Sunday, February 23, 2014

The Borgias: The First Season


I've mentioned before that I'm often behind the times when it comes to various shows that might hold my interest. One of those is a Showtime Original called the Borgias. I've heard of the family before, notorious in some circles. One of the things I like about the site is that there are some interesting links to things of 'how life was like' on the site.

The Borgias has a lot going for it.. The costumes and set pieces are visually arresting. The characters have many flaws but many strengths for the viewer to root for. The period in history, the shows start at 1492, is one of turmoil for Italy. As a fan of the various mercenaries that make up a lot of Italy history, this is the point at which the idea of city state mercenaries starts to be overwhelmed by national level mercenaries. It is an era where gunpowder, especially the craft and creation and innovative uses of canons, becomes more common.

In this field, we are put firmly into the family if the Borgias.Jeremy Irons does a fantastic job of playing the head of the family, Rodrigo Borgia with a family that is strained at the best of time and threatens to unravel with the strains put upon it. The head of the family pushes forward for power but at times, does so out of devotion for the future of his family. At other times, for his own selfish fulfillment.

The backdrop allows for individuals of various power and position. For example, we Caterina Sforza who is a powerful warrior princess. It's been a while but I suspect that her character has been used for many a warrior woman archetype. We also have King Charles VIII of France whose claim on Naples puts him square against the Borgias. This doesn't count a certain philosopher who wrote many a book such as 'The Prince' or 'The Art of War'.

By using a family, the series is able to weave complex situation and historical events into a more familiar and watchable sequence. For any fan of city adventures, the Borgias is well worth a watch.

Below I'll be discussing some of the specific spoilers and themes of the show and how they might apply to role playing games.

1. Change: The whole of Italy is in the throes of change at the start of the show. The methodology of war is changing. Wars for example, are now making more use of canon. The King of France uses a cannonball with chains on it. When fired these chains whip through the air like chainsaws cutting people and horses in half with ease. Canons are being designed larger with more power and range. Add into all this a new Pope whose the leader of all Christian Hood and you can see that much is different than it was at the start.

When great social change comes, such as a Pope dying, or when innovation of new weapons need to be crafted, when possible, have the players be part of it.

2. Spies are everywhere: Any place there is an opportunity to be overhead or seen by those who should not see, spies could be there. Outside the bedrooms are waiting pages who are listening. By windows are those who should not be sitting.

3. Family complicates matters.

4. Elaborate Outfits: The church seems to have dozens of different outfits and dozens of different colors. For example, colors may vary on the position of the church member.

5. Battle: Fights may be common but not to the death. For example, a fight may be to the first blood, or to one is disarmed, or to one cries 'enough'. Fights may be until a deception is spotted.

6. Voting: When the new pope is in the process of being elected, votes may have to be cast over and over again. Contests may result in limited amounts of supplies and equipment given to those voting. To get information and communication out, people inside the voting may use birds to relay their messages and to get messages back in, may hide notes in foodstuffs prepared outside those walls.

To get the votes needed, there may be a variety of tools used. Bribes consisting of lands, money, ranks, titles, and of course, the Borgias favorites, murder and sexual favors.

7. Events: There are numerous events that take place in The Borgias. For example, the election of the Pope is cause for celebration which includes feasting, socialization, public appearances by those who might not normally do so, as well as the need to break out the fancy clothes. During some of these celebrations, a march across town may represent an opportunity to steal something, like a Pope's Crown, that is only brought out for these special occasions. An 'Ocean's Eleven' so to speak. A Tri-Crown studded with gold and gems worthy of any rogue worth the name.



8. Ethnic Tensions: The SPanish and Italians have issues. The Jews, Muslims and Christians have issues. There are tensions that go back hundreds if not thousands of years and break up from large generalities to specific tribe and family hatreds. In some things, there is no change.

9. Unique Positions: The Papal Army is small but effective. It allows for unique characters and abilities to be put into play that may not occur in other venues.

