Plot-a-Day: The Evil of Eugenics

In June, the BBC reported that North Carolina is dealing with the late fallout from a Eugenics program. Eugenics is, in essence, the attempt to improve the genetic “quality” of a given population. When you hear that you automatically think of the Third Reich, but few people realize that the Nazis actually took cues from the United States – they just pushed it into the extreme.  What I did not know – and I am sure most other people also do not realize – is that such programs were still going on until 1979 – twenty four years after the end of World War II!

The possibilities for plots are endless.

  • The players are hired to look into a Eugenics program that ended in the 1970s, and uncover that the program only served as the cover for something more sinister: Human experiments, where the early geneticists attempted to “play god”. It could be a simple political conspiracy – maybe a Presidential candidate was involved as a young administrator – or these experiments could have created monsters (Call of Cthulhu campaign) or been done in cooperation with the Greys (X-Files style campaign).
  • In a supernatural campaign, a ghost may be restless because he was subject of such a program, and the players’ motivation is to bring the evildoers to justice so the ghost can rest in peace.
  • Human experimentation or Eungenics in the USA, Argetine or other countries could be based on Nazi medical research. In a “secret history” campaign, the traces could eventually lead to the Nazi base under the ice of Antarctica, or to the secret Nazi moon base.
  • Whatever the case, an option is to have the experiments continue until today, which the perpetrators naturally would not wish to come to light.
  • If you are playing a Cyberpunk game, a corporation might start a Eugenics project – for medical research reason, most likely. Or Eugenics could become acceptable again; in a society that does not value individual human life highly, it’s entirely conceivable that criminals or the very poor might get sterilized.
  • In a Science Fiction setting, Eugenics could be conducted on a remote Terran colony world, or the corrupt Galactic Empire could be conducting large-scale experimentation on the Slave Caste.
  • In a fantasy setting, any demi-human race could be the subject of Eugenics at the hands of the dominant races – usually humans. For example, Goblins, Orcs, Kobolds, or similar species could be bred for more intelligence or could be sterilized to limit their breeding rates. This might be especially true if they are capable of interbreeding with humans: Half-Orcs are a likely target for experiments or worse. In some societies, even Half-Elves could be considered an abomination that should not be allowed to produce offspring.
  • No matter what the setting, the players could portray members of a race or class that is subject to Eugenics. This might add a sinister twist and more urgency to the old “You are slaves/prisoners and need to escape” plot.
  • For a good twist on Eugenics, see the computer game Mass Effects: There, the Kroogan (reptilian aliens) were hit by a genetically engineered plague that reduced fertility of their females radically, saving not only the Milky Way galaxy from being overrun, but also stopped the Krogan from constantly warring amongs each other due to population pressure.

At any rate, Eugenics – and human experimentation – provide a good motivation for players, or a complication to any other adventure.

Props for RPGs

I love to use props and hand-outs in my games. For my Call of Cthulhu games, I always made up one-page “newspapers” as the campaign progressed. This is a trivial matter with any decent word processor and a fancy gothic font for the newspaper logo.

Then of course that game had the use of hand-outs built-in. For other games, I created maps or documents. These are trivial to create, too – thanks to modern graphics software, cheap printers, and huge libraries of samples and clipart. You can age them by washing them with coffee or tea, rip off the edges of the paper, and perhaps even use a candle to singe them to make them look less like printer paper.

However, I’ve never really used physical props – back in the day I simply didn’t have money for that, and I never did much research into it. If I were to game again, I’d certainly change that. There’s a lot of cool stuff available, and some of it is even really cheap.

  • Tsojcanth had an excellent idea of using note-books as big collections of mini-dungeons, but the same would work really well as an adventurer’s diary or some such. The effort to create one of these is fairly large though, especially since you need to write into them by hand. Still, if you base a campaign around one of these, it might work out really, really well. It can work in all settings – notes from an adventurer about hidden treasure and dungeons; notes a star trader makes about various systems (he’s using paper because he is afraid a data file would be too easy to copy).
  • There’s websites that sell assorted “magic wands – I am not quite sure if this means there are actually people out there who believe these would let them cast spells, but I probably don’t want to know. Be that as it may, these wands, their amulets, and other items should work really well as props and some of them are quite cheap. I mean, how can you go wrong with, say, a set of runes? They also sell blank journals, which you could use for Tsojcanth’s mini-dungeon idea, but they are much more expensive than modern journals.
  • Jewelry in general is not a problem. You can just google or search on eBay or Amazon for necklaces, pendants, rings, and so on. For example, Walmart sells personalized engraved rings startung at $50 – but it seems other sites offer engraved rings for $10 or so too. Again, Google is your friend, and the possibilities are endless – For example, I imagine buying one ring with an engraving that hints at the royal family, and give it to one of the characters, who has no recollection of how he got it – but no sooner does the game start that assassins are after him because of the ring.
  • Playing cards are another awesome prop. You can buy plain cards to print on yourself, or you can even get a company to professionally print your custom cards these days. Ideas here are endless: You could create cards that together make up a treasure map; you could go the Amber route and create Tarot cards with the player characters as trumps – and the players will of course want to know why these cards exist, and what they are for! Or the cards could combine in any other way to give hints that the players need, and finding these cards would then be the objective of the first sessions of the campaign, with the final climactic episodes confronting whatever evil the cards led your players to.
  • In Curse of the Azure Bonds, the player characters awake with weird tattoos on their arms. Now, taking your players to the local tattoo parlor might be a little extreme – but you could use temporary tattoos for a similar situation in your campaign. Amazon sells a lot of different designs.
  • For a modern game, consider modern props. Dot matrix printers are out, but you can still simulate the look reasonably well with the right fonts. How about a USB flash drive? Don’t use just any plain flash drive, unless this is appropriate. These days, even a kid or teenager might store a diary or photos on a flash drive, and she might use one that is shaped like a goofy comic book character or adorable little animal. A memory card for a phone or digital camera might contain photos that give the players important clues. Of course these work best if you use PCs at your gaming table, or at least have one in your gaming room.
  • Fake business cards are easily printed, too. You should get a thin cardboard for these, though. Most office supplies shops will sell you sets of prepared business card paper that you can simply print on. In a campaign where the players are professionals, they could have business cards for their characters.

