Category Archives: Dungeons and Dragons

Star Wars Aliens, Mickified

I spent a good deal of my time as a game master for the Star Wars role-playing game in creating alien characters that fit the movies, the books I read in the Star Wars series, and the game materials.  In this post, I will give you a mini-gallery of the aliens I drew for the game.

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Chee Mobok was a space trader who had a problem with his own ego.  He believed that he was a genius at language and could speak any language he had heard a handful of words from.

The Galactic Common speakers were always laughing at the things he said.

Huttese speakers like Jabba the Hutt were always trying to kill him for saying precisely the wrong thing.

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Hethiss was the Jedi Master when my son’s Jedi character was still a padawan learner.

He was wise, but unable to keep his student from doing things in violent ways when a diplomatic solution was called for.

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Merv was a potential terrorist and a suspect in a series of murders on a water planet.  He was, however, the good bad-guy character.  You know, the villain who has a heart of gold and whose actions redeem him in the end…  As opposed to a bad good guy who seems to be a hero and ends up betraying everyone.

 

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Fisonna was a street kid from the same planet and same race as Hethiss the Jedi master.  He had the potential to become a padawan learner.  But he also used his Force skills to pull pranks on serious adults.

 

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Odo-Ki was a Gotal with ultra-sensitive cones on his head.  He had a limited ability to see behind walls and predict the near future.

 

 

 

 

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Nadin Paal was an actual pirate and terrorist with no redeeming qualities at all.  The best thing about him was, that when the time came, he blew up really nicely.  A colorful fireball.

 

 

 

 

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Kehlor was a Herglic, one of the whale people who required specially built extra-large spaceships and accommodations.   He was also a gifted pilot.  You can see that he wears the uniform of the Trade Authority.

 

 

 

 

 

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And finally, Klis Joo was a Duro and a Jedi, a gray alien with considerable Force powers.

 

There were many more drawings like this as well.  But these are some of the best ones.

 

 

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Return of the Star Wars Figures

On a previous Saturday I admitted to the crime of using 12-inch action figures to play the Star Wars role-playing game.  The Dungeons and Dragons RPG world was horrified.  You are supposed to use scale-appropriate metal miniatures.  How can you simulate combat without small figures on a grid?  I have to confess.  It was via x’s and dots on graph paper.  But we didn’t use the action figures to represent ranges and lines of site in combat.  And one of my players was my niece, an actual girl.  So, I guess, to be honest, we were actually playing with dolls.

But it helps to have a lot of dolls.

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Emperor Palpatine, Snow Trooper, Obi-Wan, Jar Jar, Quigon, Droid Soldier, and home-made Mace Windu

We started play after the first two movies in the Prequel Trilogy.

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Wicket, Imperial Walker, Astroboy (What’s he doing there?) Darth Vader, Little Anakin, and Boba Fett.

We got creative with stories.

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Jango Fett, General Grievous, and Admiral Akbar

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Anakin Skywalker

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Robot from Lost in Space, R2D2, Slave Girl Leia, and a Green Orion Slave Girl Dancer from Star Trek

So there is evidence available to my offspring to help them have me committed to an institution.  The truth is, these are not even all of my Star Wars Dolls.  So this morning’s confession session is now at an end, though all of the horrible truth is not yet revealed.

 

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Making Characters for Traveller

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When I started playing the role-playing game Traveller with a group of middle school students, one of the first challenges to overcome was the creation of original characters and interesting new stories.  You can only play for so long with characters named Solo, Skywalker, and Vader.  Then, you must get creative.

What I am going to show you today are a passel of characters so creative, lame, and craptastic, that you will probably forever after have pity on those poor kids who chose to play the game with me.

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Harry Scipio Strontium 90 was a space detective.  He and his assistant, the dwarf Quark, were necessary to the game because player characters had a tendency to kill people, aliens, and destroy planets, routinely misusing the biggest and baddest weapons in the equipment handbook.  He relentlessly pursued player characters and villains across space and time.

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The Geomancer was a deep space explorer who mysteriously never took off his space suit.  He bailed characters out of trouble when they invariably got marooned on airless asteroids, lost in dead space with no fuel for the starship, or imprisoned by cannibal plant people on an unexplored world.  In the end, it turned out that his mysterious space suit was actually empty, containing only gas and radiation, and possibly an alien spirit-entity.