10. Faux Pas: Insults may require more than an apology. They may require the one doing the insulting to be humiliated or paid back with violence. If these humiliations are made public, they may become the source of nick names or other negative attributes given to a character so suffering from them.

11. Reversal: Tools may be used by more than one person. For example shortly after the new Pope's appointment, someone tries to poison him but the poison is turned against the one who tried to have the pope killed.

While I watched The Borgias on Netflix, I'm thinking of picking it up on bluray from Amazon. I see that it's $27.43 but know that they usually have some HBO/Showtime specials so may wait on that. In an interesting 'sale' twist, I see that the novel 1492 is on sale and what's when the series starts and for $3.99 I picked that up in kindle format.

For those who may own the blu ray or standard DVD edition, is there enough in terms of extras there to purchase it?

In terms of fantasy games, have you as a GM ever run a 'family' style game where characters played members of the same family or allies of that family?

The Borgias season one set the series off to a solid state and from what I've seen of season two, it continues on that path of awesome.

Friday, February 21, 2014

Descent of Angels by Mitchel Scanlon


Descent of Angels is another volume in the long running 'The Horus Heresy" taking place in the early years of the Warhammer 40K setting. The book to me, for about 90% of it, feels very complete and very done in one. Mitchel Scanlon does a solid job of bringing the various cast and characters to life by having a focus on one of the youths of the setting who sees his world transformed and then his own life transformed.

The military chapter that comes into play here, The Dark Angels, are lead by Lion El'Jonson but this is a tale from before he actually lead them. Rather, it starts off on Caliban, a so called 'death world' where survival is difficult. I found the writing good enough to drag me into a sense of wonder where the characters are part of a near medieval system but are using ancient technology such as old school bolters and swords and unaware, for certain at least, if there is actually a Terra.

The main character, Zahariel , is growing up in this world and is not alone. His cousin, so close they are like brothers, Nemiel, are in a state of constant one ups man ship. Almost a mirror for the activities of the Lion and his second in command, Luther. The constant state of competition, of almost being equals, shows its strain many times but the problem in this book, is it never comes to a head.

The book ends in a sort of "and then stuff happened" which leaves that aspect of it unsatisfying. For me at least, the rest of the book was well written. There is a lot of action and the nods to what is going to happen as part are told in a historical fashion as opposed to the character moments.

I'll be discussion some specifics of the book below so if you'd rather not have any more specific spoilers, read no further.

1. Rivals: One of the things that's supposed to be 'tragic' about the whole of the Horus Heresy is how Horus turned against the Emperor and how brother fought brother. Here we see just a taste of that between the Lion and Luther and Zahariel and his cousin Nemiel. Having characters in the setting that the players don't directly fight against provides them ties to the setting that don't necessarily have to do with killing something. But how can you bring such a rivalry out?

1a. Games of Skill outside combat: Zahariel and Nemiel train against each other many times. While you could have the characters actually fight, don't forget there are other forms of competition. For example, in shooting or throwing weapons, the characters probably aren't going to be doing such against each other, but against targets.

1b. Kill Count: Just because the characters are all in the same setting, doesn't mean that the player's character goes out on the same missions as the NPC. For example, the player may hear what a great job his rival did and how many spawns of chaos were put down under his rival's sword.

1c. Advantage: Rivals may seek out an advantage over each other. In this case, Zahariel has an innate advance in that he has 'terror vision' or something of that nature and is a potential psyker which is a powerful ability in the Warhammer 40K setting.

2. Embrace Change: In Shadow World, a setting for use with the Rolemaster system, the Shadow World setting itself is merely one planet in the grand scope of the much larger Space Master setting. While there were several times I was tempted to drag the players into Space Master and more specifically Dark Space, I held off on it, but I could have done it and it would have fit the setting. Here, the characters go from an almost backwater planet to fighting among the stars. Roll with the changes when they make sense.

3. Have an Endpoint: One of the things that Mitchel Scalon didn't do well in my opinion, is have a good stopping point. If possible, have a number of end games in mind so that if something happens and the campaign can't continue to run or players drop or you need to switch games, that you can do so at an 'organic' place in the campaign where it feels logical to do so.

