Tuesday, June 30, 2026

Are role-playing games art?

I’m pretty much entirely centred on finishing off the NUNA Quickstart right now, so time for a mental (procrastination) break to think of something larger.

New NUNA art!

So the titular question, are role-playing games art? Here are my thoughts.

They are definitely spaces for art. From their inception, they supported writers and world builders, and gave a discernible boost to fantasy fiction. I won’t get into the downside, which is the D&Difucation of the fantasy genre, and how fantasy without any dungeon exploring tropes is now hard to come by. Just look at the history of D&D novels and current domination of works like Dungeon Crawler Carl and Frieren. Role-playing games have definitely contributed much to the continuance of the publishing industry during the digital age, both in the form of novels and gamebooks. And there are many role-playing games that are equally important as pieces of art than as playable games, from Stormbringer to the art books of Tales From the Loop and Alien.

In return, role-playing games have also given a huge boost to visual artists. In Japan especially, the master of fantasy art, Yoshitaka Amano, cut his teeth on art he did for the Japanese edition of Stormbringer, as well as the original Sword World RPG and the CRPG Final Fantasy. Frank Brunner's Stormbringer cover is equally iconic, and I will fight anyone who says its deeply atmospheric depiction of Elric isn't art.


Russel's shadowing and mastery of form here is breathtaking

Amano did both the game and novel translations, and adds a dreamlike quality

If you are a gamesmaster, then you’ve served as both script, writer and director for your own narratives. Josh Whedon reportedly based Firefly on a college Traveller campaign, which could explain his career success in those roles.

Similarly, players are also actors, and the role-playing table is a space that allows people to polish their acting chops without fear of sanction. The professional actors I know have all had to deal with a high level of criticism for pursuing their art, whereas playing in an RPG is decidedly nonjudgmental. Go look at Audrey Plaza's performance in the Harmonquest series, and you can see what heights an unfettered actor at a gaming table can aspire to.

With all these examples, it is pretty clear that rpgs are an integral and modern inspiration for many artists, from a variety of art forms. They may not have the cachet of exclusive high art, but that is an elitist domain and thus not a great loss.

But I think asking the question Are role-playing games art is actually an example of looking in the wrong direction, barking up the wrong tree.

Instead, if we see role-play games as essential incubation spaces for various genres of art, then we can see both their social and artistic relevance. And at this moment of history, rpgs are also an important canary in the coal mine in the conflict between AI and human art. The debate over AI art in games, the rise of AI GMs who will run your game for you, both point out the danger of not defending art - that we will be cut off from others and turned into captive individual audiences for corporate AI products.

And that would be the end of art, of games, and of our humanity, which is rooted in interaction with others.





Saturday, June 27, 2026

NUNA Summer Schedule Update

I have killed off the day job and my exhaustion from the day job and ready to roll up my sleeves.

The plan.

Finish all mechanics and story this week.
Do art all next week
Launch this baby into the world
Exciting.

Now reading David Suzuki for inspiration. NUNA is a decolonial game, but doesn’t try to preach or hit you over the head with things. After the fall, the land regrows and regenerates and people recalibrate to it. It’s the opposite of Mad Max, where people mourn for capitalism and the exploitive system that drove them to the end of the world.




Instead of warring peoples there are communities knitting together. Instead of gritty realism, magic seeps back into the world. Suzuki notes that if we disappeared, the world would heal at an amazing pace. I agree, but we were originally in harmony with that world, and so what if we just shifted our alignment back towards it?

Thursday, June 25, 2026

Elric's Secret Part Deux

 Work is ended, time for ART ATTACK!

Anyone know what this is based on?

FREE LEAGUE and/or GOODMAN, I am open for commissions!

Wednesday, June 24, 2026

Stormbringer Redux Updated (30 posts!)

 Hi all,

I am sick as a dog when I should be working and prepping NUNA.

I decided to go back and reorganize Stormbringer Redux. Added all posts to #30.

Enjoy.

Stormbringer Redux # 30 Ever Wonder Why Your Runesword is Trying to Kill You?

In my experience, runeweapons are too often poorly run by the DM, and give an unfair power boost to one character without any drawbacks. As I said in an earlier post, “Basically, if a player is happy to get a rune weapon, you’re running it wrong.” Since Elric’s Stormbringer is the model for rune weapons, they should be equally treacherous and perilous to the wielder. What follows is some tables to determine your runeweapon’s secret agenda, the overt power it can use on behalf of its wielder, and the covert power it holds in reserve to advance its own schemes.




The tables are descriptive and system-free so as to allow easy use in any system.

RUNEWEAPON SECRET AGENDA. Roll 1d12. (For GMs only)

1) Revenge! The weapon seeks to destroy the foe of its last wielder. This foe is at least twice as powerful as the current wielder and has minions or allies equal in strength to the player characters. It cares not whether its wielder wins or loses, just that the battle continue.

2) Return! The weapon seeks to return to its last wielder. To determine former wielder’s location, roll 1d6 = 1 Wandering amnesiac somewhere in the world 2 Trapped in hell 3 Lost on another plane 4 At the deepest level of a dungeon 5 Imprisoned by the ruler of the land 6 In plague-infested City of Beggars.

