ecosophia: JMG in lecture mode (Default)
Cthulhu in SpaceWell, the manuscript for Weird of Hali: The Roleplaying Game is in the publisher's hands as I write this. I had enormous fun with the project, since the hard work of developing game mechanics was already taken care of -- it uses the Mythras Imperative rules as its basis, via a license from the developers -- and so it was just a matter of figuring out how to make sorcery work more or less the way it does in the novels, working up stats blocks for a lot of eldritch critters, fitting in rules for mad scientists, and tinkering with such other details as will make for more entertaining play. 

I'll be putting out a call for GMs willing to playtest the draft system as soon as the publisher has the chance to go over the rules and make sure there are no obvious howlers, and once it's been playtested to destruction and all the problems fixed, it's back to the publisher and on its way into print. I'll keep everyone informed. 

In the meantime, though...

I think I've mentioned here more than once that I'm fond of old-fashioned science fiction, the sort of thing that populates the solar system with intelligent beings and provides ample opportunity for adventure on the grand scale -- swordplay along the Grand Canal of Mars, monstrous critters in the jungles of Venus, derring-do on the moons of Jupiter, and more. That's something that would make a very fun setting for roleplaying games, and indeed something that could be added onto a game of Weird of Hali or Mythras itself.

So, having discussed the idea with the same game publishing company that's bringing out Weird of Hali and gotten an enthusiastic response, I have a new project. The working title is Eldritch Worlds, and the goal is to catch the spirit of the spookier end of interplanetary science fiction -- not horror, which doesn't interest me, but weird fantasy, which does. Imagine for a moment that C.S. Lewis, Clark Ashton Smith, and C.L. Moore -- all of whom wrote excellent stories of the kind I have in mind -- got mildly drunk together at a science fiction convention in 1952 and decided to create a shared solar system; that's kind of what I'm thinking. 

In the same spirit as my previous requests for help, though, I'd like to ask any of my readers who are minded to assist to search their own memories of classic science fiction and help me fill out some of the details. The first question to settle is...

In classic science fiction, how many ways are there to get to another world? 

I've thought of the following so far: 
  • Spacecraft using currently available technology
  • Spacecraft using technology from a lost civilization of the past
  • Spacecraft using extraterrestrial technology (and possibly crewed by aliens)
  • Teleportation device or spell
  • Trans-dimensional gateway or portal
  • Device or spell for transferring consciousness to a body on another world
  • Intervention by a deity, Great Old One, or other superhuman being
...but there are doubtless others, and I want to give GMs and characters as many options as possible. How do you want to go to Mars? 
ecosophia: JMG in lecture mode (Default)
 As the earlier draft of the Weird of Hali Tree of Life attracted a certain amount of interest, I thought I'd post this more complete version...

tentacular tree of life

Some of the additional details should be fairly clear to those who've read the first two volumes of The Weird of Hali; the others will become a little less opaque as the story proceeds. 
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