Saturday, August 4, 2012

How Painter, NY Got Its Name

I decided to treat myself this evening and put some design work aside so I could play with my own creations for a change. I’m in the midst of laying the groundwork for a Call of Cthulhu campaign set to start in the late summer/early fall and that means more paranormal fun in Wildwyck County. The first investigation focuses around the small hamlet of Painter, NY. Those of you who have Fight On! #13 will find it in area A3 in the map on the magazine’s back cover.

Half the fun for a Call of Cthulhu Keeper is creating the background and evidence an investigation requires. The following emerged from this enjoyable aspect of writing an adventure, but it’s a little too long to be included in the gazetteer portion of the Wildwyck County series of articles so I’m sharing it here.

Located in the upper northwest part of Wildwyck County is the tiny hamlet of Painter, NY. Situated at the edge of the Catskill Mountains with the towering crags of Windswept Mountain staring down at it, Painter is a quiet and quaint community far off the beaten path. With slightly more than 200 residents in the hamlet’s central community, Painter is only occasionally visited by hunters and outdoorsmen seeking recreation in the wilds of the mountains beyond.

Although the name conjures up images of bohemian artists at work, the town’s name is actually a regional derivation of the word “panther,” and its origin can be traced back to an event which occurred prior to the American Revolution. That tale, recorded by the author Allen Vanderlyn in his book, Curious Tales and Fanciful Legends of Wildwyck County (Royal Oak Press, 1901), appears below:

Simon De Witt had a frightful encounter with the catamounts along the shore of the pond that now bears his name. One of the many brilliant silver oases found throughout our fair county, this pond was conspicuous, in times gone by, for its large trout, and for the numerous deer that took drink from its waters. One day in late summer, De Witt visited the pond in search of deer. He sat beneath a towering tree that stood watch over the pond’s tranquil waters, waiting for his quarry to come. While thus engaged, his attention was drawn to a curious sound above him, and looking up, De Witt glimpsed a large catamount (or as was known in the dialect of the time, a “painter”) perched on a branch directly overhead. The animal stared down at him intently with luminous eyes as if internally discussing the merits of taking De Witt for his supper rather than a succulent doe. Believing there could be no benefit in procrastination, De Witt brought his musket to his shoulder and fired. The next moment he heard the satisfying sound of the great feline hitting the ground at his feet, the turf and fallen leaves now awash in crimson.

The report of his shot startled other feline forms in activity amongst the tree-tops and De Witt feared the wood filled with painters. Fear clutching his chest, the hunter realized his great peril.

Knowing the aversion the cat-tribe bears for water, De Witt waded into the pond up to his waist. As he reloaded his musket, taking great pains to avoid wetting his powder as his endeavored to complete his task with alacrity, De Witt counted no less than five panthers amongst the shoreline trees. This number is uncommon for catamounts, who hunt not like wolves in packs, but as solitary terrors, and the hunter concluded the beasts to be a mother and young; the latter being nearly full-grown yet continuing to follow the older cat on the prowl.

The hunter unleashed a fusillade of shots aimed at his sinuous foes from the pond, bringing down three more of the beasts in swift succession. The other two took to flight and were seen no more. De Witt then waded ashore, skinned the four painters and made his way homeward, sensibly concluding that it was a dangerous locality for the pursuit of a venison supper.

The legend of De Witt’s encounter—spread largely by the hunter himself—became a popular one in the ‘Wyck amongst the homesteaders and eventually grew to be part of the local canon of myths. When the first residents arrived in the area in 1817, they named the nascent settlement after the numerous beasts that legend held ruled the sylvan vale and dubbed the waters that pooled there “De Witt’s Pond” in honor of the legendary hunter.

