FATE 3e “Spelljammer” — Getting under way

Fellow role-players, here are Josh C.’s and my notes for his Spelljammer: “the Show Must Go On” space fantasy miniseries, using Cubicle 7’s Fantastic Adventures in Tabletop Entertainment (FATE) 3rd Ed.: Starblazer AdventuresLegends of Anglerre, Skype, and an online dice roller.

Treasure Planet port
Ships in space

>Floating in the Hysgeu sphere is a station shaped like a top hat. The “Grand Show” is a port of call for the curious, pleasure-seekers, and experienced spacefarers alike. It’s also the home to a fleet of merchant vessels and itinerant shows. Coming aboard the huge ship the Drowned Swan, we find our heroes:

-“Oner Walek” [Gene D.]-male Wolfen sky pirate, romantic swashbuckler, prestidigitator and deck hand hailing from the “Vanished Lands” now aboard the Drowned Swan

-“Scylla” [Sara F.]-young female Amethyst Dragon fortuneteller, raised by Gypsies and devoted to protecting the weak 

-“Samael Muckblood” [Geoffrey C.]-male Hill Dwarf hunter, sniper, and “bad cop” serving in ship’s security; has a steam-powered crossbow 

-“Zanzibar” [Robin]-female Lizard Wizard, pyromaniac mistress of time and space (Spelljammer) 

-“The Amazing Lorenzo Le May” [Byron V.O.]-male human Thief-Acrobat, juggler, and sometime cat burglar in “Le battant éléphant” circus troupe 

>About a week ago, these notifications were posted around The Grand Show:

To all members of the Grand Show. The Drowned Swan will be space-worthy ahead of schedule. Because of this, the ship has been scheduled to attend the Festival of Festivals commemorating the 45th birthday of Prince Andru of the rock of Bral.

Performers of the Drowned Swan production should report to Winston Reisel III for housing and general information. Le battant éléphant will be accompanying them to the festival. In addition, Le battant éléphant has some openings for new members. Please speak to Winston Reisel III to arrange an audition.

Work crew “Dragon Fly” has also been assigned. Vangar and One-Eyed Willie are still assembling the crew; please speak Vangar for ship security and One-Eyed Willie for carnival security. Be advised, space is limited due to the large staff.

Upon reading this poster, several members of the crew were tapped. Sam Muckblood, a Dwarf from a backwater planet, was approached by Grugach (Wild Elf) Vangar for the security team. Vangar noted that “Guinevere,” Sam’s steam-powered, multishot crossbow, would be handy to help with the ship’s defense.

Oner Walek, a Wolfen about the deck, was approached by One-Eyed Willy, a lanky Halfling. Oner had a reputation for discretion and a good pair of ears, useful traits both shipside and dockside.

Scylla met with Winston Reisel III. The dragon fortuneteller expressed interest in joining the show. Her reputation preceded her, and a haggard Winston accepted her petition after they finished some paperwork and herbal tea.

Zanzibar, a lizard woman mistress of dimensions, was approached by head mage Nonius Vatinius, an Elf Summoner. Since Zanzibar was one of the few “Spelljammers” in the crew, Nonius recruited her to help propel the Drowned Swan, but only after reminding her of her lowly rank.

Lorenzo, a long-standing member of Le battant éléphant, was also included in the show roster. He amused himself by juggling on the top deck. After Sam signed up, he went to his bunk to check out the cramped setup and research ways to secure his weapon.

Meanwhile, Oner obtained some refreshments for the crew after consulting with quartermaster Numen Yucebs. Oner walked around and ingratiated himself by offering water and grog. The Wolfen eventually found Muckblood in a nearby bunk taking measurements and muttering to himself. After a brief conversation, they parted ways.

Oner continued to explore the ship, eventually finding a large, pastoral room filled with the “Garden of Delights.” He was greeted by an entity calling itself the “Ship Mother.” It shooed Oner away, saying that only her staff was permitted to attend her. He thanked her and walked off, finding that deeper levels of the ship were blocked off.

