Actually a photoshopped jaguar... |
Tuesday, 2 May 2017
Some Thoughts on Displacer Beasts
Sunday, 2 April 2017
Some Thoughts on Blink Dogs
In Basic Edition, blink dogs were said to resemble dingos |
As always, let's begin by seeing what the primary source material has to say about the creatures, using an admittedly incomplete sampling of various editions:
Tuesday, 28 February 2017
Some Thoughts on Owlbears
No, I'm not very good with Photoshop... |
In our reality, though, they couldn't exist, since they mix and match mammalian and avian features in a way that doesn't happen in natural evolution. Even in the world of D&D they're usually said to be the creation of some long-dead wizard, rather than something natural - although it's worth noting that other hybrid creatures, such as griffons, aren't regarded in the same way. Still, it's at least interesting, for someone like me who writes a lot about real world animals, to consider how such a creature would work if, somehow, it really existed.
Monday, 16 January 2017
Some Thoughts on Dire Wolves
Yesterday, after watching some early episodes of season six of Game of Thrones, my thoughts turned to dire wolves. Clearly the dire wolves in that show are not the same as the animals of the same name portrayed in the classic RPG Dungeons & Dragons.
But this set me to wondering what the dire wolves of D&D would be like if they actually existed. It's an easier question to consider than what, say, a griffon might be like, since we do at least have real wolves to compare them to. A griffon, by contrast, may have radically different interpretations in different games, novels, or even real-world legends.
But even dire wolves, close though they are to real animals, vary noticeably between different interpretations. Those in GoT appear to be larger, slightly more intelligent versions of real wolves,which doesn't quite fit their depiction in D&D, despite the obviously similar source material. So what could we reasonably say about D&D-style dire wolves?
Let's begin by defining the animal we're talking about. I'll look at the versions in three different editions of the Monster Manual, not using other sources that may have expanded on them (of which there are doubtless many, official and otherwise).
But this set me to wondering what the dire wolves of D&D would be like if they actually existed. It's an easier question to consider than what, say, a griffon might be like, since we do at least have real wolves to compare them to. A griffon, by contrast, may have radically different interpretations in different games, novels, or even real-world legends.
But even dire wolves, close though they are to real animals, vary noticeably between different interpretations. Those in GoT appear to be larger, slightly more intelligent versions of real wolves,which doesn't quite fit their depiction in D&D, despite the obviously similar source material. So what could we reasonably say about D&D-style dire wolves?
Let's begin by defining the animal we're talking about. I'll look at the versions in three different editions of the Monster Manual, not using other sources that may have expanded on them (of which there are doubtless many, official and otherwise).
Saturday, 12 December 2015
TW 1890: Setup
Last weekend, we held the first session of my Torchwood 1890 game. Having discussed the broad concept and rule system last time, I think it's time to talk a little more about the setting itself.
The year, as indicated in the title, is 1890. According to the TV series, the Torchwood Institute was established on the 1st January 1880, a few months after the events of the Doctor Who episode Tooth and Claw. As of 1890, therefore, the organisation has been going for ten years, and is very much in its early days. It's around this time that Torchwood Two (in Glasgow) and Torchwood India (in what was then Bombay) are established, which gave me an excuse to say that most of the pre-existing members of the organisation had de-camped to these new locations. At the beginning of the campaign Torchwood London consists of just two agents and a handful of staff. Both agents were, of course, PCs, with the remainder being new recruits.
One of the first questions I had to answer therefore, is where exactly Torchwood's headquarters are. In the TV series, the London branch is based in One Canada Square... which, as of 1890, won't open for over a hundred years. Where were they before that? I'd say that one of London's many abandoned underground train stations is a likely bet, and fits well with the Hub from the TV series. But, in 1890, there are very few of those around, and, besides, it wasn't the mood I was looking for.
The year, as indicated in the title, is 1890. According to the TV series, the Torchwood Institute was established on the 1st January 1880, a few months after the events of the Doctor Who episode Tooth and Claw. As of 1890, therefore, the organisation has been going for ten years, and is very much in its early days. It's around this time that Torchwood Two (in Glasgow) and Torchwood India (in what was then Bombay) are established, which gave me an excuse to say that most of the pre-existing members of the organisation had de-camped to these new locations. At the beginning of the campaign Torchwood London consists of just two agents and a handful of staff. Both agents were, of course, PCs, with the remainder being new recruits.
One of the first questions I had to answer therefore, is where exactly Torchwood's headquarters are. In the TV series, the London branch is based in One Canada Square... which, as of 1890, won't open for over a hundred years. Where were they before that? I'd say that one of London's many abandoned underground train stations is a likely bet, and fits well with the Hub from the TV series. But, in 1890, there are very few of those around, and, besides, it wasn't the mood I was looking for.
Wednesday, 25 November 2015
Torchwood 1890
As anyone who has been reading the last two-and-a-bit years of posts on this blog knows, I've long considered the possibility of running a Doctor Who game. For various reasons, it's never happened, and it turns out that not all of my current group are particularly keen on the idea, either. But it turns out that I can get kind of close, and I will soon start GMing a game based on Torchwood. I have no idea whether I'll be able to post "actual play" summaries here on any sort of regular basis (although we only get to meet up about once a month, so it's not a ridiculous schedule, or anything). But I thought I'd at least outline some of the ideas behind the campaign here today.
