Showing posts with label the sea. Show all posts
Showing posts with label the sea. Show all posts

Wednesday, 13 August 2014

From the Osteolix to the Inner Clumps

Underworld Lore #4 is coming this week, which means the Arcane Dwellings table needed to be done faster than expected, so I did the last nine myself, to be sure there are 30 ready to go.

If you want to add any, like Red Orc did with the Threshold of Eternity on Monday, go right ahead, and Greg can push that many of mine off the list.

Friday, 25 October 2013

Cthulhu waits dreaming... of Cthulhette?

Go read this. It's light on detail for a science bit, but oddly Cthulhic. There's more on midshipmen here - look at the relationships to our physiology.

A few passages for the essence of the thing:

A mysterious hum has been keeping people in Hampshire awake all night ...
...
Male Midshipman fish let out a deep, resonating drone which attracts females and acts as a challenge to other males. ... once they get going can keep up the distracting hum all night. 
... the noise created by the Midshipman is of such a low frequency and long wavelength that it can carry through the ground, walls ...
...
... "I thought I was going mad at first. ..."

The question then: what else might be disturbing our sleep we don't yet know about..?
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Wednesday, 26 December 2012

Wired-up Fighting Fantasy Necromunda in Itra's City

Of all the games you've known or loved, what fine fusions would you make if you could?

I wouldn't mind exploring the early version of Necromunda from GW's Confrontation, but in the form of a networked Fighting Fantasy gamebook that's still a paperback, borrowed from a local library - with dust, stains and the pencil marks of past players - using the resolution system from the Norwegian RPG Itras By, and all on a rainy British afternoon.

Here's some of the rich setting material, although Itras By would encourage reworking it.

Hive clusters are connected together by roads across the [ash] wastes and transportation tubes supported on pylons and suspended from cables. ... the landscape resembles a petrified forest entangled in the web of some enormous spider. ...
...
... The ash occurs in many different, often vivid hues such as sulphur yellow, citric green, cobalt blue, pink, mauve, as well as various shades of grey, and it varies in texture from fine dust to crystalline clinker. The creatures and nomads that live there are equally colourful ...
... A moderate ash storm will strip an unprotected man to the bone in seconds, and then reduce his bones to a handful of dust. ... Imperial scholars who have studied dust ecologies believe that there may be currents and tides within the ash surface.
...
In hotter weather, when Necromunda’s sun breaks through the planet’s cloud cover, noxious vapors rise up and form poisonous mists and fogs. Mists are invariably followed by toxic rain storms, laden with particles of deadly ash dust and other contaminants.
White Dwarf No. 130 (October 1990)

The aspects are all there, in the intricate lived-in tone and weirdness. I'm actually looking for a gaming equivalent to this video, a soulful blend of individually outstanding material...



The major sources used, or a close and relevant match otherwise, are this ("Silent All These Years"), this ("Down by the Water"), this ("Cover Me") and this ("Dissolved Girl").

If you're wondering how the metaphor shifted, it probably passed at least partly through the prism of Tadeusz Różewicz's "Draft for a Modern Love Poem", especially the lines:
...
a spring-clear
transparent description
of water
is a description of thirst
ashes
desert
it produces a mirage
clouds and trees move into
the mirror

Lack hunger
absence
of flesh
is a description of love
is a modern love poem

Gaming can also be seen as a kind of ensemble musicmaking, even lovemaking, with a good metre, a few riffs and plenty of flights of fancy, all kept developing with gentle cues.
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Friday, 14 December 2012

Towards a new model army?

Many of us feel that certain areas of wargaming can be pricey, some areas increasingly and unreasonably so. A handful of posts from the past few days suggest ways forward.


Interestingly, BoLS this week posted some homebrew, which I think is the first time in a good while. It's a full mission, like those Creative Twilight produce, possibly a step into a new golden age, and Loken reminded us of the first and its magical Lords of Battle pdf.

Tuesday, 23 October 2012

Where does a Maelstrom go?

Hereticwerks recently looked at the Maelstrom in gaming, with ideas for treating it as a monster or hazard to navigation, a basis for a terrain piece.

They also suggested it could be a gateway, maybe to a strange sea, or even a Weak Point between the worlds, possibly one of the more final Ends.

I'll definitely add this take on it to the Ends list, but it would be good to explore the idea and get some options, maybe a table to roll on for each descent.

That could be used in roleplaying for an encounter, or in weird wargaming for a campaign event, maybe as a way to move a long-term game to a new setting or transform it. In fiction overall it could be a good source of inspiration.

As an example destination, the original post gives the fluidic space of Voyager's species 8472, and I suggest it could be somewhere a flood washes up, like the Deadly Desert in Return to Oz, or that a traveller could become a water baby, as in the novel or 1978 film.

Like the portals list and the Ends itself, it's a good subject to crowdsource. If you have a suggestion, leave a comment. I'll expand the table and credit you with a link.


     The descent into the Maelstrom... (1d8)
  1. ... carries the traveller into fluidic space. (Hereticwerks)
  2. ... washes the traveller up in the Deadly Desert.
  3. ... transforms the traveller into a water baby.
  4. ... becomes a water chute pouring into a cavern holding a galleon, an Inferno.
  5. ... with a hideous pause on the very threshold of bearability gives way to a cataract of surging, turgid unseen green waters cascading with a mighty roar into the heart of a fog-bound estuary just on the very verge of visibility. Some place long abandoned. Deserted. But very much alive. (garrisonjames)
  6. ... wakes the traveller - who is afloat and wired up in a sensory deprivation tank.
  7. ... fades to calm as the traveller emerges from a long-overgrown spawning pool.
  8. ... builds to a convulsion, ejecting the traveller either into or from a bodily cavity.

There's more inspiration in the original post, and the first for the Ends could also help.

Update: Entries 4+ are being added now, as per this post

Update: All done - it's now one of the Ends.
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Monday, 31 October 2011

Things that go thump in the night

No pumpkins here. I thought I'd mark the day at the Expanse a different way, by looking at one of the scariest in living memory - Hallowe'en 1962. The world just scraped through the Cuban missile crisis on the 28th, but the missiles were still on Cuba for maybe three more weeks, possibly in Turkey for six more months and in Italy till some time in 1963.

The first and second vids are from the movie Thirteen Days. That mention of John Paul Jones in the second could be useful for gamers and writers looking for a plot. The guy reading a new language is the man in the third. He has a message for an autumn day:

"I wanna say - and this is very important - at the end we lucked out. It was luck ... ."

Those are expensive tricks. They don't make Hallowe'ens like that anymore, do they?






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Wednesday, 15 December 2010

A tall ship and a star (1)



In The Log from the Sea of Cortez, we are told of a visit to Macy's in New York during which a strange observation was made. In the boat department over the course of an hour every man and boy and many women knocked thrice on each hull. Was this an unconscious testing, an act in assuring survival as ingrained as the pattern in the wood?

Ships then. Hard to leave them behind. Even when imagining the far future. On a world 70.9% covered with liquid, sailing will naturally inform our view of travel across vast open spaces. Not least when the dominant cultures here on Earth are still English-, Spanish- and French-speaking ones, cultures built also from interactions crossing oceans.