This is what I’ve come up so far. I am sure there are many more ways to add cool props to your games.

What props have you used, or do you want to use in the future?

Ruins & Adventures – The Last Doodle

Well this is the last one. I swear.

Original photo: Fort du Lomont : couloir à l’arrière des chambrées du premier étage du réduit (HDR), by Bresson Thomas.

http://commons.wikimedia.org/wiki/File:2011-03-09-fort-du-lomont-10.jpg

Ruins & Adventures – Three More Mockups

More doodling.

Original photo for the last mock-up: Eilean Donan Castle in Scotland by Shadowgate, cc-by licensed

Ruins & Adventures – Quick Mockups

Just doodling.

Ruins & Adventures: Mock-up 1

Ruins & Adventures: Mock-up 1

Original art: Ruines du château de Saint-Cloud, Public Domain.

Ruins & Adventures: Mock-up 2

Ruins & Adventures: Mock-up 2

Original art: Ruin walls on the Rhine, Public Domain

 

 

Sandbox: Step 1b – Still Mapping the World

The first step of the Sandbox experiment turned into a much longer post than I had anticipated, and when I was done it was very late. I simply did not have time to do the last part of the first step, namely placing rivers and forests.

I did well by that decision; it took me two evenings to get it done. Now the world looks much less barren:

Got woods?

Got woods?

It probably still needs some additional rivers but this will do for a start. Some details for illustration purposes:

Rolling down the river

Rolling down the river

Ice, ice, baby

Ice, ice, baby

In the next step, I will finally get around to actually writing some background about this world. Stay tuned.

Continued in Part 2.

Impossible Earth: The Collapsed World

Preparing my Sandbox experiment, I realized I never posted these maps. That’s a bit weird, because I like the concept.

The Impossible Earth – a working title – was once your average fantasy world, with a huge underworld hidden beneath the surface. One day, the underworld collapsed all over the planet, and in the resulting cataclysm most of civilization was destroyed.

Impossible Earth: Concept

Impossible Earth: Concept

The underworld’s caverns were so large that the world’s oceans were drained into them. In fact, this drain is still going on, with one minor ocean remaining on the surface.

Impossible Earth: Surface

Impossible Earth: Surface

The dark gray areas on the surface map are caved-in areas – here the former underworld is exposed to the sky.

Impossible Earth: Underworld

Impossible Earth: Underworld

The main layout of the underworld – of course countless smaller caves riddle the seemingly solid areas.

Impossible Earth: Composite

Impossible Earth: Composite

And that is how a composite of surface and underworld looks like.

As always the maps have a discussion forum on the Cartographers’ Guild.

I personally love this concept, and I have never heard of anybody else doing this before. I won’t be so bold as to claim this is a completely new idea of course. At any rate, I’d love to hear what you guys think of this concept!

Edit: Work on this map continues.

Sandboxing a World – Foreword

By chance – thank you, cartographer’s guild poster – I came across The Piazza which linked to a series of articles by Rob Conley about creating a “Fantasy Sandbox”. I have only skimmed the beginning, and it looks like a fairly logical process not unlike what I do anyway, so I decided to use it to create my “Consolidated Fantasy World”. I’ve done this sort of experiment before: When I created Arnâron, my Barsoom replacement, I followed ideas put forth in the now defunct Shakespeare & Dragons podcast – even if I did not post about every single step.

And that is something I’m going to do different this time around; I expect to post the results of every step in the process. Rob writes he expects the entire process to be about 24 hours of work, so it is tempting to try this in weekend of insanity, but instead I’ll aim for one step per day. If I get through these steps faster, then that’s fine of course.

Consolidated, you say?

So what is that “consolidated fantasy world” anyway?

As you probably know, my fantasy world is Enderra – the namesake of this site. Enderra was originally developed in a mad two week bash for a 1992 GURPS campaign, and recycled years later for our Dungeons & Dragons campaigns after massive redesigns. And after I stopped gaming, I began to create “Enderra v3″. It never got “done” – as you will know if you’ve followed my work for any period of time, I tend to get distracted by all kinds of new ideas way too easily.

Some of those ideas also covered fantasy worlds. Naturally, these were mostly collections of ideas rather than real designs. But in the end I have to admit that I have only a very limited amount of time, and that it is impossible for me to actively maintain a number of fantasy worlds (even one is difficult!) and so all the material I create (and eventually publish) should feed one setting.

Since the Fantasy Sandbox process does not specify the necessity for prior planning, I will leave it at that – but of course I already have a lot of ideas on where I want this to go as well as a good amount of material from previous Enderra incarnations to base this work on.

Let’s see what happens…

Arth Space – Unfinished Spelljammer Campaign Setting

In 2005 I started writing a “spelljammer” setting – basically a Spelljammer alternate universe. It never did get finished. This is a shame really, considering how much effort I already put into it. I’ve decided to release it as it is now, in the hope that someone might find some use for it.

The file is released under a creative commons attribution, sharealike, non-commercial license. Meaning you can share this file, change and edit it as you like, as long as you credit me for my work on it – and don’t use it commercially.

Enjoy!