Showing posts with label Ballyhoo. Show all posts
Showing posts with label Ballyhoo. Show all posts

04 May, 2021

by Andrew Domachowski
 I am currently putting the finishing touches on a cyberpunk novella. The protagonist was inspired by the painting to the right. In discussing the character in the story, my wife suggested I think about why it was important for her to be a black Hispanic woman. There is nothing in the plot of the novella which absolutely requires her to be black, or Hispanic, or even a woman, but I think it is this very fact that makes it important that she is.

A few years ago, on Martin Luther King Day, I wrote a short piece about an episode of the original series of Star Trek, The Ultimate Computer, episode 24 of season 2, from 1968. I think it goes a little way toward explaining what I mean by that, and I've reprinted it below.


I watched this episode again today. I watched it specifically because it was today. Mainly, this story is about limiting the extent of computer automation, and how taking risks to achieve things is a vital part of humanity. But beyond that, this episode has something perhaps less obvious to say.

At no point, during the entire episode, is any mention or reference made to the fact that Doctor Daystrom is a black man. He is the most brilliant computer scientist of his time, an unparalleled genius. He is also deeply troubled by his own legacy. He is eventually driven past his breaking point by the events of the story. But all these things are the triumphs and failures, the accolades and problems, of a scientific genius, not of 'a black man'. This character could have been played by any actor. He was played, wonderfully and passionately, by William Marshal. But the colour of his skin made no difference, in any way. He was a scientist. He was a person.

I give great credit to my parents, and to the other family surrounding me in my childhood, that I saw nothing out of the ordinary about this fact. To me, all people looked different. All individuals were unique, and yet all people were the same. We are all people. Differences in culture, language, appearance; all these were fascinating things to be learned about and appreciated. Only later, as I learned about history, and saw in the news the strange and unreasonable ways in which some people regarded such things as skin colour, did I realise how powerful the subtext of this episode was.

14 August, 2014

Character for Marvel '78

After reading the latest post on Rogues and Reavers about Marvel '78, I got all excited about coming up with an original character concept. The tone is late-century Eastern urban decay, so my head stirred up Welcome Back Kotter, Fritz the Cat, Barney Miller and Wolfen. This is what came out.

During the day, Fritz Epstein is a mild mannered pharmacist's assistant at a small drugstore in Brooklyn. When the doors are locked and the chores are done, he looks over his shoulder and makes sure the place is empty. He ranges up and down the shelves behind the counter in back, popping a pill cocktail that brings about his transformation into...
The Cat!
He's cool. He's smooth. He's covered with fur. The sunglasses he dons aren't just for the ladies. His cat-vision eyes need shade from the dirty lights of a hot New York City night. He doesn't just fight the criminals who take advantage of the people, like the Junkyard Dog. No, he also fights The Man. He's not just one color, baby - he's full-on calico!

20 April, 2012

A report to the Van Toads

To Lord Van Toad, Toad Hall, Hopland


I have arrived in the Dark Country, and have made contact with Rupert. We are forced to remain outside the small, brutish village known as Nightwick, but Rupert has been good enough to allow me a room in his own modest abode.


I believe clues to the nature of this White Lady can be found within the nearby ruined abbey, a former bolt-hole of the infamous Sword Brothers. Explorations there are proceeding, though it is slow going as I must rely on the assistance of whatever ruffians are currently about, and motivated by base greed to delve within the edifice.


A short aside: gnomish soldiery will not do. They talk a good game, but crumble under adversity.


The mausoleum entrance at the cliffs on the far side of the abbey may prove fruitful, but seems to be heavily defended by horrid Elk-men. I can only assume they are the result of the repulsive Elk cult, which is worshipped nigh-openly within the village. The large nave of the abbey is occupied with bloodthirsty goblins, and unsuccessful attempts at entry have discouraged the local toughs. This leaves the two standing towers. I have gone beneath the Northernmost of the two more than once now. Each time we have met with horrid monstrosities, but they have not been insurmountable. In addition, sufficient treasure was found to encourage Men to continue delving therein, I believe.


At the bottom of the North tower stairs, going west will lead past a small chapel and two alcoves along a corridor. These alcoves are dedicated to some saint of the Men, but now are debased by Chaos. Past these is a room still containing the vile moving skins of deadmen. They are definitely dangerous.


South of these tower stairs is a room with a small pool, which thankfully contained enough coinage to whet the greed of my companions. Beyond this there is apparently a lair of tiny rat men. East from this point, we heard a diabolical ceremony underway. I believe this is the direction in which my first answers about the Lady may lie.


I will report further at a time such that I am able to.
Yours in service, Frederick Bull, esq.

25 January, 2012

Jack in The Box

We join our jaunty jaunting jackdaw in his favourite establishment, The Blue Rabbit. 

“Feck off!”

Oh, ho! Yes, he’s in high spirits today, isn’t he? Now we see him bid adieu to this fine house, and exit out into his beloved Cornish countryside. Except, what’s this? It’s changed, and now Jack finds himself in the strange world of Outland. Looking about for a moment, Jack shrugs, unruffled. He consigns the drastically altered view to the trusty old aphorism, ‘If you don’t like the scenery in Britain, just wait ten minutes.’ 

