Wednesday, August 20, 2014

Free Download For HP Lovecraft's Birthday & The Use Of Time And Space Gates For Your Old School Campaigns

H. P. Lovecraft, June 1934.jpg
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Some shadows loom large in life and some overshadow you to the point where you can never really get away. So its been with me with the man from Providence.
According to Wiki : 
Howard Phillips Lovecraft (/ˈlʌvkræft, -ˌkrɑːft/;[1] August 20, 1890 – March 15, 1937) — known as H.P. Lovecraft— was an American author who achieved posthumous fame through his influential works of horror fiction. Virtually unknown and only published in pulp magazines before he died in poverty, he is now regarded as one of the most significant 20th-century authors in his genre.
Lovecraft was born in Providence, Rhode Island, where he spent most of his life. His father was confined to a mental institution when Lovecraft was 3 years old. His grandfather, a wealthy businessman, enjoyed storytelling and was an early influence. Intellectually precocious but sensitive, Lovecraft began composing rudimentary horror tales by the age of 8, but suffered from overwhelming feelings of anxiety. He encountered problems with classmates in school, and was kept at home by his highly strung and overbearing mother for illnesses that may have been psychosomatic. In high school, Lovecraft was able to better connect with his peers and form friendships. He also involved neighborhood children in elaborate make-believe projects, only regretfully ceasing the activity at 17 years old. Despite leaving school in 1908 without graduating — he found mathematics particularly difficult — Lovecraft had developed a formidable knowledge of his favored subjects, such as history, linguistics, chemistry, and astronomy.
Although he seems to have had some social life, attending meetings of a club for local young men, Lovecraft in early adulthood was established in a reclusive 'nightbird' lifestyle without occupation or pursuit of romantic adventures. In 1913 his conduct of a long running controversy in the letters page of a story magazine led to his being invited to participate in an amateur journalism association. Encouraged, he started circulating his stories; he was 31 at the time of his first publication in a professional magazine. Lovecraft contracted a marriage to an older woman he had met at an association conference. By age 34, he was a regular contributor to newly founded Weird Tales magazine; he turned down an offer of the editorship.
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Lovecraft is and was someone whom I think is only now receiving the recognition of history. Here's the reason why I loved him as well. He also took the time to help other writers in the field of weird fiction and science fiction. Had he lived longer I think he might have become one of the most important editors and collaborators in the field of science and weird fiction the world has ever seen.
His creations continue to astound me but there are a few novellas and stories that I love. At The Mountains of Madness is one, The Shadow Out Of Time is another, and a short story that never gets mentioned. 

The Most Under Utilized HP Lovecraft Story 
In Old School Gaming 

One of my all time favorite Lovecraft stories and one that I've used time and again for gaming isn't the Call of Cthulhu. Its 'From Beyond', this short story encapsulates everything about HP Lovecraft's ethos. From our insignificant place in the cosmic order of the universe, the ideas of perceptions beyond our own causing things to break into our world from just outside, isolation of the man & the breakdown of reality against the horrors from outside.
According to Wiki:
"From Beyond" is a short story by science fiction and horror fiction writer H. P. Lovecraft. It was written in 1920 and was first published in The Fantasy Fan in June 1934 (Vol. 1, No. 10)

The short is short, to the point and very entertaining in its own right but it also threads its way through the Mythos stories and into the Lovecraft circles other author's stories and novels as well. The basic plot: 

The story is told from the first person perspective of an unnamed narrator and details his experiences with a scientist named Crawford Tillinghast. Tillinghast creates an electronic device that emits a resonance wave, which stimulates an affected person’s pineal gland, thereby allowing them to perceive planes of existence outside the scope of accepted reality.
Sharing the experience with Tillinghast, the narrator becomes cognizant of a translucent, alien environment that overlaps our own recognized reality. From this perspective, he witnesses hordes of strange and horrific creatures that defy description. Tillinghast reveals that he has used his machine to transport his house servants into the overlapping plane of reality. He also reveals that the effect works both ways, and allows the denizens of the alternate dimension to perceive humans. Tillinghast's servants were attacked and killed by one such entity, and Tillinghast informs the narrator that it is right behind him. Terrified beyond measure, the narrator picks up a gun and shoots it at the machine, destroying it. Tillinghast dies immediately thereafter as a result of apoplexy. The police investigate the scene and it is placed on record that Tillinghast murdered the servants in spite of their remains never being found.

