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Thursday, July 9, 2015

More Genre Mash-Ups

As I have said before, I love crossovers and mash-ups. Whether you're talking about two IPs being merged together or simply a story that calls on multiple genres. There are all kinds of great reasons to use genre mash-ups: to compare the societies of two distinct time periods (like noir and American West), to take current political ideologies to their extremes (dystopia and political thriller), or just because you want to see a cyborg hacker wielding a laser sword fighting a giant robotic monster (transhumanist, cyberpunk, space opera, and kaiju).

Some genre mash-ups are so common that they are already existing genres themselves (like epic fantasy or science fantasy or post-apocalyptic survival horror). But that doesn't mean that there isn't room to explore within those genres. If you can extricate the separate aspects of the base genres, you can recombine them in new and/or exciting ways.

With that, I present to you another collection of genre mash-ups.

Genre Mash-Ups

Vikings in Hell: Maniacal Vikings set sail for the afterlife to rescue the chief’s daughter from the Devil himself. (epic / fantasy)

Regime of Steam: Queen’s Elite were spies, until National Tinker’s Party came to power; now they’re steampunk dystopia fugitives. (political thriller / steampunk)

Web of Dreams: Outcast demigods eat lotus blossoms to enter the Dreamworld and undermine the Pantheon and its corrupt gods. (mythic / cyberpunk)

Bodies and Minds: Doppelgänger invasion is preceded by radiation burst that triggers psychic abilities in 0.01% of the population. (sci-fi / paranormal)

Achilles’ Eleven: Reborn mythic heroes must steal ancient relics from a globe-spanning criminal organization. (heist / mythic)

War of the Worlds – 65M BC: The asteroid was an attack! A ragtag team of sentient dinosaur survivors fights Venusian invaders. (alien / prehistoric)

Horror Among Thieves: The Thieves’ Guild steals relics from around the world to fight a secret war against the Old Ones. (heist / fantasy / survival horror)

Spaceships, Spies, and Spells: Near-future spies wield tech and magic against the alien invasion going on in the shadows.  (spy-fi / fantasy / sci-fi)

Wednesday, July 8, 2015

Six-Word Sparks XI: Royal Escapades

Saving peasants and fighting underlings is suitable for common adventurers with no grace or social standing. But in the aristocratic courts, the affairs of the nobility and the royalty are the purview of adventurous princesses and meddlesome princelings. For them, only the proceedings of their equals are worth drawing a blade, nocking an arrow, or whispering ancient spells.

Six-Word Sparks


  1. Bounty hunters seek rebel lizardfolk princess.
  2. Gnome illusionist makes royal palace vanish.
  3. Sorcerer-prince blamed for failing crops.
  4. Children summon ancient emperor's fiery spirit.
  5. Innocent(?) dwarf noble flees elven justice.
  6. Noblewoman challenges king to royal duel.
  7. Orc tribes make peace with baron.
  8. Psychic stone giant becomes Dwarven king.
  9. Apemen hide while the Prince schemes.
  10. Disowned prince sells secrets to enemies.

Thursday, July 2, 2015

Planet and System Names

If you saw yesterday's post on Alien Race Names, you may have thought, "What? Only alien names? Isn't he missing one of the biggest naming categories in science fiction?" Right on the nose, of course. Just as important as alien race names (if not moreso) are the names of the various planets and star systems in which sci-fi games take place.

If you are using licensed IP, such as Star Wars or Star Trek, I recommend just digging up the wiki for those settings or looking at your local library for a relevant encyclopedia. It's likely to be easier than making up names, and it will help your game feel like it's really set in those universes. And, of course, if your game is only set in the Sol system, I'd suggest looking up the names of the moons of Jupiter, Saturn, Uranus, and Neptune, since there are enough orbiting bodies in this system for plenty of adventures. Finally, you might simply take the Stargate SG-1 route, and give everything an alphanumeric designation, such as PJ2-445 or P3W-451.

But, if you're looking to create unique(ish), original(ish) names for your planets and stars, here are some tables to get you started.

