If you need further proof that The Expanse is based on an old campaign of the Traveller RPG, look no further than this important chart from Traveller's "little black book" #2 alongside a number of Expanse characters.

❣ Chile in a Photography ❣
Not today Justin
i don't do bad sauce passes
h
I'd rather be in outer space 🛸
DEAR READER
noise dept.
dirt enthusiast

祝日 / Permanent Vacation

Kiana Khansmith
Stranger Things
we're not kids anymore.
Jules of Nature
taylor price
trying on a metaphor
Cosmic Funnies
Cosimo Galluzzi
Monterey Bay Aquarium

tannertan36
he wasn't even looking at me and he found me
seen from United States
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@chrisairgames
If you need further proof that The Expanse is based on an old campaign of the Traveller RPG, look no further than this important chart from Traveller's "little black book" #2 alongside a number of Expanse characters.
Flatline on the Blocks
Right, so it's Mothership Month again and I got together with so many other designers (so many) to make this cyberpunk space station district with them:
Follow Flatline on the Blocks
Got Scragend on illustration, with Ripley Matthews and @pradaldi on cartography.
We're 13 writers in total, each with a dense city block in our district (you can see a sneak peek at the district above).
I'll chat more about it when I can!
Just bought a whole bunch of new dice! 😃
I’ve been having a lot of fun in the world of Mothership! I have been doing a lot of prep work, experimenting, play, and writing! I think I am finding a rhythm and a technique for my own free form solo play! It has been lots of work, but SO much fun!
I want to highlight a Mothership pamphlet that I recently acquired called The Sleeper Crew! It is by @chrisairgames! I've been collecting Mothership modules and gaming pamphlets like Thanos collecting the infinity stones, but what I particularly love about this one is that it can be utilized for group or solo play! It is a cryosleep scenario that gives context for your campaign/one-shot and can be woven into any storyline! (I wish more Mothership creators would do this kind of thing!) I've been using it in conjunction with the module Bloom, and it has been working SO well! I'm really excited! I am eager to see how the story unfolds and what baring the cryosickness and effects has on the mission!
Side note, I am in love with the fact that with traditional Mothership gameplay, it always begins with characters waking from cryosleep. It's like a birth/baptism! SYMBOLISM!!
The Quickstart. The Home Game.
My biggest enjoyment of RPGs comes from running games for people who have never played before. It's what I did for years before covid, and it's why I started designing games. It's something I'm actively starting to do again after a long hiatus. So it's time to make a new home game.
USE CASE The home game is not the perfect game. It's not my desert island game. It's something I am primed to run with minimal friction for new players, where we start playing fast and get a lot done in 60-120 minutes. Some key factors for that:
no rulebook or other external reference needed
basic rules fit on one side of one sheet
customization fits on a small selection of cards, which can be chosen, dealt randomly, and/or traded
rolls lead to interesting choices and big changes
THE SCAVENGING The home game isn't a game I designed. It's a game I stapled together from Apocalypse World, The Veil, and some of my own work. Here are some of the big features and why they were chosen.
- Feelings as Stats: Before every roll, the players have to decide how their character feels. One might worry that this slow things down, but in practice, I've never seen the decision take more than a few seconds. Encourages players to think about the situation emotionally.
- Plain Language: As much as I love powered-by-the-apocalypse games, "moves" and "+1 forward" and other language that lives in the genre isn't very intuitive. So I took a page from Belonging Outside Belonging games and just put "You Can Always…" above the basic moves. And I tried to give them clear, plain-language names.
- Limited Starting Choices: I love playbooks, but passing them around, choosing one, reading the whole thing, and choosing a playbook move can take a while, especially with anxious players who struggle with choice paralysis.
Here there are only 19 moves (mostly called "specials," more clear language), and I tried to pick ones that appeal to the main player types I see:
emulates a trope (warrior, wizard)
asks NPCs for help
befriends animals
chaos monster
And if the game goes past one session, you can add more moves, including from other games, to zero in on a genre. (Someday I'll write a long post about how PbtA doesn't NEED a genre and that it actually rules to mix and match playbooks and moves from different games.)
