Wednesday, June 10, 2009

Sticks & Stones


OK, it wasn’t my most played microgame of the late 70’s. That distinction probably went to Rivets. Hell, I think I only managed a couple of games with one of my buddies. It was a fun little game, with 10,000 BC dudes slugging it out with Mammoths, and each other, for supremacy of their area. You could choose for your session a hunting expedition, or maybe an attack on the opposing tribe across the valley. You could steal their goods, and their women. Good times, all played out in classic Microgame style.

I mainly mention the game because it inspired one of my many homebrew ideas to never reach fruition, namely, to do an entire campaign of my own design based on the time period. PC’s would be Cro-Magnon men, doing the type of thing Cro-Mags do. Just like in Sticks & Stones.

The system was a no-brainer. I would use a version of my Road Warrior rules, a set of rules I came up with for a short campaign that I ran in the early 80’s.

I think the thing that held me back and ultimately kept me from going ahead with a game was the fact that I could not decide between realism and fantasy. Should I do this straight, with no magic or fanciful creatures? Or maybe something close to it, but with perhaps with a touch of the supernatural. Shamans and perhaps solitary, primitive wizards came to mind. Maybe light touches of magic, or even a clerical or wizard type class players could play as.

I even considered a full on fantasy take, with dinosaurs alongside man, but supernatural monsters and demons, dragons and perhaps even Gods walking the earth. I even thought of having aliens in a spaceship get encountered at some point (The Barrier Peaks?). Yeah, obviously Land of the Lost had a lot of influence on me there, along with a certain amount of Edgar Rice Burroughs and the Marvel comic Devil Dinosaur.

By the late 80’s, I was running plenty in my D&D world Acheron, and also putting in lot of GM duty with Champions and Call of Cthulhu. Really, with these three games going as successful campaigns that went from the 80’s and well into the 90’s, I just didn’t have time to introduce another game genre to my players. Hell, it had been hard enough to sell my regular D&D folk on Champs and CoC (which they loved once they experienced them).

With all the great shows on Discovery and History Channels in the last decade or so, and movies like the recent 10,000 B.C. (I actually liked it for what it was), I still get stirred to try to get a “Sticks and Stones” type role-playing game going now and again. But if my group plays anything else but D&D for a break, it’s probably going to be CoC or Champs again. But a GM can day dream, can’t he?

Friday, June 5, 2009

Help! A wizard stole my face!



Melee and Wizards were two games we played a lot in Jr. High and High School. Unlike a rousing game of D&D, you didn’t necessarily risk derision for it. It wasn’t pretending, it was just a board game. Everybody grew up with board games. And shit, these micro games were just board games with cool violence and blood letting. There was a guaranteed bloody death each and every game!

In private though, we did tend to role play a character a bit, especially after the point when our fave fighter or sorcerer actually survived 3 arena fights.

At Venice High we had an old history teacher whose back room was a nice little museum, with cheap artifacts under glass. Mayan ear wax scooper-outers, copper coins from ancient times, that kind of thing. A lot of us in his history and mythology classes loved it in there, and he seemed to dig the little board games we were playing before he showed up to the class. There was no real learning to be had from Melee and Wizard, but to him the art in the booklets seemed like they were out of history books or books on ancient weapons. He even started letting us play a few rounds in the room during lunch break.

At some point, just before the whole Fantasy Trip thing, I decided to create a city setting for our surviving characters, and new ones, to trod around in. We wanted the arena fights, but they had more weight if our characters could do stuff beyond the battle field. I think I called the city, simply, “Skull.”Eventually my exponential love for my D&D game world would take me away from hopes of doing more with these little paper characters to have more time for that, but there is no denying it. Melee and Wizard were great fun when all you had was an hour or two.

As for the cover of Wizard mentioned in my post title…well, what the hell can you say? My friends and I were tormented over exactly what spell this was portraying. Certainly nothing in the game, those spells seemed to have more to do with doing physical harm or summoning animals. I think there was some spell or another we suspected might have inspired the art, but not from Wizard. Maybe that high level AD&D spell that traps someone in a globe and sinks them below the earth? Naw, then why just his face? Soul trapping? Hmm. The world may never know…

Monday, June 1, 2009

Drag Me To Hell


This last Sunday I saw this along with the new Terminator at the Sci Fi Academy double bill over at USC.