Planet and System Names

First half

1. Ivo-
2. Maka-
3. Dörre-
4. Musta-
5. Bète-
6. Guisi-
7. Sulu-
8. Uftúra-
9. Homma-
10. Nsâto-

Second half

1. -rana
2. -far
3. -molo
4. -táza
5. -legas
6. -wîle
7. -ban
8. -thàn
9. -kat
10. -läch

Prefix

1. Blue
2. Bright
3. Neo
4. New
5. Far
6. Alpha

Suffix

1. Cluster
2. Beta
3. Minor
4. Major
5. Tau
6. I, II, III, IV, V, VI, etc.

Basic names

1. Heinlein
2. Adams
3. Butler
4. Asimov
5. Clarke
6. Verne
7. Le Guin
8. Vonnegut
9. Bradbury
10. Lem

Wednesday, July 1, 2015

Alien Race Names

In science fiction RPGs, I find that one of the hardest aspects in the creation stage is coming up with good names, especially names for alien races. The name has to sound just right, and not only that, it also has to fit the characteristics of the alien race. Unless you're running a humor game, having a race of spike-covered warmongering alien soldiers called the Loofies is going to be problematic.

So, I present to you some tables for creating a name for your alien race.

Alien Race Names

There are a few different ideas presented here. I present some full names, some first halves, and some second halves in each table. Use one wholecloth if that works for you, or mix and match until you find something that sounds even better.

Warrior Race
1. Raxites
2. Drongians
3. Kor-
4. Vreth-
5. -ozites
6. -tans

Technological Race
1. Zenzar
2. Xellorans
3. Grat-
4. Ath-
5. -ulie
6. -ips

Scholarly Race
1. Mellians
2. Siskeels
3. For-
4. Nab-
5. -ophans
6. -i

Tuesday, June 30, 2015

Monstrous Encounter: Bugbear

Most humanoid monsters have some level of intelligence and civilization, even if it is crude compared to humans or elves. Goblins and kobolds, orcs and lizardfolk, even the minotaurs and trolls have language and tribes. Bugbears are the exception to that rule.

For today's post, I'm going to talk a bit about a spin on the bugbear. In Dungeons & Dragons 3.5, they don't have much to distinguish them from any other humanoid monster. So, I thought it would be worthwhile to explore them and put out some useful content.

Bugbears

Bugbears are generally larger than humans, though not by much. They stand between 6 and 7 feet tall, and their hairy figures are often stooped over lower than that. Skin tones, fur color, and eye color varies wildly from one bugbear to the next. They lair individually, except during a 6-month mating period every few years. They will fight to the death to defend even a single bugbear cub. They prefer dry, dark areas, and often collect more food than they will eat. Bugbears are incredibly dangerous. They are strong and fast, with large teeth and long talons.

Physical description

1. A humanoid figure, about 6 feet tall but noticeably hunched over, staggers into the light. It is covered in dark red hair, thick and coarse, and its sunken eyes are pale yellow. Its movements are quicker than you'd expect for something of its size.
2. The creature looks up, the white fur around its mouth matted and stained with blood. Its eyes are completely black, and its yellow claws are stained with the life of the unlucky creature its hunches over.
3. The goblins scatter, opening a steel cage door as they do. A roar echoes from within, and a human-sized creature bounds out. Its fur is dark blue and its eyes are silvery-white, but not with blindness. It snarls and pounds its chest with clawed hands, preparing to charge.
4. But the last soldier is not an orc at all. It is humanoid figure, but stands almost 7 feet tall and is covered in patched brown fur. The orcs have strapped studded armor around it, and grafted iron blades onto its arms, making the beast even deadlier.

Lair

1. Just beyond the line of shrubs is a small garden area. An enclosed gazebo sits in the middle, well shaded from light and protected from rain. Lying in the gazebo is a yellow-furred bugbear sleeping atop a pile of fern branches.
2. The house has been abandoned for months, according to the villagers, but there are clear sounds of snuffling and movement from within. A peek through one of the shuttered windows reveals a black bugbear pawing at a cellar door, until it turns to the window.
3. The tunnels suddenly widen into a cavern, and light is coming from somewhere ahead. The floor in this area is sandy and littered with bones. Silhouetted in the exit against the midmorning light is a bugbear.
4. The trail leads directly to the campsite, as expected, but apparently the small, shady clearing has been claimed since last autumn. The fire pit has been dug out and a small clutch of colorful, mewling bugbear cubs wriggles in the dirt. A couple of large, angry, green-haired bugbear parents move to stand in front of the cubs and let out a pair of bone-rattling roars.

