Showing posts with label Moorcock. Show all posts
Showing posts with label Moorcock. Show all posts

Friday, May 15, 2026

Long Weekend Reading - The Skrayling Tree & The Meanderings of Late Moorcock

 


Wow.

This is a slow slog, more of a literary thesis turned into a novel than the muscular prose of an Eternal Champion book. Luckily, I have an MA in English and have been trained to read ANY book without feeling pain.

It is an interesting exercise of Moorcock trying to stitch the Eternal Champion into Walden and The Last Mohican. It is more an exploration of western literary tropes about indigenous North Americans than anything to do with real indigenous people.

Bit of a lost opportunity. Just imagine if Moorcock had gotten Eden Robinson to write about a Pacific Northwest indigenous champion, or Marlon James to create an African /  Caribbean one.

The mind boggles.

Monday, April 20, 2026

The Moorcock (Elric) Revival?

 

Seems like we are in the midst of an Elric revival.

The number of videos explaining the character for younger generations is up.

The Doomed History of Elric of Melniboné

As are videos explaining how Moorcock's character has been shamelessly ripped off over the years.

The Witcher & Plagiarism

https://www.youtube.com/watch?v=_UOzgxUcFzE&t=973s

The Witcher vs Elric: Popular Plagiarism

https://www.youtube.com/watch?v=TkiP64adGjY

And some interesting stuff on its place in popular culture.

Moorcock & Freud Walk Into A Bar

https://www.youtube.com/watch?v=KBFI3kzJepE


Then there is the Ebay sales of Stormbringer RPG, which have doubled in prices since when I was looking.

If there is a TV adaptation or movie in the works, I hope China does it. Would be delicious.






Tuesday, March 10, 2026

In the UK? Get Thee Hence to Andy Ruincon

 Hullo all,



Andy at Breakfast in the Ruins podcast is starting a Moorcock themed gaming con this June.

Details are on his website HERE.

I have been asked and would LOVE to go, but alas this year we just got stability so will be taking it easy on our bank account in BC.

If it becomes a yearly thing, I would love to go, play with great folks like Andy, Dirk the Dice, and the Swiss Crew.

I'd also like to run the two Stormbringer scenarios I've been working on, The Laughing Tower and Angels & Spiders.

Good luck and good gaming to Andy and all the participants!


Saturday, January 10, 2026

TGIF Moorcock + Nuna Art Attack

 Just scribbling away on a Saturday

The Old Moonbeam Road four

Tutauk


Титульный ледоход

Tuesday, January 6, 2026

Stormbringer Redux #29 - Anonymous Stormbringer Q&A and Moorcock Psychedelia


I can honestly say that I write this blog mostly for myself and do not expect many replies. Imagine my surprise when I discovered that some anonymous reader lurking out there had left some very deep and delectable questions on my blog in May, which I totally missed due to work, life, and Nuna.

Whoever you are, I really appreciate you taking the time to pose such weighty questions. Here are my responses to your excellent questions and comments.

Behold the psychedelic glory of an old Moorcock cover. Care to guess what book this is?




Q1:
AnonymousMay 15, 2025 at 1:14 PM

Hello. This seems to be your last post on pushing Stormbringer into balance and stronger narrative.

I’d like to share a few considerations and a silly request.

Silly first. How many fantastic stories have you read that involves a storm at sea and perhaps a ship wreck? How many myths have storms and ships at sea? I can think of a few.

I want rules for sinking ships in storm and rules for being thrown ashore in the middle of the night and waking at dawn.

A1: Waking up on a strange shore is such a common trope in fiction. The whole TV show LOST was built around it, I remember reading it in Umberto Eco's Island of The Day Before, as well as the Bard's The Tempest and Twelfth Night.

There is a supplement about ships for Stormbringer, but I don't recall storm or avoiding drowning rules. Since you end with the narrative trope of being washed ashore, I would say it is GM fiat in a good sense and might not benefit from being codified into rules that could kill PCs due to a shoddy Navigation roll. That said, way back in 2017 before I dove into Stormbringer, I wrote a post about turning death in D&D / LotR into a story hook HERE. I think this would fit the bill nicely, but would require limitations on use (number of times per session, place in the story arc, etc).


Q2
AnonymousMay 15, 2025 at 1:33 PM

Moorcock(as Elric) vs. Stormbringer the rpg.

Moorcock is the story teller that we seek to experience in a story,

I want to stick to the first six books.