The Mega Dungeons Of Crawford Tillinghast
Everything begins and ends with the researches and manipulations of Tilinghast. But who was he? A delver into the deeper mysteries of super science and a DM's best friend.
 According to wiki :
The best friend of the story's narrator, Tillinghast is a researcher of the "physical and metaphysical". Characterized as a man of "feeling and action", the narrator describes his physical transformation after he succeeds in his experiments: "It is not pleasant to see a stout man suddenly grown thin, and it is even worse when the baggy skin becomes yellowed or grayed, the eyes sunken, circled, and uncannily glowing, the forehead veined and corrugated, and the hands tremulous and twitching."
In the first draft of the story, Lovecraft called the character Henry Annesley; he replaced that name with one composed of two old Providence surnames.[1] In The Case of Charles Dexter Ward, Lovecraft mentions "the seasoned salts who manned...the great brigs of the Browns, Crawfords, and Tillinghasts"; James Tillinghast and Eliza Tillinghast are minor characters in that story.
I believe that the Tilinghasts have been messing around with the magic and science of the mythos for a long, long, time and Crawford built his work upon the foundations established by his ancestors. This fact also enables a DM to introduce the worlds and gates created by the Tilinghast family into a large variety of venues. The fact is that if you've got a crazy megadungeon location and want to plunk it into your campaign with some fleshed out Mythos monsters add in a member of this family and a resonator. Then your gate as well as location will draw the party in. 
From Beyond also threads its way through other bits of Lovecraft's work as well.                                                           According to wiki :
Joshi points out that "From Beyond"'s theme of "a reality beyond that revealed to us by the senses, or that which we experience in everyday life", is continued in later Lovecraft tales, such as "The Shunned House" (1924), "The Colour Out of Space" (1927), "The Dreams in the Witch House" and others.[5] For example, in "The Shunned House", the narrator says that "scientific study and reflection had taught us that the known universe of three dimensions embraces the merest fraction of the whole cosmos of substance and energy." Then wiki goes into a whole host of popular culture connections right HERE. But like always Wiki misses the mark. We've had a much more recent adaptation of many of the ideas of From Beyond going all the way back to 1979. The Phantasm movies use the gate system which has some really interesting ties in with parallel worlds, time streams, and in the fourth movie Oblivion a deep tie with From Beyond. 

 In Phantasm Obvilion we are finally shown the origin point of The Tall Man. Mr. Morningside studies and creates a gateway to the red world of the Phantasm mythos. I believe given the time period, means, and mechanisms of Mr.Morningside that there's a connection to the Resonator of the Lovecraft novella. I think that there were possibly a circle of scientists, magicians, and delvers into the forbidden sciences that throughout history have been opening gates and keys that should never be disturbed. This all dovetails nicely with the cheesetastic 1980's film From Beyond. Once again Wiki: 
"From Beyond" was adapted into a 1986 film of the same name by horror director Stuart Gordon. Gordon has also written or directed such Lovecraft adaptations as Re-Animator (1985), Dagon (2001), and an episode of Masters of Horror (2005) entitled "Dreams in the Witch House". The short story was also the inspiration for the 2013 horror film Banshee Chapter, which loosely adapts the short story and 1986 Gordon film. Could all of these folks be building upon a body of work and technology that goes back centuries? Sure they could in fact it it all builds upon two warring races of Lovecraftian fiction - The Elder Things and The Great Race of Yith. The so called Great Race has had its clippers other manipulations throughout time and space. They first appeared in Lovecraft's tour de force The Shadow Out of Time. 
They're a race of time travelers whose had some very interesting interactions through the mythos and will continue to for a very long time. They make the 'Time Lords' look like rank fools. They've got operatives throughout history moving minds along the entire thread of Earth and the universe's existence. They've also warred and traded with other Lovecraftian races even as they salt history with their technology at key points including the Nazi's time travel efforts. The Shadow Out Of Time and Dreams In The Witch House has the gate technology and Mythos science squarely laid at their feet. This is just the sort of thing that they'd create with ties that go deep into the Phantasm movies as well other 80's Cheestastic films. Its also a great device for use when creating megadungeons. The resonator From Beyond might in fact be another facet of mythos science that has other connections to the Great Race. Only time will tell what other weird gems will be uncovered.