FINISHING TOUCHES People like cards and little gewgaws, so the specials all fit on cards, and I bring along character cards from Shadowlord!, an old Parker Brothers game, for players who struggle with picking a name or vibe. The leftovers become my NPCs. If I were doing sci-fi, I'd probably find a cheap copy of Coup; I always thought those character cards were beautiful.
A WORK IN PROGRESS I laid this out and printed it the other day, but I've already decided to cut two basic moves (Sway and Ultimatum) because they can get a lot of that info from Read a Person. And I'm going to turn the money move into something closer to Blades in the Dark's quantum inventory. ABC (always be changin) your home game (YHG).
MORE MORE MORE Check out The Ostrichmonkey Hack by Josh Hittie @ostrichmonkey-games and Home Game by Adam Vass.
Get PDFs of my home game from this Google Drive link.
This whole thing is probably related to my Worksheet Manifesto.
What's your home game?
Hatespawn, an NSR baddie
All art by Chaoclypse (Brandon Yu)
Hatespawn are humanoid creatures spawned by the hate of sentient beings.
No, you can’t kill them with love, but you can harm their reproduction by healing social wounds in nearby communities.
Hatespawn are of the most evil, demonic variety. Malicious, man-eating imps. In regions of especially strong hatred between human dominions, where brutal, dishonorable wars are often waged, Hatespawn thrive in the Mythic Underworld. They emerge to provoke further spats and violence, as this feed the reproductive cysts that spurt them into this reality. Even the hatred of humanity against their own kind empowers their ranks. The older rotten Hatespawn colonies raid the most innocent of villages first for their livestock, then pillage their specialized tools, and finally attack to openly feast upon what's left of the village elders. Leaving the young alive breeds more hate.
The physical aspect of the Hatespawn varies from manifestation to manifestation. They typically begin life as a hunched white bundle of wiretight muscle. Completely hairless, earless, and noseless and exuding a thin sweat of sticky slime. Long-fingered hands end in spade-like claws. Needle teeth chatter. As they grow, which for small Spawnholes is an unlikely event for such vicious creatures, their shape becomes more human, more upright. A bump for a nose. Their jaws unhinge and new sharkteeth grow. Their eyes never stop growing. They are all asexual. They all look like bone white men.
Killing them in wrath only makes them stronger. A cold, nearly sociopathic distance or self-righteous fervor is required to effectively exterminate Hatespawn. This has led to the foundation of a few mercenary groups who pride themselves on their "dispassionate training." Scholars of Hatespawn find these merc groups to be a catch-22, and more dangerous than helpful, as the tensions between competing creeds capable of great physical violence co-habitating within a region tend feed Spawnholes.
A notable exception is The Hypnotic Order, those trained in the ways of "dispassionate violence" via hypnotic techniques. The live plain lives until their service is called upon. Then the temporary Order disbands, and their members must disperse to other settlements of their region, or further.
Of course, other methods of effectively eliminating the Spawnhole’s offspring have been implemented in the past. Before castles were left to ruin, they were filled with traps; resident magic-users invoked a temple's dangerous environments to keep Hatespawn within their pits. Volcanoes have even been forged under the fleshy growths which spew the foul creatures, born for seconds as they drop into molten rock. (Though this technique also resulted in The Cursed Volcano of the Olpheds, and such extreme measures are frowned upon.) Other times, abundant Hatespawn attract other monsters to their nests, which feed on the young Hatespawn, and grow fat and strong and bold.
The best technique, however, is prevention. Dominions familiar with Hatespawn quickly dismantle warmonger dominions. Another tactic is to keep limited diplomatic contact between dominions in tentative peace. As a surplus of and lust for wealth tends to be the key ingredient in inter-polity conflict, several Anti-Avarice cults have taken power in areas that have managed to survive prolonged Hatespawn infestations.