Descent of Angels is available from Amazon in paperback for $8.09 in paperback and is prime eligible. As with many of the Black Library books, there is no kindle version available but an electronic version is available from the Black Library directly.

Wednesday, February 19, 2014

Judge Dredd: Year One by Smith, Matt, Coleby, Simon and Staples, Greg (Nov 20, 2013)

So what do you do when you've left work for a half day because you're still sick as a dog? Why, you read comics of course.

Judge Dredd is one of those characters that's iconic for me in that I recognize him, but more like say, Conan in that I take pretty much everything I read or experience about him, in it's own book. Since I don't have a lot of experience with the character, I read Year One like, well, it was actually Year One. If there are numerous tosses to the standard continuity, I probably missed most of them. This is strangely opposite of how I am with other characters like say, Spider Man where seeing his marriage of 20+ years 'magically' dissolved annoys me or seeing DC, yet again wipe the history slate clean, and yet again fail to have enough editorial control to make it easy to jump into their comics.

Anyway, in terms of what I am interested in when I read Judge Dredd, is the art, the story, and the enjoyability of it.

The covers by Greg Staples are fantastic. I know I have a lot of favorite artist out there, and Greg is on top. I'd love to see a series illustrated by him because his various covers knock the ball out of the park. They are powerful and iconic in their own way. The cover with Dredd's helmeted visage over the burning Mega City One? The flames reflected in his visor? Powerful stuff.

The interior artist is no slouch either. He does a great job, along with the inker and colorist, of having central focus and bright colors for that image and the background, not empty, but of lighter hue, fade into the background where you can study it at leisure.

The story is a bit of a mystery and a bit of an example of how huge the Judge Dredd setting actually is. It's well told and wraps up by the end with a few flash backs (odd for a Year One story to have flash backs) but few enough that I'm not left wondering where Judge Dredd the breast feeding years are.

The enjoyability of the story, for me, was high. I get to see Judge Dredd, as a younger officer here, arrogant and cock sure of himself, not filled with any of that vulnerability crap that would just get him killed, still manage to evolve and learn lessons that prove vital to other Judges.

If you're looking for some violence in your funny books, Judge Dredd Year One by Matt Smith has you covered. Amazon has it available in their kindle format for $7.99 or in graphic novel, or what we used to call 'trades' when I was collecting comics, for $13.86. Hate to tell ya fellow readers but I picked mine up from Comixology when they were doing the run on sale and think I paid less than $5 for it. Huzzah!

I'll be discussing some specific spoilers below and how they might apply to the various role playing games I'm prone to enjoying so if you'd rather have none of that, read no further!

1. Competent Characters: Judge Dredd starts off here as a very able character. His physical prowess are second to few. His skill set with his weapon, the always impressive Lawgiver, give pause to many. His encyclopedic knowledge of the law, impeccable. Sometimes, even when starting out a character, it's okay for them to be able to do things that they should normally be able to do. One of the problems with a lot of game systems is they are set up to advance characters so when the players first start off, their characters are wondering how they survive walking up a flight of stairs much less engaging in a sword fight or pistol duel.

2. Mystery: When people start sprouting their own unique abilities for brief periods of time, it's up to Dredd to find out how and more importantly why. The advance technology and fellow judges, some of them telepaths themselves, can help Dredd but he's got to be the one to take the steps and do the work. When putting mysteries into the campaign, make sure that they're not too easy and that saying no doesn't just close the door to the whole adventure. In terms of the mystery, part of the enjoyment in it, is seeing that not every one who gets these unique abilities acts exactly the same with them. In one instance, the 'prep' even helps Dredd.

3. The Big Con: When Dredd find outs what's going on, it's essentially a big robbery but on a scale unknown previous to this. We're talking wholesale destruction of cities and possibly worlds. But it's for robbery on such a scale that proves that you always want to see what's behind door number one. Don't be afraid to mess with the players expectations when they are looking for 'deeper' answers. Make them work to find the true answers but don't be afraid to red herring it up either.