I’ll leave it up to the reader (and the investigators) to decide whether this story has any truth to it or if it’s just a frontier “tall tale” or perhaps a bit of a red herring devised by a fiendish mind to throw them off the track of what might be really occurring in the shadows of the Catskills. If there is some truth to it, what could it mean? Are there were-panthers prowling the woods of the ‘Wyck? Could there be a temple dedicated to Bast erected by Hyperborean refugees hidden in the mountains? Did De Witt later meet a horrible demise when he wandered into the Dreamlands and found himself in Ulthar? I know, but I’m not telling…

Friday, August 3, 2012

I’m Very Two-Dimensional

So “Of Unknown Provenance” didn’t fund, depriving generations of future gamers the chance to take a wander through the Night Archive. It’s this sort of hole in our shared cultural landscape that allows “The Jersey Shore” to keep airing, people. When society collapses, you’ll regret not forking over that $20.00.

In all seriousness, however, thank you to everyone who did contribute to the campaign and I’m sorry you won’t be seeing the adventure anytime soon. There’s still hope it may appear someday in some form, but I’ve got a heap on my plate to work through at the moment and projects with paychecks attached to them take precedence.

Even though my project didn’t make the final funding cut, I did get a piece of good news this week and it’s something very few other occupants of the OSR tent can list on their resume: I’ve been rendered in comic form in the latest installment of “Marvin the Mage!” Jim Wampler was kind enough to add a cameo appearance of myself in the midst of a tavern brawl. I think this means that the world of Marvin now contains two RPG writers and designers as residents—myself and Tim Kask. The place is certainly going downhill fast!

A very big “thank you” goes out to Jim for including me in a small capacity in comedic schemes of Marvin and his cohorts. You can check out the page here and play “Guess Who Mike Is?” for yourself.

Tuesday, July 24, 2012

The “Jennisodes” Podcast is Now Live


My interview with Jennifer Steen for “Jennisodes” is now up. In it, we discuss an array of topics ranging from how I got into this bizarre hobby, the body of my work, Dungeon Crawl Classics RPG, The Dungeon Alphabet, Fight On! magazine, this blog, and, of course, “Of Unknown Provenance.” You can listen to my dulcet tones by clicking on this link.

Sunday, July 22, 2012

Beware of Lampreymen…Suckers

My regular readers know that I’ve penned the upcoming DCC adventure Emirikol Was Framed! and that it’s due for release later this year. What is not common knowledge is that I’ve written a second adventure and that I’m currently working on a third Dungeon Crawl Classics scenario.

The second adventure is entitled The Sea Queen Escapes! and it’s now in the final stages of revisions and playtesting. The cover art is complete and the book is almost ready to go into layout. No release date or formal announcement has yet been issued, but I have permission to talk a little bit about it. You can hear me say a few words about The Sea Queen on an upcoming episode of Jennisodes, and those of you looking for more details about my DCC work, Stonehell Dungeon, and “Of Unknown Provenance” should tune in once that goes live.

As I mentioned, The Sea Queen Escapes! is undergoing playtesting at the moment by certain select groups. One such group played through the adventure this weekend. Amongst the players at the table was Jim Wampler, the mind and pen behind Marvin the Mage! I’ve mentioned Marvin in the past and Grognardia gives old Marv some wordage as well in this post. If you’re not currently reading Marvin, I suggest you point your browser over to mudpuppycomics.com and catch up on the fun.

One of the unique monsters featured in The Sea Queen Escapes! are the lampreymen, an sea-going race that makes an appearance early on in the aquatic-themed adventure. Jim Wampler, inspired by the party’s run in with these cold-blooded suckers, created a wonderful illustration of them in his own unique comic style. Both Jim and Joseph Goodman gave me their blessings to share Jim’s work with my readership.

Having no visual artistic talent of my own, it’s always a surprise and an extreme pleasure to see something that existed solely in my head and in written form come to life in an artistic depiction, and Jim’s take on the lampreymen is no exception. I’m digging the bandoleer of pouches this guy’s rockin' as he comes at you with his spear and big old mouth.

Hopefully this small glimpse at just one of the many threats awaiting the PCs inside the cover of The Sea Queen Escaped! “wets” your appetite for more. If you dig this sample of Jim’s work, stop by mudpuppycomics.com for a lot more of his stuff and a lot of laughs to boot!