Such Anti-Avarice cults, like The Followers of Auntie Mabel, hire Adventurers to investigate Hatespawn outbreaks. Their goal being to eliminate the problem at its source: The Spawnhole. These are incursions into reality from a despicable plane of existence, and while a dark magic-user can conjure one, they are more often created from acts of hate within a nearby community. Once the Spawnhole's location has been discovered, a magic-user must close this psychically-generated birthing orifice with a ritual involving a member (or affected descendant) who was involved in the acts of hate that allowed the Hatespawn to tear into this reality.
But more often, folks won't have the guiding principles of Auntie Mabel or the Hypnotic Order around. And unless the PCs are from a very cosmopolitan high fantasy-leaning city, or scholars of the cacodemonic planes, they are unlikely to know the intricacies of the Hatespawn's psycho-reproductive cycles.
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I dunno, I had a thought and followed through with it a bit. I'm not much of a fantasy game writer, so I thought a blog post would be a good place for this.
Who's Your Favorite Sci-Fi Scoundrel?
So I'm a massive sf-lit nerd, and I'd love to dig into y'all's favorite sci-fi scoundrels! I'll start with perhaps the 2nd most obvious: Mal Reynolds from Firefly.
I recently learned that the show was directly inspired by Classic Traveller! You can read "the evidence" on Sci-Fi Stack Exchange, here.
So what is this all about?
Not Enough Scoundrels. My new Mothership RPG supplement of smugglers, space truckers and the space ships they live and die by.
Launching for Mothership Month.
This zine contains a framework for a space trucker campaign featuring a simple spacecrawl procedure that's totally compatible with the Shipbreaker's Toolkit.
For each Fuel spent, roll for a 1d100 Void Event.
Upon arrival a space station, roll for a 1d100 Trade Event.
If relevant, make a Trade Save and roll on the Supply & Demand table.
Inspired by sci-fi smuggling truckers, from the Nostromo crew to Serenity, and the Bebop to the Millennium Falcon, the space trucker campaign sets up a challenge to win a massive contract that takes PCs all over the Outer Rim, meet a web of nasty 1d100 Scoundrels and carry the 1d100 Contraband that lands them in trouble.
As the campaign trucks along (har har), I'll be doing a tournament style poll between the Favorite Scoundrels that people mention here and elsewhere!
Follow along with Not Enough Scoundrels on BackerKit
When in Rome
Right, so I write for Mothership RPG, yeah?
It was basically a professional obligation for me to go see Alien: Romulus on its opening weekend.
Short review: Cool. Though I wish directors would make a new alien horror movie instead of new Alien movies.
Lemme tell ya, I might have designer brain disease, but this movie really is a series of problems for a sci-fi adventure, haha. My favorite thing about this movie was the smart, player-skill level problem solving the characters came up with. I was actually impressed. The film made me want to put my friends through the same ringer, and write up a similar scenario.
So I did.
When in Rome is a 20pg Mothership RPG adventure module with two player handouts, obviously heavily inspired by Alien: Romulus. I started last weekend, and released it yesterday. (What’s wrong with me, right?). That is: writing, playtesting, Mothership 3pp approval, peer review (thanks Josh Domanski, Christian Sorrell, Iko and Allen Hall!), hiring Brandon Yu “Chaoclypse” for the sick art, revising and putting into layout.
So yeah, this module is basically an adaptation of the film, but it does have some very notable (read: legally distinct) differences.
It's free for the next five hours, and I would love to hear what you think, and how your PCs fare on Caesar/Augustus.
Click here to download the module on itch.io. Note that I’m still working on the plaintext file and VTT asset updates. I would love to hear what you think, and how your players’ crews fare on Caesar/Augustus.
Good luck.
TO PUT AWAY A SWORD
David Blandy + Daniel Locke's post-apocalyptic hopepunk TTRPG ECO MOFOS is back from the printers. Meaning it will soon be in our hands.
Am fairly hyped for it, because I wrote an adventure!
