Showing posts with label science fantasy. Show all posts
Showing posts with label science fantasy. Show all posts

Wednesday, 3 February 2016

Sci-Fi World

Latest in a highly intermittent series of mix'n'match d20 genre encounter/feature/treasure tables. You got your sci-fi in my fantasy; you got your Barrier Peaks in my Temple of the Frog.


Thursday, 25 September 2014

Back and Forth and Sideways in Time

Last time I offered a breakdown of all the different ways a fantasy world could be tied to our own. Commenters offered a couple of extra ways, which I'll incorporate into this next phase: further describing the plot moves available to the creative world-rigger with each arrangement. This post covers the first three of (now) 14 arrangements.



1. You are in Earth's far or mythic past. 

Clues:

  • prehistoric animals are everywhere 
  • important names, maybe distorted, are recognizable as legendary heroes and places (Tolkien pulled this off with the lost continent called by some "Atalante" and reverse-engineered his language so that worked and also Artur means "noble lord")
  • euhemerism is in effect so the local king may be called Lord Horus and his shield is a hawk and his chief advisor is the one-eyed Wizard Odin and in the throne room hangs the Golden Fleece 
  • the maps have familiar if somewhat skewed shapes
  • early-civ signifiers like ziggurats, human sacrifice, eyeliner and chariots are mixed in with the magitech and rustless pillars
  • sense of boundless possibilities and newness. 
Plots:

  •  "The magic is drying up" as in Larry Niven's stories
  • a cataclysm is impending that little of the weird stuff will survive past, paving the way for the world as we know it
  • you are trapped in a stasis cell destined to disgorge you sometime in Earth's timeline. Perhaps some deep-earth miners will find you. Have fun! 
2. You are in the present world's future.

Clues:

  • the creatures and peoples that you meet show signs of fanciful mutation, alien origin, genetic engineering
  • your legends are of modern-day celebrities, your place names worn-down distortions, look hard enough and you can find the Statue of Liberty, beware the Belieber Cult 
  • the familiar maps are all marked up by global warming and nuclear megacraters and deserts and unspecified cataclysmic events 
  • artifacts of the old world are everywhere or incredibly rare, depending on how much time has passed, sometimes tended by engineers of St. Leibowitz indistinguishable from a priesthood 
  • sense of late-days malaise like in Dying Earth or Riddley Walker: the minerals are all mined, every tale has been told, there are no new genres of music just unfashionable ones, the sun could go out at any moment 

Plots:

  • stasis works both ways, and some 21st century people who have just unwarped/ unfrozen/ unmirrored expecting utopia are having their expectations cruelly, cruelly broken 
  • they're trying to bring back the Technology of the Ancients but of course they're about to do it horribly wrong 
  • those deep-space near-lightspeed astronauts from the old order's final days are baaack 
3. You are in a parallel dimension, communicable with Earth.

Clues:

  • strange wanderers who talk funny, dress funny, carry weird objects and drop completely baffling pop culture references 
  • doctrine and teaching of the Multiverse, every schoolchild knows 
  • someone in the distant past came, saw, conquered based on superior native technology, gravity, or disbelief of magic - and disappeared conveniently when things got hot 
  • ethereal creatures and travelers sing strangely familiar and catchy songs 
Plots:

  • fair enough, you find the gateway in the basement of Castle Greyhawk 
  • one of those strange wanderers rolls up on you and is trying to convince you to make all these mixtures and build all these weird devices and is telling you when the next eclipse is going to be and you don't have the heart to tell him about 9th level spells 
  •  oh psych that other universe isn't exactly our Earth it's a parallel universe Earth where ..

Sunday, 26 January 2014

D&D's Appendix N Roots Are Science Fantasy

Happy 40th birthday, D&D! The world's oldest fantasy adventure role-playing game?  Yes, but ... most of the world doesn't know about the role of science fantasy in the first eight or so years of your existence. The genre purges of the 80's - serious fantasy only, please! - saw science-fantasy shaken out of successive D&D rule sets. But psionics, giant insects and blobs, and the crashed spaceships in both Arneson's and Gygax's games, are important sci-fi intrusions in the early game.

