Showing posts with label Mutants and Mazes. Show all posts
Showing posts with label Mutants and Mazes. Show all posts

Monday, August 31, 2015

[Found Treasures] Gamma World Map featuring the Yceea Campaign

I went to grad school at the University of Iowa in Iowa City, Iowa from 1992 to 1994. While there I ran numerous campaigns with many gaming groups. One of these campaign was the Yceea Gamma World Campaign. This Gamma World setting had several influences. The two most prominent were from television and literature.

As one can see, the Buck Rogers in the 25th Century TV series had a major influence, from the inclusion of a "New Chicago" arcology/mega-city in central Illinois. New Chicago, along with a dozen or more similar locations, were built by the Starmen, the Pure Strain Humans who arrived from interstellar colonies and re-colonized the irradiated Earth. The Starmen were the source of all Pure Strain Humans in this campaign, as all native humans were Mutants. PSH had spread throughout the lands, as the Starmen arrived centuries ago, had a civil war, and those who wished to live free from the kind but stifling benevolent tyranny of the City-State settled their own lands.

The other influence were novels by three authors: Donald Moffat with Crescent in the Sky and A Gathering of Stars; the excellent Budayeen Cycle by George Alec Effinger; and of course, the Horseclans series by Robert Adams, notably mentions of the Khaleefate of Zahrtogah. And so most of the Earth, or at least, the campaign area, was dominated by a vaguely Islamic-style culture, with Ahmeers and Sooltahns, Mahleeks and Khaleefs; as with the Khaleefate of Zahrtogah, rulership was usually held by those with the most potent mental mutations...

I haven't yet found any of my notes from the campaign, just this map. I hope something printed remains; all my notes were on the first computer I ever owned, complete with a dot matrix printer. I think I might have even typed up some notes on a typewriter I still owned. But almost 25 years later, it is unlikely that much else remains. I might just rebuild it from the ground up for a Mutant Future or Mutants & Mazes campaign...

Scale is 8 kilometers per hex, or about 5 miles per hex.

As usual click to embiggen...

Wednesday, June 18, 2014

The Dailies!

So after almost two years of being “between places,” my wife and I have finally once again settled in at our own home (though we still need to get everything out of deep storage, those poor books haven’t seen the light of day in years). This finally allows me the time and space to get serious about writing; though my highly variable work schedule might still cause issues, generally I now have the ability to write every day, should I so choose.

The gazetteer for Hex 02-2322 (JMG25HEX01) is first up, and proceeding along nicely. “Much sooner than later” seems an honest estimation of its due date at this point. Thereafter… dunno. Whatever comes to mind and is inspirational, I suppose.

My blogs have long languished; I see cracks and weeds everywhere. So that is going to change. The idea going forward is themed days, to afford some structure. I won’t say I have a plan to make a post every day; I don’t make plans any more, I simply have ideas, and hopes. If I manage to actually make four posts in a week, I’ll consider myself to win that week. Here are the themes of the day:

Monstrous Mondays: Mondays are dedicated to monsters… friends and fiends, enemies and allies, common to unique, fine to colossal. Sometimes new, sometimes old, always something interesting, and usually tied in with the Olden Lands, though also quite useful otherwise.

Chart and Table Tuesdays: Tuesdays will be all about interesting and useful charts and tables.

Wondrous Wednesdays: Wednesdays will feature magical items, relics, artifacts, and eldritch and wondrous locations and sites.

Throwback Thursdays: Thursdays will be dedicated to discussion of and expansion and support for old products I wrote in the AGP days, or support for currently-available products from JMG.

Freeform Fridays: Whatever strikes my fancy on Fridays.

Saturday Review: Saturdays will feature a review of someone else’s product. If I get the time and more than enough to review, maybe several products will be reviewed each Saturday. You got a product you want reviewed? Contact me at jamesmishler@gmail.com.

Sunday Driver: Sundays are dedicated to the Olden Lands, traveling around and pointing out interesting locations, bits of history, important personages, and anything that strikes my fancy, much like going on a drive in the country on Sunday afternoon.

Random Campaign: As part of the whole settling-in thing, I will once again be running a local campaign… ideally, two of them, an OldenLands Labyrinth Lord campaign and a Realms of Murikah Mutants & Mazes (Labyrinth Lord/Mutant Future) campaign. I’ll post on these as events occur.