Saturday, July 21, 2012

Make the "Not Be"…Be


Those of you who read my post NTRPGCon report know that a little beastie I whipped up, “The Upside-Down, Inside-Out, Thing That Should Not Be,” was illustrated in gruesome detail by Jannell Jaquays as part of the Artists’ Panel. It was a very popular depiction.

At the moment, there’s a vote going on over at the NTRPGCon website to choose one of the illustrations created by the artists to be reproduced as a miniature. Right now, Jannell’s picture is smoking the competition, but I’d really love to see the “Not Be” become a 3D figure I can use to terrorize my players. If you’re a member of the NTRPGCon forums and haven’t voted yet, you can stop in and vote for the “Not Be” right here. In interest of fairness, you might want to take a look at the other four illustrations on the slim chance that you think one is actually cooler than an upside down monster with eyeballs on its feet, its organs on its outside, and a big gaping mouth with a spine for a tongue. Those can be found here.

Your continued support for the bizarre is very much appreciated around these parts!

Friday, July 20, 2012

Third Printing of The Dungeon Alphabet Announced

Goodman Games added the third printing of The Dungeon Alphabet to their “Coming Soon” lineup today, and I’m passing the word along to you fine folks. To celebrate both the book’s selling out twice and winning the Three Castles Award last year, Goodman Games and I are proud to present you with a new and expanded printing of the old girl. Here’s what GG has to say:

The Dungeon Alphabet compiles inspirational tables on classic dungeon design elements to assist the game master in creating subterranean challenges. This third printing adds eight new topics to the existing twenty-six for thirty-four tables of inspirational materials.

A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. 

The entries are accompanied by outstanding art from classic fantasy illustrators and are compatible with all fantasy role playing games. This third printing adds Russ Nicholson to the artist lineup, and also features new illustrations by Jeff Easley, Jim Holloway, Peter Mullen, Michael Wilson, and Brad McDevitt, including brand new endsheets.

In addition to the regular book, there’s also a limited edition gold foil cover available.

This limited-edition gold foil cover features a beautiful, thematic cover design by fan favorite Stefan Poag! The interior content includes all the improvements of the expanded third printing of The Dungeon Alphabet, including the addition of Russ Nicholson to the artist lineup, and new illustrations by Jeff Easley, Jim Holloway, Peter Mullen, Michael Wilson, and Brad McDevitt, including brand new endsheets.

With the additional content and art, The Dungeon Alphabet increases size from its former 48 pp. to 64 pp. The “regular” book will retail for $14.99 with the expanded content, which blessedly means the much-reviled “Nice Price” faux sticker is gone from the cover. The limited edition gold foil version will sell for $24.99. You can pre-order the book now at the Goodman Games website.

And since I already anticipate the question, no, I didn’t make up new letters of the alphabet to expand the book! New entries include “P is also for Potions,” “S is also for Stairs, and “T is also for Treasure Chests.”

Thursday, July 19, 2012

Let’s Talk “Of Unknown Provenance”

I had a revelation this week: I suck at self-promotion. I’ll talk your ear off about whatever cool widget or book that’s coming down the pike that has my attention, but when it comes to plugging my own work, I need a PR guy. A media assassin. Harry Allen, I gotta ask him.

This satori luckily coincided with the fact that I did an interview for Jennisodes to help plug “Of Unknown Provenance” and the rest of my upcoming projects. I’ll provide a helpful link once it goes live, but, in the meantime, let’s take a closer look at “Of Unknown Provenance” and the madness behind the method. Maybe once you see what’s going on in my head, you might be willing to help turn it from a flight of phantastical whimsy to an actual dead tree thing.

First of all: provenance. It’s not a word that gets tossed around a lot, so a definition is in order. In short, provenance is the chain of ownership behind an item. In the art, archival, and collecting worlds, knowing the provenance of something is extremely invaluable when determining its worth. Was that painting owned by a dear friend of the artist? Was is purchased through legitimate channels or did it just appear one day on the market without documented ownership? Establishing a clear provenance is very important in legitimate dealings and collecting, so already you have an idea that this adventure concerns people, places, and things not at all concerned with how they got their paws on the items in question.