To Put Away A Sword is about the woes of building a home on poisoned earth. The terrible powers that hurtled us to the end of the world continue to bear bitter fruit in your garden.
You are villagers living under the shadow of a fallen giant mecha. Its reactors and warheads leak into your groundwater, poison your goats. What will you do about it? What can you do?
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Mechanically it is a pointcrawl around your local valley. Not super complex, design-wise; but I was pleased with my gimmick solution for mapping both the adventure's dungeons:
Grab a mecha figure, pose it, place it on the game table; each part of the figure corresponds to a location in the dungeon key. Solves for stuff like relative orientation.
Easy!
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To Put Away A Sword is me making a mecha adventure.
Disclaimer: I am not a mecha nerd. I am unfamiliar with most of the genre. Anything I know about Gundam I've absorbed by osmosis.
I was mainly into giant robots in childhood. Receiving a Macross figure for my birthday. Pouring over the manual for The Crescent Hawks' Revenge, which my brother left behind:
While I was not much a fan of mecha, I was very much a fan of Evangelion. I spent my middle teens obsessed with it. The biomechanical, pseudo-mystical stuff; the teen angst. I wanted to be Shinji. I thought trauma was so cool.
So cringe. Anyway:
One of the inspirations for To Put Away A Sword is the survivors-rebuilding-a-town-and-planting-rice sequence in Thrice Upon A Time; probably my favourite part of the whole franchise, now.
The joy and difficulties of trying to build your paradise in the weird ruins of the old world:
Yeah, the adventure has a lot of Evangelion in it. There's a Nerv HQ analogue to explore. There's a content warning for child soldiers.
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The other inspiration for To Put Away A Sword is this piece of box art, an accessory set for Macross's iconic Stonewell Bellcom VF-1 Variable Fighter:
I don't know what this kind of arrange-your-missiles-in-front-of-your-fighter-jet photo is technically called. Hardware porn parade?
You see it often enough. Here's a real-life photo of the Lockheed Martin F35 Joint Strike Fighter:
Fairly or not, in my head I associate mecha with seeing copies of Jane's Defence in airport magazine racks. The genre feels like such a natural way to riff on the hyper-charged corpo-military-industrial complex.
After the brush war ends, and the natural resources extracted, and the ethnic cleansing concluded, and the profits announced, who gets to clean up after a Raytheon missile?
In To Put Away A Sword---you do.
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Ultimately, as always, I am writing and designing from my lived experiences.
See that? The gas flare from the Hengyuan Refining Company? It is about 200 metres from my living room.
That gas flare surfaces constantly in the stuff I make. As I write this post I am breathing its acrid chemical smell. My nose itches. I was asthmatic as a child; I seriously worry about cancer, nowadays.
At night it lights up the sky like Barad-dur.
The plant obviously and continuously flaunts regulations. We've tried lodging complaints: with its corporate management; with the Department of Environment. Nothing has worked so far.
"A home on poisoned earth" is a visceral fact of my life.
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To Put Away A Sword is wish-fulfilment, I guess? In the world of the adventure, at least, the forces that are poisoning your home are post-peak oil.
It is nice to imagine a reality where a kind of survival and flourishing is still possible. My partner Sharon and I talk a lot about imagining hope.
Last month she bought this small mecha-looking thing. A wireless camera! She built a little hut for it on our garden wall. It is trained, 24-7, at the gas flare.
Environmental activists we've met say video evidence of emissions is important. We'll see. We imagine it helping.
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Anyway. David just sent me this photo of my adventure, in print:
Looking good. I hope folks play it and enjoy it.
Preorder ECO MOFOS and its adventure bundle >>>HERE<<<
Play-By-Blog #0.5: Cloud Empress
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So, here are the results:
Our starting party will be a Courier, a Magician, and a Lordling! Screw Sellswords! No one here likes them apparently (literally not a single person, not even me, voted for them)!
I rolled all three characters randomly across the board, as is Play-By-Blog tradition. That said, let's take a look at our crew!
