Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts
Saturday, October 17, 2020
Monday, September 22, 2014
Darkest Dungeon Update
The squire and I kickstarted this video game, as it has a similar vibe to the original Diablo video game.
Here are a couple of examples of play, based on the current beta state of the game. Looks pretty intense!
Here are a couple of examples of play, based on the current beta state of the game. Looks pretty intense!
Friday, March 7, 2014
Darkest Dungeon CRPG: Cosmic Horror
A brief interlude before posting more Magic Realm play-by-plays...
Darkest Dungeon is currently on Kickstarter. I don't normally play computer role-playing games, but Darkest Dungeon reminds me of Diablo, one of my favorite computer games, so I just had to back this one.
Check it out!
Wednesday, January 9, 2013
Cooperative Co-Ed Games: Kingdom Death Monster
The Kickstarter crowdfunding platform isn't just for vanity reprints of old rpg games and derivative hacks of same. It also supports the development of innovative new games, like Kingdom Death Monster.
This crowdfunding effort finished up a day or two ago and raised over 2 million dollars. I participated in the Kingdom Death Monster kickstarter because it is a cooperative, co-ed fantasy role-playing game designed for up to six players. I'm always looking for co-ed games because my social circle is dominated by married couples, and any cooperative game I can find that allows equal participation by females and males facilitates game-night.
In the case of Kingdom Death Monster, the game includes three beginning female and three male characters. It is a cooperative game, without a dungeon master, and all of the game mechanics are governed by various sets of cards.
You begin the game with nothing but stone weapons, and as you explore and defeat monsters, you upgrade your group's equipment and initial settlement. And as you upgrade your equipment, you build new miniature figures to represent your character. I love this facet of the game, as you can customize your miniature figure to represent your character with the specific weapons and armor you possess at any particular point in the game.
I also love the cooperative nature of the game. Because there is no DM, you are cooperating with the other players, against the game mechanics. I have several friends who dislike competitive games, so owning cooperative games allows us to include them on game-nights.
Here's artwork for four of the starting characters in Kingdom Death Monster along with the miniature prototypes.
My only complaint about this and other Kickstarters is the long lead-times between the conclusion of the crowd-funding effort and release of the final product. This is not slated to release until November 2013.
Let's hope this one bucks the recent trend and actually ships on time.
Sunday, October 21, 2012
Motivation? Here's Your #$%&! Motivation!
"Now Commoriom, as all the world knows, was deserted many hundreds of years ago because of the prophecy of the White Sybil of Polarion, who foretold an undescribed and abominable doom for all mortal beings who should dare to tarry within its environs.
Some say that this doom was a pestilence that would have come from the northern waste by the paths of the jungle tribes. Others, that it was a form of madness. At any rate, no one, neither king nor priest nor merchant nor laborer nor thief, remained in Commoriom to abide its arrival, but all departed in a single migration to found at the distance of a day's journey the new capital, Uzuldaroum.
And strange tales are told, of horrors and terrors not to be faced or overcome by man, that haunt forevermore the shrines and mausoleums and palaces of Commoriom. And still it stands, a luster of marble, a magnificence of granite, all a-throng with spires and cupolas and obelisks that the mighty trees of the jungle have not yet overtowered, in a fertile inland valley of Hyperborea.
And men say that in its unbroken vaults there lies entire and undespoiled as of yore the rich treasure of olden monarchs; that the high-built tombs retain the gems and electrum that were buried with their mummies; that the fanes have still their golden altar-vessels and furnishings, the idols their precious stones in ear and mouth and nostril and navel."-- Clark Ashton Smith, The Tale of Satampra Zeiros
Tuesday, June 12, 2012
The Dwellers Under The Tombs
The final page of Jonas Kiles' journal:
"I wonder how Jacob Kiles discovered these subterranean ways? He did not construct them.They were carved out of dim caverns and solid rock by the hands of forgotten men -- how long ago I dare not venture a conjecture.
While hiding here, waiting for the time to be ripe, I have amused myself by exploring them. I have found they are far more extensive than I had suspected. The hills must be honeycombed with them, and they sink into the earth at an incredible depth, tier below tier, like the stories of a building, each tier connected with the one below by a single stairway.
Old Jacob Kiles must have used these tunnels, at least those of the upper tiers, for the storing of plunder and contraband. He built the entrance tomb to mask his real activities, and of course cut the secret entrance, a stone door hung on a pivot. He must have discovered the burrows by means of the hidden entrance at Smuggler's Point. The concealed door he constructed there was a mess of rotting splinters and rusting metal when I found it. As no one ever discovered it after him, it is not likely anyone will find the new door which I built with my own hands, to replace the old one.