Very much like Sam Raimi’s first couple of Evil Dead films, it features a protagonist being tormented by demonic spirits. But even more so than those previous films, this movie will have you reflecting on your Call of Cthulhu games of the past. At least, it had me reflecting.

One of the main themes in my games was the “slow burn” of encountering the supernatural in some unexpected and casual way, then those supernatural forces coming in ever increasing and material ways to torment characters to the point of them having to eventually take drastic steps to prepare for the evil “things” inevitable appearance.

I usually referred to this affect, in game and without, as “The Call,” as from The Call of Cthulhu. To encounter forces dealing with any sort of evil demonic or godlike being is to be forever hearing “The Call.” You will always be a magnet for the weird and otherworldly. It is the destiny of those who encounter evil forces to carry these forces with them till the end of their days (which is probably sooner than later).

I like to have those Lovecraft entities who didn’t give a rats ass about mankind, but I also liked to combine that with classic ancient evil that tends to swim around the borders of mankind’s perceptions. Just call me a “Lovecraftian StephenKingian”. I always thought of my game world as having room for both cosmic alien entities, and evil of a biblical nature. And of course, neither of these forces are necessarily mutually exclusive. The supernatural and super-science are two great tastes that can taste great together.

These evil forces will manifest themselves at first in minor ways. Perhaps the character will hear footsteps in otherwise unoccupied parts of the house at night, or awaken from twisted dreams of doom only to briefly glimpse a skeletal face at the darkened bedroom window. Eventually these pesky hauntings will even come at them in the hustle and bustle of day time life, such as when I had a character sitting in a busy 20’s diner seeing little tentacles and portents of doom in a swirling cup of coffee.

By the time the character is facing more dangerous and violent encounters with corporeal entities, they have been softened up and tenderized by the hauntings, having already lost a decent percentage of sanity before ever actually being in the full presence of horror. Some characters at this point are being role-played as frazzled and desperate. Others, usually military men or big game hunter types, will be seething with a mixture fear and anger at being jerked around by forces they cannot comprehend.

Drag Me To Hell is that kind of horror experience. A young bank exec denies a particularly disgusting old gypsy woman a loan, and ends up cursed by the devil known as The Lamia. The goat God manifests as threatening wind and shadows on the first night, semi-visible and violent abuser on the second night, and on the third night appears as giant clawed hands reaching up through a fiery hole in the ground to grab you and take your soul down to hell for all manner of horrible experiences.

Although I really would have preferred to see good old Bruce Campbell cracking wise-ass and making with the whup-ass on the demons, I found this film to be a pretty entertaining ride and a viable addition to the Evil Dead universe. Check it out, you may just find some inspiration for a new Call of Cthulhu campaign. It sure has me wanting to start up a new one! I just love tormenting player characters!

Tuesday, May 26, 2009

Land of the Lost (lostlostlostlost…)




This weekend I happened to spend a lot of time at home with the BBQ going on the back patio, and a Sam Adams in my hand. Enjoying some rays, drinking a few ales, and burning some meat and veg on the grill is the perfect Memorial Day for me.

But a certain marathon on the Sci Fi channel kept me running into the back workshop to tune in the TV. What had me so interested? A little show I grew up with called Land of the Lost. In honor of the movie the network had a non-stop marathon of the old show on, and it brought back some great memories.

I grew up with this show. In fact, outside of comic books this was the first piece of “speculative fiction” that I geeked out on. I was only about 10 years old, and I read comics for the wild super-combat, not for any philosophy or rationalizing about time travel and alternate universes. Those concepts would come to obsess the comic book geek teen I would later become. But LOTL instilled in me the first love of weird places, creatures, and worlds. It was for sure my very first pocket universe.

Watching with adult eyes, I was struck at the adult nature things in the show. I didn’t know this as a child, but a variety of great science fiction writers, including Star Trek’s David Gerrold, and Sci Fi icon Larry Niven, brought along some real weight and meaning to the magical goings-on of the chaotic land filled with dinosaurs, aliens, and powerful cosmic, inter-dimensional energies.

