Tuesday, June 29, 2021

Digital Vision Cards 1: Vladimir Kush



Ever since the Everway RPG was published back in 1995, its fans have been supplementing the official Vision Card pictures with images found online. In that spirit (and because the recent Kickstarter has returned Everway to attention), I'm starting a series here on the blog to highlight artists whose work is both inspirational and suited to the assumptions about fantasy that Everway makes.

The first artist I'm featuring is self-described "Metaphorical Realist" Vladimir Kush. His work stems from the Surrealist tradition, but the line between the fantastic and the surreal has always been a thin one. Images like the one at the head of this post ("In Full Sails," my favorite of his oil paintings) make for perfect digital Vision Cards, and I recommend them to Everway players and GMs.


A similar painting ("Departure of the Winged Ship") suggests a realm in which all oceangoing vessels are powered by the wings of giant insects.


"Heavenly Fruits," on the other hand, conjures up the idea of a realm where trees are essentially floating arboreal "clouds," capable of being harvested by hand when the wind is quiet.


Finally, Kush's notes for a painting like "Dragon Defence" can be straight-up borrowed for an Everway game: what if a realm-spanning defensive wall is actually a slowly moving earth dragon?

Monday, February 1, 2021

Everway Silver Anniversary Edition Funded in 4 Hours


The Everway RPG has finally managed to draw the Spring card (upright meaning: "new growth") from the Fortune Deck: the Kickstarter for the Silver Anniversary Edition reached its funding goal in just under four hours. (I went in at the $120 level, picking up hardcopies and PDFs of both the players' and gamemasters' books.) Stretch goals have not yet been announced, but they have been strongly hinted at. If you're thinking about backing the Kickstarter but haven't decided yet, check out the free Gateway Book preview: it's an epitome of the two books and, at 62 pages, is rather thorough for a sample.

Everway Silver Anniversary Edition Kickstarter Live


I'm excited to report that the Kickstarter for the Silver Anniversary Edition of the Everway roleplaying game has just gone live. (Incidentally, so has this blog: surviving 2020 took a lot out of me, and blogging about RPGs wasn't part of the survival plan.) The new edition looks like a great improvement to an already lovely game, providing much more scaffolding for players and GMs to interact with the Thousand Worlds: for example, there are now guidelines for how to create the Boons that Everway Heroes receive as rewards, and the city of Everway has been given a setting overhaul, placing it into a regional context on its home Sphere (and thus making it more than just a waystop). The game's publishers (The Everway Company) have put together a more detailed guide to the revision, complete with some very enticing images of pages and rules material. Once I get a chance to look over the new books myself, I hope to publish more Everway-related material here.

Wednesday, October 9, 2019

Killing Magic Items


Last night, I was prepping for an upcoming class on Eirik the Red's Saga, and I suddenly realized I had material for a blog post that was more than just a link to gaming-related media. I was taking notes on the scene in the fourth chapter of the saga where Christian girl Gudrid Thorbjornsdottir gets roped into singing the "Weird-songs" (Varðlokur) for Thorbjorg, a pagan völva or "prophetess." The narrator is careful to describe Thorbjorg's gear, both her bag of "talismans" and her "staff ... with a knob thereon ... ornamented with brass, and inlaid with gems."

While looking for images of a völva's staff to show students, I came across the image reproduced above. It's a Norwegian grave good originally identified by British Museum curators as a spit or measuring rod—and since reclassified as a divination-staff. (Once you see some other examples of völva staves, this artifact obviously belongs to the same group of objects.)

The cool thing about the staff (and here's the payoff for GMs) is the curve in its one end: the curators believe that it was done in a smithy for the purpose of "ritually killing" the staff before burying it with its owner. With the staff bent, the dead völva could not use it against the living if she returned as a draugr. I'm not great with mechanics, so I can't come up with a "magic-item slaying ritual" off the top of my head—but I can immediately see the in-character possibilities for such slain items. At the very least, it's a nice bit of dungeon dressing: there's a wand in this sarcophagus, but it has been deliberately broken by whoever stuck the lich in there. It could be something more, though: how would the player characters go about "resurrecting" a dead magic artifact? Could that even be the focus of an entire campaign?