1) Moorcock began his mythology with the death of Elric. That blows me away. And his death might have been in vain. All the cosmic actors tricked by a devil in a sword, only to be tricked?

Moorcock the pulp writer had a three stage formula: the hero runs into problems, the problems get a whole lot worse and the hero defeats doom. No major player is to be introduced beyond mid point.

Moorcock is a moralist. He wrote moral stories. This is a hard concept.

A2: Aye there's the rub, we all want Moorcock at our table, but our stories are D&D derived hack & slash fests and none of us have the wits and erudition to draw from literary tropes on the fly.

Sticking to the 6 books makes perfect sense. As I noted in my research on Japanese media (available HERE), a work sets the conceptual basis in the first few foundational stories, then mutates into something unrecognizable as the entropy of success takes over.

Yes, moral stories are difficult when the game reduces moral complexity to black versus white. As I noted in my interview with Andy at BotR, Stormbringer the rpg replaces Moorcock's cosmology with theology, a huge step down in framework.

The way plans go awry in Moorcock's older books reminds me of Matt and Trey of South Park's story advice:

"Each beat of your story needs to cause or be disrupted by the next one."

Note that I did the same in my novel of the supernatural in Japan, Heisei Ghosts.

Q3

AnonymousMay 15, 2025 at 1:34 PM

Moorcock is not a world builder. Like any good writer he pulled from his own psyche ideas unique to him or reexamined. Moorcock’s scenes are a random generator of the psyche. “Need a giant. Giant will have ten arrows. Each arrow will be named after a form of suffering.
That sounds cool. That is good…”

https://lucasrolim.itch.io/salamandur-household


A3: I wouldn't say he is not a world builder, but just that he does it in a resonant, lyrical, stream of consciousness way, and not in a literal or cohesive way. If you read my Moorcock Bestiary post HERE (one of my best IMHO), you'll see that I was testing out this idea of creating monsters based on the human psyche.


Q4:
AnonymousMay 15, 2025 at 1:39 PM

The above link is to a little rpg in the Moorcockian tradition that has random tables.
I’d like Stormbringer to have a chapter of Moorcockian tables in his voice, using some of his favorite words: saturnine, sardonic, chitinous, irony, melancholy…. Use spontaneity. Use speed.

A4: Ooh I am a sucker for a good collection of tables! I will pick it up! (NB If I can get Musk's bank to work and get over my revulsion of giving him money)

Q5:

AnonymousMay 15, 2025 at 1:53 PM

I must have read this at some time, but I consider Elric (Eternal Champion in general)
to be psychedelic sword and sorcery. Moorcock has spoken of how he has hallucinate since a child. His mother might see a green velvet hat in a shop window and he would see a samurai helmet. Quite serious. Later as he used hallucinogenic drugs he experienced what could be considered chaos or awakened dreams.

His youthful writings have a raw creative that is unique to him. Moorcock drew a great deal from the Broken Sword, Ship of Isthar, Jirel of Jorel BUT Moircock was using drugs.

A5: It certainly is psychedelic, as I noted in my Bestiary posts. Considering he was writing in the 70's, Moorcock's use of drugs and the psychedelic nature of his writings are only natural. But there are writers who come from the same era who didn't stand the test of time, so I think MM had something special, a fusion of the psychedelic and mythic a la Campbell or Celtic mythology. Elric is almost a doomed elf from the Norse sagas, as is Corum.


Q6
AnonymousMay 15, 2025 at 3:36 PM

So his drug use contributed to his aesthetic.
Now here is an odd framework for Stormbringer, four types of drugs. This how Moorcock used drugs:

LSD - The grand concepts.
Cannabis - Relationships
Cocaine - Drive to complete.
Amphetamine - Speed

I don’t expect anyone is going to drop acid for a good Stormbringer session, but if look at the drugs as archetypes, then an early Moorcock story involves big ideas, human struggles, and a confidence the story will work, so don’t labor over it.

A6: I've gamed with stoned and drunk people, and it sucked. I never touch anything stronger than light alcohol, but if other people want to try whatever that is their lookout. Still, I LOVE the drugs as aesthetic and that would make an epic story or random table in and of itself.

What does MM make of this fentanyl induced age, with people folded on the sidewalk like broken lawn chairs? I surmise he'd agree with Philip K Dick in his preface to A Scanner Darkly - they didn't know what damage they were doing.