4. Limited Powers/Plots: One of the judges, badly injured earlier, is a telepath. He dons a helmet that augments his own abilities and allows Dredd to navigate a situation he would have died in. But why not use that all that time? Why not break out the Ultimate Nullifier whenever you need to be rid of someone? Because there is a huge cost associated with it. In this example, the augmented psionic powers that the judge enjoys, kill him. Using the Ultimate Nullifier destroys the user. Provide options but have a reason why they can't be used over and over again.

On a smaller note, when characters are in a setting where their abilities are not innate, such as Judge Dredd, having them in a different venue, like say outside the city in the Cursed Earth or say, on an alternative version of his home world, may limit their abilities and force them to rely on local weapons instead. A Lawgiver without ammunition isn't too useful.

On a similar but slightly different vein, what if you have access to what you need, say the Lawgiver, but using it will alert others to your presence? In the board game, Zombicide, you make noise, you attract attention. Many dungeons have specific wandering monster tables designed with a low chance of something coming along, but a chance that is higher if the characters are making a lot of noise. Remind the players of that as their tossing fireballs and battle cries down the tombs.

5. Scope: One of the things I was surprised at, is that the Matt Smith decided one of the first things Judge Dredd needed to to, was visit another reality, one similar to his own, but having already gone through the whole of what his is just starting to in the story. It works for a number of reasons. First, in this destroyed reality, Dredd still has the temerity to claim that he is the law. The judges of this world have already been badly beaten and need someone like Dredd. Second, it allows the author to show a what if style world. There are a lot of great modules and settings out there, and putting the players in a what if setting allows the game master to play with some of the assumptions, or allows the game master to put in really dangerous things that he might not want to use in a standard campaign, but since it's just a tiny little alternative reality being destroyed...

Matt Smith does a solid job of putting Judge Dredd in enough danger that he just can't blast his way out of that the reader is curious to know where it's going.

In addition to this volume, I've read a few others in the IDW take on the characters including Mars Attacks, which was very fun, and Judge Dread Vol 1 and 2. I've heard good things about some of the other volumes, but for those who've been reading the IDW material, any recommendations or any things to steer clear from?




Tuesday, February 18, 2014

The Crimson Sword by Eldon Thompson


I continue to read through my dollar spinner rack from Half Priced Books. This time around, the length of the book kept me from posting for a few days. The Crimson Sword, written by Eldon Thompson, website here, clocks in at over seven hundred pages. What's worse is that this is merely book one of the Legend of Asahie meanings that there are more books in the series.

The cover piece is a nice scene taken from the book itself. I have the 'widescreen' edition where the top and bottom are in blue borders but we see more of the art itself. Shame though as the art is smaller and while the design is highly workable, this is a nice piece that I'm sure would look fantastic as a poster.

The Crimson Sword follows more along the paths of the old Terry Brooks series like the Sword of Shanara in that despite the length of the book, things are done. The story is told in one shot. Do not mistake me in saying that every single thing is wrapped up and finished, but at the end of the story, characters have moved from point A to point B and the world is not the same as it was at its start. It does not take twelve books each of 700+ pages to get us to that point. 

For which I'm grateful.

Eldon Thompson isn't the best writer I've read. I wouldn't put this in my top ten list or anything but the writing is smooth enough and the characters enough of an archetype, that despite its page length, it's an easy read. 

If you're looking to get your money's worth out of a book, The Crimson Sword has you cleared. I'll be discussing some spoilers specific to the novel below so if you'd rather avoid spoilers, read no further. 

1. Hidden Kings: A common enough theme in fantasy is the peasant hero who turns out to be related to, or is a king. It's been a while since I've read a story that actually went with this theme, so ingrained is it in fantasy fiction. For a while, especially when reading the Wheel of Time and other series, I worried that readers would drown in peasant heroes saving the world in their newly found kingly guises.

But it can work when its not used in every story. When its not the hook of every tale. And for a role playing game? If you want to elevate the characters from fighting giant rats and goblins to fighting against things that endanger the whole of the land while working their way up? It works well.