The first issue with running a Torchwood game turned out to be the nature of the last two campaigns the group has run - with me as a player, rather than GM. Most recently, we've done Primeval, and before that, Supernatural. There is, let's be honest, a certain theme here, although it wasn't one that was particularly intentional (we'd done Call of Cthulhu and HeroQuest before that). The fact that they're all based on TV shows isn't really an issue, but I felt that the fact that they were all investigators running around the modern world might be if I made it three-in-a-row.
Doctor Who wouldn't have had this problem - alien planets, space stations, trips into history, it's all rather different. But Torchwood ran the risk of, in particular, being Primeval with aliens instead of dinosaurs. It's set in modern Britain, you're agents of at least some sort of vaguely official agency, and so on. Yes, we could have the characters be entirely unofficial remnants of the disbanded organisation, but that makes it more like Supernatural (only set in Britain), so it still didn't feel different enough to me.
The first issue with running a Torchwood game turned out to be the nature of the last two campaigns the group has run - with me as a player, rather than GM. Most recently, we've done Primeval, and before that, Supernatural. There is, let's be honest, a certain theme here, although it wasn't one that was particularly intentional (we'd done Call of Cthulhu and HeroQuest before that). The fact that they're all based on TV shows isn't really an issue, but I felt that the fact that they were all investigators running around the modern world might be if I made it three-in-a-row.
Doctor Who wouldn't have had this problem - alien planets, space stations, trips into history, it's all rather different. But Torchwood ran the risk of, in particular, being Primeval with aliens instead of dinosaurs. It's set in modern Britain, you're agents of at least some sort of vaguely official agency, and so on. Yes, we could have the characters be entirely unofficial remnants of the disbanded organisation, but that makes it more like Supernatural (only set in Britain), so it still didn't feel different enough to me.
Monday, 4 May 2015
DWAITAS: 9th Doctor Sourcebook
And, then, in 2005, the series came back.
But it had, of course, regenerated into a form notably changed from its former self. This was "Nu Who", and, fandom being what it is, there are still some who haven't got over that fact. Nonetheless, we are now in an era of the show more familiar to younger viewers, and, indeed, to many Americans. Having said which, while the series was an instant hit in the UK, it was another season or so before it really took off in the US, which means that the Ninth Doctor Sourcebook could well be less popular than the two volumes that will follow it.
Popularity aside, this book does have a couple of more immediate problems to cope with. The first, which has already been faced by volumes Six and Seven, is the small number of stories there are in this era. Indeed, there are only ten, less than that of any previous incarnation save the Eighth, and most of them are only about half the length of what had been the standard for much of the classic show. The second problem is the relatively tight story arc of the season, at least in terms of character development (rather than the superficially more obvious Bad Wolf thing). This makes it somewhat difficult to fit new stories into the era without it feeling more of a squeeze, something reflected in the content of this book.
But what do we have? Well, we start, as always, with an examination of the Doctor and his companions. Rose, and arguably Captain Jack, are the only real companions here, of course, and the book acknowledges that. However, Jackie and Mickey are included as important supporting characters, and there's a discussion later on in the book (in the Aliens of London entry) on how these sorts of characters can be used in campaigns - something that hadn't really been seen at all in the classic show, even during the UNIT era. Adam also gets a write-up, with the obvious caveat that he's exactly the sort of character you shouldn't be playing, just as his function in the series is to be the "failed companion" that helps to highlight the significance of the real ones.
But it had, of course, regenerated into a form notably changed from its former self. This was "Nu Who", and, fandom being what it is, there are still some who haven't got over that fact. Nonetheless, we are now in an era of the show more familiar to younger viewers, and, indeed, to many Americans. Having said which, while the series was an instant hit in the UK, it was another season or so before it really took off in the US, which means that the Ninth Doctor Sourcebook could well be less popular than the two volumes that will follow it.
Popularity aside, this book does have a couple of more immediate problems to cope with. The first, which has already been faced by volumes Six and Seven, is the small number of stories there are in this era. Indeed, there are only ten, less than that of any previous incarnation save the Eighth, and most of them are only about half the length of what had been the standard for much of the classic show. The second problem is the relatively tight story arc of the season, at least in terms of character development (rather than the superficially more obvious Bad Wolf thing). This makes it somewhat difficult to fit new stories into the era without it feeling more of a squeeze, something reflected in the content of this book.
But what do we have? Well, we start, as always, with an examination of the Doctor and his companions. Rose, and arguably Captain Jack, are the only real companions here, of course, and the book acknowledges that. However, Jackie and Mickey are included as important supporting characters, and there's a discussion later on in the book (in the Aliens of London entry) on how these sorts of characters can be used in campaigns - something that hadn't really been seen at all in the classic show, even during the UNIT era. Adam also gets a write-up, with the obvious caveat that he's exactly the sort of character you shouldn't be playing, just as his function in the series is to be the "failed companion" that helps to highlight the significance of the real ones.
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