Rick Meints’ Forward to 𝘊𝘶𝘭𝘵 𝘊𝘰𝘮𝘱𝘦𝘯𝘥𝘪𝘶𝘮 (2002): “I find it amazing that virtually all of this material [basically what is contained in the 𝘎𝘭𝘰𝘳𝘢𝘯𝘵𝘩𝘢𝘯 𝘊𝘭𝘢𝘴𝘴𝘪𝘤𝘴] came out within the span of only three years.”
Showing posts with label inspirational. Show all posts
Showing posts with label inspirational. Show all posts

05 August 2024

RPG A Day 4−5

Day 4 − RPG With Great Art

For me, one of the outstanding features of the latest edition of RuneQuest, i.e., RuneQuest: Roleplaying in Glorantha, is its art, and in particular the illustrations by Andrey Fetisov, Katrin Dirim, Antonia Doncheva, Jakub Rebelka, Ossi Hiekkala, Michelle Lockamy...

I feel art in RPGs has always been a ‘filler’, with little if any relationship with the text it was supposed to, er, illustrate. Don’t get me wrong— I love the humorous vignettes in the original AD&D DMG, and I am a lifelong fan of the early Chaosium or Flying Buffalo artists like Luise Perenne and Liz Danforth, but I feel none of these Old School products featured art that enhanced the immersion in the game world like the latest RQ:G art does.

Day 5 − RPG With Great Writing

This might seem paradoxical, but although I really do not like 13th Age in Glorantha as a TTRPG engine, I immensely enjoy the book for its clear writing, many examples, and insightful side bars explaining why this or that choice has been made, including instances of where the two authors may have disagreed upon a given option. I wish all rule books were written like this one.

15 November 2018

“Delusions are lies that tell the truth”

I went to see Luca Guadagnino’s 2018 film Suspiria* and had my mind blown away. So rich, so intense, and it resonated with many of my own fantasies and fears.

First of all, this is not a horror flick. I repeat, this is not a horror flick. At the end of the show, when the lights came back, I noticed two young guys who looked disappointed, and I could hear them mutter that it hadn’t been what they had expected. Yeah sorry tossers, Hostel part XVII was showing in the other theatre.

Suspiria is actually more like cosmic horror à la Lovecraft. Sara’s character, for instance, is a lot like most protagonists in Lovecraft short stories: they deny the evidence of bad shit happening until it’s too late.

And, just like Lovecraft short stories were deeply ingrained in their time, Guadagnino has managed to perfectly fit Suspiria in the mood of 1970s Europe, at a time when the wounds of WWII hadn’t healed yet, and European youth was rebelling.

The above doesn’t mean that Suspiria is a Lovecraftian film though. It is not. Lovecraft did not understand (and probably feared) women and female sexuality. Suspiria’s cast is 100% female** and the plot revolves around [mild spoiler] the fact that a foremost, all-female dance institute in Berlin is actually a coven of witches; the pupils live at the school and there are innuendos about Sapphic love.

For me, Suspiria is a film that explores a part of our psyche and culture that is usually overlooked in our patriarchal society: the role and place of womanhood, of female sexuality, of the three visages of Woman: the virgin, the mother, the crone. And just like “kung-fu” movies celebrate the male body, Suspiria, with its breath-taking dance scenes, celebrates the female body.

So what’s in there for the RPG buff?

The obvious answer is, inspiration for a contemporary horror RPG***. This is so obvious that I won’t expand. Depending on the maturity of your players you may emphasise the female sexuality aspect, or the political one, neither, or both.

Gloranthan fans will find food for thought aplenty:
a) First, the whole film is a great illustration of why the Dance skill is actually super useful. And, based upon the already-classic “Olga scene”, you could even devise a whole magic system based upon dancing moves. Think of the implications for matriarchal societies… How cool is that?
b) There’s also quite a lot to be salvaged in terms of dreams, how they are suggested to one’s victim, how they influence reality, etc. Great stuff for a game set in Eastern Genertela.
c) And, last but not least, there’s also a profound reflection on illusions. “Delusions are lies that tell the truth” is a phrase the Doctor says. I can see implications on Eurmali hero quests.

If Suspiria is not a horror film, it certainly is a weird one, as in: weird as a genre. So if you like Lamentations of the Flame Princess, you will find tons of gameable ideas in this film. I reckon you could actually transpose the whole film to the same milieu as Better Than Any Man, as a sister or alternate adventure, the coven of witches being allies or nemeses of the ones in Jim Raggi’s adventure.