Play-By-Blog #0: Cloud Empress
My first Play-By-Blog (of Luke Gearing's The Isle) just recently wrapped up, and now, we are getting the next one going with Cloud Empress: Land of Cicadas! If you missed our run through The Isle, you can find all of the entries here.
Recently, I ran a poll to see what folks were interested in for this second Play-By-Blog and the voting was an exact tie between Cloud Empress and Mausritter, but since I'm the one doing all the writing, I was the tiebreaker and chose Cloud Empress and its hexcrawl, Land of Cicadas, as a new twist on the Play-By-Blog format and because the game has a set of solo rules in which you create and play as an entire party, not just a single character.
If you aren't familiar with Cloud Empress, here's a quick description straight from the game's product page:
Cloud Empress is an expansive, Nausicaa-inspired fantasy campaign setting for the Mothership Sci-Fi Horror RPG. Cloud Empress places you in a world ruled by the patterns of giant magical cicadas. Cloud Empress creates a new Earth, thousands of years in the future inspired by Hayao Miyazaki’s Nausicaa in the Valley of the Wind, Frank Herbert’s Dune, and Hiromu Arakawa’s Full Metal Alchemist.
The full rulebook for the game is FREE over at DriveThruRPG.
Land of the Cicadas takes this world and opens it up across a large hexmap, allowing us to explore the Lowland Wastes (Cloud Empress's take on a farflung future American Midwest) during the summer of the Century Brood and 29th Expedition (an ongoing military incursion from the Cloudling cities).
If you missed the last Play-By-Blog, here's an idea of how it works:
I write up the situation, NPCs, and more, just like a DM/GM.
You vote in the poll to help decide the party's next course of action.
I roll the dice, resolve actions, and write them up in the next entry.
So on and so forth for the rest of the adventure!
With all that said, let's get into Party Creation, vote on our first decisions, and get this whole thing started! Thanks for coming along for the ride.
Outer Rim Marches, #0.1
In January, I started a westmarches campaign for Mothership RPG. This is the first post in a series of play reports and mini-reviews I intend to share of the campaign-in-progress.
Let's call this post "Zero Session #1," in a series of Zero Session posts, where I'll get into the how/why of organizing and running this campaign.
Why? Well, I own a ton of Mothership modules. I've been playing and writing for Mothership RPG for over two years, yet most of my sessions became playtests and that "work-only" connection to the game was burning me out.
So, I decided to build a sandbox campaign around the physical MoSh games I have in hand, and to find folk to play at an open table.
For now, ok, sure, it's more of an open table sandbox for interconnected one-shots than a "true" westmarches game, especially since the game has only one GM (me, but I'm hoping to open that up soon). But Outer Rim Marches sounds cool, eh?
Initial Forward Operating Base (F.O.B.)
The PCs arrived at Sater's Redemption. They work for The Company, who hired them to represent their new presence amid a mess of other factions, and leases a ship, The Orpheus, to the Crew.
(We decided the official corporation name of The Company that owns their ship will be revealed in play. That hasn't happened yet, eight sessions later. I love hanging this important piece of worldbuilding in the balance for when it can have a bigger narrative impact. Not knowing wtf is going to happen is one of my favorite parts of running ttrpgs.)
The Crew's job: explore the Outer Rim to establish footholds in new trading hubs (F.O.B.s), discover novel exploitable resources (artifacts), capture profitable exobiological lifeforms, and spread the influence of The Company.
The above graphic might be familiar to folk who follow my substack, the 5 Million Worlds Rokaner Report. Each month, I release a free sci-fi adventure setting, and this station was the featured world in the April edition. A taste of things to come.
Game Organization
When I set out to recruit players, the first important bit was setting a firm, regular playtime. When people reached out, I sent them the Consent in Gaming fillable PDF to get an idea of collective Lines/Veils. Once I got that back, I sent a google survey to gauge interest in modules and game commitment to split folks into ping-able groups.
The playtime is working out well. We had one three week break, I was out sick one time, and only once did we have not have enough folk to play. Ten sessions out of a possible fifteen since January!
