Monday, September 18, 2023
Maps And Distance
Monday, April 26, 2021
Loot The Music...Er...Body
Tuesday, March 12, 2019
Comparing Pulp
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| Okay, this IS a beautiful map. |
Friday, September 7, 2012
All About the Benjamins (Part 1)
Tuesday, September 13, 2011
Getting My Dino On (Terra Nova)
No such TV show ever appeared.
This last week, while again watching football, I saw another ad for this same TV show. Apparently scheduled to start up at the end of the month (appears the thing might have experienced some shooting problems through most of 2011).
The show will be on Fox, a station that has managed to put out some quality fiction shows over the years (The Simpsons, Firefly, Arrested Development, the first season or two of 24), many of which they completely mishandle and wreck/cancel (Firefly, Arrested Development). The prospect of a decent (if quickly cancelled) series is a real possibility, but who knows...TV execs often make decisions that are a complete mystery to me; chucking good, creative art in exchange for the most insipid and ridiculous of “reality TV.”
That’s probably one of the reasons I’m not a wealthy business tycoon. Anyway…
Called Terra Nova it has an interesting premise that blah-blah-blah HUMANS VERSUS DINOSAURS!
That’s really all you need to know. Well, all I need to know anyway.
I love most anything that mixes “modern man” with dinosaurs…it’s just one of my favorite pulp fantasies. Peter Jackson’s King Kong, the first Jurassic Park book/movie (before the Goldblum character got resurrected…wtf?), S.M. Stirling’s Sky People novel, all those lost/hollow world kind of movies, not to mention the Hollow Earth Expedition (HEX) Role-Playing Game (though why does it have to have Nazis, dammit).
I don’t know why I dig it so much. As a kid, Land of the Lost was definitely one of the weirdest/coolest TV shows on Saturday Mornings (at least with the original cast). I still love the premise of the show and would love to do something with it (what exactly? Who knows…).
Also as a kid, I remember reading old Turok Son of Stone comics. Back in Montana, my uncles weren’t too much older than me (maybe 10 to 15 years) and there were always old comic books of a “non-superhero” variety laying around: The Two-Gun Kid, Sergeant Rock, the Unknown Soldier, Turok, House of Mystery, Dracula, etc.
Turok was about an American Indian and his younger brother (?) who had somehow been transported to prehistoric times where, duh, they were often hunting or running from dinosaurs. I don’t remember any of the specific stories/plots from my childhood, I just remember being very taken with the illustrations, even (or especially) non-action ones: a half page image of Turok and his brother over-looking a bluff, watching a herd of honkers grazing in a pastoral valley, for example. Things like that.
The last couple years I spent a lot of time looking for old issues of the awesomely illustrated Xenozoic Tales (author: Mark Schultz). I had finally given up when I happened across the recently published trade paperback collecting every issue into a single volume. It took me a few days to read it cover to cover, but the thing is a real work of art, with beautiful story, pacing, characterization, and illustration.
[I’ll talk more about Xenozoic…and its associated RPG…in a later post]
No, I really don’t know what it is about the mix of people and dinosaurs that get me juiced; it’s just one of those things like Vikings/axes and sand-and-sandal fantasy that tends to fire my imagination. Dinos are just so HUGE and monstrous (always depicted with big, sharp teeth) and the idea of hunting them so ridiculously foolhardy…I mean it can’t result in anything but crazy heroics (or digested heroes).
Strangely, I almost never use dinosaurs or lost world tropes (Neanderthals, ape-men, etc.) in my D&D games, B/X or otherwise. The Isle of Dread is the only “dino-sanctuary” I’ve ever depicted in the game, and then but rarely. For whatever reason, the thought of fighters in plate mail attacking a T-Rex with his trusty magic sword just seems wrong.
But modern day heroes (18th century and later)? That seems the perfect protagonist for a dinosaur-infested campaign. Silly perhaps, but that’s just me.
I would love a good pulpy game that pitted dinos against heroic player characters. Unfortunately, I’ve yet to find such a game (more on that in a latter post, too).
All right, all right. I've got some stuff to take care of right now. Perhaps more dino-stuff later.
Saturday, January 9, 2010
Player Versus DM Expectations
Thursday, January 7, 2010
Unfinished Dungeons
No, I am not talking about writing projects left un-done. I’m talking about adventures that have never been completed. For example, has anyone ever actually seen a Kopru in game?
I have NOT…and I’ve run X1: The Isle of Dread at least four or five times. It is, after all, one of my Top Ten Modules of all time. But in all, I think only one adventuring party ever made it to the central “island within an island” and I don’t recall anyone getting beyond the 1st or 2nd level of the temple.
Is this strange to people? It ain’t to me. I’ve run many games that were never finished, their secrets never discovered, their depths never plumbed.
Reading Mr. Maliszewski’s retrospective the other day on S4: The Lost Caverns of Tsojcanth reminded me of this. S4 is one of the modules I picked up in that treasure trove of adventures the other day. I had owned it as a kid, and had also thought it was great. I also remember reading it and despairing at the thought that MY regular adventure group could ever uncover the secrets of the central chamber…just in reading it, the thing seemed damn nigh impossible.