* Luca Guadagnino says his film is not a remake of the classic 1977 giallo, but a re-telling.
** Even the only male protagonist of the film, the Doctor, is played by a female actress with prosthetics, Tilda Swinton
*** Because horror RPGs are not the same “horror” as horror films.

10 October 2018

Art Snippet from New Glorantha

This was posted by Jeff on MeWe. I am weeping with tears of joy— this is so much how I envisage Gloranthan art.

a fresco from the Holy Country



06 February 2018

13th Age in Glorantha - Infinity Rune & Earth Priestess

Another incredibly inspiring piece from the upcoming 13th Age in Glorantha book. Can't wait for the book to be out... Even though I am not planning to use that particular rule set, I know I will extensively mine the book for ideas and inspiration.


15 June 2017

13th Age in Glorantha - Whoa Baboons

More art is 'leaking' to us backers. This piece is possibly one of the very best Gloranthan art pieces I've ever seen. I usually prefer black & white illustrations but this one just made me go "Whoa!!!!'.



The famed Monkey Ruins in Prax, a holy site for Baboons (who are a sentient species in Glorantha). Excerpt from the Guide to Glorantha:

These are the ruins of the City of the Monkey. When Oakfed fell to earth, he landed on the city, destroying most of the inhabitants. The ruins are the centre of the Praxian cult of Oakfed. Here any shaman can attempt to contact that great spirit with the proper sacrifices. No Oasis Folk live here, and the ruins are sacred to the intelligent baboons of Prax.

30 March 2017

[zine] Issue No.1 of Chromatic Soup is Out!

I am happy to announce that issue No.1 of the collective OSR dead-tree zine Chromatic Soup is available on lulu for a mere €4.88.

The zine started as a jocular idea on G+ by artist Cédric Plante (whose fantastic art graces the cover and the interior of the zine) and eventually developed into a 179-page zine that describes a fully-fledged weird and marshy setting known as ‘the Biting Marshes’.

The setting features a lot of crazy but extremely inspirational ideas in a ‘pointcrawl’ kind of presentation, with three beautiful maps. I would like to highlight the following:

Duke Arqueballast's scheming — This chapter alone could very well form the backbone of a complete sandbox campaign. Duke Arqueballast rules from a fortress barge towed by a hundred yoked crocodiles. If this is not OSR at its best, then I don't know what is.

Log-Jaws — The ecology of an Alien-like plant monster that can be tamed by the music of the Log-Jaws Pipers.

Stewpot Witches —This is probably my favourite. This chapter describes a cult of  witches who master a weird and very old form of magic native to the Biting Marshes. Each Stewport Witch has a familiar that looks like a walking iron pot with a huge face in the middle of the pot (like in the illo above). The witches may create magical meals within the iron pots. By the way this iron is called ‘bog iron’ and has peculiar properties.

Bobcatmen — A new race. They live in the northern part of the Biting Marshes as bandits of slavers. Their human thralls wear bobcat-like masks.

The Order of the Merchant-Knights — A quasi-religious order of merchants who ply their trade east of the Biting Marshes. They are actually quite similar to the cult of Issaries, but with a more military bent.

Last but not least, there is a ‘RuneQuest conversions’ appendix at the end of the zine to enable you to use all of the above with the RuneQuest Classic Edition rules.

Link to the free PDF version.

01 February 2017

13th Age in Glorantha - Draft Cover and Publication Schedule

The draft cover of the upcoming 13th Age in Glorantha book has been revealed and my is it a beauty.

click to enlarge


It is exceedingly evocative, and it confirms the heavy emphasis on the 'Let's go and fight Chaos' atmosphere at the centre of this new Gloranthan role-playing game, which is set much closer to the Hero Wars [1627] than the previous Gloranthan games (RuneQuest [1620-1625] or HeroQuest [1618-1623]), which emphasised the Lunar-Orlanthi rivalry. As the saying goes, you can't judge a book by its cover but in this particular case it is very tempting to do so :-)

The publication schedule, however, has slipped yet again. The books are still scheduled for a 2017 publication, but after GenCon.

10 November 2016

Revolution D100 Cover Revealed!


It’s been announced (to backers) that the Revolution D100 core manual is being sent to the printer. If you live in the UK, you may want to know that Revolution D100 will debut at Dragonmeet on 3/12/2016 at the booth labelled “RPG Meeting / Wild Boar”.