2. Magic Items: Another nice nod to older stories, is the powerful magic item. A very distinctive blade with red fire burning inside it that protects the user from hostile magic and is capable of cutting through the strongest enemy, the Crimson Sword itself makes a nice addition to the field. It's in many ways a Advanced Dungeons and Dragons artifact in that it does things that magic items normally can't do and that's okay for a weapon of that caliber.

For example, when Jarom is fighting in combat with it, he feels no fatigue, no fear, no pain. Those who fight with him, have a touch of that as well. Such an ability could be something like +2 to allies within 50' saves vs fear effects and endurance tests. It lets the GM throw new revelations into the setting later on as things can change or move around what the sword can and cannot do. Much as the unique spear in The Desert Spear by Peter V Brett, the Crimson Sword also functions as a rallying point for those who follow the character.

3. Archetypes Modified: While I could easily see several of the characters falling into place as standard archetypes, the shadowy assassin with a heart of gold, the country ranger whose bow skill is second only to his loyalty, etc..., one of the characters is an elf from what I could only describe as one of Robert E. Howard's 'Pict' backgrounds in taht they are savage and feral and broken into different tribes, some of which are man eaters. Having an elf be that true to nature goes well beyond even the 'wood' elves that many fantasy settings strive to bring in terms of the naturalist to play.

4. Multiple Quests: Initially it seems enough to retrieve the Crimson Sword but that's only the start. The forces, which Jarom initially thinks are lead by his brother, a wizard who conquered the land and killed the king, is actually only the tip of the iceberg. That wizard lacks the power of the Demon Queen who rises, and she has other more powerful allies like a dragon that can create dragonspawn which in turn act as an army for that Demon Queen to conquer the land.  The nice thing about the variance in enemies though is it allows more than just the Crimson Sword to shine through as the one who needs to kill the dragon isn't the wielder of the Crimson Sword, but another altogether whose had his own unique weapons when introduce whose origins prove the ideal method of killing the dragon.

5. Multiple Eras: One of the things that tends to be a downer in some fantasy setting is that while they usually have multiple eras and ages to them, that everything that comes about to the 'now' is of that one era. Here the Demon Queen is from one era while the Crimson Sword from an older, more ancient and legendary time. It makes for an interesting clash of times and eras.

6. Temptation: One of the things I'd mention to GMs who are inspired by their readings, is that the Demon Queen is part tempress. While Eldon Thompson doesn't go into great detail about her seductive looks and mannerisms, he does so enough that when he offers the wielder of the Crimson Sword anything he wants, that it could make a good moment in a role playing game. Have a plan for when the players yield to that temptation. To be the mate of a demon queen, at the head of a dragonspawn army, and to ask for your hated brother's life in the bargain? What gamer wouldn't want to do that? I'm not saying don't put such opportunities in the game, but I am saying have a plan for whatever the characters decide to do.

The Crimson Sword is available from Amazon for $8.09 in paperback, prime eligible, or $6.99 in kindle format.

Chances are I'll probably pick up the second book in kindle format. It's running like $4.99 right now so that's not a bad price at at the page count, I'm sure it'll earn it's ratio of page/price.

For those who've read further in the Legend of Asahiel, does Eldon's writing pick up? Are the stories relatively self contained? More of the same?

Wednesday, February 12, 2014

Discovering the Ice Caves

The above image is taken from the Smithsonian Article, "Deep Freeze Reveals Lake Superior's Secluded Ice Caves and is a tumblir picture from stpaulgirl.

 When it gets cold enough to freeze over lakes, well, things happen. Some of those things that may happen, is that the caves in the lake are revealed.

When I first heard about this earlier this winter, I tagged it to post about later because it makes a great adventure bit. Check out the website as it has several more pictures of the lake and makes great reference points for players. 

In the comic Lock And Key, there is an entrance to a demonic world that is in a cave and the cave is buried under water.

In many fantasy tales, including say the Hobbit when the Company is trying to find the entrance to the dwarf stronghold, they can only do so at a very specific time and under very specific circumstances.

