Just fiddling around for Greyhawk 4e purposes; thought I’d share.
Posts Tagged ‘GILT’
If this 1934 article about a lost city of lizard people located directly underneath LA isn’t born to be a pulp RPG campaign, I don’t know what is. There’s even a map of the catacombs.
Busy Los Angeles, although little realizing it in the hustle and bustle of modern existence, stands above a lost city of catacombs filled with incalculable treasure and imperishable records of a race of humans further advance intellectually and scientifically than even the highest type of present day peoples, in the belief of G. Warren Shufelt, geophysical mining engineer now engaged in an attempt to wrest from the lost city deep in the earth below Fort Moore Hill the secrets of the Lizard People of legendary fame in the medicine lodges of the American Indian.
I am almost but not quite more interested in the mind that could produce an opening paragraph — sentence — paragraph like that. Jean Bosquet later did publicity for Holiday Inn, a rather frothy looking Bing Crosby/Fred Astaire venture that gave us “White Christmas.”
But not quite more interested. There’s more on Mr. Shufelt and his interrupted explorations here, which indicates that I’m not the only person to pretend that “Lizard People” means they looked like lizards. Shufelt’s all over the Web, in fact, but it’s cool to see the original newspaper article.
I’ve been gearing up for a possible game: Howard Hughes’ Men of Action. It has been recommended to me that Primetime Adventures would be a good way to go. I know a lot of you reading this love Primetime Adventures, and you’ve run and played in a lot of fun games with it.
But, allow me to steal Rachel Maddow’s bit for a moment: (more…)
Last one for now:
“Did you know that the first Matrix was designed to be a perfect human world? Where no one suffered, where everyone would be happy. It was a disaster. No one would accept the program.”
Jack Green drives home from work in a perfect tailfinned 50s car to a perfect three-bedroom bungalow in a perfect Pleasantville suburb. He waves to Joe Green, a perfect neighborly neighbor, and walks in the door for a perfectly chaste kiss from Jane Green, a perfect June Cleaver sitcom wife. Jack doesn’t listen to the bushwa Joe’s peddling about a family of Yellows moving in down the street. Jack’s a team player, a straight shooter, a perfect company man. Old Mr. Indigo says Jack’s doing a bang up job at Alpha Corp, building honest-to-gosh computers to stop the Commies. So Jack keeps his eyes on the prize. He’s not troubled by questions; he’s even learned to tune out Jane’s sobbing. But every night he needs to up his dose of Blue Pills so as not to wake up to the Truth…
OK, how about this? Two words, so obvious I’ve got to assume there are umpteen GeoCities pages on this topic from 1997: Steampunk PARANOIA. Still, as any IntSec termination squad will tell you, it’s all in the execution.
The sun never sets on the Alphan Empire. Never sets, never rises, and never moves, actually: it’s a coal-fired blast furnace fixed with iron girders in the smog-shrouded sky. One hundred years after Babbage, one hundred years after Lord Byron’s coup, the Alphan Empire is a steam-driven superpower stretching from Barbados to Bangalore. At its heart squats perfidious Alpha, the not so Green and Pleasant Isle, and at Alpha’s heart sprawls the Empress, the city-sized analytical engine that rules and mothers the Empire.
Beyond the Borderlands and beneath the Misty Mountains lie the caves and caverns of the Under There. The Under There is an archetypal megadungeon, a subterranean labyrinth of evil humanoids, accursed undead, and eight flavors of sentient ooze. There are dark passages, cramped lairs, and secret doors, all constructed on a weirdly regular 10’ by 10’ grid. But the PCs are not adventuring heroes, they are monsters, the put-upon inhabitants of this deadly and dysfunctional underworld.
Yes, yes, you’ve had this idea before. (more…)