I kinda fucked up the module-interest part of the survey though. I listed module names, and without content tags this was pretty useless for the players (outside the BIG names, like Hull Breach). I intend to redo this survey soon, and I'll share a copy here when I do!
The player commitment bit was super helpful, at least. Since I run games on Discord, I split players into three groups: the Command crew who vote on which job to take, the mainline players are the Crew I ping each week to advertise the game (I make an "Event" in Discord), and and a final Cryo group to call on when games don't fill up right away.
This has worked super well for me, even when I drop the ball on giving the players the Event ping in advance.
The Sector Map
I built this hexmap using Sectors Without Number, which is a sector generator for Stars Without Number. I opted for this against the recommendations of Mothership's Warden's Operation Manual because in a westmarches campaign, from what I've understood, the world is meant to be established once the game begins. I think this is especially important should other GMs and player groups begin playing in this world.
To be blunt, I found using this is kind of annoying. There's a lot of irrelevant SWN info to delete, TONS of systems to hide individually, and it's pretty intensive to integrate module info into the systems.
In short, listen to Sean McCoy's advice in the Warden's Operation Manual if you're starting your own Mothership game and don't fucking do this, haha.
And to be honest, I'm not sold on this even being useful as a sandbox tool intended to be shared with other GMs, even. The verdict is still out. To be continued in another Zero Session post down the line.
ANYWAY! This map looks empty, but that's because it's the player-facing starcharts the Company gave them. PCs need to buy hyperspace route maps at various hubs to explore beyond these bounds. So the star and hyperlane layers hold loads of hidden info.
Feel free to poke around the current state of the sector.
And I do like the shift from a web to hexmap. Little swirls of points get me all crossed up. The Jump-drive distances in Mothership are amenable to using hexes, and tracking distance (i.e. time passed) is straightforward.
ORM Campaign Sneak Peek
Mothership space travel takes a long-ass time, in case you didn't know. To date, we've played nine adventures over ten sessions, and over two years have passed in the campaign world.
The players skipped over a lot of systems to go to Hardlight, which they've recently learned is on the edge of the Public Sector (from Hull Breach). Gonna be some interesting sessions coming up.
The next Outer Rim Marches post will be the official ORM#1, in which the players board the lauded Year of the Rat.
A short video about my solo tarot TTRPG, Death of the Author!
Play as a character fighting for narrative control of their own story, against the wishes of their author.
Tacticians of Ahm - Monthly Update #2!
Full spread art by @helenacore depicting Early Graduation's opening field exercises!
Greetings Tacticians!
Tactician of Ahm's Monthly Update #2 is finally here! With it comes the early access version of the setting book, The Ahmian Almanac, which features its first sample region of Ahm, showcasing the style and structure of setting book I am hoping to create with the Almanac. The book will feature lore and locations, of course, but it will also feature more in-depth maps, new NPCs, unique equipment, a complete new Class, and more! I want to create a book that it as much a sourcebook chock full of new things for GMs to bring to the table as it is information about the world of Ahm and inspiration for adventures.
Thanks you so much for the continued support of and engagement with the game! I used more of the raised funds to commission more art from Helena Santana including a new, full-spread art piece for Early Graduation (at the top of the post) and a piece of Dekkin Von Lopesbane character art (also for Early Graduation). Plus, I've worked with Jean Verne on a second preview spread (see above) of our planned look and feel for the game's final layout, this time utilizing some of Helena's awesome art from Monthly Update #1!
Because of my delay of this update (it was originally slated for last month) and the update overall being smaller than I originally was hoping, I am delaying this month's price hike on the game so if you enjoy Tacticians of Ahm now is still a great time to get on board! Tell your friends to do the same! Next update, the price will rise by $5 USD and that will continue apace (barring unforeseen delays like the one I suffered this last month, of course).
Lastly, I recently ran the opening two hours of Early Graduation over on The Weekly Scroll. Check it out if you'd like to see the game in action and see how I run it as the GM!