Having locations that are inaccessible for much of the standard time of the campaign, provides such hidden locations mystic feel. It also prevents them from being trampled on by every other adventurer in the region.

When placing your dungeons and your dangerous areas, don't forget to add a few that can only be reached in very specific circumstances and if you want to be a real bastard about it, can only be left under similar circumstances!

Monday, February 10, 2014

Vikings: The Complete First Season

I haven't had cable television in years. It's one of the reasons I'm always behind on television series. I heard good things about Vikings. I was a little surprised to learn that it was a History Chanel program, but I've since learned that their programming is winning all sorts of awards.  and when it first came out, for some reason Best Buy of all places, was selling the bluray version for something like $19.95. So I picked it up.

And time passed.

And finally I managed to watch the nine episodes that comprise season one.

If you're looking from a grim and gritty take on the start of the viking invasion of England, this is right up your alley. The costumes, soundtracks, and landscapes, ranging from mountains and hills and rolling fields, to the ever present sea, provide a possible look at what life would have been like all those long years ago.

Make no mistake, while there are protagonists and antagonists, this is a time of savagery and barbarism. Having said that, it interested me enough that when season two hits blu ray, I'll be looking forward to picking that up as well.

I haven't dug into the special features yet as my LG bluray player for the computer has decided at the last minute that hey, why would I want to work and allow you to actually enjoy your purchase? Go watch that on the tv and leave the computer alone.

Below I'll be discussing some of the things I enjoyed and how they may or may not fit your own role playing games.

1. Family. Strangely enough, Ragnar, who claims to be a son of Odin, the all father of the Nose deities, is a family man with a shield maiden wife and two children and a farm. These lands bond him to his Earl and insure that he has servants and animals of his own. His relationship with his family is one that the authors of the show use multiple times in order to draw him into conflict with others. Not only does he have this family, but he also has an ambitious brother Rollo.

Rollo is a great character to have in this show and would be tricky to do in a role playing game. For you see, Rollo is all about his own interests and rise. When he first joins with his brother Ragnar, they are supposed to do so as equals but Ragnar, perhaps due to his vision of wanting to raid the west in the first place, or having an ally capable enough to make a ship to survive the voyage, is the one hailed and whose renown grows. This sits ill with Rollo.

So Rollo is always being tempted to be against his brother. Initially this is 'merely' being a witness against Ragnar during a trial but when Ragnar's wife, Lagertha also stands to be killed, Rollo decides against it. His loyalty is tested later on as well and we'll see how that plays out in season two! The good thing though about Rollo, is you never quite know if he's actually against Ragnar.

And that's the problem for a role playing prospective. How often would you let someone seemingly betray you before you distanced yourself from them either by not travelling with them anymore or by attempting to kill them?

Family can have many functions in a campaign. They can be a place to rest when returning from adventure. In Lagertha's case, they can be direct assistance to the characters when they are low on resources because of her shield maid skills for example. They can also act as complications as when Ragnar is cheating on his wife and his son is infuriated with him over it.

2. Exploration. While the raids and the desire for new wealth is a huge part of why the vikings sail to the west, Ragnar at least, is seen as an explorer. He wants to visit new lands and learn new things. The desire to see what's over the next horizon fits perfectly in most role playing games where the state of roads and technology in general are low at best.

3. Tactics: Bernard Cornwell describes the shield wall in several of his viking and Arthurian sagas. The writers of Vikings do not shy away from it. I suppose my point is that as well loved as 'Tucker's Kobolds' are, don't punish the players when they use superior tactics and outflank the enemy or should be outflanking the enemy. Not every encounter should be one with enemies who fight just as intelligently as the players, especially if the foes the characters face are arrogant and cocksure of themselves. Who expects a night raid after all? Who expects extra traps to be set? Who expects a force to keep fighting when its members are wounded?