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Mantis was actually a player character.    The son of the high school science teacher was one of my most dedicated game players.  He decided that he had to have an evil player character.  He said to me, “Mr. B, we will make him secretly evil so that he does things that take the party into danger and betray them without their knowing.  It will be fun as they try to figure out how to save themselves.”  Now, Mantis was an alien super-scientist who had a very big head and small body, so he removed his own head and connected it to a large robotic body.  He stood imposingly taller than all the other characters at eight and a half feet tall.  His evil plots were initially rather lame and easily defeated.  It didn’t take the players long to figure out that he was working against them, and he spent a considerable amount of time as a detached living head on the starship’s auxiliary control panel.  He went through various penances and punishments, ultimately avoiding being flushed into space through the space toilet.

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Susano initially started out as Mantis’ evil experiment.  He was an enhanced clone with super powers and wings.  He was super charming and likeable, but supposed to further Mantis’ evil agenda.  They began to plot the take-over of entire planets like Djinnistan and Vilis.  But the longer the game went on, the more he became a son to Mantis, and the more he influenced his scientist father to use his abilities for good.  They would eventually help a band of rogues create a New Star League out of the ashes of the Third Imperium.  Teacher’s kids are often the biggest pains in a classroom, but that tends to be because they know all the teacher tricks already and are invariably more creative than the average classroom clown.  The last I heard from Mantis’ creator, he was an electrical engineer in Austin, Texas, and probably busy secretly planning to take over the world.  Though hopefully he didn’t remove his own head as a first step.

That is only a small sampling of the characters we created for Traveller, but at more than 500 words already, I need to be saving the rest for another day.

 

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D & D Sidekicks

Why did Batman have Robin the Boy Wonder?  Not only that, but why Bucky and Captain America?  Green Arrow and Speedy?  Aquaman and Aqualad?  Superman and Krypto the Super Dog?  Fredric Wertham, the Seduction of the Innocents and the Comics Code guy, would have you believe that they were there to make young boys turn gay and violent.  But that was nonsense, wasn’t it?  Better change Krypto for photographer Jimmy Olsen just in case.

But if that was merely nonsense, why was it such a part of the formula?

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As a D & D dungeon master, I have my own theory about sidekicks and their function in story-telling.

Young sidekicks were an important part of the stories I told as a game master because the players in my games were mostly adolescent boys themselves.  It was the same as the primary readers of Batman comics in the 1950’s of Wertham’s Comics Code.  The young hero or adventurer character, most often in the form of a non-player character, was someone they could relate to because of age.  They had more in common with the sidekick than the lead hero.  It helped to draw them into the story and make it relevant.

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As a story-telling device, you often find the young apprentice character in novels written for younger audiences.  Think of David Eddings’ Belgariad, or Lloyd Alexander’s  Chronicles of Prydain, or Treasure Island by Robert Louis Stevenson.  The characters of Garion the youngster in the Belgariad,  Taran the young protagonist of Prydain, and certainly Jim Hawkins of Treasure Island.  

So, with that realization, I incorporated youthful characters, both boys and girls, as apprentices and student-adventurers.

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Initially it proved to be a hard thing.   Wizards and sorcerers, according to D & D rules, can take an apprentice once they reach level three.  But first level characters as apprentices are vulnerable because damage done by third level monsters wipes out the meager hit point reserves of a beginner character.  After several traumatic deaths of beloved sidekicks, the player characters begin to take steps to protect them better in combat, or quickly learn where to find priests with resurrection spells who work really cheap.

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Of course, these characters are useful for more than just creating combat complications.  They are really useful for comic relief.  The missteps, mistakes, and total botch-jobs that these inexperienced younger characters create can make us laugh, make us sweat a little to correct it, and move the plot forward in interesting ways that I, as the game master, wouldn’t have otherwise planned.

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So, hopefully, Mr. Wertham’s ghost isn’t hovering over my D & D game thinking it is all a plot to create a generation of violent, gay youths.  Hopefully he can see that it is all a part of a well-established story-telling literary device that actually helps to educate and deepen the understanding of youths.  But it is swiftly becoming irrelevant what Wertham’s ghost thinks anyway.  I haven’t played D & D for a while now.  My sons and daughter now have their own groups of friends, playing under different dungeon masters with different dice.  But hopefully, the need for youthful sidekicks will remain.

