THIS:
Done by a janitor at a uni here in Japan. No one knew what he was working on, people are still trying to figure it out. Reminds me of Henry Darger a bit.
The full story is HERE.
I've got another Weird Japan post should be done tonight or tomorrow between student essay marking.
Tuesday, January 14, 2014
Friday, January 10, 2014
Blog mod
I just added a cloud of topics on the right to help readers navigate the blog better. Figured I'd better do it before this thing became unwieldy.
Thursday, January 9, 2014
Interweb Buried Treasure Find – TSR 2001 A Space Odyssey RPG?!?
I
have been pretty tied down before my preliminary exam on Thursday (today), but
while web surfing to de-stress, I came across two TSR modules for Star
Frontiers based on the movies 2001: A Space Odyssey and the sequel 2010. They
are available at the Star Frontiers website in the Modules section. They are well
made curios invaluable to any Kubrick film or Clarke scifi buffs, but gamers
might balk due to their extreme faithfulness to the source materials.
Although
I thought maybe the OSR hadn’t stumbled onto these retro goodies, a quick
search for images resulted in reviews of them by Grognardia. Whereas James M
didn’t see Star Frontiers as a good fit for the game and understandably
dismissed the modules’ gaming usefulness due to their extreme railroady nature,
I thought they were great resources for someone looking to run Star Frontiers
as ‘harder’ scifi than the default setting, an aspect of the rules
modifications they present which James also comments upon. More than that, as
an inveterate OSR DIY guy, I think these railroads are ripe for Jacquaying and modding
with switchbacks, loops, and alternate tracks.
How
would I do that? One way to see 2001 is a space where extremely hard scifi
(i.e. human technology like HAL and the Discovery) meets extremely soft ‘techno-magic’
(i.e. the monolith and starchild, and more if you’ve read the novel). Put in
this way, adding in the goofy space opera of the original Star Frontiers is
hardly a stretch, and so my first move would be to ignore the restrictions to
human characters outlined in the modules. Next, since the modules and their
source films and books take place over enormous spans of time, from the Dawn of
Man to centuries in our future, a bit of Star Trek style time traveling from
the Star Frontier’s timeline would be in order. Finally, as a DM I would be OK
with PCs going off the rails of the film plot. I’ve always had the dream of
running Lord of the Rings and letting the PCs try whatever they want to get the
ring to Mordor, maybe allowing Gandalf all spells with the caveat that using
any unlocks them for the forces of darkness as well. I’d try to do a similar balancing
act with these modules. If possible, I’d run the modules without letting
players know they are gaming 2001, but I’d also be open to players in the known
who are happy to muck about in the setting.
Here’s
an example of how I would Jacquay the first chapter, including some of the
complications and reactions I would have anticipated:
The
Dawn of Man – It is the default Star Frontiers future, and the PCs are
contacted through an agent to make a delivery for a princely sum of money. The condition
is that they ask no questions and do not pry into the unknown devices installed
on their ship or the cargo it holds, and they must sign a Non Disclosure Agreement
to that effect. The cargo is, of course, the moon and Earth monoliths, and the
mission is to deliver them to our solar system at the dawn of mankind.
If
the PCs do not have a ship suitable for transport, one is provided for them,
and unbeknownst to them can both travel FTL and in time. Note that I am a big
handwaiver with this type of lightspeed/parsecs speed vs time stuff, and as PCs
should be ignorant of what is in store for them, I see no need to get into it. If
the PCs have a suitable ship, they are asked to leave it with the agent for a
day, after which it is fitted with the FTL and timejump devices and cargo is
loaded.
Any
attempt to tamper with the devices or pry into the cargo should be met with
increasing warnings and danger. Players should first be told that the devices
make no sense to even the most skilled mechanic or technician in the group, and
both their function and purpose are a mystery. Attempting to open them should
either not work (cutters can’t cut the material, there are no joints, etc),
deliver warning shocks (small damage or unconsciousness) or worse (increasing
damage, a warning message from the agent). If the players don’t seem to want to
go along for the ride, tell them they are knocked out by some force, awaken
unharmed in their ship but with a Breech of Contract notification informing of
the legal repercussions if they disclose any details of the agreement they had
made.
If
the players do play ball, they are put in stasis until their ship reaches our
moon in antediluvian times. When they awake, the shipboard AI informs them that
their first mission is to bury the monolith on the lunar surface, so PCs will
have to suit up and accomplish this. To throw players off, the GM may describe
the lunar monolith as a translucent or transparent oblong filled with tiny
crystalline circuit structures as in the novel instead of the ebon monolith
from the film. As a red herring, the GM may want to add a subplot of lunar
quicksand that sucks down either the ship or several PCs and complicates their
task (see the Arthur Clarke story ‘A Fall of Moondust’ for inspiration).