Dragon Scylla, who was unable to fit in the regular crew compartment, asked for a proper tent for shelter on the main deck. Zanzibar met Capt. Andraimon Ianthe, an imposing man, as well as Lidia Kamenevem, the Halfling first mate, and Mario, an insectoid (Neogi?) Spelljammer.

As the “Dragon Fly” work crews rushed about, trying to avoid collisions with the regular hands of the Drowned Swan, the performers of Le battant elephant tried to find space to rehearse. Scylla observed beasts in the “elephant wagons,” and Zanzibar laughed at a haughty blonde woman who was startled by nonhumans aboard the ship.

Vangar and One-Eyed Willy warned Oner and Sam to stay out of the way of the various groups, notify superiors of any problems, and to “gently eject” unauthorized boarders such as pirates. The guards’ resolve was soon tested when they met diva Vermella Rogili, star of the “Harrowing of Prince Caspian.” Fortunately, the acting ship’s owner discreetly escorted her away.

Sometime after that, Rafael Galves held a secret meeting of some of the carnival folk. During the meeting, he rallied against the poor treatment of the workers. Disgruntled Galves got the circus performers riled up, and in general nothing happened, but none walked away happy.

Oner and Lorenzo had attended the meeting on behalf of the security team but were unable to keep quiet. After dodging irate carnies in the Drowned Swan‘s labyrinthine corridors, they suggested to Vangar and One-Eyed Willie that some of the sealed-off portions of the ship be used to expand the crew quarters.

The officers promised to tell the captain, but they were clearly hiding something in addition to the onion-like deck plans they were studying. Oleg later quietly suggested to Lorenzo that they find some help and covertly explore the forbidden areas….

Note that the next FATE 3e “Spelljammer” game will be on Sunday, 8 April 2012. Byron might be late because of Easter celebrations, but we should have quorum. We’ll eventually return to my “Vanished Landstelecom fantasy game.

The Boston-area face-to-face groups may also be taking a break from my FATE 3e “Vortex” space opera after April 23 to play a superhero game, as suggested by Jason E.R. In the meantime, happy gaming!

John Carter review — I want to go to Mars!

Unfairly maligned sword-and-planet flick
John Carter's a fun sword-and-planet flick

I recently screened Disney’s John Carter with Josh C. & Sara F. I saw the sword-and-planet movie again later with Janice, who was at a technical writing conference in Memphis this past week. She has also been busy with extra shifts as a volunteer at the Dedham animal shelter. All of us enjoyed the adaptation of Edgar Rice Burroughs’ “Barsoom” stories.

The movie is framed with scenes of a young Burroughs, played by Spy Kids‘ Daryl Sabara, being summoned to the estate of his late uncle, a world traveler and former Confederate cavalryman. Taylor Kitsch, from Friday Night Lights and X-Men Origins: Wolverine, is the eponymous Capt. Carter, who finds himself mysteriously transported from late 1860s Arizona to an inhabited Mars.

On the desert world, Carter encounters tribes of Tharks, four-armed green men, led by the honorable Tars Tharkas (voice and motion capture of Willem Defoe). Despite his initial reluctance to become involved in another civil war, Carter is soon entangled in the conflict between the city-states of Zodanga and Helium, both of which are populated by humanlike “red” Martians.

After meeting the beautiful scientist and princess Deja Thoris (played by X-Men Origins‘ Lynn Collins), Carter decides to fight Sab Than (Dominic West), the Jeddak (chieftan) of Zodanga, and Thern mystic Matai Shang (Mark Strong). He’s aided by Sola (Samantha Morton), the compassionate daughter of Tars Tharkas, and doglike calot Woola.

If this plot seems familiar, it’s because Burroughs created the template for the “planetary romance,” which led to a century of space operas from Flash Gordon, Buck Rogers, and even Superman to Dune, Star Trek, and Star Wars to Stargate, Farscape, and Avatar. The lost but brave Earth man, the spunky princess and sidekicks, the honorable alien warriors, and the mystic duels have become clichés, but John Carter shows us the vitality of their source.