If we are linking drugs to Moorcock, what would the Elric characters consume?

Elric - Hash
Yrkoon - Cocaine
Cymoril - Shrooms
Moonglum - Pot & booze

Q7:

AnonymousMay 15, 2025 at 3:51 PM

Lastly, a question on sorcery and how much thought need be given to it. How much sorcery is really present in the Young Kingdoms? Outside of Melniboné and the rare, like in RARE human sorcerer, all most none. Perhaps, an argument can be made for priests, but little is shown in the stories.

A7: Fair point, but a story and a fantasy game with no magic cannot have an equal appeal. In the Elric saga, the Melniboneans have made the pacts to access all kinds of magic (Elemental lords, Chaos lords), but their only rivals, the Pan Tangian sorcerers, pale in comparison.

As I posted earlier, for a game I would open up sorcery to all nations, and to any character willing to transform themselves to get it. This is what makes a game where you can play anyone different from a novel following one doomed protagonist. But the game has got to keep the threat of doom hanging over any magic dabbler's head and not devolve into pew pew fireball fights.

Great conversation, thanks for the thought provoking questions and come again!

Thursday, June 6, 2024

MORE AI Content??!?!??!

 OK, this is the last one I swear!

This is practicing step by step prompting for an assignment in the AI course I am taking..

Here we go.

Helen Konek, 1949


PROMPT

Hello. Please do the following step by step. First, read the lyrics for the songs written by Michael Moorcock. Next, read his Eternal Champion series. Finally, write a paragraph profiling a different Eternal Champion who is an Inuit.


Sure! Here’s a structured approach to complete your request:


THE BREAKDOWN

### Step 1: Read the lyrics for songs written by Michael Moorcock


Michael Moorcock has written lyrics for several songs, often collaborating with bands like Hawkwind and Blue Öyster Cult. Some notable songs include:


1. "The Black Blade" by Blue Öyster Cult

2. "Veteran of the Psychic Wars" by Blue Öyster Cult

3. "Sonic Attack" by Hawkwind

4. "The Wizard Blew His Horn" by Hawkwind

5. "Standing at the Edge" by Hawkwind


These lyrics often contain themes of science fiction and fantasy, resonating with Moorcock's literary works.


### Step 2: Read the Eternal Champion series by Michael Moorcock


Michael Moorcock's Eternal Champion series includes a complex and interconnected universe featuring various incarnations of the Eternal Champion. The primary series and books include:


1. **Elric of Melniboné** series

2. **Corum** series

3. **Hawkmoon** series

4. **Erekosë** series

5. **Von Bek** series


The Eternal Champion is a recurring figure destined to maintain the balance between Law and Chaos across different worlds and timelines.


### Step 3: Write a paragraph profiling a different Eternal Champion who is an Inuit


After synthesizing Moorcock's themes and style from his lyrics and the Eternal Champion series, we can create a new Eternal Champion character with an Inuit background.


---

THE RESULT


**Aaluk of the Frozen Lands** is an Eternal Champion hailing from the icy expanses of the Arctic. Born among the Inuit tribes, Aaluk possesses a deep connection to the spiritual and natural world, embodying the spirit of her people and the harsh yet beautiful environment they inhabit. She wields the Iceblade, a legendary weapon forged from the heart of a glacier, which can control the elements of ice and snow. Aaluk's destiny as an Eternal Champion is to protect her world from the encroaching forces of Chaos, represented by the malevolent entity known as Qaumaneq, the Dark Light, who seeks to engulf the Arctic in eternal darkness. Guided by the ancestral spirits and aided by her loyal sled dogs, Aaluk traverses the frozen wilderness, battling monstrous creatures and confronting the inner turmoil of her dual existence as both a savior and a harbinger of necessary destruction. Her journey is one of balance, where the preservation of her people's way of life and the natural world stands against the inevitable march of change and conflict brought by the forces of Law and Chaos.


---


This character integrates the mythological and environmental elements characteristic of Moorcock's work, while introducing a unique cultural perspective through an Inuit Eternal Champion.

CONCLUSION

Once again, we have a bit of the trite AI content (Iceblade, sigh), as well as some stereotypical depictions of Inuit and the arctic. Yet because my prompting skills are improving after learning techniques such as chunking, we see some interesting details (female protagonist, loyal dog sleds, inner turmoil, Quamaneq). Still, it is a pale imitation of a Moorcock character, no matter how happy I am to see a fellow Inuit as the Champion Eternal, I feel this is not up to the standards we expect of a Moorcock character.