Happy Birthday HP Lovecraft!
Thanks for all the insanity! 

Tuesday, August 19, 2014

Review and Commentary On 50 Post Nuclear Wasteland Encounters From Fishwife Games For Your Old School Post Apocalyptic Campaigns

50 Post Nuclear Wasteland Encounters
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Some products fill a niche and others simply exist for the sake of being awesome. This list is the former and a bit of the latter. This list of fifty old school wasteland encounters fills in the bridge gap between serious and downright nasty fantastical random encounters. For less then the price of a candy bar, the DM can get a whole bunch of encounters that will challenge your party of mutant adventurers.
According to the rpg now write up : 
For the price of a can of soda out of the vending machine you get 50 creative encounters for an irradiated post nuclear wasteland. Unlike many previous 
Fishwife apocalyptic products, this list focuses more on the fantastic edge of wasteland gaming. From fields of zombies to mutated man eating plants to 
cyborg merchants and savage moon shiners, there’s a little something for everyone in this list.
 Using 50 Post Nuclear Wasteland Encounters List For Your Old School Post Apocalyptic Campaigns 

50 Post Nuclear Wasteland Encounters

Its all here and its there's some real pissers of encounters on this list to take the wind out the sails of any group of adventurers. There are several quick ways to use this one. When you want to pad out an urban or country encounter in a small town of ruins with your known species of Mutant Future monster living at the edge of town and you want to soften the party up this list will do quite nicely. Have a facility or set of ruins that you need to protect and whip up some naturally occurring dungeon style post apocalyptic encounters? This list will help to fill out that need for your DM. Are your players getting you down because they've got every single PA resource on market? This list can give you a huge variety of options to put into play easily quickly and will little fuss. This list has a more fantastic or pulp feel to it and with a some hex paper a few random rolls and patience you can populate an entire region of the wasteland or campaign.
When this list really comes into focus is when the PC's reach those edge of the map ruins and you've got nothing written. With a few choice rolls and you've got half a night's worth of adventuring in one quick DYI encounter. This method is perfect for games like Mutant Epoch.
For Mutant Epoch this list can add in an extra bit of flavor when some little special encounter is needed or when you need a slightly weirder post apocalyptic boss for the PC's to face down. With Mutant Future this list has that extra bit gonzo for a some weird cinema style drive in encounter. All in all this isn't a bad price point, style of design, and list to really twist the PC's panties in a wad when the next encounter comes up on your next flick of the dice.  

