Wednesday, January 11, 2012

Risus: HERESY!

I have a confession to make. I have never played Paranoia.

Ok, that's not quite right. I played in one session of Paranoia, and it didn't go well. I had a blast, but some of the other players really did not, so the campaign never took off. Twenty years passed.

I own the Second Edition rules, and some of the adventures, but I never actually worked my way through the rules to the point where I wanted to actually run a game. But I had an idea a few years ago: a Paranoia-type campaign set in a fantasy world. Instead of the Computer, you have The Oracle; instead of Alpha Complex, The Temple (rather like a megadungeon). The players are Inquisitors instead of Troubleshooters; they may belong to Heresies instead of secret societies, or they might secretly be demons instead of unregistered mutants. A dead Inquisitor is replaced by a simulacrum instead of a clone.  Automatons take the place of robots. Instead of technological assistance, they have amulets, talismans, relics, holy symbols, prayerbooks, etc. -- though they might be cursed, or inappropriate for the current mission, or both.

That's all for now.

Friday, December 16, 2011

Game Settings I Wish I Had Time To Work On

 An alternate history pre-Columbian America campaign with a twist -- the fringe-archaeology theory that America was visited by Celts, Norsemen, Irish monks, Romans, Phoenicians, Chinese, etc., is literally true, and those civilizations still exist alongside Native American civilizations. I'm envisioning kind of a Robert E. Howard kind of feel, with the adventurers being Europeans who discover a very different New World than Columbus did. I teach high school world history, but I don't have a talent for alternate histories, though they're one of my favorite sub-genres of science fiction.


This setting (let's call it Mundus Novus, "New World" in Latin) isn't meant to be a serious alternate history, but more a setting for adventure. I have two conceits: that remnants of ancient civilizations survived (somehow) in Mundus Novus (alongside native cultures) long after their parent civilizations failed, and that they do not have more than sporadic contact with the civilizations of the Old World that leaves little mre than tales of unusual strangers from far-off lands.


This reality is also a fantasy setting; the natives believe in magic, though I'd say that most of what they believe in is superstition and chicanery. The rest, however, is the province of dark, bloodthirsty gods, served by Aztec priests, Druids, worshippers of Odin and Moloch.  


I do have some notions about which civilizations are to be found in Mundus Novus, thugh this is NOT the product of much research:


Phoenicians, who have set up colonies around the Gulf of Mexico; they founded a great trading city on the site of New Orleans in our reality.
Mayas or Aztecs in Mesoamerica
Irish colonies following the trail blazed by St. Brendan; possibly on Manhattan Island
Pagan Celts (somewhere in the Northeast?)
Norsemen in Vinland
Romans (maybe around the Chesapeake Bay area?)
Chinese on the West Coast (legendary Fu-sang)
Pueblo cultures in the Southwest(maybe Anasazi?)
Mississippian Native American cultures, including Cahokia 
The "Lost Tribes of Israel" (haven't made up my mind about this one yet)
Incas


This is just brainstorming, and will most likely change, if, as I stated in the title, I have time to work on it.



Tuesday, June 14, 2011

Risus Dungeoneers

I have been remiss in mentioning Risus Dungeoneers, a PBeM campaign over at http://www.epicwords.com/campaigns/1630 .  It;s a classic dungeon crawl style campaign using Risus rules. I play a monk. Here he is:


He Geng Yan
Oriental monk, blessed by spirits at his birth, raised by the wise monks of the Spirit Dragon monastery. Trained in the “Sagacious Fist style” of martial arts. Appointed Guardian of a lost artifact, his efforts to locate it have been thwarted by a mysterious conspiracy involving a double of Yan called Tong Su-Shi!

Bare-Fisted Ascetic (4) (dodging arrows, punching out small armies, running up walls) 
Humble Student of Ancient Wisdom (4) (uttering cryptic aphorisms , throwing the oracle bones, knowing what one hand clapping sounds like)
Mystic Wanderer (3) (going with the flow, redirecting chi, laying on the "quivering palm")

Questing Dice (5): Assisted by Willing Spirits (Yan can only use those spirits which naturally reside in the area, if any, and he can only ask their assistance, not compel it.)