The hidden danger of AI, however, is that this level of generated knock offs becomes the norm as it is mass generated by AI, and that people forget what the sublimity of true art really looks like.


Monday, January 8, 2024

Hawkmoon Redux # 4 Science Weapons of the Tragic Millennium

Welcome back to the world of Tragic Europe!


We have already outlined our mission of fleshing out the Science rules of the old Hawkmoon boxed set in a way that ties it to natural resource extraction that emulates the imperialist drive of Granbretan in the source fiction. In my last post, I uncovered the bones of a very compelling Bio-engineering system in the game, and added the concepts of labs and Mutagen Points (MP) to make it usable. I didn't get into the nitty gritty of resources (ie mutagen, natural resources), scientific laboratory staff, and other requisites, but hope to fill that out as I continue to outline the system for making and maintaining the Science Weapons of the Tragic Millennium.

Today, we look at research & development of Science weapons, from cannons to lances and beyond, of the Hawkmoon game and story.


The Source Fiction a la The Rulebook

I am waaaaay overdue for a reread of Hawkmoon, so I'll just review the Science Weapons presented in the rules and try to organize them into a useful taxonomy. I may revisit the source fiction if life ever gives me the time to sit down and devour novels like in my bachelor days.

First, I'll review by stating that Science in Hawkmoon means generally three things:

1) Science as Engineering Beings


As we saw in my previous Hawkmoon post, Science in the game and fiction is a way to manipulate the abilities of living creatures. Bio-engineering is a pretty potent form of Scientific power, and one that outstrips what we have in the real world (for now). Today, let's skip over this to pass to the next form of Scientific power, Manufacturing.


(NB: I am capitalizing science on purpose to give it that steampunk feel of Moorcock's works)



2) Science as Manufacturing Items


Next, from Moorcock's novels and the Science Book of the boxset we have the weapons and transport made by the super Ancient Science of Granbretan. This is again a potent Science, a steampunk alternative to our own world's armies, artillery, and small arms.


As we can see, in a weird way, Hawkmoon's power via bio-manipulation or steampunk manufacturing is indeed a match for Stormbringer's summoning entities to do your bidding.


3) Science as Natural Resource Management


Finally, although this is not explicitly stated in the text, natural resources are required to fuel super Science. Today's post will delve into linking manufacturing to natural resources, and consider some attendant rules.



Taxonomy of Hawkmoon Science Items


The Science book has a laundry list of items without any Scientific categorization or theme. To remedy this, I’ve added in brackets the two Science skills I feel most useful to making and maintaining each weapon, a process which I will describe below. I've also added which nation starts with production capability for this weapon, negating the need for discovery of the tech. There are also great omissions in the descriptions of devices, but as this lies outside my agenda today, I will attempt to fill in the holes at a later date.


1) Artillery & Siege Weapons


Acid Cannon (Chemistry, Mechanics - Granbretan)

    Range:  ??  Damage:  1D100  Area:  10m  Ammo:  ??  Fumble: Cumulative 1% per shot, bubble splashes on users

    NB: Requires one gunner to aim and three technicians to reposition it, bubble lasts 2D6 rounds


Cold Cannon (Electronics, Mechanics - Muskovia)

    Range: ??  Damage: frozen solid (ie death)   Area:  1d10 cold spots, each had 4m radius  Ammo:  ??  Fumble: Machine breaks, anyone in 10 m takes 1D10 damage, half if in cold weather gear.

NB: Rules state DEX x 3% to avoid, but why not just use Dodge? The explanation of 1D10 cold spots is unhelpful, so just consider it as hitting 1D10 targets.


Sonic Cannon (Biology, Electronics - Constantinople)

    Range: ??   Damage:  see below  Area:  ??  Ammo: ??   Fumble:

NB: Painful to humans noise, fatal to non-primate mammals such as horses. Other creatures get -20% to all skills while in area of effect.


Flame Cannon (Electronics, Mechanics - all Europa)

    Range:  ??  Damage: 10D6   Area:  ?? spray  Ammo:  20 shot chemical packet  Fumble:

NB: Pulled by one horse or three men.