Monday, September 30, 2019

D&D & D&D Rules Lawyers


It's been a crazy busy September in the world of academic administration and university teaching, so this "advertisement" is a welcome laugh.

Wednesday, September 4, 2019

Eye of the Beholder Documentary


I just finished watching Eye of the Beholder, a new documentary about the history of D&D art. (It apparently premiered at GenCon 2018, but I completely blanked on its existence before now.) The film is wonderful to watch, not only for all the amazing art on display but also to see and hear the actual artists talking about their experiences working for TSR. The film is very ecumenical, celebrating art from all editions and eras of the game—a generosity of spirit I greatly appreciated. Definitely recommended.

P. S. Larry Elmore's Patronus has to—HAS TO—be Tommy Lee Jones.

P. P. S. I'm really thrilled to see one of my favorite pieces by Tramp make an appearance in the documentary:


Sunday, September 1, 2019

Secrets of Blackmoor Documentary


I ended the month of August by streaming Secrets of Blackmoor, the 2019 documentary by Chris Graves and Griffin Mon Morgan III about Dave Arneson, the Twin Cities gaming scene, and the prehistory of roleplaying games. It was a pleasure to see and hear the people behind so many of the stories I've read—and I would love to have Dave Wesely as my game master. At the same time (and this may be a result of my turning 50 back on August 20th), I found watching the documentary a very bittersweet experience: two members of the Blackmoor group—Duane Jenkins and Pete Gaylord, respectively the first vampire and the first magic-user in RPGs—have passed away since being interviewed for the film. It's a mitzvah that Graves and Morgan got these men and women on film to talk about how they created the hobby we all love, and I definitely recommend watching Secrets when you get a chance.

P. S. Gary Gygax certainly gets a bit of stick toward the start of the documentary, but that quickly gives way to a celebration of Arneson and his friends.

Friday, August 23, 2019

[OSE] Advanced Fantasy PDFs Released


Today Necrotic Gnome released PDFs of the first Advanced Fantasy books in its Old School Essentials line: Advanced Fantasy Genre Rules and Advanced Fantasy Druid and Illusionist Spells. These books effectively B/X-ize material from the AD&D Player's Handbook and Unearthed Arcana volumes(I don't really have to say "advanced version of the original fantasy roleplaying game," do I?) In the case of Advanced Fantasy Genre Rules, that means new human classes (acrobat, assassin, barbarian, bard, druid, illusionist, knight, paladin, ranger), new demi-human classes (drow, duergar, gnome, half-elf, half-orc, svirfneblin), poison rules, and other rules new to B/X games (e.g., separating race from class, multi-classing, weapon specialization, etc.).


Advanced Fantasy Druid and Illusionist Spells is, well, it's a collection of spells for the Advanced Fantasy Genre Rules druids and illusionists to cast. But Necrotic Gnome has done a wonderful job of adapting the spells, and there's some particularly wonderful artwork to go along with the B/X translations of the AD&D spell entries.

Tuesday, August 20, 2019

50 Barbaric Birthdays


Fifty years ago today, I uttered my first barbaric yawp. Looking forward to another five decades of telling Crom to go to hell!

Saturday, August 17, 2019

A Difference between Gnomes and Dwarves


As someone who enjoys playing gnomes in D&D (and in fact assumed that the illustration on the title page of the first Player's Handbook depicted one), I always bristle when people complain that gnomes are lesser copies of dwarves. I recognize that the game hasn't always been good about leveraging what makes gnomes interesting as foils to dwarves, and I also agree with those who argue that halflings and gnomes in a campaign is one smaller-than-dwarf species too many. But a game that uses just gnomes can easily highlight the different niches gnomes and dwarves occupy.

Rather than talk about, say, tricksy gnomes and dour dwarves, I'd like to focus on the spaces the two species occupy. Over on the RPG Pub forum, Edgewise noted that "dwarves dig in rock and gnomes dig through soil," and I think that's a distinction with serious implications.

Gnomes live near the surface, burrowing in dirt. Their tunnels dodge tree roots and criss-cross with those of foxes and badgers. Gnome life is about interaction with living creatures, plants and animals and fungi. You delve around the trees instead of chopping them down to fuel the forges. It's difficult for a gnome to understand why dwarves want to surround themselves with dead stone.

The dwarves think that the gnomes are literally and figuratively shallow.