These days I write mostly for the enjoyment of it, and to support my gaming habit as a game master. But of course, every bit of cash helps (snack and dice money is nice), which is why most of my major works will still be sold on DriveThruRPG through James Mishler Games. If you like what I publish here on the blog, please check out my other products at that site (or RPGNow, if that is your flavor of choice).

I’m also not above taking donations, green-backed kudos, from those so inspired; such can be sent via Paypal to jamesmishler@gmail.com. You can also contact me there off-blog if you have any questions or concerns, or any ideas for what you might like to see covered more in depth in the blog or in JMG products.

Thursday, March 13, 2014

Mutants & Mazes: Realms of Murikah

In the year 2419 the Golden Age of Man came to a cataclysmic end with the Great Rad War. The terrible weapons used in the war scoured the earth, razed mountains, boiled seas, turned the planet on its axis, and caused the very face of the world to change forever. Man’s civilization was cast into ruin, and the essential natures of men, beasts, and plants were forever altered thanks to the Glow of the Rad, which created whole new monstrous life even as it destroyed for all time other forms of life.

Five hundred years later Mutants – men, animals, and even plants – all but overwhelmed the remaining tribes of Pure Men. For a time it seemed that Pure Men might truly be extirpated by the descendents of those who suffered from the follies of their ancestors. But then, unto the Pure Men came the gods – or at least, beings claiming to be the gods. These first gods claimed to be the Old Gods of Law returned, to help gird the Pure Men in their battles against mutant-kind, to turn the tide of savagery back and hold aloft the light of Civilization. Odin and Zeus, Horus and Huitzilopochtli, the Angels Gabriel and Michael, and others – out of lost and garbled myth and legend these potent beings came forth and taught the disparate surviving tribes of Pure Men the rites and rituals that would perform divine magic.

And magic it was that turned the tide for the Pure Men. Slowly, haltingly, the tiny realms into which the mutants had thrust the Pure Men grew. Crusading priests of these Old Gods drove back the mutant menace; villages grew into towns, towns into cities, and cities built kingdoms. A thousand years after the Great Rad War the land of Murikah was divided into scores of petty kingdoms; most possessed a poor level of technology, at best on par with that of the ancient Dark Ages, as most of the Old Gods called for the rejection of the high-technology of the lost Golden Age as much as they called for the purging of the mutants from the lands held by Pure Men in the name of Law.

Slowly, the mutants were being driven back into the wilds, as kingdoms grew and empire building began again. Then two things happened at about the same time, both inimical to Law and Civilization built by the Old Gods, which would change the course of history.

First, the Other Gods appeared. The Other Gods are the gods of Chaos, the ancient, dread enemies of the Old Gods – Asmodeus and Tezcatlipoca, Set and Hecate, Tiamat and Tsathoggua, among many others. To oppose the Old Gods and their Pure Men worshippers, they patronized the mutant races, and granted unto them the same magical might that the Old Gods gave to the Pure Men.

Secondly, renegade Pure Men, who had chafed under the rule of the priest-kings of the new kingdoms, sought to gain the power of magic without being required to bow and scrape before the Old Gods. Whether they discovered it themselves or the Other Gods presented them with the needful information, these heretics and free-thinkers gained the power of Wizardry, the arts of arcane magic – the command of magical forces outside the dispensation of the gods.

But these budding wizards discovered the hard way that magic has a price – without the proper wisdom to rein it in, magic rapidly masters he who thought he was the master of magic. Over time, they discovered that this weakness could be mostly overcome through application of aspects of pre-Rad super-science. And so the Sorcerer-Scientists arose as a faction of the new wizardly groups. Unfortunately, a side effect of the application of super-science to the minds of these magi is that it usually drives them insane!

Thus, even as the kingdoms of the Pure Men were staging a great resurgence, the Chaos Priests of mutant-kind, the scholarly wizards and scientists of the renegade fringe of Civilization, and the megalomaniacal sorcerer-scientists of the wilds exploded into action. For a thousand years countless factions fought each other amidst the ruins of the Rad Glow. In some realms, wielders of divine and arcane magic learned to cooperate; in others they fought tooth-and-nail. Science was reborn, as men and mutants sought every tool in the battle for supremacy. Empires rose and fell; whole new races and civilizations grew and fell into ruin.