Hallucinocannon (Biology, Electronics - Espaniya)

    Range:  ??  Damage: see below   Area: 1D100 gas bubbles   Ammo:  1 shot, takes an hour to reload  Fumble:

NB: If hit, roll INT x 1% or go insane (fight, flight, or freeze). Hours later, INT x 5% to recover or die frothing. Seems rough, lets make it a POW roll instead and insanity on failure, death on fumble.


2) Small Arms

Flame Lance (Electronics, Mechanics - all Europa)

    Range: 100m   Damage:  5D6  Area:    Ammo: 100 shots   Fumble: as other weapons

NB: Very fragile


NB: Compared to the list of cannons above, the paucity of choices in lances is a bit shocking. This implies the existence of other lances whose fabrication were lost to time, or were discontinued due to impracticality. I've included some ideas as to the reasons they are not readily available.

Acid Lance (Chemistry, Mechanics)  Drawback  - Prone to engulf the user in acid on malfunction, and also contains only two shots due to size of ammo canisters. Range also limited to medium.

Cold Lance (Electronics, Mechanics) Drawback - Requires the user to wear protective warmsuit, overheats in normal temperature. If used wearing normal clothes, wearer takes 1/10 damage rolled, or 1/2 if wearing warmsuit. Range also limited to short.


Sonic Lance (Biology, Electronics)  Drawback - Requires the user to wear protective headgear making them essentially deaf, so not suited to combat. Range also limited to short.


Hallucino Lance (Biology, Electronics) Drawback - Requires the user to wear protective eyewear that is costly, difficult to make, and breaks easily. Range also limited to short.


3) Transport

Ornithopter (Mechanics, Chemistry (fuel), and Electronics (guidance))


Since this machine seems taken after Leonardo DaVinci designs, one could also posit several steampunk or alternate history designs for tanks and submarines. Maybe a project for the future.


4) Medicinal

Hypnogobe (anaesthetic) (Biology, Electronics)


Mentality Machine (Biology, Electronics)

Looked at this way, the Granbretan super Science is weirdly focused on mental health. Maybe there is a connection to their famed penchant for madness?


5) Wraith Folk Tech

This is the super science of the Wraith Folk, who probably are working on another level as they can shift themselves dimensionally. For this reason, it is not covered under the rules for Granbretan tech. Instead, it is a lost, alien tech that can be used, but never replicated or repaired.


Lockpick Ray - as Science book

Sonic Screwdriver - as Science book

Slow Armor - as Science book


6) Balance Creations

These last creations are nothing more than a Deus ex Machina in a box. They work when and how the GM wants to move the story or scenario ahead. They also become available or disappear upon GM fiat.


Mad God’s Amulet - as Science book

The Runestaff - as Science book

Sword of the Dawn - as Science book


Requisites for Creation

When the characters decide to create ancient tech devices, they need to fulfill the following 7 requirements.


1) Skilled Scientific Staff

Naturally, making an ancient tech device requires a Scientist to be working on its development. The Scientist must have the requisite skill at a level of 80% or higher. Also note that the Scientists must possess the science types required.

NB: The 80% minimum in relevant Science skill as also applicable to Scientists doing repairs on tech.

For example, if building an Acid Cannon (requires Mechanics and Biology), the ideal team is two Scientists, one specializing in Mechanics and the other in Chemistry. If only one Scientist does it, double the time is required (see Time below).


2) Laboratories

In addition to staff, the Scientists need the proper Laboratory conditions. As I posited the last time, the types of Laboratories are as follows:

Biology - Clinic

Chemistry - Refinery

Electronics - Workstation

Mechanics - Tool Shop

Ancient - Installation


So if we continue our Acid Cannon example from above, you need a Refinery (Chemicals) and a Tool Shop (Mechanics) if you are a Granbretan Scientist trying to fabricate or repair one. If you are from another nation, you also need access to a suitable Installation.


NB: An Installation is usually necessary for two reasons:


1) If the tech being developed does not natural exist in the country of the Scientists working on it. For example, the Acid Cannon is a weapon of Granbretan, so Scientists from that nation building one need Mechanical & Biological Laboratories (ie a Clinic and a Tool Shop), but not an Installation. Scientists from other nations need an Installation as well as the other two Laboratory types.


2) If the tech is a one-off or lost ancient tech (ie an Acid Lance, or something created by the GM), the GM can require PCs to quest for a suitable Installation.


3) Resources

Just like with Laboratories, you will need access to suitable Resources for your planned construction.