I have wondered much as to the identity of the race which must have once inhabited these labyrinths. I have found no bones or skulls, though I have discovered, in the upper tiers, curiously hardened copper implements. On the next few tiers I have found stone implements, down to the tenth tier, where they disappeared.
Also, on the topmost tiers, I found portions of walls decorated with paintings, faded but evidencing great skill. The picture paintings on lower tiers were cruder than those of the tiers above, until the last paintings were but meaningless daubs, such as an ape might make with a paintbrush. One gets a fantastic impression of an imprisoned race, burrowing deeper and deeper into the black earth, century by century, and losing more of their human attributes as they sank to each new level.
The fifteenth tier is without rhyme or reason, the tunnels running aimlessly, without apparent plan -- so striking a contrast to the top-most tiers, a triumph of ancient architecture, that it is difficult to believe them to have been constructed by the same race. Many centuries must have elapsed during the building of the tiers, and the builders must have become greatly degraded.
But the fifteenth tier is not the end of these mysterious burrows. The doorway opening on the single stairway at the lowest tier was blocked by stones. Prompted by curiosity, I cleared away the debris, in spite of the tax it was on my strength, and opened a hole, this very day, although I did not have time to explore what lay beneath. Indeed I doubt I could do so, for my light showed me not the usual series of stone steps, but a steep smooth shaft leading down into the blackness.
Into what unthinkable pits it leads I do not care to even guess. For some reason, the realization that the fifteenth tier descent is not a stepped shaft gives me a strange creepy feeling, and led me to fantastic conjectures regarding the ultimate fate of the race that once inhabited these hills. I had supposed that the diggers, sinking lower and lower in the scale of life, had become extinct in the lower tiers, although I have found no remains to justify my theories.
Tonight I leave this infernal retreat forever. Nor will I be sorry, for the eternal darkness and silence are beginning to shake even my iron nerves. I am becoming imaginative: even as I write, I seem to hear stealthy sounds, as of things creeping up from below."
-- Robert E. Howard, "The Dwellers Under The Tombs"
Labels:
appendix n,
call of cthulhu,
endless stair,
horror,
megadungeons,
robert howard
Saturday, April 14, 2012
Carcosa and Isle of the Unknown
Two items I never expected to see on the shelves of The Sentry Box, my friendly local gaming store (and here's a video about The Sentry Box).
Labels:
bizarre games,
carcosa,
horror,
the sentry box,
weird rpg
Monday, April 9, 2012
Dungeon Module D2: Shrine of the Kuo-Toa
It's easy to find examples of "bad" Dungeons and Dragons artwork. One has only to look at the D-series of modules to find it. Of course, when I say bad, with quotations, I don't really mean bad. Primitive, yes. Amateurish? Fine. But it is also entirely appropriate, in keeping with the requirements for Dungeons and Dragons art, as separate from Fantasy Art.
Incidentally, some people, big fans of Elmore, Easley and Parkinson, uncritically consider fantasy art (particularly by those three artists) and DnD art to be the same thing. I will return to why they are not in a separate post.
Having reached the end of module D1, Descent into the Depths of the Earth, and avoided or defeated the troglodytes, bugbears, trolls, dark elves, and assorted other adversaries that dwell in a large subterranean cavern, the party pushes on towards the fabled city of the Drow. The party continues to encounter Drow patrols and merchant caravans, along with quintessential DnD monsters like the Rust Monster pictured above.
Several other new (for 1977) monsters appeared in Shrine of the Kuo-Toa. The above Umber Hulk makes his first appearance here in this DnD module.
Above we discover a trio of Ropers, one being put to the torch while another Roper pulls a hapless party-member to his doom. It's interesting to view these illustrations, and in so doing compare them to the artwork that will come in the mid-80's and beyond. It's typical of these early illustrations that the party's survival is often in doubt.
Other than some standard subterranean corridors, we are provided with very few encounter areas in D2. One such encounter area is a river crossing, populated by a single insane Kuo-Toa ferryman. It is possible that this will be the first of several encounters with this Lovecraftian adversary, prior to reaching the Shrine.