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Dragons

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Dragons in the Dungeons and Dragons role-playing games are the central monsters of the story.  In our Eberron campaign they not only rule an entire mysterious continent, but they are credited with the very creation of the world and everything.  Not only monsters, but also gods, is a pretty big order for a   character to fill.

Skye, the Blue Dragon to the left above is a dragon who believes that human people are the most important part of fulfilling the Dragon Prophecy.  Therefore the characters can rely on him as an ally, and sometimes even a patron.  He is a blue chromatic dragon with lightning breath, and the Blue Dragon Aureon, his great great grandfather,  is an important leader of the god-dragons worshiped as the Sovereign Host.

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Phaeros, the great crested red dragon, is a servant of chaos who actively opposes all that is good.  He works with orcish dictators and priests of the Dark Six to accomplish vast swaths of damage, destruction, and war.

He is a big bad villain that has to come at the end of a campaign, because dragons are not only powerful fire-breathers with monstrous monster-damage capability, they also know far more magic than even the wisest of wizards.  My players have not crossed him yet, but if they start finding the missing dragon eggs, that will happen soon.

You may notice that my dragon pictures are mostly coloring-book pictures repeated with different colors, but in many ways dragons are like that.  They all have the cookie-cutter qualities of a dragon, but with different-colored personalities and powers and ideas of good and evil.

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Pennie is a copper dragon with divided loyalties and the soul of a clown.  She never takes the adventure at hand too seriously.  But if she decides to help the player characters find the missing dragon eggs, no ally will prove stronger and more helpful than her.  And she knows things that the players need to learn from her to find the missing eggs.

So dragons come in many forms and personalities.

In fact, the search for the missing dragon eggs will be critically affected by the fact that the eggs have all five hatched and dragons instinctively protect themselves when young by using their polymorph self magic to become some other creature.  And someone has implanted the idea of using human form as the default even though the wormlings have never actually seen a human being in real life.

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This is a double portrait of Calcryx, both as a white dragon wormling and a young girl.

So, playing games with dragons is fun and archetypal story-telling, and I will continue to do it, even if it means getting burned now and again.

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Saturday Night D & D on Sunday

Yesterday I forgot that it was Saturday.  But that doesn’t matter much in a D & D campaign.  You may not play at regular times… or at all, like this week.  But you do what you can when you can.  Just like in real life.  So let me share a character gallery, in order to give me my weekly dose of fantasy sword and sorcery nonsense.

These illustrations all come out of my D & D notebook.  They are done in colored pencil on colored paper.  Many are copied from models in catalogs, action movie stills, comic books, and illustrated Dungeons and Dragons products, but always interpreted in my own style and costumes.

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Wizards on Ice

I need a quick and cold post for today, so I will turn to the ice wizards of Talislanta.

Ice Alchemist

Viktor, the ice-alchemist, and his son Zoran-viktor are Mirin, a sort of ice-elves who live in the frozen ice-world of the far north.  Viktor’s people are cold-resistant enough to wear bikinis in freezing weather (but smart enough not to).   So Viktor managed to become the Mirins’ most powerful user of the magic of chemistry by developing hot stuff. In the picture he is brewing a bit of the really, really hot explodie stuff that melts a Mirin bad guy.

Juan Ruy

Juan Ruy, the Mirin prince,  built many ice castles out of his magical substance known as iron-ice.  It was far harder to pierce than steel and impossible to melt with fires less hot than dragon’s breath.  With it he built frozen castles vertically to the highest heights.  And they still stand, primarily because I haven’t played that particular D & D game for more than two decades.

But this is what I love most about the Dungeons and Dragons game.  It is a never-ending game played in worlds of shared imagination where every person at the table adds something to the story.  It is interactive, and it retains the unique twists and turns created by the players.  I created the scenario.  The player behind the character Juan Ruy created the idea of iron-ice that completely changed the story.

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Nerds and Dragons

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I have been a D&D nerd since the early 1980’s.  I have played the game with  brothers and sisters, kids I taught from middle school and high school, and my own three kids.  It was a chance to be a story-teller as the game master, the plotter of plots, the maker of tales.  It gave me a focus for things to draw and books to buy.  Then, I got old, and my kids grew up and didn’t have time to play any more.  So, I end up a sad old nerd with a vast collection of game books and D&D drawings.  So what do I do?  I use them for posts on my blog, naturally.