Gaining Access to Resources


1 Local Area


Obviously, Scientists can get the approval of a nation's rulers to use the resources already there. If a King wants Acid Cannons, for example, he will give assent to let his swamps be dredged for biological materials, and his mountains mined for chemical resources.


2 Trade


To augment local resources, a nation can trade with its neighbors. A shoreline nation with a fishery can trade its fish & seaweed to a mountainous region for their ores, and each pursue different Science projects.


3 Diplomacy


A ruler can also ask for access to resources in return for a favour or goodwill. However, being in another nation's debt means taking on an obligation that must be fulfilled at some point, such as allying in war.


4 Conquest & Occupation


Of course, history is rife with examples of wars fought over resources. This is precisely what Hawkmoon is all about. If you invade a nation and enslave its population, you have to spend manpower both on guarding the populace, and ensuring resources are safely harvested.


Resource Types by Nation

Finally, it is implied in the nationality descriptions that each nation is useful for the resources it holds. These are of two types - natural resources and ancient ones. There are also supernatural resources, and these are not fairytales, but are instead the twisted relics of bioengineering.

Resource types available in each county are given in the Player's Handbook, and can easily converted to RP. Let's look at the description of the first country, Carpathia. Note, I have underlined all mention of resources.

"Carpathia is a land all of forested mountains... farming is only productive in the infrequent valleys. The mountains are rich in oil, iron, copper, gold, and silver. However, the soil is insufficient to support many people... In ancient times, Carpathia was strategically located. Thus, powerful ancient weapons and artifacts - sometimes entire installations - can be found. The old tales of werewolves, witches, and vampires are still told and believed. As the country is mineral-rich and land poor, many people are miners and craftsmen, trading their land's rich ore and artifacts for food and survival items from elsewhere."

So if we link the resource descriptions to Science Lore skills, we get the following:

Forests = Biological Lore or Chemical Lore
Mountains = Chemical Lore (for ores & compounds)
Farming = Biological Lore or Chemical Lore
Oil = Chemical Lore or Mechanical Lore
Iron = Mechanical Lore
Copper = Electronic Lore
Gold = Electronic Lore
Silver = Electronic Lore
Ancient weapons = Ancient Lore
Artifacts = Ancient Lore
Installations = Ancient Lore

Resource Size (Resource Points)

The amount of resources available depend both on the terrain and size of the country. The description of nations in the Player's Book provides descriptors of terrain (ie mountains, farming, iron etc) that hint at its resources. Just as I suggested implementing Mutagen Points (MP) for Bio-engineering, similarly Hawkmoon's manufacturing would be better defined with the use of Resource Points (RP). The size of resource pools of nations would give RP as follows:

If we look at the descriptions of Carpathia and add up references to resources, we get the following breakdown of resources:

Biological: 2
Chemical: 3
Mechanical: 2
Electronic: 3
Ancient: 3

(NB: I may adjust this by nation size at some point, but good for now)

This and its small population makes it a target for conquerors or despots intending to start manufacturing weapons and devices.

NB: If you use a resource for one Science, you cannot use it for another or for non-scientific uses. For example, if a nation has Agriculture 1, it can be used either for feeding the populace, for Chemical Science, or for Biological Science, not all 3. If it were from a larger country with Agriculture 3, you could use the resource in up to 3 ways.

At some point in future I hope to go through all the nations and analyze them in the same way. Also, the Resource point values need playtesting to see if they are viable.

4) Time to Research & Develop

Although there is no time equation given for Mechanics, Electronics, or Chemicals, if we take a look at the base for Bio-engineering, we can extrapolate for other Sciences:

Time: 60 - INT months to make a new technology (ie 5 years of R & D). The INT is taken of the highest member on the Research team. If the technology already exists in the country, reduce to 40 - INT months for first time research.


5) Funds

The only tech price in the whole Player's book is 1000 Gold for an ornithropter. This is our start. If we consider a profit margin of 50%, this implies the an ornithropter takes 500 Gold of resources and manpower costs to manufacture. Since research & development can cost up to ten times this (I suggest rolling 2D4 as a base), first time production incurs this cost. Once R&D succeeds, economies of scale kick in and manufacturing costs are lowered.

This is a good start, and would need to be extended to all other devices. 2D4 x 500 Gold for first time R&D, half that once research succeeds, and half again as mass production is set up, with a minimum of 500 Gold seems reasonable at this point.