Hook: Seeking a lost artifact while opposed by mysterious conspirators.

Tale: Born to a poor family, He Geng Yan was unusual almost from the time he was born. He always seemed to be watching or listening to someone his family couldn’t see, and often spoke “baby talk” as if he was conversing with these unseen beings.  Family and neighbors were baffled by the infant, and opinion was divided as to whether he was a prodigy, feeble-minded, or possessed by spirits benign or corrupt. A visiting sage determined that Yan had been visited by spirits at his birth, who gifted him with a blessing.  He offered to take Yan to a monastery, where he would be raised to understand the gift of the spirits.  His family accepted the offer, to the relief of nearly everybody in the village.

Yan grew up in the Spirit Dragon Monastery, where learned as much from the wisdom of the monks as well as their library of ancient scrolls.  He became sensitive to the flow of chi and learned to direct it, becoming proficient in the Sagacious Fist martial arts style.  He was always aware of the presence of spirits around him, and learned to interpret what they said by reading the oracle bones, which told him that the spirits had blessed him at birth because he had been chosen as the guardian of a long-lost artifact of power.  The spirits, unfortunately, could not or would not tell him the nature of the artifact, but he did learn that it had been taken far away by a horde of barbarians many years ago.  He soon realized that he would have to take his leave of the monastery to find the answers he sought.

At first, he had some success. He learned about the Barbarians who took the artifact, and learned the path they had taken from the Kingdom. However, he soon began encountering strange obstacles (people he sought dying suddenly, scrolls and documents disappearing before he could read them, etc.). Also, people began mistaking him for someone named Tong Su-Shi, who apparently annoyed the wrong people, who came to Yan for restitution. Though mostly annoying, some of these encounters have led to attempts on his life.  Though Yan has pursued his mysterious doppelganger, he has never encountered Tong Su-shi, who is somehow a few steps ahead of the hapless monk.

Recently, his relationship with the spirit world has been complicated by the appearance of some mischievous spirits, who do their best to irritate and frustrate him.  Seers and diviners have told him that he has angered them somehow, but Yan does not recall how and the spirits canno or will not tell him.

Reading these various signs and portents, Yan has concluded that he must leave his native land to venture into the realm of the Barbarians, where the mysterious artifact was taken.  He hopes that the mysterious events that have been plaguing him will be left behind, but he is also rather daunted at the prospect of journeying amongst uncivilized strangers. He knows that he cannot find peace within himself until he has fulfilled the duty set upon him at his birth.

Description: Small man of "Oriental" descent, whose frame and features betray his peasant origins. However, his ascetic training and mastery of his chi has made him leaner and more graceful than a peasant farmer would ever be. His head is shaved, with "Sagacious Fist' symbols tattooed along his chakra points (running from his head to the base of his spine). When using his chi powers actively, his eyes flash eerily.

When travelling, he wears a simple, homespun hooded robe.

Risus Monkey: Another Risus Community PSA

Risus Monkey broke the news before I did (no surprise, since I tend to update my blog on a geological time scale), but there's now a Risus forum:

Risus Monkey: Another Risus Community PSA

Monday, May 16, 2011

Experiment in Progress

I've started to dabble in placing commercial links to the Blog. I hope to restrict them to appropriate links, that have something to do with the topics I;m writing about or gaming in general. I regret the necessity of descending into crass commercialism, but the economy has hit me rather hard. If this becomes offensive to the point you'd stop reading this blog, let me know; I'd like to have that information.

Sunday, May 15, 2011

Mid-Morning of the Demigods

After staring at the Marvel Comics version of the Nine Worlds I posted here, I realized that I didn't want to come up with my own "fantasy superhero" world, I pretty much wanted to play around with a Norse one.  (Besides, coming up with your own world is a lot of work! Why not just adapt one that is already there?)