Play-By-Blog #21: The Isle by Luke Gearing
Welcome to my ongoing play-by-blog of The Isle by Luke Gearing! We are playing this adventure with its original system, The Vanilla Game (adjusted somewhat to fit the format). You can check out the Play-By-Blog Repository to get all caught up if you wish.
How Play-By-Blog works:
I write up the situation, NPCs, and more, just like a DM.
You vote in the poll to help decide the character's course of action.
I roll the dice, resolve actions, and write them up next week.
So on and so forth for the rest of the adventure!
Notation:
[Text in brackets is out-of-character/GM text!] "Non-italicized quotes denote text from the original adventure!" "Italicized quotations denotes NPC dialogue."
Our character: Medon Girou - Magic Cutpurse
Our maps: The Isle, Floor 2, Floor 3
[You can use the links above to find Medon's Character Sheet and map of the Isle and the so far uncovered portions below the surface. On the Dungeon map, you are currently in Floor 3, Room 2.]
Now, back to the adventure!
You look to the strange door and the wheeled mechanism before it. You've seen enough dangers in this place to no longer fear a door alone. You grab the wheel and twist with all your might. [Strength Check (1d20): 11 - Success!]
The mechanism twists silently as the door slides open. In the low glow of your amulet, you can see the opening beyond the door stretch off into a sizeable chamber, some of which falls beyond the reach of your light.
Before you [in Floor 3, Room 3] stand sixteen Legionaries, strange undead in banded armour, bull-horned helms, porcelain wolf masks and a heavy gold medallion imprinted with a man's face in profile. At their sides, they hold short swords and large, rectangular shields. They are immobile, statuesque in their too still stance.
Play-By-Blog #20: The Isle by Luke Gearing
Welcome to my ongoing play-by-blog of The Isle by Luke Gearing! We are playing this adventure with its original system, The Vanilla Game (adjusted somewhat to fit the format). You can check out the Play-By-Blog Repository to get all caught up if you wish.
How Play-By-Blog works:
I write up the situation, NPCs, and more, just like a DM.
You vote in the poll to help decide the character's course of action.
I roll the dice, resolve actions, and write them up next week.
So on and so forth for the rest of the adventure!
Notation:
[Text in brackets is out-of-character/GM text!] "Non-italicized quotes denote text from the original adventure!" "Italicized quotations denotes NPC dialogue."
Our character: Medon Girou - Magic Cutpurse
Our maps: The Isle, Floor 2, Floor 3
[You can use the links above to find Medon's Character Sheet and map of the Isle and the so far uncovered portions below the surface. On the Dungeon map, you are currently in Floor 2, in Room 15.]
Now, back to the adventure!
[Due to the closeness (when backing out my own vote) and the smartness of both of this entry's highest ranking options, I'm ruling that we'll do both!] The adrenaline leaves your system for the first time in what feels like hours. Navigating these dark chambers, hiding from skeletal patrols, and now having slain a pack of pale cave eels--it has all taken a toll on you. You are tired. You lean against the stone wall at the top of the ramp leading down into the floor below, set your pack at your side and rest, letting the eel bodies continue to bleed out.
You have heard their blood is poisonous and that's why they are so often cooked before eating, even in the wild, but you don't have any way to make a fire here and it's too far and potentially too dangerous to head back to Fionn's chamber tonight. You'll chance it on the eels.
DAWstruck
A Quick Look at Sci-Fi/Fantasy Publisher DAW and My Desire for Cheap Entertainment
If you've ever been to an American used bookstore, flea market, etc., you probably recognize the distinctively uniform yellow (or faded-to-brown) spines of the DAW books pictured above.
From Wikipedia: "DAW Books is an American science fiction and fantasy publisher, founded by Donald A. Wollheim, along with his wife, Elsie B. Wollheim, following his departure from Ace Books in 1971. The company claims to be 'the first publishing company ever devoted exclusively to science fiction and fantasy.'"