I mean, I’d seen my players (I was always the DM in those days) stumble through the Tomb of Horrors, and THAT adventure at least had a riddle of clues to help players through (multiple parties reached the end of S1, even though none had the proper gear to harm the demi-lich in the slightest). But this thing with the doors and the teleports? Who but the most anal-retentive of spelunkers and map-makers could figure out such a thing? Personally I know I would never have the patience.
Plus the booby-traps at the end, should they actually uncover the treasure? Sheesh!
I did make two attempts to run the Lost Caverns, though. The first time, my players were never able to even find the damn thing in the wilderness. The second time I skipped the wilderness altogether and just said, “all right you found it and are sitting on the door step…what do ya’ do?” They never made it past the first level, getting washed out through an underground river as I recall.
Now certainly some of these adventures were left un-finished by my group due to Total Party Kills (even if their PCs were later “wished” back to life by their friends in town, they’d say “I ain’t going back THERE!”). But often I think the modules were simply too long, too large in scope.
While the players in the campaigns of my youth were clever and creative, and adventurous, NONE of them were of the take-it-slow-and-systematic variety. This idea that people make multiple forays into a dungeon, cautiously mapping and retreating to recover strength? Nuh-uh. The only time they were going back to town was to pick up replacement PCs for the guys that had met their ends underground.
Now part of this can be blamed on the DM (me) NOT making resource management a huge component of the game…I have a noted tendency of playing fast-and-loose with certain game systems especially encumberance, time, movement, and food. D&D isn’t a board game, so I never worried too much about characters’ movement rate…until they were in pursuit or being pursued by monsters. And if you stop worrying about movement, you stop worrying about turns…and how long torches/lanterns last (after 3rd level the characters would generally have access to continual light anyway). Better for the lights to go out at dramatically appropriate times (like when they get dropped in the middle of combat) than after 6 calculated turns.
Encumbrance puts a real limit on the amount of time one can spend in the dungeon…at least if one is hauling up thousands and thousands of coins in treasure. But bags of holding and portable holes certainly ease this burden, as does the B/X rule “all miscellaneous goods = 80coins weight.” When I moved to playing AD&D I continued to retain THAT rule.
As a DM, I never enjoyed being caught up in the minutia…I already had enough on my plate, dammit! Knowing the rules and being able to adjudicate, knowing the player characters and how THEIR gear and abilities worked, balancing player personalities, not to mention trying to know the adventure, DM it, and making the whole thing fun and exciting. If the minutia got dropped, it sure wasn’t missed!
But when the only “resource management” that needs to occur is managing of hit points and spells (I’ve yet to see characters ever “run out of arrows,” though we were pretty good about marking off ammunition)…well, it makes for fairly gung-ho players. Right up till the axe drops.
And that could easily happen when you’re three levels deep in the Halls of the Fire Giant King (unless, of course, you’re armed with Blackrazor…that sword was born to be used with a gung-ho style of play) or at the bottom of the Lost Caverns, or trapped between levels 4 and 5 of the Barrier Peaks nightmare without the correct colored card. If you push deep into the jungles of the Isle of Dread and get lost…well, that food issue will catch up to you eventually (if a wandering dino doesn’t use you to solve ITS “food issue”).
I’ve said before that I think S2: White Plume Mountain is perhaps the best adventure module ever designed, not only for its showcase of D&Disms, but for its over-all LENGTH. It can certainly be finished in a session or two, whether a party is taking it slow-and-steady or blazing away (remember the novel of the same name? THAT protagonist wasn’t making multiple expeditions into the volcano). With 27 different encounter areas (28 including the “end note” optional encounter), S2 has less than half the numbered encounter areas of B2: Keep on the Borderlands or X1 or S4.
And it IS the quantity of these numbered encounters that are important, not what they contain. Even a room that is empty of monsters, traps, and treasure will be thoroughly ransacked, prodded, and poked by the average party of adventurers. I’ve played in games where many loooong minutes were spent poking through a pile of rocks in a corridor despite their (to me) obvious use as a simple “no trespassing” sign. 60 to 80 numbered encounters? That’s not an adventure, that’s practically its own campaign!
Now before I go any further, let me say that I am NOT knocking B2 or X1. These modules are DESIGNED to be mini-campaigns, not one-off adventures. They illustrate their particular play rules (Basic – Dungeons; Expert – Wilderness) and give lots of room for exploration and experimentation with those new rules. Of course, neither one has real “end goals” either…there’s no “winning” of B2, unless I suppose you clean out the entire series of cave complex (though there are notes that new monsters will move into cleared caves). The same holds true for X1 (though I suppose you could extinguish every living monster on the island and turn it into some sort of tropical resort). But modules like S3 and S4 are crazy huge, despite having semi-specific “goals” inherent to ‘em. They might as well be called “mini-mega-dungeons” for the amount of time required for exploration…and modules like I1: Dwellers of the Forbidden City, I3-I5 (Desert of Desolation series), and X4-X5 (Desert Master series)…well I can’t think of these as anything less than mini-campaign settings.