Of course, this necessity of a game economy implies that emulating the source fiction of Hawkmoon might be better played in Pulp mode, whereas Stormbringer is tilted a little more to a Saga playstyle to emulate its tragic storyline.


6) Skill Roll

As with Bio-engineering a successful roll is required to complete any research project.

RESEARCHING SUCCESS OR FAILURE


(Roll vs appropriate Lore skill)

CRITICAL - Smashing Success! The Scientist gets exactly what they intended, with no complications, and can now manufacture the device at a reduced cost.

SUCCESS - Success! The Scientist gets exactly what they intended, with 1 to 2 complications. Cost to manufacture is only reduced from initial production by 10%, and needs another month of research AND a successful roll to be reduced by another 10%. This can continue until the production cost is halved.

FAILURE - Failure! Time and money has been wasted, and the Scientist must start over again.

FUMBLE - Abject Failure! Not only has time and money been wasted, a disaster has been created due to some error. Roll 1D6 for complications (1 Lab burns down, 2 materials are wasted for 1 month, 3 staff is killed in an explosion unless they roll POW x 3%, 4 gas leak drives away workforce for 1 month, 5 area is contaminated and needs cleaning for 1D4 months, 6 ruler is infuriated and orders work halted until a service is rendered). All this and the Scientist must start over again as well.

As noted, a Scientist working in a laboratory must have 80% in the relevant Science skill.


7) Workers - The Unseen Resource

One thing that is often overlooked in the source fiction as well as game rules is the need for workers and an adequate workforce to harvest and process resources. If an area has been depopulated, no resource extraction can take place.

If resources are in an uninhabited area, characters will have to set up a settlement and transport system to get what they need to their Laboratory.

Small amount or tiny nation - 1 point 

Medium amount or moderate sized nation - 2 points

Large amount or giant nation - 3 points

In terms of Carpathia, although it looks about a middling size and thus rates a Population of 2, due to references to limited agriculture, we limit this to 1.

Carpathia
Size: 2 (population 1) 
Biological: 2
Chemical: 3
Mechanical: 2
Electronic: 3
Ancient: 3

We could add a bonus to defend for mountainous terrain, but that is a project for another time.

Example of Creation

A mad Scientist character in Carpathia has decided to construct a Flame Cannon to help defend his mountaintop castle against mountain bandits and vampire clans. Although he has the resources available in his country, he would need a larger workforce to import or enslave laborers from surrounding regions to get the work done.

In this way, the RP system would flesh out the gameworld and promote roleplaying in ways that emulate the source material.

Conclusion

As much as the Hawkmoon Science rules as written are a lot of handwaiving, they have a very evocative underpinning. By extending what is offered, and knitting some connective tissues between skills and setting, we can see the bare bones of a system where resource extraction allows super science miracles to happen, but at the cost of ever expanding your empire or looting ancient ruins. This implies that, whereas Stormbringer's game mode is inherently saga style, centered on the struggle between Chaos and Law, Hawkmoon's is more war gamey, with invasion for resource extraction as an overarching goal. Of course, players can just as well have a fun time in pulp mode adventuring in either setting, with the cosmological struggle of The Young Kingdoms or the military invasions and weapons race of Tragic Europe as an exciting backdrop to their tales.


Please note that these rules are unplaytested, and would need to be run through thoroughly and adjusted for game playability.



Wednesday, July 12, 2023

Moorcock Bestiary # 1 Owl + Bear and Random ‘Thing’

I think of all my Stormbringer redux posts, my musing on a Moorcock Bestiary (post #12) was my best work. It shows an analytical understanding of the source material, and models how to practically convert that into satisfying game mechanics.


Today, I want to exercise my monster making muscles using the principles I outlined. 

First, I’ll take a monster common in FRPGs and try to Moorcock it up. Next, I’ll randomly roll the elements and try to free associate a suitably Moorcockean monster.


Let’s dive into it!


MONSTER 1 THE OWL + BEAR


I have heard that many other FRPGs use hybrid monsters, and in particular the strange hybrid of an owl and a bear seems to have taken root in the collective gamer psyche.


Although Moorcock’s symbols are largely Eurocentric, considering that he wrote Elric in America and lives in the Lone Star State, let’s use Native American iconography to make this monster special.


First, how do native americans see the owl?





The Owl possesses the knowledge of a people’s ancestors, and is the bridge between the physical and spiritual world. It ensures a continuation of the great culture of the Northwest Coast, which has lasted for thousands of years.