4. The Gods One of the things about The Desert Spear by Peter V. Brett is that it played off of Middle East assumptions that it's better to die against the enemy than grow old. Vikings had similar attitudes and did not wish to die old women. This is showcased as one elder viking swears allegiance to Ragnar and wishes to raid and fight and die in combat so that he may enter the halls of valhalla. The willingness to die, the preference to die in such a cause, stands against that of those they face who'd rather live to fight another day.

5.Mind altering substances: In his first raid, Ragnar captures a priest who was wide traveled and can speak Ragnar's native tongue. Learning about the people who have made him a slave occurs gradually over the course of time, but also happens in ceremonies where in one instance, special leaves are burned that enhance the story telling about ragnarok and later on, mushrooms devoured and perceptions altered of events at a religious gathering. With the leaves burned, it shows that directly putting some mind altering substances don't have to be something that characters have to be 'hit' by or drunk down.

5. Distinctive Features: I've mentioned distinctive features as being useful tools to distinguish one character from another before. Ragnar's hair style and the tattoos on the side of his head for example, are very much distinctive from others. Scars, large body wide scars, are often visible on those who fight alongside Ragnar. Rollo, during one of his times of loyalty to Ragnar, or simply because he didn't actually know, is scared across both sides of his face by the Earl. Taking this to an extreme level, there is the Seer who serves the northmen. This seer is almost an albino and whose face is like melted wax with blackened lips. Truly distinctive!

Vikings has a lot going for it. Season one is available to stream for free from Amazon Prime right now, and on blu ray it runs $39.98.




Sunday, February 9, 2014

Savage Sword of Conan Volume Two

Dark Horse comics have long brought new life to Conan. I'm old enough to remember the many times the Conan stories have fallen out of print and when there were no new Conan books nor comics. In their revival of Conan, Dark Horse did something that hasn't been done in decades. They've taken the older Marvel Comics material, and made it available again.

These reprints have taken two forms. The old color comics were collected into graphic novel sized trades while the old magazines, the darker, more violent, more adult material? Reprinted into the Savage Sword of Conan. Volume Two has a host of excellent artists and fantastic covers. For a preview, the Dark Horse site has one available here.

It's always a pleasure for me to read these old trades. Their done up like the Marvel Essential titles in that they're huge thick volumes on 'newsprint' style paper but that's not the joy. Rather it's seeing some of my old favorite artists, most notably John Buscema. This volume collects 11-24.

There are always nifty bits in the series that are perfect for nicking for your RPG. I'll be discussing specific spoilers below so if you'd rather not have your knowledge of ancient tomes of Conan ruined, read no further!

Because it's such a meaty volume, I'll be going easy on how many tales I'll pick this time around. I'll limit it to the first two. The volume starts off with Abode of the Damned, based off the story The Country of the Knife by Robert E Howard.

1. The Abode of the Damned requires specific methods of entry outside of the obvious sneaking or storming. The first is to be vouched for someone who is known in the Abode. The second is to kill an armed person of the city. The third is as a slave. Conan manages the second quite easily. Not only that, the Abode is a special type of place, one for rogues and outlaws whose sword skills or other talents may be in high demand. Locations like this are perfect for those out of the way spots on your maps that don't have any information on them.

2. Hidden Identity: When Conan meets those going to the Abode, he claims to be someone else. this allows him to easily enter into the city and perform his business until his true identity is learned. Having hidden identities isn't something that should just be limited to villains. If the players can reasonably do it, such as being in an area where their names are known but not their likeness? Or those descriptions of them are wrong? But even as Conan goes about hidden, so does one of his foemen who if his true identity were known, would result in him losing power and prestige due to the racial enmity between the various factions of the land.

Having different ethnicities in a campaign can add a lot of complexity and if the game is merely about plundering dungeons, such details may be unimportant. But if the players can gain leverage by pointing out the differences in tribes and politicians and even religious beliefs, they can force one side or the other to come to them for assistance.

3. Timer: The Abode has an ancient planet consuming alien disguised as a gem stone. Three strangers come to the city to destroy it. The unsatisfying thing about this from a RPG prospective is that the characters don't really learn about this fact until nearly the end. In a role playing game, you can put a timer up and see if the players take any special action. I've read reports where the GM did this and every time the timer hit zero, a PC's head exploded. Provided lots of motivation to them.