Review and Commentary On Wisdom From The Wastelands Issue #35 From Skirmisher Publishing For The Mutant Future Rpg System or Any Old School Post Apocalyptic Campaigns

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Issue Number 35 of Wisdom From The Wastelands marks one of my favorite mutant species in Gamma World 1st edition and the Mutant Future retroclone. Mutant plants are one of the most alien and under utilized post apocalyptic monsters in the wastelands. Yet, this is part III of a series of articles that seeks to correct that oversight. I've played a ton of the style of post apocalyptic gaming that wisdom covers. Mutant plants can and do evolve in the wastes to fulfill a very nasty role. Namely to hasten the demise of adventurers. For the ruins and dungeons of the wastelands mutant plants can be found throughout the wastes and we get a variety of mutant monsters and plants that exist within the wasteland ecology together. From the Demon's Walking Stick a weird horror if there was one to dizzy weed that can end adventurers lives in a hallucination induced death.
The problem is that that mutant plant PC are often some of the hardest creatures to play and yet some of the most rewarding for these are truly an alien species with which we share the planet and yet don't know enough about. Its not surprising that this issue has new plant diseases to make life even more difficult on players of such characters. Not a bad issue with more monsters, a few artifacts, and more poking through the pages.
This issue can add a bit more mayhem to your games by allowing the DM to throw a bit more high weirdness in with some mutant plant monsters into their Mutant Future campaigns. With a bit of work some of these could be adapted and added into Mutant Epoch if the DM needed a bit of extra punch to their ME games but it would take a bit of work. This material could definitely add a bit of mutant plant spice to your Gamma World first edition games with little issue.
Many of my thoughts turned to Metamorphosis Alpha while reading this issue and how this material could be turned loose on a level of the Warden with little fuss. Many of the mutant species would feel quite at home among the cramped and weird corridors of that particular ship. There are echoes of the mutant plant species throughout this issue at least in spirit.
The bottom line is that this issue is part of a chain of mutant plant information and seems incomplete even if it is self contained but that's hardly surprising seeing that this is the third part of a series. My advice is to grab all of them and then go over the material on mutant plants. Its well worth it and some of the advice can be very useful even for older games.
 The new mutations and equipment are really the icing on this post apocalytic cake and add just the right amount of old school science fantasy mutant plant mayhem. All in all not a bad issue but you'll want the others in this series. 

Monday, August 18, 2014

Atari Force Comics As Fodder For The Stars Without Number Rpg And Old School Science Fiction Campaigns

Way, Way, back in the annels of the 80's I played in one of my best friend's Star Frontier rpg campaigns based on this DC series of comics back in 1984.
The comic had some incredible artwork, followed the Star Raiders graphic novel and was loosely connected with the video games. I had no idea about the DC implosion or anything about what were going on behind the scenes at DC at the time. Later, I met some of the folks behind the scenes in the 90's but that's a story for another day.
 The second comic series is perfect fodder for the Stars Without Number game.
According to wiki : 
The first Atari Force comics, which only counted 5 issues, were published in 1982 and were created mainly to illustrate story lines for home consolegames being released by fellow Warner Communications subsidiary Atari, Inc. The comics were packed in with the games DefenderBerzerkStar RaidersPhoenix, and Galaxian. The comics were written by Gerry Conway and Roy Thomas and the artists included Ross AndruGil KaneDick Giordano, and Mike DeCarlo.
An Atari Force special insert appeared in two comic books cover dated January 1983[1] and served as a prequel to the ongoing series launched a year later. The insert was the story previously published in the Phoenixcomic, but the story title was changed to "Code Name: Liberator" and featured ship's name became Liberator. In addition, the art for the aliens showed them as more frog-like. Atari released a Liberator arcade game featuring Commander Martin Champion and the Atari Force name.
The second series (Jan. 1984 - Aug. 1985) was released monthly, in conventional comic-book format, and lasted for 20 issues
The second series of comic books is where I come in, and the mood,introspective Martin Champion takes off with his crew which resembles an Old School science fiction group of misfit adventurers if there ever was one. There are ties to the older DC comics as well in the second series. 

The original Atari Force was a team of humans from different nations using the multi-dimensional starship Scanner One to search for a new planet for humanity to inhabit as the Earth was facing ecological devastation. The team was handpicked by A.T.A.R.I. (Advanced Technology And Research Institute), and consisted of Martin Champion as mission commander,Lydia Perez as pilot and executive officer, Li-San O'Rourke as security officer, Mohandas Singh as flight engineer, andDr. Lucas Orion as medical officer. A semi-sentient alien creature named Hukka because of the noise he made later joined as team mascot.