Science fantasy confronts modern and ancient ways of understanding the world, often giving credence to both. Its trademark solution is to identify witchcraft with the quasi-scientific ideas of ESP and dimensional travel. Most significantly, this happens all throughout Lovecraft. The "technology of the ancients" is another frequent theme, whether we or some other civilization takes the part of the "ancients."

But beyond fiction, science fantasy casts a sympathetic light onto the gamer's own activities. You, a modern, rational person, are using actuarial tables and polyhedral number crunching to enact a Dark Ages drama. Hell - the very activity of role-playing is science fantasy!

If any more proof is needed, below are the inspirational works and authors from Gygax's famed Appendix N. I've highlighted them as non-science fantasy (yellow), science fantasy by one of the three definitions below (green), or straight science fiction, albeit sometimes with a medieval or ancient setting (blue).

1. Scientific explanations or sci-fi settings of apparently fantastic phenomena. Poul Anderson's Three Hearts and Three Lions, where knowledge of chemistry and physics explains the dragon's breath or the giant's curse. De Camp & Pratt's Compleat Enchanter, where voyages to fantastic worlds stem from modern-day adventurers' mastery of higher mathematics. McCaffrey's Dragonriders of Pern and John Carter of Mars - sword-and-planet, dragon-and-planet.

2. The return of the fantastic to a far future or post-apocalyptic world. Vance's Dying Earth, Lanier's previously mentioned Hiero's Journey, and others.

3. The fantastic intruding into a world ruled by science: Lovecraft, Zelazny's Amber series, or the explorer's romances of A. Merritt.

Anderson, Poul: THREE HEARTS AND THREE LIONS; THE HIGH CRUSADE; THE BROKEN SWORD 
Bellairs, John: THE FACE IN THE FROST 
Brackett, Leigh 
Brown, Frederic 
Burroughs, Edgar Rice: "Pellucidar" series; Mars series; Venus series 
Carter, Lin: "World's End" series
de Camp, L. Sprague: LEST DARKNESS FALL; THE FALLIBLE FIEND; et al
de Camp & Pratt: "Harold Shea" series; THE CARNELIAN CUBE 
Derleth, August 
Dunsany, Lord
Farmer, P. J.: "The World of the Tiers" series; et al
Fox, Gardner: "Kothar" series; "Kyrik" series; et al 
Howard, R. E.: "Conan" series 
Lanier, Sterling: HIERO'S JOURNEY
Leiber, Fritz: "Fafhrd & Gray Mouser" series; et al 
Lovecraft, H. P. 
Merritt, A.: CREEP, SHADOW, CREEP; MOON POOL; DWELLERS IN THE MIRAGE; et al
Moorcock, Michael: STORMBRINGER; STEALER OF SOULS; "Hawkmoon" series (esp. the  first three books) 
Norton, Andre
Offutt, Andrew J.: editor of SWORDS AGAINST DARKNESS III 
Pratt, Fletcher: BLUE STAR; et al 
Saberhagen, Fred: CHANGELING EARTH; et al
St. Clair, Margaret: THE SHADOW PEOPLE; SIGN OF THE LABRYS
Tolkien, J. R. R.: THE HOBBIT; "Ring trilogy" 
Vance, Jack: THE EYES OF THE OVERWORLD; THE DYING EARTH; et al 
Weinbaum, Stanley
Wellman, Manley Wade 
Williamson, Jack
Zelazny, Roger: JACK OF SHADOWS; "Amber" series; et al‏.

Science fantasy is the largest of these three categories, and if you put the sci-fi authors in with it, it easily overwhelms the pure fantasy sources. I've also boldfaced what in my opinion are the most important influences on the actual game, the works that contributed most to the concept of the races, classes, magic and monsters in the game. These are evenly split between science and classic fantasy.

As I look over these influences I also realize that in my own Band of Iron campaign I've been taking a different approach to confront the mythic with the modern. Let's call it "fantasy-science." If all goes well the section of the campaign dealing with that will come to a climax in a session tomorrow, so in my next post I'll be at greater liberty to write about its secrets.