The
real action starts on earth, which the PCs may not recognize as such due the
change in constellations over the millennia and the difference in Earth’s
atmosphere and composition of continents. The ship AI can navigate around the
system, but will curiously be unable to give time or coordinates in relation to
the PC’s normal setting. The ship AI informs them they must plant the second oblong
near a group of cave dwelling apemen, then observe and record its interactions
with them for two weeks. It’s up to the players to plan – do they knock out the
apemen with stunners, or try and sneak it in? (See Jack Kirby’s 2001 comic for
inspiration.)
Once
the device is set, it comes to life at night, blinking and flashing
hypnotically, after which the entire tribe sleepwalks out to stand rapt before
it. After the first night, players making a perception roll will notice the
apemen are walking more upright and using sticks to knock down fruit instead of
climbing to get food as they did the day before.
The
GM can introduce several dilemmas here to challenge the PCs. First, a predator
jaguar or tiger can threaten the apemen, or a rival tribe could show up and
threaten their access to water or food. Have some apemen die or be injured in
front of PCs to provoke a reaction. As the apemen are influenced by the alien
device, have them become more aggressive and start using weapons such as sticks
or bone clubs. Have a Cain-Abel style first murder occur before the PCs to show
them that maybe the monolith’s influences are not entirely benign. If players decide
to fire on the monolith or stop it, have any human character instantly devolved
into an apeman and modify his stats as per the module (p. 4). Now the game can
switch to a return to try and restore the timeline.
If the players allow the monolith’s
function to proceed, after the two weeks they are placed back in stasis and
wake up in orbit around Earth’s moon just before the discovery of the lunar
monolith, with US and Soviet teams rushing to reach the object pinpointed by
magnetic scans as in the crater Tycho. Their mission next is to stop the Soviet
advance and surreptitiously assist the US team. Once again, throw dilemmas
at the PCs, such as the hidden armaments of the US team and the unarmed Soviets. Make
them question whether their mission is good or not, and make all humans speak
Russian if they decide to stop the Americans. Have fun with the wonky paradoxes
of time travel and going off the rails of an established property.
Anyway, with my prelim done expect a speed up of posts of the backlog of ideas I’ve had while grinding away at my
thesis.
Tuesday, December 31, 2013
Happy New Year, Bonne Annee, or as they say here in Kyoto, akemashite omedetou gozaimasu!
To keep you safe from youkai in 2014, here is a little video:
http://www.pechakucha.org/presentations/how-to-survive-a-kappa-attack
To keep you safe from youkai in 2014, here is a little video:
http://www.pechakucha.org/presentations/how-to-survive-a-kappa-attack
Monday, December 30, 2013
Friday, December 27, 2013
Project plans and Palladium 'missile circus' houserules
Wow. That whole 'Weird in Mystic Japan' thread went on longer than I had intended. I still have one more post, maybe two maximum, but thought I'd break things up with this.
I have a prelim exam first week of January, so expect a slowdown until after that. Projects I have simmering are (in no particular order) some dystopic Traveller tables; finishing my Stormbringer 1e adventure 'Spiders and Angels'; more D&D semiotics; and starting my retroclone, Iceships & Inuit.
I also intend to roll out my Palladium Patch at some point. Anyone who responds 'Why bother?' has missed out on some gonzo playing with an admittedly clunky old ruleset. My patch aims to make Palladium's funky old school games playable to gamers with more modern sensibilities who'd dismiss them offhand because of their rusty rules.
To give a taste, here are the Mecha Missile and Melee Mayhem Houserules. We used these back in the day last time I played and the feel of an Itano missile circus a la Robotech was pretty spot on. Give em a try and tell us what you think.
Mecha Missile and Melee Mayhem Houserules
High Explosive Missile – Does an equal number of dice of SDC damage to human pilot or each passenger, pilot can roll for half. Ignore MDC damage multipliers. (i.e. 1d6x10 MD missile does 1d6 SD to pilot or passengers).
Fragmentation Missile – Apply each dice of
damage to a different part of the mecha within the blast radius. (i.e. a
missile doing 3d6x10 will instead do 1d6x10 to 3 different parts of the mech).
Armor Piercing Missile – In addition to
damage, causes critical damage per critical damage tables if any of its damage
dice rolls maximum. (i.e. a missile doing 2d6x10 will also inflict critical
damage if either dice comes up 6).
Plasma Missile – Does full number of dice
in damage first round, then one less dice per round thereafter until no dice
remain. Pilots may make a stunt roll to shake plasma off, but can take no other actions while doing so. (i.e. a missile doing 2d6x10 MD will do that the first round, 1d6x10 the second, then 0 thereafter).
