Behold: a map of New York's Central Park, accurate down to every tree. The videos are worth watching too.
Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts
Thursday, January 27, 2011
Friday, January 14, 2011
Archeological inspiration
These links to archaeological articles may be of interest. Note that the crappy Flash interface takes a minute to load, but the information is worthwhile.
Thursday, December 23, 2010
Tuesday, October 5, 2010
Fairy tale inspirations
While there's considerable second-hand fairy tale influence from writers like Tolkien and Lord Dunsany, the direct influence of fairy tales on Dungeons & Dragons seems surprisingly small. This is not necessarily the case—your individual campaign setting or a particular adventure might have a strong fairy tale vibe. For example, many elements of Zak's game have to my mind a fairy tale sensibility (e.g.—snakes are books). I started thinking about fairy tales after reading a book review, which articulated some characteristic of the genre particularly well. This is a much abridged sample of the review, wherein I bolded several instructive points:
Year after year, we print and re-print fairy tales. What is it that makes them valuable? [...] surely the tales do not teach morality. Remember the egregious brutality of that spoiled princess in The Frog King who, after hurling the little animal who helped her against the wall, gets rewarded. [...] Nor do the tales psychologize or philosophize. What they do, instead, is what all great children’s literature does: they literalize metaphor. They lower their glittering buckets deep into the psyche’s well. [...] Not quite like ancient myths, which use nymphs and satyrs to explain recurring natural phenomena; nor like fables, whose timeless moral lessons are parlayed through the escapades of animal characters; nor like legends, which exude the pungent aromas of one particular locale and its history, fairy tales are [...] stories made to summon wonder, horror, enchantment—and not necessarily anything more. Uncanny in the purest sense of the word, which is to say, both bizarre and familiar at once[....] the Grimms’ tales match, with an almost miraculous precision, children’s own ways of thinking. They transform contiguity into causality, and they maximize contrast.Mixing these characteristics into a D&D would give it a fairy tale flavor. Here's a quick example. Take the idium/cliche "ton of bricks". Imagine the ruler of a small kingdom, who was forced (for whatever reason—war, famine, corruption) to make very difficult decisions. One of his policies hurt a witch. The witch put a curse on him: every time one of his decisions harmed one of his subjects, a lead ingot would appear in his vicinity. Over the course of a few months, his castle filled with lead ingots. Eventually, the structure collapsed, killing him and his family. That's your dungeon— a ruined castle full of lead ingots. This could present some interesting challenges to adventurers, and a backstory for the players to uncover as they explore.
Monday, October 4, 2010
The Book of Imaginary Beings
Despite the fact that Jorge Luis Borges is one of my favorite writers, I had only briefly flipped through The Book of Imaginary Being
at the library. I recently noticed that Borges' bestiary appears on the inspirational source material list at the back of the Moldvay basic book, so I grabbed a copy to see what material could be appropriated for gaming. The book contains over a hundred entries for monsters, each entry 1-2 pages. For a quick bit of general inspiration, pull it off the shelf and read two or three entries at random. There are also many specific details that could profitably be stolen for your games. I found these, for example, in three random entries:
or one of the out-of-print Giovanni translations. Unfortunately, the widely available Andrew Hurley translations are discouragingly stilted.
- the shaft of a griffon's feather makes a marvelous bow
- angry villagers who slay a monster might have it taxidermied and prominently displayed to visitors
- the dots on tortoise shells are treatises about the cosmos
Monday, September 27, 2010
Dungeon geomorphs
As linked by Scott at Huge Ruined Pile, these hand drawn dungeon geomorphs by dysonlogos are inspiring. Dysonlogos says:
[...] my challenge to myself for the next three months is to draw up a 100′ x 100′ dungeon geomorph every day, six per week, and then compile that week’s geomorphs into a single page PDF release every Friday as my Friday Map.I may have to try my hand at making some geomorphs.
Friday, August 20, 2010
Which dialect of Common do your PC's speak?
There's an interesting post over at Language Log about linguistic diversity in pre-historic Europe, which could have significant implications for anyone running a game in a world without large, culturally homogenizing nation states.
"The basic fact of pre-state language distribution is that no single language can occupy, for more than a few centuries, an area too large for all its native speakers to communicate with each other regularly. The reasons for that are simple and obvious. All languages change, slowly but steadily, over time. Each change originates in a small part of the speaking population and spreads outward through the speech community. [...] Many changes either spread through the entire community over two or three generations or are suppressed by social “stigmatization”; some are accepted by some parts of the community but not by others, creating “dialect” differences within the broader speech community. But if parts of the speech community cease to communicate altogether, or communicate so rarely that they have no incentive to imitate each others’ speech, changes cannot spread from one to another; different changes will accumulate on either side of the linguistic barrier, and within a thousand years, at most, a single language will have become two or more. [...] Thus in pre-state communities every language spread automatically results in language fragmentation. Of course not all the fragments survive; pre-state language communities sometimes gradually abandon their native language and adopt the language of another community with which they are in intimate contact...."
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