The second team, formed approximately 25 years after the first, was also led by Martin Champion. He was convinced that the original team's nemesis, the Dark Destroyer, still existed. Although he was correct, most of the rest of humanity did not believe it, but humored him due to his heroic status in successfully leading the original Atari Force to find New Earth. Other team members included Christopher "Tempest" Champion, son of Martin Champion and Lydia Perez; Erin "Dart" Bia O'Rourke-Singh, daughter of Mohandas Singh and Li-San O'Rourke; Hukka; Morphea, an insectoid empath; Babe, an alien toddler of immense size and strength; and Pakrat, a humanoid rodent thief. Later additions to the team were Blackjak, Dart's human lover; Taz, a short alien warrior; and Kargg, the Dark Destroyer's former chief underling.
Don't let the kid friendly artwork fool you, this was a pretty nice little DC science fiction series with some very interesting science fantasy concepts lurking in the background. They  work for an SWN or old school campaign.

Using Atari Force As Fodder For A
Stars Without Number  Campaign 
Here's how the Atari Force breaks down into Stars Without Numbers, the original team has  Erin aka Dark as a Fighter/Assassin, Tempest 'psychic', Morphea alien/psychic,Babe fighter, Pakrat expert/thief, Black Jak cyborg/fighter with shades of an expert, Taz alien fighter, Karg alien fighter.
Martin Companion is a fighter/leader who leads the team. 

Elements from Stars Without Number that over lap the comic, the spike drive as the multiverse accessing drive system. Much of the technology,backdrop, etc. all easily fit into the background of Stars Without Number and there's the additions of other books from SWN easily dove tailing into the backdrop.

I was just reminded of this campaign by my friend Peter the other day. We handled the party as survivors who ran into the minions of the Dark Destroyer after we were sent after Martin after he stole his star ship and crew. The party tangled with the Dark Destroyer's forces and lost badly. We were sold into slavery and lost among the debris of the alien despot's empire. After escaping we gathered our own crew and carved up some of the alien's forces. You see there are more then one Dark Destroyer lurking out there. The thing is a Lovecraftian alien horror in power armor taking over chunks of the universe. The party did manage to rescue the other slaves because hey we were heroes and that's what we did.
The Dark Destroyer is still lurking out in the multiverse and heroes are needed.
If you wish to read a good chunk of the Atari Force comics the Internet Archive has a bunch for download HERE
 There's a dedicated web page right over  HERE
I think the whole series was available right HERE

Please note that this blog entry is for entertainment purposes only and is not a challenge to the copyright & trade mark holders of Atari Force, DC comics, or Stars Without Number. The creators of Stars Without Number are not responsible for the contents of this blog entry. This is for my own personal rpg campaign and used under educational and entertainment purposes only.
All materials contained belong to their respective owners.  

Sunday, August 17, 2014

Review Of The Free OSR Download '&' magazine issue #10 For Your Old School Campaigns

cover issue 10

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Another round of the venerable free pdf magazine that packs a punch! 
'&' magazine is a really interesting little gem in OSR gaming and usually weigh in at a solid ninety pages. The magazine is usually cram jammed with lots of interesting bits and pieces of first edition AD&D material. This issue is no exception and between the covers has an entire issue of lycanthropic goodness. Here's a listing of the material in this issue. 