The actors seem to be enjoying themselves with the interplanetary swashbuckling. The script by Michael Chabon takes itself seriously, but not too seriously, with humor similar to that found in the original Star Wars or another pulp revival, The Mummy. I’m currently reading Chabon’s Pulitzer Prize-winning The Amazing Adventures of Kavalier and Clay for former co-worker Ken G.‘s “Escapists” book club.

Even in this age of computer-enhanced visuals, the Tharks’ facial expressions, the fleet-footed Woola and fierce white apes, the crawling city of Zodanga, and the steampunk airships were all impressively designed and rendered. The aliens interacted smoothly with the human actors. Despite the daunting amount of exposition required for such a movie, I thought that director Andrew Stanton, who also directed Pixar’s Wall-E, did a decent job of pacing.

The grand vistas include the rough-and-tumble frontier of the American west, the windswept deserts of Mars, the rain-soaked streets of New York, and soaring structures and ancient ruins of Barsoom. The soundtrack also evokes a lost age of adventure, although it’s not as memorable as the works of John Williams.

I’d give John Carter, which is rated PG-13 for violence, an 8.5 out of 10, four out of five stars, or an A-. Many critics have gleefully pointed out that Disney’s adaptation is somehow subject to the “curse of the Mars movies” and gotten less-than-stellar box office. However, I and other fans feel that many of their criticisms are unfair and typical of mainstream prejudice against genre entertainment.

By contrast, I’ve found video game flick Prince of Persia nearly unwatchable, and a preview image for the upcoming Lone Ranger also stirs doubts about its quality aside from easy parody. I’d love to role-play in a Barsoom game run by Tim M.B., Jason E.R., Brian W., or other scholars of early science fiction, perhaps using GURPS Mars, Savage Worlds, or FATE 3e Spirit of the Century and Starblazer Adventures. I recommend John Carter to anyone who appreciates old-fashioned sword-and-planet fun.

Getting our bearings and animation roundup

The Secret World of Arrietty
Image from The Secret World of Arrietty

Janice and I were busy last week with work and more unpacking in our new apartment. We did take some breaks, checking out the Wilson Farm, the Outer Limits, and other shops and restaurants in our area.

On Saturday, 10 March 2012, we screened The Secret World of Arrietty, which is loosely based on the children’s book The Borrowers. The latest Studio Ghibli movie featured the animation style and gentle pace familiar to fans of Hayao Miyazaki’s works, decent voice acting, and a plot that was somewhat more faithful than other adaptations, such as Howl’s Moving Castle or Tales of Earthsea.

The Secret World of Arrietty follows a 14-year-old girl who is a member of a diminutive family of “Borrowers” living beneath the country home of modern humans. Arrietty’s adventures are both charming and perilous, as she has bittersweet interactions with a human boy named Sean.

The U.S. English voice cast includes Amy Pohler and Carol Burnett, but the celebrity casting isn’t distracting. The movie may not be as action-packed or high-concept as other Miyazaki films, but it’s still entertaining and a nice antidote to the recent overload of loud, computer-animated flicks. Overall, I’d give The Secret World of Arrietty, which is rated G, 7.5 or 8 out of 10, four out of five stars, and a B+/A-.

In other animation, Janice and I recently watched our DVD of Azur and Asmar: the Princes’ Quest, which follows two boys from their childhood in medieval France to the deserts in search of a fairy princess. Like Sita Sings the Blues, my first impression of the flat computer animation was that it was crude, but the detail and style grew on me as the characters and story developed.

I thought the movie did a nice job of depicting the conflict and synergy of European, North African, Arabian, and Persian styles and folklore. I’d give Azur and Asmar an 8 out of 10, four out of five stars, and an A-.