3) Immolation! The weapon seeks its own destruction, and doesn’t really care if the wielder is taken along for the ride. Roll 1d6 to see the only way it can be destroyed = 1 Thrown into the lava of Mount Badoom 2 Frozen and cracked by the Witch of the Wastes 3 Reforged by the King of the Deep Dwarves 4 Sucked dry of dweomer by an Enchanter 5 Thrust into a Nullstone in the Faerie Realm 6 Skewering the Lord of the Undead.

4) Armageddon! The weapon seeks to bring about the End of the World! If the PCs are trying to stop this, the weapon will thwart them and aid their foes, or else set the chain of actions for Ragnarok in motion.

5) War! The weapon thrills at battle and will always seek to drag its wielder into any altercation it can, the larger the better. It will seek to persuade or kill a cowardly wielder.

6) Deicide! The weapon seeks to kill all gods and demigods. It will actively seek out the nearest target and commence hostilities regardless of the wielder’s intent or abilities.

7) Freedom! The weapon is a bound demon, and seeks escape from its current shape. Roll 1d6 to see how it can escape = 1 Exorcism by Great Leader of the largest Church in the land 2 Trading places with another soul using a Spirit Gem obtained from the Lichking Lair 3 Being destroyed (see Immolation above) 4 Undergoing purification in the hidden shrine of the Scarlett Swordmaidens who slay all men and enslave all women on sight 5 Striking the Great Golden Gong jealously guarded by the Fighting Tiger Monks of the Hidden Temple of Song Ho 6 Bathed in the acid blood of a freshly slain 7-headed Hydragon.

8) Allegiance! Will try to bind the wielder to the same force it serves. Roll 1d6 – 1 Law 2 Chaos 3 The Balance 4 Hell 5 Heaven 6 Itself!

9) Home! The weapon seeks to return to its home, and will desert the wielder should it get there. Roll 1d6 = 1 Armory of The Entropy Lords at the End of Time 2 In the hand of the Eight Armed Death Goddess Khali 3 With the Deep Dwarves who dwell below Mount Badoom 4 In the Tomb of the Hero Beneath the Hill from whence it was stolen 5 In the hidden shrine of the Scarlett Swordmaidens who slay all men and enslave all women on sight 6 In the Plane of Things were people don’t exist and all objects are sentient.

10) Nemesis! The weapon has an identical opposite wielded by another hero somewhere. The weapon can feel where its nemesis is and nudges its wielder towards a confrontation with it. It cares not whether its wielder wins or loses, just that the battle continue.

11) Blood & Souls! The weapon feeds on the flesh and spirit of those slain with it, and must feed upon a dozen souls every fortnight or turn on its wielder.

12) Roll twice and apply both. If the same agenda is rolled again, substitute with the next down the list.


RUNEWEAPON BASE ABILITIES & RESTRICTIONS (Unknown at start, come out via play or a Lore dump)

All runic weapons share certain basic abilities.

1.        They can either do maximum damage or roll double the amount of dice for damage.

2.        They cannot be thrown away or destroyed, and will magically appear back in the wielder’s sheath.

3.        They cannot be surprised, and will automatically attack first against surprise attackers.

4.        They will kill all opponents, and will refuse to do stunning damage, instead always going for lethal hits.

5.        On a fumble, they automatically attack the closest ally of the wielder, some say out of jealousy.

6.        In addition, they have one Overt Power which they usually let the wielder know about and use, and one Covert Power which they normally keep to themselves and employ when it furthers their aim. Weapons can withhold or use either type of Powers at any time so long as it furthers their aims.

7.        Runeweapons can talk, but only do so the moment they slay their wielder.



OVERT POWERS Known to the wielder. Can be used once per session. Roll 1d12. (GMs only)

1) Blind – The weapon creates a dazzling sparkle that temporarily blinds 1-4 foes instead of an attack.

2) Elemental Attack – The weapon can cause an attack. Roll 1d6 = 1 Flame Burst (damage and item destruction) 2 Wind Blast (damage, blindness & knock back) 3 Water Punch (damage & drowning) 4 Rock Barrage (damage & concussion) 5 Lightning Bolt (damage & blindness) 6 Ice Dagger (damage & immobility).

3) Celerity – The weapon doubles the wielder’s speed and attacks.

4) Vorpality – The weapon breaks through mundane weapons, armor and shields. It can also negate the effects of magic armor.

5) Berserker – The weapon makes the wielder immune to all pain, fear, and sleep effects, and can fight until literally hacked to pieces.

6) Summon Allies – The weapon summons the undead corpses of the last creatures it slew to fight at its side.

7) Elemental Shield – The weapon can make a shield of one type of element that nullifies its opposite. Roll 1d6 = 1 Flame Buckler (vs plants or flesh) 2 Wind Target (vs arrows) 3 Water Wall (vs fire or insects) 4 Rock Wall (vs charging creatures) 5 Energy Field (vs firearms) 6 Ice Blockade (vs reptiles).