We can add to this its biological power of seeing in the dark, as well as its shriek which makes smaller prey freeze in their tracks.


How about the bear?





The Bear is the protector of the animal kingdom. With its great power and human-like qualities, the bear is known as the Elder Kinsman and always treated as a high-ranking quest. The also symbolizes strength, learned humility, teaching and motherhood.


Physiologically, the bear is immensely strong, has a great sense of smell, can fend off poisons, but can be scared off by bigger or louder creatures and hibernates through the winter.


So, we have a strong nocturnal hunter with ancient knowledge used to protect the animal kingdom and / or connect worlds. It could be a prince among Beast Lords, or an ancient portal guardian.


In game terms, it could be used at least two ways:


  1. Source of Knowledge

In this context, PCs would have to find a way to wake the entity, then get its wisdom. Perhaps they have to bring back its prey, or else turn eternal day into night for it to open a gate or point them towards an elder race.



  1. Ancient Guardian of Slumbering Secrets

In this meaning, PCs would have to make their way through a darkened maze to find a secret. Once the secret is found, the ear piercing shrieks of the guardian draw even closer, freezing PCs in their tracks. The party better have at least one sorcerer if they wish to survive intact.


As for stats, the astute reader can throw these together from the books, ie. STR of bear, DEX of owl, See in Dark 90% (45% in light), etcetera.



MONSTER 2 - Psychedelic Metaphor


The reader may remember that I devised the following schemata or taxonomy to explain the Moorcockean monsters of the Elric saga:


1 Metaphorical - Have the fiend represent some theme, such as fear, pride, greed, etc. i.e. The goblins of Myshella's castle.

2 Allegorical - Make a story behind the monster suggested by its appearance, behaviour, and powers. i.e. Grahluk and Elenoin.

3 Psychedelic - Make the creature mind-bending - trippy but also transformative. i.e. Agak and Gagak.

4 Weird - Choose a traditional monster, then flip it. i.e. Clakar for Harpies.

5 Cosmic - Have the horror be beyond mortal understanding, and sanity-rending. i.e. Kyreen.

6 Corrupted - The monster is a human warped by chaos, usually through their own choices or flaws. i.e. Pigs, Snake, Butterflyman.


Let’s roll a pair of D6 and see what inspiration we get:


1 and 3


So, a metaphorical and psychedelic monster. It should represent a theme, but also be trippy but transformative.


Let’s free associate….


The first thing that springs to mind is Timothy Leary, and his motto of “Turn on, tune in, and drop out.”





OK, so I picture Dr Leary in his trademark suit, walking out to greet a band of adventurers spoiling for some violence. The walls behind him ululate with psychedelic patterns and colours, as does his suit. He eyes their weapons and says,


“That is not the way. Don’t let the Man use you!”


If any PC tries to harm Dr Leary and hits him, there is a flash and they are transformed. Roll 1D6 and apply one of the following results. Read the Leary quote out, then apply the effects without explaining them.


1 “Learning how to operate a soul figures to take time.” PC is turned into a POW ghost.

2 “Science is all metaphor.” All skills and objects become useless, PC can’t tell his arm from his leg, a shield from a canteen.

3 “Philosophy is a performance sport - you have to play it with somebody back and forth.” The PC becomes another Leary facing his erstwhile comrades.

4 “The role of anxiety in the development of human personality is central, and it is intricate beyond our understanding.” The PC must face their most feared monster in a dark pit or on a lonely mountain.

5 “The universe is an intelligence test.” The PC is set adrift floating in the enormity of space, which looks at her with an impassive, uncaring eye.

6 “Think for yourself and question authority.” The PC is warped back to when they were given the quest, but this time from the vantage point of the one that gave it to them.


Of course, the PC can only escape the situation by eschewing violence and seeing things as they truly are, just as Earl Aubec saw the goblins of Myshella’s castle as reflections of his own fears. Players should realize that they must engage with Leary and explain who they are and why they are doing what they have come to do. The GM can either let them pass, or have Leary let himself be symbolically slain.


The metaphor, of course, is that knowing oneself is the only way to truth.


NB: If this is all a bit navel gazey and ‘not D&D enough’, you can substitute with a random creature, but I think your game will be the worse for not trying it if you have some Moorocock fans at the table.


How about them apples?


Sources

https://magpiejewellery.com/pages/first-nations-animal-meanings