When James approached me to participate on the project, his orders were pretty loose. In fact, they boiled down to “do whatever the hell you want if it’s cool.” Now, that’s a constraint I can work with! So with that direction in mind, I started brainstorming. Do a dungeon crawl? No thanks, been doing too much of that with Stonehell and I need to expand my horizons. Hex crawl? Extraplanar adventures across time and space? Again, not really that exciting for me at the moment.

The hackneyed old phrase in writing is “Write what you know.” As some of you are aware, I’m an archivist by trade when not churning out RPG books and it’s a career and institution that doesn’t get a lot of play. I think that outside of the Nick Cage “National Treasure” film, I can’t recall the last time either archivists or archives got a fair shake in popular entertainment. And so, I decided to correct that.

Archives, like museums, are repositories of items and documents with “intrinsic historical value.” They’re places to stash stuff you want to preserve, but don’t necessarily want to lock away forever. A place to keep the grubby hands of the everyman away the good stuff and let those qualified to handle and appreciate it do so under controlled conditions. As John Constantine once said about the British Museum, “It’s where they keep the loot.”

As we all know, loot and adventurers go together like gin and tonic, so the concept of introducing such a store house—combined with my own experience in the trade—seemed like a natural fit. Riffing off that idea, I started thinking about the final scene in Raiders of the Lost Ark, the GURPS supplement Warehouse 23, and the Sci-fi series Warehouse 13. What red-blooded, greedy adventurer wouldn’t want a chance at prying open some of those crates and seeing what might be worth taking? OK, I think we’re on to something here.

James Raggi has also been charting a different course for Lamentation of the Flame Princess as of late, setting-wise. From my view, he’s been moving away from your standard pseudo-medieval fantasy setting and looking towards the 15th and 16th centuries, a time when rampant imperialism and the subjugation of anyone unfortunate enough to live in an area possessing value to those empires was commonplace. That tied into the concept of a storehouse of esoteric loot. After all, once the caretakers of such cultural artifacts have been exterminated, who’s left to keep their “quirks” under control? Best to stick those things somewhere safe until somebody can puzzle that out. I’ll also now break a cardinal rule of writing and design that states you should always obscure your sources by saying that Blue Oyster Cult’s Imaginos album, specifically “Magna of Illusion” plays an important role in defining my course for “Of Unknown Provenance.”

Those of you familiar with my Stonehell know that I’m very big on modular design, and not what one usually means when referring to “game modules.” I enjoy telling a big story, but I also realize that not everyone wants to listen to the whole tale, preferring only to take the chapters that interest them instead. “Of Unknown Provenance” will reflect that same design philosophy.  To accommodate that goal, I found myself drifting back to the old horror/sci-fi anthologies of my youth: Tales from the Dark Side, The Outer Limits, The Twilight Zone, Amazing Stories, Friday the 13th: the Series, and even Freddy’s Nightmares. “Of Unknown Provenance” is an homage to those shows, featuring a central adventure “plot” (for lack of a better word) comprised of several smaller vignettes that twine together to give the players multiple views of what’s happening at the Night Archive. So, if you’re the referee and have no interest in the big picture, there’s going to be lots to loot from this adventure. I’ll even provide the dotted lines for you to cut along when you take out your mental scissors.

I’m still not settled on an “appropriate for PCs of levesl X through X” for the adventure and won’t be until the fingers hit the keys and start exploring the Archive, but likely this one’s going to end up in the “PC sweet spot” of 6th-8th level.

You can hear me talk some more about “Of Unknown Provenance” once the Jennisodes podcast goes live, but in the meanwhile, I hope I’ve given you all a little peek at what to expect from the adventure. If this helps you decide you want to make “Of Unknown Provenance” a reality, hop over to IndieGoGo and make a contribution. My thanks go out to everyone who’s already contributed based solely on my name and the thumbnail description I provided. Hopefully you and the rest of the gaming world will get a crack at the Night Archive and discovering why it’s the uncertain things that make life so interesting.