And who do we have here? Why, it’s Scarecrow, a tengu who is perhaps as much bird as he is man. He gives Father Jack a warm welcome to this odd land, and is rewarded in kind. 

“Arse! Drink!”

After such pleasantries, our determined pair set off in a heretofore unexplored direction, accompanied by the Father’s trusty torchier, Garmir, and a newfound companion, Vince Vinton, a local vintner. Striking off to the northwest from the Outpost, it’s only a few miles until they find themselves struggling up and down rough dry hills. By this time, Jack has completely dismissed Scarecrow’s beaky countenance, believing him to be a big-nosed Norman. 

Less than an hour into the craggy hills, our travellers look down into a basin with seven shadowy holes in the hillsides. Discovery! All the holes but one show evidence of steady traffic in and out from some sort of V-footed individuals. Now joined by Doc Sampson, they descend the hill and enter the one trackless tunnel mouth. 

An eight foot round dirt hole burrows away into the hillside. With a call of “Girly! Light!” Garmir sets a torch aflame, and in they go. After several turns, a side tunnel rewards their view with several doors. One offers scratching sounds, and they press on. One door proves locked, and again they move along. A large round wooden door in the side of the tunnel, it’s knob oddly in the centre, opens to their efforts and they are rewarded with a small room. A heavy metal cabinet within is no match for Scarecrow’s masterful ministrations, and they look within. What’s this? Oddities of Outland greet them. One gives its wearer sight in the dark, while another proves ready to blast a smoking hole in the tunnel wall with a blast of flashing green. Extraordinary! 

Taking their newfound swag, they return to the locked door, Scarecrow brimming with newfound confidence in his considerable abilities. His confidence is well-placed, as the lock falls before his efforts. Waiting behind this round portal is a dark and musty dirt descent. Down go our travellers, fathom after fathom. 

Finally levelling out far below, their path takes them into an enormous cavern filled with tables, desks and stands. Every surface throughout the expansive room is covered with bubbling, smoking glassware. Beakers, tubes, flasks, all filled with liquids of a hundred scintillating colours. We see our good father has become quite animated. 

“Drink!!”

Trusty Garmir settles Father Jack with a few words, and our intrepid band begins carefully and quietly exploring this subterranean laboratory. 

As we will soon see, this is the exhaustive and prodigiously proportioned laboratory of a very unusual man. A man the likes of which none of our travellers have ever seen. His alien skin is jet black, yet he is indeed human. All his varied chemical apparatus is in fact one vast process. Scores and scores of intricately interconnected tubes and glass, flasks and beakers boiling away with a hundred rare reagents, all this vast experiment, all working toward one final precipitate. A tiny drop falls, only one in many minutes, into the final ultimate flask. It boils away in a flashing instant, the smoke dissipating in a colour never before seen by human eyes. Each drop thus leaves only a tiny speck of dust, and the flask, though by no means full, holds the product of untold hours! Here he is now! The exotic jet-skinned master of the laboratory emerges in his white coat! 

So then the party killed him.

And broke the flask. The precious precipitate disappeared all over the dirt.

Doc Sampson is heaving a flask of acid at the furious dagger-wielding onyx-toned scientist! What can happen? It melts his face off! He drops dead. 

Wandering into the ex-scientist’s bedroom, we see Jack discover a horde of glittering jewellery! He shrugs non-committedly. But what’s this hidden away in there? A pouch filled with strange white powder. Following his curiosity, Jack sniffs the pouch to see if it bears some unique aroma. 

Threee. Hours. Laterrrr… <- Jacques Cousteau accent

Here is Jack, but he’s not looking very jaunty. He is struggling back across the dry rolling grass, with Garmir’s help. The craggy dirt hills are far behind. What has happened? Sadly, our narrative depends on the memory of Father Jack, and he doesn’t remember a bloody thing. He is, however, carrying the decapitated head of a gigantic white flower. Looking about, he sees everyone has one. Ah well, such is the way of things in a traveller’s life, and our unflappable Jack dismisses these details with a wave of the hand, and turns his mind to matters ahead. 

“Drink!”

Unfortunately, the local libations prove too much for our far-ranging friar, and he falls afoul of jurisprudence. As well as several other kinds of prudence. He awakes in a barred cell, not long before his release is arranged. He is less than happy about the arrangement. 

“Gobshite!”

And now, his purse emptied of all coin to pay his fines, and many of his possessions confiscated to make up the remainder of his debt, he falls asleep in an alley of the outpost. He reaches for his trusty Neverending Rumflask. Knowing what the future holds, the faithful Garmir plugs his ears. 

“FECK!! ARSE!! FECK!! DRIIIIIINK!!!!”

It is gone.

Thanks to Jeremy for a great game! :)

22 April, 2011

E is for Erstwhile Ended Entry Effluvia

It's a good thing I had the presentiment to not sign up Explicitly for the daily post alphabet challenge. We've been in various stages of trying to get into a new Edifice for a little over two months now, and it's kept my output even more Economical than usual. But, it's finally at an End, and we Exchange money for keys later today! Excelsior!!