In the end the Sorcerer-Scientists allied with the Chaos-Priests of the Other Gods and their mutant followers against the forces of the Law-Priests of the Old Gods and their allied Wizards and Scientists. Chaos and the Sorcerer-Scientists won; the Kingdoms of Law were crushed, their lands and people split among the allied factions, and for most of the following thousand years a true and terrible Dark Age fell upon the lands of Murikah.

The forces of Law retreated into the wilds, there to hide, lick their wounds, build their strength, and bide their time. For they knew that the one great weakness of Chaos was that, by its very nature, its followers could only remain allied and at peace with one another for so long. And so it was; within a few generations the old alliances fell apart, and the factions began fighting one another for territory, dominance, or extermination. A century ago the last of the great Chaos Empires collapsed in civil war. Today, Murikah is a patchwork of Law and Chaos, Pure Men and Mutants, magic and technology and super-science.

In the lands of the Midzee, the vast freshwater sea where once stood the five Great Lakes, Chaos still has a strong hold in the Mighoomee Isles, in the city of Granpoor, in the Thunderlands, and in the wastelands of Zhawg, Kahmzoo, and the other ruins of the great cities left from the Great Rad War. Of the forces of Law, only the Ahntaryo Republic and the Empire of Man oppose them. And in-between there stands a patchwork of petty kingdoms, decadent city-states, savage tribes, Glow-ridden ruins, and mutant-haunted wilderness…

***


This pack includes two maps to begin with, the Geopolitical Map and the Settlements and Ruins Map. Further Midzee maps will be posted here; a gazetteer will be sold separately. The map pack is [b]Pay What You Want[/b]!

Sunday, August 18, 2013

[Gondwane] Map of Lin Carter's Northern YamaYamaLand

One of my favorite series by Lin Carter is his exploration of the Dying Earth genre, the Gondwane Epic featuring the tales of Ganelon Silvermane. Gary thought enough of them to include them in Appendix N. They read like the adventures of a gaming group, and the world seems designed for a science-fantasy campaign, with its odd mix of magic and technology.

Being on a map-making binge, I was overjoyed when I discovered that I had thrown an early, hand-drawn study of Northern YamaYamaLand, the main region featured in the adventures of the first two books, in my box of papers and stuff before heading out for Virginia. So over the last couple days I've been futzing around with another Hexographer map. 

The general form of the setting is as per the book; I've added in additional details such as villages, more ruins, lairs, and the like, and filled in a few holes in the northeastern and northwestern corners of the map. The most unusual features, for the uninitiated, are those found in Dwarfland. These are not Tolkien dwarves; they are the Death Dwarfs, a form of Unlife, inimical to the more common like of Gondwane. They are more like poisonous goblins than dwarves, and the life and lands they rule are similarly unpleasant...

The scale is arbitrarily set to five miles per. It could as readily be six or 10, as during the story the distances traveled seem not to jibe with one another, essentially traveling at the speed of plot...

Anyhoo, one of these days I might get around to trying a Mutants & Mazes (Labyrinth Lord/Mutant Future) or Labyrinth Critical campaign in the setting... that would be sweet. As usual, if you want a bigger map or the original Hexographer files, just let me know.

Click to embiggen

Friday, July 5, 2013

[Gamma World/Mutant Future] New Map of Central Gamma World

So as is pretty obvious, I've been in a slump lately, creatively speaking. Other than that Outdoor Survival map I worked up two months ago, it's been... a while, since I've done anything. I'm trying to get the mind working again by futzing around with Hexographer once again. This time I've put together a Gamma World/Mutant Future/Mutants & Mazes map.

The map is loosely based on the second version of the Gamma World map included with the 2nd and 3rd edition of that game. I took the map, tilted it 30 degrees ("The war blew the world off its axis!"), and cut out the central lands to give me a base for a 30 hex tall by 50 hex wide region (with wide, wide interpretation). Then I just added bits here and there, slapped on some names, and Bob's your mutant uncle!

I have no plans on doing anything more with this map, so feel free to run with it if you want for your own campaigns. The names provided are either names of the ruined cities or of the regions; there are no names for any of the modern towns or tribal locations. Much of the West is nameless, as the tribes there are few and far between. The scale, by the way, is 30 miles per hex (more or less).

If you want the original Hexographer file or a larger PNG, just email me...

As usual, click to embiggen...