Featured in this issue: Shape Changers!
This issue includes
  • Why “Solids” Don’t Understand
  • Hey, Where Are My Pants?
  • By the Light of the Silvery Moon
  • Lycanthropy: A Small Matter
Plus some bonus articles
  • The Otherworld – The Faerie Realm
  • Monster Lore Non-Weapon Proficiency
  • Spells by Magic Type
  • Playing with Missile Fire
  • Is There Room for Text-Based Gaming in the Old School Renaissance?
This one has everything you could want for the AD&D first edition shape changer including ecology of the following : Werebison, Jagweres, Were moths, and Vamp weres as well as more articles covering a plethora of magic items also with a weird haunted old school slant. This issue reminded me of the old Halloween Dragon issues. There's definitely a feeling of the old school vibe riding through here. There's magic a plenty with how to use shape changers on the battle field of the AD&D. We also get a Warren of the Rat Men map that has a really nice were rat feel to it. This could be a really nasty encounter and hidy hold in the dark.  Dan Rasaiah provides a whole batch of NPC's to bedevil or add your party of adventurers. Throughout the magazine there are batches of spells and magic items that can turn a game on its ear quite easily in a good way. Many of these are lycanthrope themed. 
The Otherworld articles are well done and add a bit of Faerie to the old school table. This is a particularly well done article about a classic other dimensional realm t
 Once again Andrew Hamilton is at it again with two articles, one a mini crawl called the Ice Tombs of the Frost Jotuns which drives some of the maps as well in this pdf.  Hex Crawls: Liltwater Valey /South Slopes Region, by Andrew Hamilton gives a party a run for their money and makes for a interesting evening's entertainment. Finally rounding out this issue a wilderness fort that can be added to any OSRIC or retroclone setting. 
If you haven't figured out by now I've got a particular soft spot for were creatures and this issue delivers the goods in spades for the thrills and chills. I want to add in the Realm of the Fey to my games and just might do that next week. Grab this one and you won't be sorry as '&' continues to deliver the goods. 

Saturday, August 16, 2014

Returning To Hyperborea - The Gardens Of La Tsing - An Astonishing Swordsmen and Sorcerers Of Hyperborea Rpg Campaign - Set Up On The Dark Corner

During today's game I was reminded that I still have a party of adventurers stuck out in the middle of the jungles of Hyperborea. This campaign was based upon the lesser works of Clark Aston Smith, I began the task of doing some outlines for a campaign of AS&SH. Here's some of what the PC's will be facing in the Gardens Of La Tsing!
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Space Western Comics Two Step - A Warriors Of The Red Planet Rpg - Actual Campaign Play Event & Free Download

You can read the first issue

I just got back from a crazy old school D&D style mash up game, I was roped into DM something completely different. A pulp fueled D&D retroclone  style Warriors of The Red Planet rpg campaign adventure set using the old Charlton comic Space Western comics title as the base. Space Westerns comics are PD material.
Basically,the PC's were part of Spurs and his Space Vigilantes organization which has strong governmental ties. After the 'Barsoomian' Resettlement and Reorganization act of 1950, the Earth has had a very uneasy time with Mars. Martian races have been resettled on Earth blending into the background of the South West and as Mars has become a sort of post Colonial colony world. There have been acts of war and terrorism against Earth even as the Martians try and cope with Earth.
The players are a mix of Earth cowboys, Martian PC fighting men, Martian scientists, and two government agents acting as liaisons with the U.S. government.
The PC's foiled a heinous Martian plot to blow up Mount Rushmore and rescued a Martian princess.
 The PC's had to deal with a nasty horror hidden in the cargo hold of a the Martian saucer inspired by a Clark Aston Smith Mars story with a healthy dose of HP Lovecraft thrown in. Now its off to Mars to return her to her family. Part I is done