This show was no doubt a great influence on the gaming I would get into in the couple of years to come. It really prepared me for my early “anything goes” nature of my game environs (only Dave Hargrave would be a bigger influence of the weird and out of place). I do remember using pylons as gateways and time travel devices in some of my earliest scenarios (I placed a couple on the Isle of Dread). I haven’t used them in decades, but after getting inspired by the show…

I was also struck by the intense drama of the show. Sid and Mary Kroft’s earlier shows, HR Puffenstuff and Lidsville would feature young kids lost in a mad pocket world, but LOTL really pumped it up a notch with constant danger. I mean, every time the kids went out to get water or firewood they had to contend with a pissed-off T. Rex lovingly nicknamed “Grumpy.” And I still kind of get chills when I see the boulder near the Lost City with “Beware of Sleestak” painted on it. Those friggin’ lizards won’t just eat you, but will even go so far as to lure kids into traps with visions of their dead mothers. Bastards.

And I’ll admit it, Holly was my first TV crush. She was just a little older than me, and carried a knife. She lived in a world filled with dinosaurs and various monsters, and got out of every situation alive and well. You know that if she never got out, that girl grew up into an Amazonian badass with dino-armor and a huge sword.

For the third and fourth season they had dad make it home and his brother show up to help the kids. Pretty convoluted. Plus I remember being sad thinking about the dad at home worrying about his kids still being in that closed-off nightmare realm. You know he must have turned to drink, staggering around the grand canyon looking for an entrance to that world so he could find his kids.

So they made a big budget movie out of it. Sounds like a no-brainer. A capable, ranger-like dad, and a brother and sister who constantly bicker, but are always at each other’s side with the save when danger looms. But no, sadly, they have raped the material (sometimes I hate you, Hollywood) for the sake of Will Farrell’s cheap humor. Holly has been made into an older, non-related research assistant for the sake of sexual humor (har har), and Will has been turned into a fat, crude trail guide ( ha ha). And Rick Marshall, as played by Farrell, is an incompetent Paleontologist (har dee har har). It’s hard not to think of what a great movie it could have been if done with some seriousness, but I guess I should not dwell on what might have been in Hollywood. That could drive ya crazy.

Monday, May 18, 2009

A little boardgame called Rivets


As a teen I played most of the microgames put out by Metagaming in the late 70’s. Chitin, Ogre, and of course Melee and Wizard.

These games were touted as being playable during a school lunch break and damned if they weren’t right. I was by no means a great rules interpreter (those skills would not be hard-forged until I started running Champions in the 80’s), but these microgames were so easy. The rules were aimed towards fast and furious action. You moved your little chits on the hex map, and you attacked, either with a weapon or missile of some kind. There you had it.

I played Rivets, Ogre, and Chitin religiously, but Rivets got the most play of all.

Rather than turn me off, the slightly cartoony robots of the Rivets were strangely appealing to me. In some weird way I thought of little robot tanks with big eyes as being kind of scary.

Armed with various guns and the occasional melee weapon (I think it was the Bopper class tank that featured a huge can-opener as a weapon, along with its freaky robotic war cry of “Pop-A-Top!”) the little mini-tanks scooted around the post apocalyptic landscape, fighting and scavenging for their respective factory CPU.

Besides some fun little game sessions, Rivets also made it’s way into a couple of my campaigns of the 80’s. In my first homebrew game, based on The Road Warrior, I had players dealing with the robots from Rivets as fellow scavengers on the field. As long as you didn’t attack them, or pick up choice pieces of salvage, they would leave you alone. I also used them in a much more violent encounter in an early Gamma World game, which eventually saw the characters having to assault the Robot Factory CPU.

I may actually have my old copy of Rivets somewhere deep in one of my game boxes, but I really only thought of the game again this last weekend as I was coming up with encounters for my Mutant Future campaign I have planned. I thought that it would be a hell of a shame not to feature the little metal scavengers as warriors in one of those upcoming games.

And I may just have to throw that monster tank for Ogre at theme at some point as well…

Tuesday, May 12, 2009

MY “APPENDEX N” (hold the applause)


MY “APPENDEX N”

OK, the rage this last week was listing books that inspired your D&D ( or other gaming), so here is mine in a nutshell.