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Portraits from Talislanta

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A tattooed Thrall warrior from the Seven Kingdoms.

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A Gnomekin from the Seven Kingdoms.

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An Oceanian ship’s boy from the pirate crew of the Skull-Bearer, a three-masted schooner with lateen sails.

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A Gryph scout from the Seven Kingdoms.

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A Tanasian wizard from Cymril in the Seven Kingdoms.

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NPC’s (Non-Player Characters)

In Dungeons and Dragons games you are trying to bring characters to imaginary life by getting into their deformed, powerful, or magic-filled heads and walking around in a very dangerous imaginary world.  You have to be them.  You have to think like them and talk like them.  You have to love what they love, decide what they do, and live and die for them.  They become real people to you.  Well… as real as imaginary people can ever become.

But there are actually two distinct types of characters.

These, remember, are the Player Characters.  My two sons and my daughter provide them with their persona, personality, and personhood.   They are the primary actors in the stage play in the theater of the mind which is D & D.

But there are other characters too.  In fact, a whole complex magical world full of other characters.  And as the Dungeon Master, I am the one who steps into their weird and wacky imaginary skins to walk around and be them at least until the Player Characters decide to fireball them, abandon them to hungry trolls, or bonk them on the top of their little horned heads.  I get to inhabit an entire zoo of strange and wonderful creatures and people.

Besides the fact that these Non-Player Characters can easily lead you to develop multiple personality disorder, they are useful in telling the story in many different ways.  Some are friendly characters that may even become trusted travel companions for the Player Characters.

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D & D has a battle system based on controlling the outcomes of the roll of the dice with complex math and gained experience.  In simpler terms, there is a lot of bloody whacking with swords and axes that has to take place.  You need characters like that both to help you whack your enemies and to be the enemies you get to whack.  There is a certain joy to solving your problems with mindless whacking with a sword.  And yet, the story is helped when the sword-whackers begin to develop personalities.

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Crazy Mervin, for example, began life as a whackable monster that could easily have been murdered by the Player Characters in passing while they were battling the evil shape-changing Emerald Claw leader, Brother Garrow.

But Gandy befriended him and turned him from the evil side by feeding him and sparing him when it really counted.  He became a massively powerful ax-whacker for good because Gandy got on his good side.  And stupid creatures like Mervin possess simple loyalties.  He helped the players escape the Dark Continent of Xendrick with their lives and is now relied upon heavily to help with combat.  He was one of the leaders of the charge on the gate when the Players conquered the enthralled Castle Evernight.

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Not every NPC is a whackable monster, however.  In the early stages of the campaign the Players needed a magic-user who could read magic writing, use detection spells and shielding spells and magic missiles, and eventually lob fireballs on the bigger problems… like dragons.

Druaelia was the wizard I chose to give the group of heroes to fulfill these magical tasks.  Every D & D campaign requires wizarding somewhere along the way.  And Dru was a complex character from the start.  Her fire spells often went awry.  When Fate used a magic flaming crossbow bolt to sink a ship he was defending, killing the good guys right along with the bad guys, it was with a magic crossbow bolt crafted by Druaelia.  Her fire spells went nuclear-bad more than once.  She had to learn along the way that her magical abilities tended more towards ice and snow than fire.  She learned to become a powerful wielder of cold powers.  And while she was comfortable in a bikini-like dress that drove the boys wild because she grew to love the cold, she didn’t particularly like the attentions of men and male creatures that went along with that.  More than one random bandit or bad guy learned the hard way not leer at Dru.  There are just certain parts of the anatomy you really don’t want frozen.

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The Player Characters will need all sorts of help along the way, through travels and adventures and dangerous situations.  They will meet and need to make use of many different people and creatures.  And as Dungeon Master I try hard to make the stories lean more towards solving the problems of the story with means other than mere whacking with swords.   Sometimes that need for help from others can even lead you into more trouble.

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But as I am now nearing the 800 word mark on a 500 word essay, I  will have to draw it all to a close.  There is a lot more to say about NPC’s from our game.  They are all me and probably are proof of impending insanity.  But maybe I will tell you about that the next time we sit down together at the D & D table.

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