So, the focus of this campaign is demigods. I interpret this as something likethe offspring of gods and mortals, or the lesser offspring of goods like Thor, Odin, Freyja, etc.  Other possibilities are available, too, if the characters wish to explore them.  Since Walt Simonson's run of Marvel's Thor comic inspires me so much, it'll probably be a major influence, but I won't be using its continuity.  One idea that I do like is that Midgard is really our world, so the PCs can be modern characters who discover their divine heritage and the Nine Worlds from a modern pesrpective. The ones who do know something about Norse mythology will have some advantage, but I feel like I can change any details to suit me; the ones that don' know much won't have to grasp everything at once. Perhaps the world the characters know is the illusory one?  This is starting to take on elements of Percy Jackson, too. I think I'll resist the urge to include a version of "Camp Halfblood" though I'm thinking of including elements of "American Gods".

Time to dig out the reading material, I guess.  More as it develops.




Saturday, May 14, 2011

Cowboys and Indie Bands - Risusiverse

It's not that other games CAN'T handle genres like this... it's just that Risus makes it so darn easy! Congratulations on another fine setting, Dan (Risus Mariachi!) Suptic!

Cowboys and Indie Bands - Risusiverse

Thursday, May 12, 2011

A Devastation of Demigods

In my last blog post, I talked about running a game where the player characters ar demigods  -- I used the term "fantasy superheroes" to describe them, and compared them to Marvel's Thor.  Though I don't want to run a "Thor" campaign, or even an "Asgard" campaign, I've begun to think of the world that such a campaign would exist in... and dang, if I didn't come across another Marvel comics illustration that captures the feel of what I want:

I like the idea of different "worlds" connected together by an "axis mundi" of a sort. The idea of climbing a "world tree" is very appealing, but again, it's very connected in the popular imagination to the Norse pantheon. Other possibilities that spring to mind are a cosmic dragon, clutching the worlds in its coils (which brings up images of Cthulhoid tentacles as well); a road, with hosts of heroes riding grimly to war against against an army of Giants; or a river, with tributaries, rapids, whirlpools, and waterfalls. All of them have possibilities... but I like the tree-metaphor. Many other European and Asian mythologies use the tree-metaphor, so I might keep it.

In Norse mythology, the number and nature of the "nine worlds" varies according to the source, but the term "the nine worlds" crops up in many cases (including the scholastic works of Stan Lee and Jack Kirby in their seminal periodical, "The Mighty Thor").  Each of them is home to a particularly family of beings. Some of these worlds are:
  1. Asaheim: home of the Asgardian gods such as Odin and Thor.
  2. Vanaheim: home of the Vanir (Freya, Freyr, Njord)
  3. Jotunheim (home of the Jotuns, or giants)
  4. Midgard: home of men
  5. Alfheim: home of elves
  6. Hel: home of the dead, ruled by a goddess named Hel or Hela
  7. Svartalfheim: Home of the Dark Elves (who may be the same as the Dwarves, to the chagrin of many fans of R. A. Salvatore)
  8. Muspellheim: land of fire
  9. Niflheim: land of ice

None of these are detailed to any significant extent in Norse mythology, so I am pretty free to do what I want to make these playable worlds. For one thing, there's a fire world and an ice world, but no sea world.  Some random thoughts on these issues:

  1. Different families of gods living in different worlds. How do the gods of the sky-realm differ from the gods of the earth-realm or the air-realm?
  2. Dwarves: since they're obsessed with smithing and creating, make their world a sort of steampunk/gearpunk technology. Gloranthan dwarves (Mostali) have an idea that the world is a broken machine and they're trying to fix it.
  3. I see the area between the worlds as filled with weird, alien horrors (of a Lovecraftian variety), which is why the World Tree is the main path between the worlds.  
  4. There is no "ocean-heim". Does each world have its own sea, or are they all connected?
  5. How do ordinary mortals fit in? They won't be the main focus of the campaign, but do they even exist?
  6. What beings regularly travel between the realms?
This is a world-in-progress, and continues to evolve. Comments are much welcome.