Comic Books – probably the most influential media in terms of my love of gaming, and not just my long-running Champions games from the 90’s. I have always tried to inject the drama and descriptiveness of comics into my games, D&D or otherwise. I think it is one of my greatest points as a GM. Without going too much overboard, my humanoid villains often came off a lot like Marvel Comics villains. I do try to go light on the corny dialogue, however. Offbeat, genre-slapping comics like Watchmen, Dark Knight returns, and Marshal Law also taught me to turn clichés and expectations on their ear a bit in game terms.

The Hobbit/LOTR – Natch. Nuff Said. Oh man, my mind is still on comics. Tolkien was my greatest gaming influence in the earliest days, just as it was for D&D in general.

Conan – I was in my early teens when I started devouring the first several Conan paperbacks. REH’s mood, passion, and swift and blinding violence transported me to that dark prehistoric place where Conan tread in his sandaled feet. Marvel’s Conan comics, especially Red Sonja, helped color my world as well.

Tarzan/John Carter of Mars – My dad read me the first Tarzan book when I was a kid. Years later I would jump on the rest and be transported to those awesome jungle places. And the sweeping adventure of JC of Mars really set my gaming blood on fire. I so wanted to have dashing sword fights like those in my games. Edgar Rice B. has such a terrific sense of adventure, and such a great sense of love and honor.

H.P. Lovecraft – Ok, I didn’t read HP before I got into D&D, but when I started in the early 80’s, it lead me to one of my favorite D&D alternatives: Call of Cthulhu. It was hard to talk my D&D players into trying it when I went for a full campaign in the early 90’s, but they soon fell in love with it, even the girls. It was always a great break from D&D.

Lankhmar – of course of course of course. The big guy and the little guy and their crazy city came in second only to Tolkien for my game inspirations. I could not get the most out of Judges Guild products like City State of the Invincible Overlord or Hargraves’ Arduin until I got into Leiber's great (and ahead of their time) books. This was one of those rare series that let you know how limitless the possibilities were in a fantasy world, as opposed to how limited. Somehow, the world of Fritz seems an amalgam of all the reading material I have listed above.

Wednesday, May 6, 2009

Too Many Curses



I’d love to review this funny little fantasy novel, but truth be told I did not finish it. I actually got into it for less than fifty pages. It was a little too whimsical to me, and constant silliness is ok for awhile, but not for 300 pages.

But there is a fantastic dungeon idea to be gleaned from within the pages of this book. Basically, it takes place in an evil wizard’s castle. In his career the wizard has had many enemies, and he had vanquished them all. But rather than kill his foes, he preferred to trap them in different forms and lock them up in his dungeons. So this multitude of rival wizards, knights, and adventurers off all kinds exist as monsters, phantoms, and even inanimate objects such as walls, paintings, and suits of armor. One unlucky victim even exists as a mechanical pulley unit that drags meat for the monsters from larders deeper in the dungeon.

The wizards’ slave, who actually is a young female kobold, runs around cleaning and feeding and generally doing upkeep on the castle and environs.

The D&D roots of the story are clear, and so it would be natural to take ideas from it for games. This sort of mega-dungeon, populated entirely by purpose rather than some sort of Gygaxian Naturalism would practically write itself once you got working on it. First, have some small parts of the dungeon complex be polymorphed victims, such as corridors, walls, and bridges. Even entire rooms could have once been a living being. Maybe the castle itself. Let them talk a bit, and either hamper or help adventurers with info. Have some victims be magical statues or mirrors that do helpful or harmful affects on those that dare to deal with them. And of course stock the dungeon with typical monster fare, but each and every one of these monsters was once a person, and they still have their original intelligence and can often still talk. Maybe some want to hurt the party to please the wizard and maybe get a reprieve from their curse; or maybe they will help if the party promises to kill the wizard, therefore relieving them of their predicament (of course, even if the wizard dies they still might be there).

Even some treasure items could be former foes of the wizard, such as talking jewelry, or intelligent swords and armor. And of course, don’t forget to have a helper/apprentice who runs around taking care of the place.

And perhaps the wizard has a massive spell cast on the castle itself, so that if anyone dies within it’s walls while opposing him, they automatically reincarnate in a different form rather than perish. Just another victim in the castle, rooting for the party to stop the foul sorcerer.

Awesome stuff, and probably the first time I got really good ideas from a book I could not finish.