I have yet to watch Justice League: Doom, and Cartoon Network’s “DC Nationblock has just started on Saturday mornings, with a mix of Young Justice, Green Lantern, and humorous shorts aimed at younger audiences. It’s a little disjointed so far, but I like the shorts. Disney XD will be starting its own Marvel Universe programming on Sunday mornings, including The Avengers: Earth’s Mightiest Heroes and Ultimate Spider-Man.

And that’s not even including upcoming animation such as Star Wars: Clone Wars, Teenage Mutant Ninja Turtles, Avatar: the Legend of Korra, How to Train Your Dragon: the Series, and Pixar’s Brave! I’ve given up for now on trying to keep up with the latest TV iterations of G.I. Joe, Transformers, and Kung-Fu Panda, although they all seem decent. In comedy, I find myself more interested in The Looney Tunes Show, Metalocalypse, or Archer than in The Simpsons or Fox’s Sunday night animation block.

One final item (for now) of news: Sadly, Jean Giraud, also known as Moebius — borrowed from the mathematician — died last week. I discovered his art years ago in Metal Hurlant/Heavy Metal magazine. As with the recently deceased Robert McCall and Ralph McQuarrie, Moebius shaped generations of science fiction and fantasy creators and fans. Examples of Moebius’ influence include the distinctive looks of Alien, Blade Runner, Dune, The Fifth Element, Heavy Metal, Tron, and Willow. All of these artists will be missed, but their visions live on!

Dogs of the “Vanished Lands”

The archetypal fantasy dog
Mythical canine Cerberus

In honor of tonight’s broadcast of the annual Westminster Kennel Club Dog Show, here again is a list of the modern equivalents of the breeds that the fantasy peoples of my “Vanished Lands” homebrew campaign setting (currently using Pathfinder) would have:

>>Dwarves (guard dogs)

-Hill (Dverge; most common)-Corgi, Saint Bernard

-Mountain (Khaz, Deep; urban nobility)-Bernese, Mastiff

-River (seminomadic)-Otterhound, Skipperke

-Korubokuru (eastern)-Chow Chow

-Dune (Vanaka/Utuchekulu; southern)-Basenji

-Gray (Duergar, Derro; usually evil)-Bulldog

>>Elves (hunting dogs; Cooshie resembles Whippet)

-Sylvan (Wood; most common)-Pointer

-High (Quelanthi; urban nobility)-Poodle

-Grey (Faerie; mountain craftspeople)-Spitz

-Wild (Grugach; barbarians)-Wolfhound

-Bamboo Spirit Folk (eastern Sylvan)-Shih Tzu, Shiba Inu, Foo Dog

-River Spirit Folk (eastern Grey)-Greyhound

-Dark (Drow, Nannuattan; usually evil)-Doberman, Groendal

-Valley Elves (reclusive magocrats)-Vizsla

-Frost Elves (far northern cousins)-Borzoi, Samoyed

>>Note: Avariel (northwestern winged Elves), Thallasaquendi (western Sea Elves), and Dimernesti (eastern Sea Spirit) have other companion animals

>>Gnomes (terriers)

-Surface (Forest, Rock)-Border/Cairn Terrier, German Pincher

-Svirfneblin (Deep)-Dachshund

-Tinker (Minoi; Mad)-Schnauzer

>>Halflings (hounds; Blink Dogs resemble Beagles)

-Harfoot (Hobbits; closest to humans)-Corgi, Foxhound

-Faldine (Tallfellow; closest to Elves)-Airedale, Spaniel

-Woldan (Deep; closest to Dwarves)-Basset, Pug

-Shan Sao (eastern)-Chin, Pekingese

>>Humans (all purposes)

-Barbari (proto-Slavic/Central Asian)-Afghan, Husky

-Hifalendorin (proto-Western European)-Boxer, Retriever, Tervuren

-Saganim (proto-Celtic)-Newfoundland, Sheepdog

-Shengtese (Oriental, East Asian)-Sharpei

-Suthern (proto-West Asian)-Ibizan, Pharoah hounds

-Zarendo Islander (East African)-Rhodesian Ridgeback

>>Selected Other Humanoid Subspecies/races:

>>Goblinoids

-Goblins-Bull Terrier, Wargs

-Hobgoblins-Seluki

-Bakemono-Hairless Chinese Crested

>>Ogre-kin (Orcs, Ogres, Bugbears, Oni)-Rottweiler

-Giant-kin (Giants, Trolls)-Neopolitan Mastiff

>>Note: Beast-kin generally don’t keep animal companions.