11 October 2016

13G Bison Rider

I love Rich Longmore's art. I usually prefer his black-and-white illustrations, but the following piece (that I received via the 13th Age in Glorantha kickstarter mailing list) is simply superb:




(it's the cover of the latest issue of 13th Age Monthly)

09 October 2014

Gagix, the Scorpion Queen of Jab

Why is 13th Age in Glorantha kewl?



Because Gagix:

Woman body: Gagix has the chest, head, and arms of a queenly woman. She has long black hair, yellow eyes, and wears a golden diadem with the Runes of Chaos, Beast, and Man given to her by the previous Lunar Governor-General of Dragon Pass. Her teeth are sharp and there is blood around her mouth.
She wears a vest or bodice (note: she is NOT busty - she is not truly mammalian). Her arms are covered in jewellery taken from her dead victims, and she has many necklaces draped around her neck. She is NOT tattooed. Around her waist (which connects to her scorpion body), she wears a loose girdle of human heads.

Scorpion body: Gagix has the abdomen, tail, stinger, and eight legs of a gigantic, bloated, black scorpion. She does not have pincers or Chelicerae. Her scorpion body is over 8m long.

10 February 2014

Dryad Treasure Chest

The following post has been inspired by a picture on the fantastic Chaudron Chromatique blog.

It is a well-known fact that Humans are incredibly greedy. Plant-Men are aware of this, and they take advantage of this cognisance to trap unwary human travellers to their forests and jungles.

The Dryad Treasure Chest is one such artifice. Mreli or Embyli (depending on the local flora) would persuade a pair of Dryads to grow together in an embrace around a treasure chest. This is quite a sacrifice for the two Dryads because they are then linked to the treasure chest instead of being linked to a whole grove of trees. Only a single tree from the grove remains with them and grows on top of the treasure chest.

Each treasure chest has been individually crafted and filled in by the Plant-Men, so it is difficult to generalise as to its contents. Plant-Men would usually fill it with precious treasures such as gems or magical items that carry a slight, nearly undetectable dwimmer-craft that gives off its negative effects weeks or even months after having been displaced. The idea is to affect the largest possible number of Humans.

The treasure chest itself is quite difficult to get hold of, so as not to arouse the suspicion of the greedy adventurers. The Dryads' eyes have the usual glamour-like effects, and their arms are very strongly curled round the treasure chest. The fruit hanging from the branches is brightly-coloured so as to entice the unwary into tasting it, to ill effects.

art by Cédric


Tunnels & Trolls version

Dryad Treasure Chest

(1) Each Dryad has eyes that cast a glamour-like effect onto anyone gazing directly into them. Technically, any delver looking at either Dryad must make a L5SR on WIZ or any Talent along the lines of "Resist Charm" or "Immune to Plant Magic". If the saving roll is missed, the victim remains in a lovestruck state for 1D4+1 hours; during this time, the victim wants to protect the Dryads and the chest, and will violently oppose anybody harming or otherwise messing around with the Dryads, the chest or the fruit.

(2) The Dryads won't otherwise act, but they have a combined STR of 50 around the treasure chest. This combined STR must be overcome to take the chest away. The chest weighs (1D6+4)×20 pounds.

(3) Should the delvers try to hack down the Dryads rather than overcome the STR of their arms, consider that the combined Dryads have a MR of 450.

(4) The fruit (of which there are always several available on the branches) looks alluringly delicious. Any delver looking upon the branches must make a L4SR on INT or any applicable Talent. If the saving roll is missed, the victim will rush to the tree to eat some fruit.

Roll 2D6 for the effects:
     02 | Victim is immediately turned into a Slorifing and runs away. He or she is an NPC now. The player may roll up a new character.
     03 | Victim is immediately turned into the appropriate form of Plant-Man (Mreli or Embyli)
     04 | Victim will worship Aldrya (if male)/Uleria (if female) from now on. Victim loses any magic associated with his or her former cult.
     05 | Victim becomes of the appropriate colour (brown or yellow); no other ill effect, but victim will have a hard time in less tolerant areas ("burn the monster!")
     06 | Victim becomes a plant-human hybrid. Roll 1D6 to find out which part of the body becomes vegetable: 1- head, 2- arms, 3- chest, 4- abdomen, 5- groin, 6- legs. The vegetable body part now contains sap instead of blood; it cannot be healed by human healing magic, only by Aldryami healing magic from now on. If the groin is affected, the victim can only produce children with a Dryad from now on.
     07 | Victim will forever defend vs plant magic with a penalty of 1 level, e.g., if the GM calls for a L2SR, the victim will have to make a L3SR.
     08 | Victim becomes vegetarian.
     09 | Victim becomes vegetarian and develops a hatred for non-vegetarians.
     10 | Victim becomes a frugivore.
     11 | Victim is slowly transformed into the appropriate form of Plant-Man (Mreli or Embyli), over a process that lasts 1D12 months.
     12 | Victim is slowly transformed into a Slorifing, over a process that lasts 1D12 months. Once the transformation is complete, the victim runs away. He or she is an NPC now. The player may roll up a new character.