4. Destroy your Idols: The writers had no problems destroying the cities and landscapes of the setting. By having a rough idea of what the city is and what its purpose is, the GM isn't necessarily going to ruin a lot of work by destroying it. By the end of the story, the Abode of the Damned is crushed below its foundations by powers from outside space and time to stop the alien menace inside it.

Next up is the Haunter of Castle Crimson.  This story is adapted from The Slave Princess by Robert E. Howard. The comics never had a problem borrowing from the Robert E. Howard library and liberally applies those ideas and concepts to the character of Conan.

1.Start the action! The book opens with a city in its death throes. A group of raiders have taken the city and are busy slaying the last of those alive in it. Into this maelstrom of death and carnage comes Conan who thanks to his own sword skills and abilities, is able to take from the takers including jewels and a specific slave. If you start the adventure off with the players in a situation that they have to act, it brings them to the table much faster as they have to figure out how they're going to interact with the mayhem around them.

2. Old Friends: Conan is made welcome at Castle Crimson because he knows the lord of it from olden days. Assuming the players don't murder and mutilate all that they come in contact with, provide them quick updates from time to time on where their old contacts and associates are. For example, if you've run an Adventure Path and the players initially took work from some merchants or low ranking nobles at one time, have those characters show up later either further up the ranks of their profession or fallen on hard times and looking for assistance to win back their former glory. They make good methods of adding adventure side quests or providing the players places to hide.

3. The Big Swindle: Conan saved the slave from the falling city because she looks exactly like a missing princess who is promised to someone who is offering a lot of money for her return. Conan's plan is to get the money and pawn the slave off as the princess. This falls into the pattern of the writers of using one person's identity, false or not, to hide the true personage. If the players meet people that appear to be of no importance, having one of them turn out to be of great importance later that have seen the players at their 'true nature' could come back to haunt them. Then again, there's nothing preventing the players from doing something similar themselves, especially if they have hirelings and or henchmen.

4.Complications: Ah, that brilliant plan of Conan's is cut short when his old ally and friend falls in love with the slave and is willing to kill Conan to keep her. Conan though valuing his friends more than money merely defeats his friend and doesn't kill him. In role playing games, such a fate might not happen and the GM should be ready to have any complications he throws into the game go multiple ways.

5.Secret Passages: The Castle Crimson is old and it has secret tunnels through its bones. Having secret manners and methods to enter such a place may allow the players more freedom than others might have. Such locations also make good ambush points since if the players weren't supposed to know of them, who can they go to for help without revealing themselves?

6. The Antechamber of Hell! While assassins sneak off with the slave pivotal to Conan's trade, Conan hunts the assassin down and finds him in a sunken cell where bones have been laying for over twenty years. This bone filled chamber does a few things here. The first is that amists the bones are weapons. This could allow players to find new items if for some reason they have lost their own, or if they have fallen behind the 'tread mill' in games like 3rd edition and 4th edition of Dungeons and Dragons where items of X power are assumed at Y level.

The second is that the bones come to life when blood is spilt upon them. In a fight with others, say bandits or other attackers, for every round that edged weapons are used and successfully draw blood, more skeletons could be activated, attacking the person whose blood awoke them. This could cause the players to shift tactics quickly or to maneuver themselves out of the chamber and allow the undead to overwhelm their enemy.

7. The Big Swindle Undone: Turns out the slave girl Conan thought was a princess is actually a princess. The case of mistaken identity works to Conan's advantage though as the complication from earlier is turned to his advantage. When having cases of mistaken identity, don't be afraid to reveal that it is no mistake. Or is she? For example, the slave girl is actually a slave girl but takes to the role so well that even the girl's father is fooled.

An inexpensive collection with some fantastic art from the greats of the 70's of comics, Amazon has this available in Kindle format for $9.99 here or in paperback version for $14.05 here and it is Prime eligible.