Multi-Warhead Missile – Attacker rolls a number of d20 equal to the damage die, then takes the best as his attack roll. (i.e. a 2d4x10 MD missile allows the attacker to roll 2d20 and keep the best as his attack roll, while a 4d6x10 MD missile allows 4d20 to be rolled).
Hand to Hand– Always does critical damage
on a maximum damage roll. (i.e. a 1d4 damage punch also incurs a roll on the
critical damage table if a 4 is rolled).
Chaff (NEW!) – Each chaff fired automatically
leads a number of missiles off course as follows: Mini-missile chaff 1d4, short
range 1d6, medium range 2d4, long range 3d6.
Penalties to Dodging or Shooting Missiles –
Either roll gets a – 1 per multiple of 5 missiles/ (i.e. – 1 to dodge or shoot
down 5-9 missiles, – 2 for 10-14 missiles, – 3 for 15-19 missiles, etc).
Monday, December 23, 2013
The Weird In Mystic Japan – Part Three
ADVENTURE SEEDS
Here are a few adventure ideas ripped
shamelessly from Japanese sources. All adventures take for granted that PCs are
under orders of a lord and follow his decrees largely unquestioningly. If not,
DMs will have to find different reasons for adventuring. Try to enjoy the
weirdness of the adventures and not punch them up with combat too much to
please western audiences. Make interactions and social restrictions a vivid
part of the world, and you should have the right feel.
1. Possession (Genji Monogatari)
Several murders of night watchmen and travelers
have occurred and PCs must find the cause. The bodies are mutilated as if
mauled and partially eaten by some animal. Either by stakeout, investigation,
or scrying they find that a noble lady is possessed by a demon which turns her
cannibalistic at night. The lady is kin to their lord, so they must find a way
to out the demon without harming her, all the while keeping the incident quiet
from villagers who might raise arms to protect themselves.
2. The Peony Lantern (Lafcadio Hearn,
Kwaidan)
A nobleman has started wasting away, losing
strength and becoming wan due to sleepless nights. He refuses to divulge the
cause of his lethargy, and so the PCs are sent to find out. By either surveillance,
consulting a medium or other means, they discover that the lord is haunted
nightly by the ghost of an old lover he spurned and caused to waste away from
grief or commit suicide. PCs must drive away the spirit, either by satisfying
its demands for justice, or convincing the nobleman to repent and either become
a monk or publicly shame himself by professing his dalliance.
3. Space Girl (Osamu Tezuka, Hi no tori)
A peasant’s wife has run away while he was
at war, and now returning as a minor noble he asks the PCs to find her and his
child. She has left behind a magic kimono of shimmering, unearthly colours that
radiates magic. The kimono can only be worn by female characters, and
transports them to the moon, where the wife originally came from. The kimono-wearing
character can miniaturize two other characters and carry them in her sleeves,
but any more PCs will have to find alternate transport to the lunar surface.
The moon people are pacifists but also great sorcerers using magic items, and
PCs will have a hard time convincing the woman and her now grown son to return
to war-torn earth and live with a former soldier. One complication may be that the
son wishes to return but the mother doesn’t, forcing PCs to help him make his escape
back to earth. Another complication is that miniaturized characters stay that
way on the moon.
4. Wolf Head Kashira (Osamu Tezuke, Hi no
tori)
PCs are ordered to stop a bandit chieftain
has been terrorizing the mountain roads, but investigations shows that he is only
attacking the wagons of a certain clan. The chieftain is said to have a wolf’s
head and is magically protected by animal familiars. If PCs meet the wolfhead,
he reveals that he is the clan’s disappeared heir, whose face was flayed by the
current clan head, covered with a wolf’s head as an insult, and then left for
dead. By some strange magic the heir recovered but with a wolf’s face and
animal powers. He will only stop his attacks when the current clan leader is
dead and the heir’s rightful place and face restored to him. PCs may have some
serious questing to do to achieve this.
5. Moth woman (Osamu Tezuka, Dororo)
Children from a small village have been
disappearing at night from their houses, and the lady of the village has asked
for help to calm her subjects. PCs are sent to investigate and sensitive
characters or priests may be lead by the beckoning of ghostly children to the
run down old hut under which their bodies are buried. Under the tatami mats in a tunnel are the
children, wrapped in cocoons and undergoing a horrid transformation into
mothmen. Following the tunnel to its end brings the PCs come face to face (tail?)
with a grotesque moth creature, who turns out to be the underside of the lady
of the village. They must battle to stop her while defending themselves from
the child-mothmen she awakens with her screams.