(5) The treasure itself. The GM must decide what the treasure contains. 1 magical item + a stash of coins are suggested. The coins are important because they are possibly going to be spread amongst hundreds if not thousands of humans over time.

1D4 months after the treasure has been retrieved, the ill effects kick in. Anyone in contact with any part of the treasure, even a single coin, must make a L1SR on LK and a L2SR on CON. If the LK saving roll is missed, apply the effects of a random 1st level spell. If the CON saving roll is missed, the victim loses 1 permanent point of CON through spore contamination.

23 December 2013

Inspirational Pictures of Pamaltela

The north side of the Tarmo Mountains during the Storm season:

The south side of the Tarmo Mountains where they slowly roll down as hills towards Jolar:


Exile Island, off the coast of Umathela:




19 December 2013

Castle Waiting

I love the Castle Waiting comic book series by Linda Medley. Drawn in a simple yet precise B&W style, it tells the stories of various characters set in a world reminiscent of Europe's fairy tales. Contrary to Fables, which focuses on the most famous characters of the fairy tales (Snow White, Cinderella, etc.), Castle Waiting focuses on the characters who live in the background of the main protagonists.

The landscape, architecture, and costumes depicted in Castle Waiting suggest a fantasy version of north-western Europe between the 15th and the 17th centuries. Supernatural creatures from both the Christian and Nordic mythologies abound, more so in less inhabited areas; cities, however, do have their share of anthropomorphic animals. In addition to these, there also are Slavic beings, which is cool because I am quite fond of Slavic mythology. On the other hand, I haven't really been able to connect the anthropomorphic animals with any particular tale or legend.

The eponymous Castle Waiting is Sleeping Beauty's former castle — after she's abandoned it to live with the handsome prince. Part of her retinue still lives in it, and it has attracted all manners of misfits from round the world, most notably Simple Simon and his mother, two beastmen (a stork-man and a horse-man), a bearded nun, a single mother with a leshyi child, Iron Henry, a plague doctor, and several smaller fairies/goblins. There's also a community of Hammerlings (dwarves) living in the vicinity of the castle, and gipsy-like travellers.

In my Second Age Glorantha [which varies a lot], Castle Waiting is set on a small promontory overlooking the Dashomo Sea, north of [Third Age] Fengwal. This corresponds to the top left part of map No.68 of the Argan Argar Atlas. It is a former fortified mansion owned by a kind of Malki trader prince, and which now functions as a refuge for those who have lost all due to the upheavals affecting Umathela:
 - Sentient animal-human hybrids who have escaped the cellars of the mad GodLearners
 - former GodLearners who were not really involved in this madness
 - Malki nuns
 - visiting vegetarian dwarves from the Mari Mountains
 - unemployed delvers

05 December 2013

Guide to Glorantha KS Update (cont'd)

OK, we knew the books would only be available in 2014. But Jeff promised that at least we'd receive the PDF of the Guide to Glorantha in December 2013. I had my doubts, and they have been confirmed; the latest update says the Guide will be split in two PDFs. One that we'll get at the end of the month, and another one that we'll receive in January. Well, I'm not surprised, and I'm not even angry because when you see art like this you are ready to condone pretty much anything. This is simply AMAZING.

Sog City

18 June 2013

Lioness Lamia

When it comes to inspirational art, Le Chaudron chromatique is definitely one of my favourite blogs. Cédric just keeps posting the most inspirational weird illustrations in an amazing black-and-white ligne claire style. I have already posted quite a few of his works (just click on the inspirational label on the left hand-side), which are usually inspired either by Slavic mythology or by weird fantasy à la Lamentations of the Flame Princess — and both of them are definitely cool with me!

click to enlarge


Today's picture is an awesome Lamia crawling out of her lioness body. Cédric presents various theories as to why Lamiæ should hide in a lioness body, and various consequences as to their ecology. They can all be adopted for a Second Age game.

04 June 2013

RuneQuest Ad

This is an October 1990 ad for the Spanish version of RuneQuest, published by Joc Internacional.



I really dig the drawing and the 'hand drawn' looks of the Runes.