Space Western

They don't come any more classic or cheesy then Space Western Comics. From the briefest spark of creative madness from 1952 -53 within the pages  Chartlon comics, these were a grand experiment.
According to the Comic Book Collecting Association article which has an excellent breakdown of the comic book's 'plot':
The “plot” and “story” were at best thin, and were at some times so bad that they were good.  Take, for instance, the story of “The Saucer Men” from Space Western Comics #40 (issue 1) which first introduced these characters.  Spurs is minding his own business when his attention is drawn to a flying saucer landing in the Arizona desert.  Sauntering over to the spaceship as figures emerge, Spurs says, “Well, well don’t tell me.  You are from Mars”.  To which the leader of the spaceship snappily replies, “Naturally we are from Mars”.  Informed by the Martian leader, Korok, that he wishes Spurs and his men to accompany him back to Mars to prove that they had visited Earth,  Spurs is given one “zuba” to pack (which  packing includes a plutonium gun capable of shooting minature atom bombs).  Well, as it turns out, Korok is a bad guy whose return with the earthmen  supports his claim that he has conquered earth, thus triggering the overthrow of Queen Thula.  Spurs and the boys make short work of Kurok and his henchman and have Queen Thula returned to her throne in no time (two pages to be exact).  A grateful queen appoints Spurs the prime minister of Mars, to which Spurs remarks, “This could only happen on Mars.”

    However, so this title could continue, by the second story Queen Thula releases Spurs from this position so he can be ready to meet all future threats to the earth.  These include the threat of Vodor and “The Green Men of Venus” (issue #41) who disguise themselves as cactus (yes, cactus), “The Sun Masters” who attempt to drain the sun of its energy (Spurs, as he shoots an alien sentry who points a ray-gun at Spurs, remarks, “Skip it buster.  I don’t wear these six-guns just to hold my belt down.”), various rematches with Korok and Vodor who join forces to defeat Spurs, including shooting missles which contain moon borers from the moon to the earth,  “Menace of the Meteor Men”,  “Battle of Spaceman’s Gulch”  with the Artopods from Neptune (who are defeated by members of the local science fiction club with mosquito spray) and other equally heart-stopping conflicts.  But it is, perhaps, with “Trip to Mercury”  (issue #43), wherein Strong Bow flys to Mercury in a rocketship contained in an Aztec Temple, fights ancient Aztec warriors and rescues a princess thought dead for 400 years, that it is realized that this is no end to these multi-genre stories.   The very next issue contains a story that has to be the best of the best, the worst of the worst.  It is a story that could not be contained in just one issue.  In issue #44 is the beginning of the two-part story, “Madman of Mars”.  This is a story that has cowboys fighting Nazi soldiers on Mars- A hydrogen bomb rocket destroys Paris, soon to be followed by other rockets that destroy Moscow, Honolulu and New York.  It is up to Spurs Jackson and his Space Vigilantes to put an end to this nightmare.  They track the source of the rockets to Mars, where they are attacked by Nazi soldiers.  We learn that in the closing moments of World War II  the “leader” and nine of his followers escaped in a rocket ship to Mars, where they have been planning their revenge to destroy their enemies.  In a swift and deadly fight, Spurs and the boys are able to overcome these Nazi devils and to destory the rocket launch area.  However, they are too late to capture the “leader” and the last two of his men.

    Undaunted by the 900,000 mile lead the Nazis have, Spurs relentlessly pursues, in issue #45,  “the greatest living menaces to decent mankind the world has ever known”.  Yes, boys and girls, Spurs is hot on the heels of Adolph Hitler!  Hitler crashes his rocketship on an inhabited asteroid.   Blaming his companion Richter for the crash, Hitler shoots him and leaves him for dead.  Hitler  takes over the asteroid from its “simple people”  when Spurs shows up.  A deadly impasse ensues between Spurs and Hitler, which is broken when the severely wounded Richter appears and puts a final end to Hitler.

There is a ton of information right over HERE 

Using Space Western Comics 

As Fodder For Warriors of The Red Planet 

I've been thinking about this idea for the past couple of weeks and with little time to spare. I quickly patched this one together using Labryth Lord, WoRP, and lots of retroclone glue. The idea is fairly simple and seems stupid until I mentioned one movie that brought it all home to the players, Buckroo Banzai Across The Eight Dimension. While there is an rpg out there I don't have access to it at the moment. I liked the idea of the PC's being pulp heroes in the mold of ERB's. 