Hook

1. Bugbears have dragged off an entire herd of sheep over the last few days.
2. A bugbear has taken up residence in the prince's secret summer home.
3. A furrier is willing to pay handsomely for the pelt of a golden bugbear.
4. A bugbear cub wanders into the middle of a small village.
5. The local hedgewizard accidentally transfigures himself into a bugbear.
6. The King's Guard train against captive bugbears, but now several of the creatures have escaped into the city.
7. The Woodcarver's Guild will pay a bounty for each confirmed bugbear kill in the local woods.
8. A tribe of wild halfling warriors have tamed a family of bugbears and ride on their shoulders into battle.

Monday, June 29, 2015

Location: The Old Keep

A few miles outside of town is the old keep. You know the one. It was made by an ancient kingdom long ago and has been abandoned for many years. Legends about the keep, its content, and its inhabitants abound. Only one thing is certain: adventure awaits anyone bold enough to explore it.

The Old Keep

The keep is made of stone and fairly small. It doesn't have a wall surrounding it, but its few towers or small buildings are connected to each other, leaving a small open-air courtyard inside. The keep is in disrepair, perhaps covered in vines or moss, but it is (mostly) intact.

Inhabitants
1. A band of orc bandits being manipulated by an imp
2. A poltergeist who is bound to the building until its ancient murder is solved
3. A few grumpy ogres or trolls who occasionally come out to hunt
4. A small tribe of fox-people who have turned the keep into a small trading village

Treasure
1. An ancient sword bound with the magic of the stars
2. A few dusty tomes that tell of ancient prophecies and rituals
3. A hoard of coins and jewels hidden in a secret cellar
4. A cursed shield that leads its bearer into danger

History
1. The keep was built by dwarves who filled it with cunning traps and secret chambers.
2. Elves once lived in the keep, so their magic still lingers in the stones.
3. A young noble disappeared into the keep many years ago, never to be seen again.
4. A recent storm struck the keep, causing a wall to partially collapse or a tower to fall.

Rumors
1. During storms, spirits of thunder and rain descend to the keep and hunt anyone foolish enough to be there.
2. The most famous bandit in the last 30 years hid is treasure somewhere in the keep.
3. An ancient bird-spirit lives in the keep and will grant wishes to visitors, if they are worthy.
4. The keep guards a door to the underworld, and on moonless nights, the restless dead haunt the halls.

Friday, June 19, 2015

Random Encounters: Post-Apocalyptic Ruined Building

This week I realized that I've left some important RPG genres out of my Random Encounters posts. So before I start cycling back through the genres with new locations, I want to hit up those remaining big genres, starting with today's: post-apocalypse.

Creature

1. Leather-and-steel clad raiders armed with spiked baseball bats and shotguns
2. A gigantic frog with acidic spit and/or mucus
3. A barely alive scavenger covered in bite marks
4. Radioactive mutant zombies!
5. An unhelpful maintenance robot
6. A large, black-feathered vulture with fire breath

Environment feature

1. A wall collapses onto the area.
2. Concrete rubble falls from the ceiling at random intervals.
3. Auto-turrets dot the walls and react to quick movements.
4. A pool of irradiated slime illuminates the area with a greenish glow.
5. Purple fungus growing in the area sends out psychic tendrils to manipulate the unwary.
6. A working juke box plays old music that echoes eeriely throughout the building.

Surprise

1. An old—but still fully functional—tank crashes through the wall.
2. A pack of mutant wolves comes around the corner.
3. All of the building's old electronics and lights suddenly flash on and start working.
4. The floor rumbles and then mechanically separates, revealing a hidden underground chamber.
5. Bounty hunters (or trophy hunters) arrive to capture or kill the creature.
6. A wave of poisonous gas rolls through the area coming from outside.