argued the dislike directed against them seems to have less to do with their cinematic failings than their approach to the characters.

Justice League responds to many of those complaints. We have heroes being heroic--and heroes finding their way to heroism after being lost in some way. There is humor, particularly from the Flash, who is different from his tv and comic incarnations to a degree, but has enough to charm to win you over. Momoa's Aquaman seemed like he might be tedious and one-note from the trailers, but I didn't find that to be the case. Though their on-screen development is necessarily limited, every one of the characters gets a bit of an arc that takes off and lands nicely (unlike say Valkyrie's disappearing alcoholism in Thor: Ragnarok). Much of the humor is kind of at Batman's expense, which serves to undercut any grimness or  the "hypercompetent Batman" that sometimes plagues the comics.

The setup of the film is very comic book like in structure. It establishes and moves on. This might feel choppy to some viewers and those not familiar with the characters and the universe might feel some things are under-explained. Atlanteans just are, as are Mother Boxes. The movie doesn't spend any time trying to make you accept either or give you more than the story-essential backstory.

The last two thirds of the film have more conventional pacing and cutting and fall into problem solving and fisticuffs. Superhero fights in film have gotten a bit tired by now, I think, and this film doesn't do anything to make me rethink that assessment, though it is far from the worst example. Flash's speed effect winds up being similar to Quicksilver's but it's utilized in a different enough way that it doesn't seem derivative. Wonder Woman is a badass, Aquaman is sort of reckless, Batman is out of his depth, but smart. Cyborg is lacking in confidence, but the key to defeating the villain.

The film has it's problems of course. Its villain continues the superhero film trend of being not terribly interesting. He's better realized than Wonder Woman's antagonist, at least. The CGI is strangely dodgy in spots, particularly in a sort of prologue (don't let that brief scene sour you on it). The color palette is still darker than ideal.

But you know what [and this is a SPOILER so you are warned]...


The mid-credits sequence is Flash challenging Superman to a race. It made me smile for comic book nostalgia reasons, which it as been a while since a Marvel film did that.

Thursday, November 16, 2017

In the Vicinity of Gyrfalcon, Everybody Has Their Hand Out

This week we had the second session of our GURPS Dungeon Fantasy campaign, "the Dungeons of Zyrd." It found the PCs bribing the snooty butler of the vintner and crime boss, Pnathfrem Lloigor, to gain access. They offered Lloigor their services for--well, something.


He admitted to doing a bit of trade in counterfeit world stones. These he acquires from the dwarf excisemen encamped near the Tower of Might in Castle Zyrd. Another group of adventures had gone to secure more forged jewels from the dwarves, but that party (led by the Brothers Salasius) were late in returning. They agreed to complete the task. They were to make contact with a dwarf named Rogov.

Setting out, they paid a flatboatman to take them across the Broad River and to wait for their return. A mile up the road, they found the way blocked by a group of hobgoblins who demanded tribute. The price was rather steep (every coin they had), so the party entered combat rather than negotiate with such an unreasonable group of humanoids.

Art by Iain McCaig
The hobgoblins had been neglectful in securing distance weapons, and this cost them. A rain of javelins, sling shot, arrows, and magical fire dropped two of them quickly and sent the other three running for the woods. Fearing reprisals from a larger hobgoblin band, the party pursued them, and cut them down in the forest.

That unpleasant business out of the way, they continued on toward Castle Zyrd.

Treasure: None; Deaths: 5 Hobgoblins.