8) Duplication – The weapon can make 1d6 duplicates of the wielder appear to confuse its enemies.

9) Vampire – The weapon steals vitality from foes it kills to heal the wielder.

10) Levitate – The weapon can slowly lift the wielder, or slow their fall.

11) Recall – The weapon can be thrown or launch itself to attack an enemy in sight then return to the wielder’s hand.

12) Roll twice and apply both. If the same power is rolled again, substitute with the next down the list.


COVERT POWERS Unknown to the wielder. Can be used once per session. Roll 1d12.

1) Intangibility – The weapon can pass through solid objects, dropping through floors, hiding in pillars, etcetera.

2) Invisibility – The weapon can pass from sight, although it stays in the same place.

3) Charm Person – The weapon takes control of an NPC and has them do its bidding for a day.

4) Teleport Self – The weapon instantly disappears in one spot and reappears in another in the same building, dungeon or forest.

5) Polymorph Self – The weapon takes on the appearance of another object. Roll 1d6 = 1 Old rusty shield 2 A pair of boots 3 A dead rabbit 4 A head of lettuce 5 A spinning wheel 6 A bear trap.

6) Insect Swarm – The weapon summons 1d10x100 insects who attack anyone it chooses.

7) Wall of Blades – The weapon is surrounded by a whirling wall of magical blades who slice anyone attempting to pass through them.

8) Illusion – The weapon creates an illusion in the mind of all onlookers. Either reroll on this table and use the result as the illusion or make up a suitable one yourself.

9) Animate Objects = All objects in the room come to life and do the weapon’s bidding for one day. Curtains can strangle, chairs kick, and tables ram foes.

10) Fire Body – The weapon sprouts a pair of legs, arms, and head made of flame that can carry it around, pick up inflammable objects, and attack foes.

11) Demon Servant – The weapon summons a demon servant who will do one task for it. Roll 1d6 for demon type = 1 Imp, weak but can fly 2 Satyr, equal to men but can Mesmerize with its pipe playing 3 Hellhound, larger than men with flame breath 4 Firedrake, great fire-breathing flame serpent with wings 5 Balrog, strong, winged and flamewhip wielding 6 Flame princess, kind yet can steal the heart of any man who then immolates himself in her arms.

12) Roll twice and apply both. If the same power is rolled again, substitute with the next down the list.

Sunday, June 21, 2026

The Worst Part of Teaching

It is not the kids, who are wonderful young people finding their way and much more savvy than I was their age.

It is not the colleagues, who are brilliant and dedicated and who fall into the normal workplace split of 10% who love me, 80% who don't care, and 10% who resent me for being a freewheeling fun teacher.

It is not the office, who are just people doing a job I'd never want to do and who increasingly have to butt heads with teachers as the govt and parents put more pressure on them and we push back aided by our union.

It

Is

Spending

All

Day

Marking

Seeing you on the other side, when the push towards the NUNA QuickStart launch and regular posting begins!

Tuesday, June 16, 2026

NUNA Bestiary # 1 - GIANTS, Giants, and giants

 Atelihai!


If you've ever read any Inuit folklore, you'll realize that Giants play a big role in their stories. There are basically 3 sizes or kinds:


Arctic Titans

These giants are so huge that they can cause tsunami when they go fishing, and their heads are literally in the clouds or among the birds. They are seldom hostile to the Inuit, but instead try to interact or befriend them, with equally comic or tragic consequences. Ever hear the story of the Titan who decided to wife swap with an Inuit man? It went just about as well as you'd think...


Arctic Giants

This next group, often called Tuniits (spelled with many variations from Alaska to Greenland) tower above humans, and are often helpful or wise. They may gift magical weapons of enlist Inuit to aid them in their duels, which they are said to have engaged in often, leading to their extinction. They are solitary and strange, but may take a village under their wing if lonely.


Arctic Ogres

The word Tuniit is often used for these as well, but the stories present a different picture. These Tuniit are larger than Inuit, but not by much. They have immense physical strength, but are also supposed to have disgusted the Inuit by their poor manners and hygiene. The menfolk steal Inuit umiak (rowboats) for their own fishing, and may be cannibal, although stories of kind or helpful Ogres exist. The women for their part cook meat by keeping it in their clothes (Tartar steak?), but may kidnap men they like. In fact, there is a whole subsection of she-ogres that kidnap babies, either to raise as ogres or to eat. Tuniit ogres are said to have lived in large stone houses which they built by hand, and to have slept upside down inside them.

Archaeologists have indeed found stone structures built across the Arctic, and the prevailing theory among Anthropologists is that these were made by the Dorset Inuit, the precursor of modern Inuit. The ancestors of the Inuit we know are called Thule, who spread out from Siberia across the Arctic 1000 years ago and dominated the region with their superior technology, which included barbed harpoons with animalskin floats so that prey would not sink. It is believed that the Thule drove the larger but less sophisticated Dorset Inuit into extinction, based on the many stories of tricking, trapping, or killing Tuniit ogres that have survived.

And Historians believed that there was ANOTHER group of Inuit long before the Dorset...

So NUNA will include both many kinds of Arctic giants, as well as disappeared races.