Within the introduction of Warriors of The Red Planet's Beta edition's rule set, the author's hope that this will be the DM's go to game for weird adventures. Given the amount of  Wild Western background injected into the various pulp and comic book sources for Mars. Spurs and his Space Vigilantes were an easy sell. 
The comic takes place in the 1950's when the Colonial period of Mars is starting to come to a close. Had a blast with this game today. 
Don't forget to grab a Beta copy of  Warriors of The Red Planet
Warriors of the Red Planet
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The Saturday Afternoon Psychotronic Post Apocalyptic Movie - End Game 1983 As Fodder For Your Old School Post Apocalyptic Campaigns


End Game is one of those Saturday afternoon HBO movies that would come on and you ended up watching it and getting the ninety eight minutes run time sucked from your life never knowing quite why.
The Italians were pumping out a ton of these post apocalyptic films back in 1983 and this one made the rounds back in the 1990's when I worked in Boston in a video store. Believe it or not this film has a plot that makes a great old school post apocalyptic campaign.
Understand that this a grind house Italian post apocalyptic movie and its terrible as well as awful. There for awesome in its own way.

Heck even the director used a pseudonym. According to wiki : 
Endgame (Bronx lotta finale) is a 1983 Italian post-apocalyptic film starring Al CliverLaura Gemser and George Eastman. It was directed, co-written and produced by Joe D'Amato, under the pseudonym "Steven Benson".

That being said the plot is like something right out of Thundarr The Barbarian: 
In the year 2025, a nuclear holocaust has left New York City an irradiated, but not abandoned, wasteland. The ruined city is inhabited now by scavenger packs and telepathic mutants, who are persecuted by the elite survivors. Keeping the people pacified is the reality television program Endgame, where hunters and gladiators fight to the death.
Endgame veteran Ron Shannon (Cliver) assembles a team to take a group of mutants across the desert to safety. They need to avoid such dangers as blind fighting monks, nomadic predators, government agents, and Shannon's friend, now turned nemesis, Karnak (George Eastman).
The one percent rule over the mutants and hunters as scavengers pore through the rules of the ancients. Because this is an Italian production there's lots of echos of ancient Rome throughout these films. 
The only thing missing in End Game is a wizard at whose bidding the humans are dying and fighting to make a complete mini campaign. Gladiator combat in the wasteland allows the DM to do completely gonzo cross overs with a straight face and have your players coming back to the table. 
If you need or want to cross over your Labyrinth Lord/Mutant Future style fantasy and science fantasy campaigns this is a way to do it with little to no fuss at all. 
Take three Italian post apocalyptic movies mix in your Mutant Epoch game rule book and your ready to go. 

 Using End Game As Fodder For Your Old School 

 Post Apocalyptic Campaigns 
End game was one of my go to films to set just about anything into the wastelands. This film is a good example of the spaghetti setting. Hang anything within it and it will work. 
This film is a good example of PA hex crawling at it's best. What's around the next corner? Ruins with a chain saw wielding clown? Why is it there? Because its a part of 'The End Game' broadcasts to the masses.

 Because of the films pseudo Roman style excuse, the elders could and would pore a variety of the weird, traumatic and dangerous for pure entertainment.
Add in your favorite mutant monsters per encounter and go from there. 

A few NPC adventurers  in search of employment 
End Game isn't even good but it provides a great frame work to add in your favorite elements into a quick mini campaign for a Mutant Epoch or A Mutant Future game.
The formula of the film makes a great way to introduce both your fantasy and science fantasy campaigns together.
Add in a few leather clad 80's barbarian warriors and your ready to go.
The film is readily available on Youtube and a few other outlets. I've still got my VHS copy and popped it in for this afternoon's game.
The only thing missing from this sort of a game is a tribe of mutant ape warriors. Fortunately Bill over at Green Skeleton Gaming guild hooked me.
 Right HERE  Thanks pal.