It should be obvious that the above artwork is by Trampier, even without his signature appearing upside down at the top of the illustration. It features Tramp's not-atypical conceit of framing the illustration from the persective of the monster, rather than that of the adventuring party. It catches the action at the precise moment of decision and danger, for the madness of the insane Kuo-Toa will be revealed in the manner in which the party reacts to his hail.
Another secondary encounter area features deep gnome miners, foes of the Kuo-Toa, whose reaction and sympathetic gestures towards the party may affect the success of their visit to the Shrine. The deep gnomes have been scouting the Shrine of the Kuo-Toa, and have had several military encounters with these fish-men. The deep gnomes are potentially powerful allies, if the party reacts to them in a fashion appropriate to their motivations.
Finally, we reach the Shrine of the Kuo-Toa. Like the central subterranean cavern adventure location in D1, there is no requirement that the Shrine be cleared of foes. In fact, you could, potentially, bypass this encounter location without participating in a single combat. That is because there is significant underworld traffic through this area, including the traffic of drow patrols and merchant caravans. Although the Drow and the Kuo-Toa hate each other, they have come to an uneasy accommodation, with rare breaches of that truce. Other underworld denizens travel to and past the Shrine, so it is not unusual to find over-worlders in the vicinity.
However, there are clues to be gathered at the Shrine, regarding the intentions of the dark elves, and opportunities for other intelligence-gathering and preparation for what lies beyond, not to mention ample treasure and combat for those who wish to partake in those activities. A smart party will take advantage of their friendship with the deep gnomes, or use subterfuge and cleverness to gain information and treasure here.
Thursday, December 29, 2011
Alien: Intruder And Xenophobe
Between the release of Chevski's Thousand Suns and Ridley Scott's Prometheus trailer, 2012 is shaping up to be the year of the science fiction old school renaissance.Ridley Scott is directing Prometheus, and directed the original Alien movie. H.R. Giger gave us the look of the Alien antagonist, the Xenomorph. The above Giger image inspired Alien's Xenomorph.
That antagonist later makes its appearance in all sorts of unauthorized spin-offs.The first of those two is the Xenomorph's appearance in a Task Force microgame from 1980, entitled Intruder.
Intruder was designed by Dennis Sustare, known for having designed the much beloved Bunnies and Burrows RPG and Dwarfstar's engaging, if somewhat arcane, Star Smuggler microgame.
Intruder is set in the near future, on the Deep Space Station Prometheus, orbiting the star Sigma Draconis.
An exploratory team brings back an alien life form, and is directed to keep the creature alive for study. When the creature escapes from the lab, this directive proves to be a deadly mistake.
If the premise sounds familiar, it may be because it is. That is the same premise that informs the first two Aliens movies.
The second unauthorized spin-off is a Bally Midway Arcade game from 1987, entitled Xenophobe. Xenophobe is obviously inspired by the Alien movie franchise, as the goal of the game is to rid various ships, bases and planets of alien infestations.
The game allows you to play one of nine different characters. Among them: Dr. Kwack, sporting a duck head; Mr. Brace, with a Quasimoto face; Col. Truth, the spock-eared; Mr. Fogg, crazy scientist hair and a Geordie visor; Dr. Udderbay and Col. Poupon, two female chaaracters; Mr. Eeez, with a green bug head; Mr. Zordiz, the James T. Kirk of the game; and Col. Shickn, with white hair and an eye-patch. The characters wear yellow, blue and red tunics, Some also wear black slacks, given the characters a look reminiscent of early Star Trek attire.
Labels:
aliens,
bizarre games,
horror,
microgames,
movies,
task force games,
tfg,
traveller
Tuesday, July 12, 2011
Salem's Lot: Horror Adventure Inspiration
As a young lad, I watched "I, Claudius", Salem's Lot, and Night Stalker and found them equally terrifying. My older siblings stayed up late to watch I, Claudius and Night Stalker, and I would often sneak out of bed to watch those TV shows with them, despite being far too young for the adult content.Several years later, the Salem's Lot mini-series was broadcast on television. Even though I was many years older, I found the final episode, featuring the grisly death of Dr. Norton, the vampire horde in the basement, and the reunion with Susan, quite frightening.
All three of the above shows would make good fodder for horror-themed adventures, but I consider Salem's Lot to be particularly inspirational, since i've always wanted to DM a long-running, all-cleric, vampire-hunter themed horror campaign.As far as role-playing adventures go, i'm not familiar with any really good horror adventures. That may simply be because my purchases have favoured traditional fantasy fare.
I'm tempted to buy Salem's Lot, and mine it for adventure ideas.
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