“Uncommon Companions” Update T3.41 — Tea house and terror bird thief

Stock image of a Chinese tea house
Tea house in Alfendi

Fellow role-players, here is my update for Session T3.41 of the latest adventuring party in my “Vanished Lands” heroic fantasy campaign setting. The teleconferencing team met on Saturday, 4 February 2012, and has been using Pathfinder, Skype, and an online dice roller.

In one ancient world, there was a region where strange majicks and demihuman races thrived. After “Holy Steel‘s” journey to the distant empire of Khemet, another group of adventurers gathered in the northwestern “Vanished Lands” to explore a world full of perils and wonders.

After meeting in the Wisalef Forest, the “Uncommon Companions” encountered the Centaur followers of the mysterious Vappu Lahja and Unseelie Fey in the increasingly dangerous borderlands….

>>Telecom party Player Character roster, as of spring 2012:

-“Asish Chen Ti” [Byron V.O.]-male Tsucharim human archer (Mongol-style Ranger), escaped from Gokuri; owner of Akita dog Genghis and horses Onimusha and Gashmu; NGl, Age 20, Lvl. 4

-“Jovinda Halflight” [Sammy H.]-female Half-Elf (Grugach/Saganim) Cleric of Mekkil, goddess of nature; has horses Wyth-Amoi and Meth-Fenna and falcon Ana-Quessahr; NGl, Age 23, Lvl. 4

-“Kazuo Takenaga” [Taum D’A.]-male Nezumi (Rat-kin) Monk from the Zedu kingdom in the Therud Forest; LNg, Age 20, Lvl. 4

-“Hateem Shisakli” [Josh C.]-male Suthern human Dervish (proto-Arabic Bard/Battledancer) visiting the cold north; Lvl. 4

-“Suki” [Sara F.]-female Tengu Mahotsukai (raven-folk Sorceress/Illusionist) and fugitive; Lvl. 4

-“Favelhorn Riftbringer” [Dexter V.H./absent]-male Mountain Dwarf Summoner; CGn, Age 51, Lvl. 1

-“Gawain Keary” [Paul J./absent]-male Saganim human Illusionist (proto-Celtic Wizard); NGc, Age 20, Lvl. 3

-“Kovar” [Beruk A./absent]-male Half-Orc/Saganim human Paladin of Mithras, god of contracts and brotherhood; LGn, Lvl. 3

-“Davven ‘Digger’ Hollysharp” [Robert A.S./absent]-male Faldine Halfling archaeologist (Tallfellow Rogue) from a pipeweed farm in Tarken; CGn, Age 45, Lvl. 3

>>”16 November 1229 B.C.E.:” After recovering from their long journey across the Plains of Sathendo, the travelers continued exploring the city of Alfendi in the Waletku kingdom of the Elves. After asking around about where other easterners may be found, they visited the tea house of Bamboo Spirit Folk (eastern Sylvan Elf) Seng Shiu Jun.

Asish recognizes a tea ceremony in one paper-walled alcove and orders wulong with honey. Jovinda asks for white tea and observes Sylvan Elves in kimonos. Kazuo is reminded of the scents of his distant homeland and orders green tea. Hateem, who is from far to the southwest, asks the confused wait staff for a hookah.

The adventuring party discusses what it has learned so far in Alfendi, including Ranger Asish‘s training with Nannuattan (eastern Dark Elf) exile “Thalissa” [John Z.G./Non-Player Character] and his upcoming dinner date with Saganim/Shengtese human Rogue “Jade Xi Aschent” [Sammy/N.P.C.]. Cleric Jovinda is unsure of how investigating abandoned border forts will help in thwarting Vappu Lahja’s intolerant followers on the Plains of Sathendo.