Although this Equivocally means that my Efficacy will actually further Erode for a while, it also means that after a week or so it will Escalate and Expand to a much greater, Even daily, proliferation.

Enyway..

In coming up with a couple more names for unplanned npcs in my Greyhawk game, I realised something enter.. er.. interesting. I like making non-player characters. It entertains me. My favourite part of making them, and generally the only thing I do to make them, is coming up with a name and personality.

I don't roll stats at all unless I absolutely have to. Even for a man-at-arms hired by the party, I eschew stats. He or she gets their attack roll based on their level, which is most likely zero-level-human, and that's pretty much it. In the incredibly rare instance that an ability check is needed, I assume it's an 11 unless I've already established there is something unusual about them. What about hit points? Well, level one fighting-men get a d6 in ODnD. Goblins are a d6-1. Goblins are able to drive peasants before them, whilst enjoying the lamentation of the women. Thus, here is the simple breakdown on ye common folke. Children, elderly, infirmed - 1hp; clerks, maids, typical townies - 2hp; farmers, laborers, healthy lads and lasses - 3hp; the burly blacksmith and other buff stereotypes - 4hp.

I got a little sidetracked, but it went in an acceptable direction. Back to names! I enjoy making up names and personalities. I have no trouble making up diverse personalities, and there are some great tables out there if I did. I should come back and edit this to give a ballyhoo to a couple of them.. With names, even though I love inventing them, I sometimes worry that since it's one person coming up with all the names of all the npcs, they will begin to sound like they're all cousins.

Today, while making two names for a couple hired spearmen that I hadn't foreseen, I thought "hey, I'm trying to make this as much a Gygaxian Greyhawk as possible.. how did he come up with names?" Easy - in addition to the much-discussed anagrams, he used lots of old obscure archaisms, oft times adjusted a bit. This has the added bonus of enjoying some synchronicity with Gene Wolfe's writing, so that makes it feel even better. Thus, I now share a few great links to aid in this method of coming up with proper nouns for a campaign.

Grandiloquent Dictionary

Luciferous Logolepsy

Strange and Unusual Dictionaries dead

Worthless Word FOR the Day dead

Enjoy!

13 April, 2011

P D eFfery

The ever-stylish and informative Matthew has brought the light of handy pdf-any-post goodness into our dark little corner of the universe. Visit Rended Press to partake in the greatness.

08 April, 2011

My Troll Babe

The Grumpy Old Troll is, of course, married to a Troll Babe. Not Ron Edwards' awesome game, which I can't recommend highly enough.
image by the awesome E James Heil

No, my own Troll Babe, who has just started up her own blog.

02 March, 2011

Old School Art

Just a couple links for 2 masters who deserve more traffic at their sites and/or blogs.

Revel in the startlingly British graphic sensibilities of:


and 

20 January, 2011

Vault of Awesome

I rarely do shout-outs, but I'm doing one today. If you don't read Ancient Vaults & Eldritch Secrets every day, you should. I've read it every day for many months now, and I'm continually gobsmacked by the yawning-gulf-full of creativity and originality on display. You get:
A cool new arcane spell
or
A cool new divine spell
or
An awesome new magic item
plus!
A cool story vignette
EVERY DAY!

And when I say 'cool' and 'awesome' I'm not kidding. Every one of them makes me say "ohhh, sweet!" Chicagowiz even made a google-tool index for the spells and items. You could use AVnES to totally replace the lists in whatever book you're using. Best of luck to bat on the full game and graphic novel based on the blog - very much looking forward to them!

10 January, 2011

Stars Without Number

Like many people, I just read Stars Without Number the other night, thanks to it popping up on several osr blogs. Like many people, I really super-ultra-ecstatic liked it. It reminded me EXACTLY how I felt when I first bought the boxed set of Starter Traveller from It's Your Move in the dungeon basement of Cinderella City in Denver way back in something like 1983. When I started reading I couldn't put it down. I read and read and read, and suddenly a whole ton of hours had gone by, and I had to go to the bathroom really bad. This is a sign of an awesome book.

I'm really bummed that I have no-one to play it with. It does things that I wished Traveller would do. Not only that, it does them in a way that's reasonable + awesome. One time I tried to get one of my DnD groups to play Traveller, and I had them roll up characters like in DnD, with 3-18 stats and such. After reading Stars Without Number, I realise I completely blew it. Kevin did not completely blow it. He got it completely awesome.

11 November, 2010

It's Alive!

Hammer Films resurrected after three decades


This is fabulous news for all those of us who look at Christopher Lee and see Dracula instead of Saruman. In the states, the Roger Corman horror & suspense pictures with Vincent Price live in a place next door to them in our brains, but we've long ago admitted we'd never see another 'Masque of the Red Death.' This announcement holds out hope that a similar spirit, if not a similar staff, can be rekindled for our sensory inspiration.

30 September, 2010

In Reference to Torneiement

Just a quick note: You would be hard pressed to go wrong here.
Literature of the Fantastic