Showing posts with label Mutant Future. Show all posts
Showing posts with label Mutant Future. Show all posts

Tuesday, November 21, 2017

Gamma Turquoise PDF live!


I've said it a dozen times already, but will say it again to those awesome folks who backed the Gamma Turquoise: Santa Fe Starport Kickstarter - Thank you!!!

So, what's it all about?  Earth barely survived nuclear bombardment decades ago.  The southwest is one of the few areas that wasn't totally decimated, but it's still a weird and dangerous place.  There's trouble at the Santa Fe Starport... and this trouble is a many-headed beast!

Well, the scenario with a side-order of campaign setting turned out much longer and even more gorgeous than I originally intended.  +MonkeyBlood Design (Glynn Seal) had everything to do with the latter.  Regarding the former, so much went into this fucker that I'm 111 shades of exhausted.  Wanted to get it out there before my birthday on November 25th.  So, now I can rest for a few days before starting new stuff.

The PDF is right over here. 

Enjoy and have a turquoise turkey day from all of us at Kort'thalis Publishing,

VS


Saturday, June 13, 2015

Simulation One-Eleven


My friend +Oli Palmer is running his weird-as-fucking-hell The Islands of Purple-Haunted Putrescence campaign with session reports on his blog.  As a special favor, he asked me if I would do a short video for when the PCs get to the end and find a room with a large screen where the creator personally congratulates, curses, or confuses them.

It seemed just the kind of surreal, over-the-top, meta thing that the purple islands call out for.  I purposely made it brief and open-ended so that individual Game Masters could tailor the experience to their liking.  If you ever use this, GMs, I definitely want to read about it.

Anyway, hope you enjoy!

VS


Sunday, December 7, 2014

Revelry in Torth PDF


Despite my attempts to schedule the PDF release of Revelry in Torth a few days from now, DriveThru thought fit to put it up for sale ahead of time.  Who knows, maybe I forgot how to use a calender?  Anyways, it's live now.

Ed and I are still working on the print files for Amazon/CreateSpace and DriveThruRPG.  Will post about those when they're squared away.

Thanks again to all the Kickstarter backers who supported this project.  I hope everyone finds many things to enjoy.  Happy gaming!


VS



Sunday, July 13, 2014

Post-Apocalyptic Purple


I had the extreme pleasure of reading this brief write-up of awesomeness! 

Back when I was creating The Islands of Purple-Haunted Putrescence, my mind wasn't just on my favorite D&D knockoffs (as much as I love them) but on games like Mutant Future, Hollow Earth Expedition, The Mutant Epoch, Gamma World, Encounter Critical, and dear god, even Rifts!

Science-fantasy has never been so weird... or so purple.


VS



Thursday, June 12, 2014

Purple in Print!


This is your first chance to obtain The Islands of Purple-Haunted Putrescence in softcover.  It should be up on amazon and DriveThru in about 5 days, but it's available right now via CreateSpace (amazon's e-store and affiliate link for self-published authors).

As a special incentive, forward your CreateSpace order confirmation to me and I'll email you the PDF for free!


VS



Wednesday, June 11, 2014

Purple reviewed


Just noticed this over at the OSR blog They Might be Gazebos!  +Chuck Thorin did me the honor of reviewing The Islands of Purple-Haunted Putrescence.  Go check it out...

VS


Monday, May 19, 2014

Stealing from Doctor Who (Keys of Marinus)


There's free time (sweet, sweet free time) and there's work... or just stuff that one has to do.  In the middle, there are grey areas where one has a certain amount of freedom.  My limited liberty appears in the form of early morning TV/movies/DVD watching.

Our 18 month old gets up about an hour and a half earlier than anyone else in the family.  Since my wife gets up in the middle of the night to breastfeed, I pick up the slack at the day's start.  There's a lot I can't do when she's running around the living room - computer and reading are out (she's a grabber), but having an old-timey scifi show on in the background is doable.

Anyways, I was watching The Keys of Marinus this morning, and discovered there were several aspects which could be awesome in a science-fantasy RPG.  The story itself is spread over 6 (nearly) half-hour episodes.  For those who grew up in the 21st century, watching it from beginning to end might be tedious.  It's a little slow even for me.  It's also in black and white.

Without further ado, let me mention some cool stuff...

Eye-stalk brains in large glass domes!  It's creepy, weird, mysterious, and gamers have seen it enough times to visualize it easily.  Even though these things don't show up until a bit later, the picture is in color!  That's why it's showcased at the top of the post.

Grotesque demon statue/idol with humanoid hands!  Why isn't this in my living room?  Oh yeah, I'm married.  :(  Now, you don't have to emphasize the fleshy arms that jut out of this sinister horror's sleeves.  Just seeing this thing should make half the party crap their imaginary pants.  In the Who episode, the statue grabbed people and then swiveled with a blank wall on the opposite side.  So, GMs could use that feature if they were so inclined.

The 12-sided, glass, high-tech instrument which sets everything in motion.  Cool idea - it's supposed to morally judge everyone and everything and guide the planet's population into making the right choices.  Unfortunately, it could also fall into the wrong hands which could turn the whole world into the kind of hell where Sam Neill's eyes are sewn shut, his head's shaved, and his blood-drenched visage simply laughs into the darkness.

The keys themselves are micro-circuits.  They look cool and it's something the adventurers can collect in order to save the day or control everyone's mind, depending on alignment.

There's a sea of acid, beach of glass, and ominous looking temple in the distance.  Who wouldn't want to check that out?  Want to navigate those acidic waters?  Pictured are some one-man submersibles.  Just to be on the safe side... WEAR A WET-SUIT WITHOUT ANY HOLES!!!

Last but definitely not least, there's an ice cave containing a block of ice surrounded by frozen knights.  Within the block is one of the keys, although pretty much anything could be substituted - a magical ring, perhaps?  When the ice is melted (the episode used a volcanic spring faucet), the knights come alive and start attacking everyone in sight.

Visual aids help both players and GMs.  Hopefully, this blog post whets your appetite.  I'll be posting more stolen Doctor Who elements in the months to come.  If you find any of this useful, let me know.  If you actually use some of this in a game, let me know.  If you want me to feature a specific story (must be vintage Who!), let me know.  Basically, I'm looking for some motherloving feedback, y'all!  ;)


VS