And if your players are like the ones with whom I used to run, this ain’t what they’re looking for. They don’t want to sit down at the game table every week or two and say “ok where are we again? Oh, yeah…still there in that adventure.” My old players wanted new, fresh locales and challenges every session or two. They wanted to explore their characters while adventuring in the game world…they weren’t interested nearly as much in exploring some designer-author’s magnum opus of a dungeon.
When you have episodic adventures…or a campaign composed of them…the PLAYERS begin to create their own meta-plots and story-lines (well sometimes). When you’re stuck in a long, drawn out adventure, sub-plots and such MIGHT form but they become secondary and attached to the adventure at hand…which to me is a stifling of creativity for both players AND DMs.
[hmm…I wonder how Oddysey and Trollsmyth’s current on-going campaign developed. Odd has said this is the first time she’s played in a campaign that took things to this particular depth of character interaction…were her former games played in the mini-campaign or forced plot setting? Or is their current gaming style simply built on mutual rapport and understanding of narrative agenda needs?]
ANYWAY…attempting to tie this back to the original premise, I’ve worked a LOT of modules in the past and have only managed to complete a few…and then only with a lot of diligence and/or particularly “captive” audiences (like my little brother!). And I played A LOT of D&D in the past…the same core group of players, weekly or bi-weekly sessions, with full day and all night stretches. And the majority of these modules were simply never finished. The adventures BETWEEN adventures were (as Oddysey and Trollsmyth could perhaps attest) far more interesting…the intrigues, the rivalries, what was “going on” with the adventurers in the larger campaign world. For me, White Plume Mountain is the biggest site based adventure I want to explore…and think about this: it’s a whole goddamn mountain! Why should a dungeon set in a ruined keep or tower be bigger (what are the dimensions of the biggest tower in the Expert set? 30’x30’ maybe?).
Just some things I’m considering as I set about writing an introductory adventure module to go with my B/X Companion.
: )
Wednesday, December 23, 2009
Speaking of the Nephews
Friday, November 20, 2009
A True Expert: Dave Cook Kicking Ass (Part 2)
If the party remains, they will be the guests of honor at the night's feast. After a thick, syrupy coffee, the merchants will carry in a large platter of camel meat (still on the bone) laid on a bed of rice. Over this will be ladled burning hot grease and melted camel butter until it flows over the side of the tray. Lamshar will then invite the characters to eat. They will be expected to dip their fingers into the tray and pull out balls of meat and rice, dripping with grease. Lamshar and Khel will dine with them, offering the player characters choice bits of camel meat that they have pulled out. After the characters have had their fill (and to only eat a little would be insulting), the other merchants will take their place at the tray. The meal will finish with somewhat green dates.
A True Expert: Dave Cook Kicks Ass
Friday, September 11, 2009
Crap...Cannibals
Sheesh…cannibals.
I don’t know why the idea of cannibalism turns my stomach as it does. I have a fairly high tolerance level for acts of violence, filth, and depravity but cannibalism is one of the few things that really “get me.” Whether we’re talking scenes from comics (Frank Miller’s Ronin comes to mind) or scenes from film (Doomsday comes to mind). I don’t know why.
Not that watching TV shows about historic cannibals (whether the Donner party or the Maori tribes of New Zealand) bother me. Certainly I have no beef (forgive the pun) with cannibalism when it’s handled tastefully (inexcusable pun!). Observe the cannibalism in John Wick’s Orkworld…nothing incredibly terrible about eating folks whien it's part of the native traditions of a culture, in my opinion.
I guess the thing that makes me say, “ew, gross,” has more to do with the exploitive use of cannibalism in fiction…the idea that a group of folks (again, I’m not talking serial killers, as the occasional Hannibal Lecter aberration is to be expected in our crazy society), yes the idea that a GROUP of folks would hunt other humans for the purpose of using them as their preferred choice of food. THAT’s what gets me and makes my skin shudder.
And, of course, this may be the very purposeful reaction intended by the author of such “horror” works that include the eating of people. Really…you want to talk about a fate worse than death? It’s being held captive waiting for your turn on the butcher block. Ugh!
Anyway, as relates to role-playing in general and D&D specifically, I find it interesting that, in looking back over my own gaming history, I have never made cannibalism a part of my games. Not for horror, or suspense, or even humor (the Bugs Bunny in the stew pot variety). Human sacrifice, yes. Impalement and head-hunting, sure. Cannibalism…big, fat no. And this is despite playing many adventures set in “savage” or “lost land” settings (Dwellers of the Forbidden City, the Isle of Dread, and my own knock-offs). If I wanted to take the journey into cannibalistic terror, I had the vehicles to do so but the thought NEVER EVEN OCCURRED TO ME. It is like a curious blind-spot that (in retrospect) appears to stem from my queasiness surrounding the topic.
This is all just musings, folks...I don’t know if it means I’ll be adding cannibals to my future D&D games or anything, just got my brain going this morning. I give lots of props to Raggi for coming up with yet another interesting (and spine-chilling) idea for an adventure module. I hope he gets it done!
; )
Tuesday, August 4, 2009
From The Jaws of Certain Death (Expert Adventures Part 3)
AKA "The End of the Adventure" 