Wollheim was active in sci-fi publishing and fandom circles; he published the Ursula LeGuin's first two books at Ace, and as a youth, he was kicked out of the New York Science Fiction League club for getting a group of unpaid authors together to sue writer/publisher/organizer Hugo Gernsback after they weren't paid for published stories:
"It grieves us to announce that we have found the first disloyalty in our organization… These members we expelled on June 12th. Their names are Donald A. Wollheim, John B. Michel, and William S. Sykora—three active fans who just got themselves onto the wrong road."
I've worked in bookstores and libraries for decades, and my eyes always glossed over the shelves full of yellow spines. But I started to reconsider after listening to Sean at SFUltra talk about Electric Forest by Tanith Lee. (Once you're equally convinced, go back his Patreon, which is literally my favorite criticism on the internet.)
I started devouring Lee's work. In my opinion, she outstrips most of the "greats" of that era of sci-fi. Her prose is awesome, her plots are great fun, and she's prolific across science fiction and fantasy. Had I been sleeping on DAW Books? Were they all this good?!
They are not all that good.
DAW Books books run the gamut of sci-fi and fantasy, from alternate histories to barbarian tales to postmodern reactions to the post-war West. And taken as an overview of the sci-fi field at that time, they reflect the good (Tanith Lee) and the bad (libertarian cryto-fascism, coercive sex freaks, tired cliches).
So why am I writing about them? Because they represent a type of publisher that, as far as I know, doesn't really exist anymore. They published authors who'd never been published before, and they printed straight to paperback.
I have no idea if anyone was making a living being published by DAW, but I assume this was a foot in the door for lots of these authors. And the books were so cheap! The one I have on hand was $1.25 in 1976. Adjusted for inflation, that's $6.93.
And listen, I read difficult books. I read literary fiction and academic histories and complicated, confusing cross-genre works. But I also like to read trash! I think everyone deserves to read some trash. But I want that trash to be cheap and easily accessible.
And with modern publishers focusing on established authors and Next Big Things, it's hard to find trash! And when you do find it, it's often dressed up to look like a Next Big Thing and priced accordingly.
Please give me more cheap trash.
And god, look at those covers. Again, I don't know if any painters were making a living by selling work to DAW, but they were definitely putting in the work. You got classic Frazetta horniness, you got '70s psychedelia, you got "what if the Bible was weirder?" classicism.
I want to decorate my walls with these.
The nice part is that they're mostly shorter than 200 pages, and I've never spent more than $5 on one of these, and I can usually find them even cheaper. So next time you're at a library sale and you see a faded yellow DAW spine, take a closer look.
Just stay away from Gor.
(DAW is still in business today, as a subsidiary of Astra House Publishing. I would say they occupy the same spheres as Tor: popular, readable, and usually left-of-center science fiction and fantasy. Such as The Forever Sea, a sapphic ecological fantasy book about sailors on a sea of plants. They cost, unfortunately, more than $7.)
Awesome dive into 70s/80s pulp sf
Milk Bar: sci-fi OSR roleplaying in post-Communist Poland
Bełchatów exemplifies what the paypigs called Total Fucking Vertical Integration. They dug out coal from a hole in the ground 300m deep and 10km across, wheeled it 17km across a field, and burned it to produce 50TWh of energy a year. The city, this city, sprang up around it to keep those functions and those conveyor belts alive at any cost; total fucking vertical integration.
Eventually, the coal ran out. The Soviets found a more lucrative source of energy in the south and they would wheel it back here to justify keeping hundreds of thousands of people in the middle of nowhere. An explosion at the plant sent them reeling, leaving only you—the Communards—to pick up the pieces.
🧑🔬sci-fi OSR roleplaying in the vein of Cairn and Mothership 🇵🇱 set in an alternate timeline, post-Soviet Communist Poland 🏠 unique progression system tied to basebuilding 🥟 pierogi
Create your Communard, dive into abandoned Soviet research facilities, and upgrade your Milk Bar. For the people!
Coming soon! Follow the project on Kickstarter to get updates 👀