Monk Kazuo is not interested in more shopping in the city, while Dervish Hateem is pleased when he is eventually brought a small and rare hookah. They wonder how a small establishment in the western Wisalef Forest manages to trade tea with Tong Sheng and the Zedu kingdom despite the barbaric Gusorin Confederation and oppressive Gokuri being in between.

The group orders dim sum, including dow sa bow (red bean paste buns), wu tao go (taro root pudding), larp cheung guen (steamed sausage rolls), and gow gee (dumplings). Kazuo agrees to help guide Asish in the martial arts, on the condition that he abstain from meat and alcohol.

As hostess Seng Shiu Jun greets each of her guests, Asish overhears a woman asking for safe haven in Shengtese, but he unable to see the speaker. The Tsucharim horseman feels honor-bound to offer aid, but his companions recommend caution.

Some of Asish’s questions are soon answered as the fugitive prepares to leave the tea house. She is a Tengu with black and white feathers, blue eyes, robes, and several pouches hanging from her belt. Rather than draw more attention to themselves, the group and shy Suki go outside to talk. However, she sees someone trying to steal Jun, her Axebeak steed!

Swift Kazuo runs after the would-be thief, as Bard Hateem maneuvers to keep up. Archer Asish draws his bow and fires two leaf-headed arrows, hitting his quarry. Sorceress Suki casts Magic Missile. Jovinda, priestess of nature goddess Mekkil, calls Ana-Quessahr (Sun Wing). The falcon tries to rake Jun’s rider with his claws.

The thief spurs the Axebeak, and Nezumi Kazuo’s Stunning Fist misses. Suthern human Hateem casts Grease, but he trips Kazuo rather than Suki’s steed. Asish whistles for his dog Genghis and horse Onimusha and fires more arrows. Half-Elf Jovinda casts Spiritual Weapon, summoning a staff to whack at the thief.

Fortunately, his flight is interrupted when the Axebeak slips, and the rider jumps clear. Kazuo circles around the slippery spot to fight him, and Hateem swings his scimitar. Genghis tries to bite the assassin, who strikes Kazuo with a poisoned blowgun dart.

Suki’s Magic Missiles eventually finish off the thief. Asish offers to take Kazuo on Onimush to the Chalice of Healing near the temple district, but the Monk declines, insisting on limping there alongside the Ranger. Hateem questions Kazuo’s state of mind, but he and Kovinda search the assassin’s body. Suki tends to her mount.

Jovinda identifies a vial as Black Smear poison. Weakened, Kazuo manages to get to the local hospital, where Asish consults Halfling dentist Glechi Drax. Quelanthi (High Elf/Eladrin) physician Meredemario asks for a sample of the poison for antidote and payment. Asish sends runner Laenvin to report to Aldarion at the Rangers’ Guild.

Back in the alley by the tea house, Hateem finds 200 crowns (gold pieces) and a masterwork dagger and thieves’ tools. Suki claims a disguise kit and notes that Ninjas have been pursuing her. They are surprised when the thief’s visage changes from that of a Sylvan Elf to the blank features of a Changeling!

Asish and Kazuo return to the alley in time to give statements to High Elf guard Gavalaraen, who promises to investigate the possibility of infiltration by spies from the nefarious kingdom of Gokuri. The city watch won’t press charges against Suki for self-defense, and the “Uncommon Companions” go back to the “Unicorn Moon” inn, where they see a chrysanthemum delivery….

Welcome, Sara, to this telecom game! I look forward to our next regular session on Sunday, Feb. 12, our last before you and Josh — and Janice and I — move! I expect my campaigns, including the FATE 3e “Vortexspace opera, to resume in early March.

In the meantime, please remember to take advantage of our Google Groups message board, the Obsidian Portal wiki (which Josh has updated), and stay in touch!