6. Dirty Old samurai (Shigurui/Vagabond)
In a small village on the stormy coast, a veteran
samurai lives and protects villagers from bandits and rival clans. On a visit
to the village, PCs see that the old bushi
has gone rogue, is often blind drunk, tests his blade on villagers, and takes
their daughter’s maidenhood when they are 12 or 13. The samurai must be
stopped, but as he has higher rank than the PCs, is an expert swordsman, and
has magical arms and armor from his past adventures, they will have to find
some subtle way to discredit or destroy him. Note that the samurai is paranoid
and wily, and will not fall foolishly into any old trap, but will kill all who
shows animosity towards him. He is just as deadly when drunk or sober.
7. Freak Circus (Suehiro Maruo, Shojokan)
The circus comes to town, and the elder son
of the lord starts dallying at the tents of the freaks. The PCs are sent to
drive the freaks off, but must deal with threats including Snakelady, who can
shoot poisonous snakes from her orifices; Rotting Man, a bandage-enwrapped
ex-soldier who cannot be killed by mortal weapons but simply loses gobbets of
flesh; Giant Baby, an ogrish man with the temper and jealousy of a child; The
Mouth, a limbless obese giant who rolls over PCs attempting to crush then eat
them; and Dr Ching, an evil sorcerer from the continent who can thrust
characters into their nightmares. If PCs are victorious, they find the son in a
sorcerous sleep, which may require questing for holy objects to break.
8. Shadow Banquet (Lafcadio Hearn, Kwaidan)
A distraught young musician begs the PCs to
save him from ghostly samurai who visit him every night. He hasn’t slept in
days, and if he falls asleep at night when the samurai come to hear his music
he will be forced to join them in the hell between worlds. PCs can either fight
off the samurai if powerful enough, or more likely should quest to various
temples and apothecaries for magic ink to write wards all over the musicians
body and Buddhist Sutras on paper which can bind or wound the ghosts.
9. The Phoenix
(Osamu Tezuka, Hi no tori)
The high
priestess of the clan is growing old and has started fearing age and death. She
sends the PCs to an island where the legendary phoenix has been spotted, with
orders to kill it and bring back its rejuvenating blood. The bird is deadly and
fearsome, but getting to its lair is made difficult by the presence of savage
natives who revere it as a god. If players do manage to kill it and retrieve
its blood, which is always boiling hot, the death of the bird causes an
eruption of undead who begin plaguing the countryside. PCs may seek to revive
the bird, which can only be accomplished by throwing its body into a volcano.
If they do bring its blood back to their mistress, she drinks it but is
ironically consumed alive by fire bursting from her innards, also giving birth
to a newly formed phoenix which flies off back to its lair. Irony!
10. The Spirit
Gun (From a Big Comics Original supernatural manga about an antiques shop whose
name and author I forget)
Officials of the
clan are being assassinated at night by a young gunman who disappears like
smoke whenever guardsmen give chase after a killing. PCs are given sketches of
the assailant and must try to find him. If they go to the burakumin (social outcast) district, they will find that the boy was
from there but died many years ago, and that his father is a woodcutter on the
edge of town. If they meet the woodcutter, he is a kindly old man who invites
them in for tea, and tells them the tale of how his son died out hunting. In
truth, the youth was killed accidentally by a noble also out hunting, and his
spirit now haunts his rifle, which the father keeps hidden in his house. PCs
will have to assuage the spirit by somehow getting it justice.
11. The Fox
Stole (as above)
A lady of the
clan is found strangled in her chambers, but with no signs of struggle or
intrusion. If characters investigate thoroughly, they find a few items of the
lady’s clothing are missing. A few nights later another lady dies in the same
way. If characters investigate, they will find more clothes are missing, and
one item, a fox stole, is on both missing item lists. If they interrogate the
handmaidens, they find one in either case has sold their deceased mistress’
articles to support their family. Tracking down the fox stole to the antiques
shop where it was sold, PCs find that it has just been purchased by another
lady. They have scant hours to find the cursed garment and stop another killing
by the fox stole, which was cursed years ago by a rival clan to strangle the wearer
when placed around neck and shoulders of a noble of the clan.
12. Mud Flinging
(Ge ge ge no Kitano)
Construction on
a new fort has halted as workers are attacked by a strange giant humanoid
rising from a nearby pond who flings enormous balls of mud at them. Men have
nearly smothered under the mud, and a death will occur if something isn’t done.
The PCs are sent and are easily overwhelmed by the creature. Any PC speaking youkai language will learn that the
creature is yelling “tanbo kaese!”,
or “Give me back my fields!” It is actually the guardian god (kami) of rice fields that have been
destroyed The PCs must find a place for
the youkai, preferably in a rice
field that is clean and well-kept.
Subscribe to:
Posts (Atom)













