Ropecon 2022 is happening in Helsinki right now!
Lamentations of the Flame Princess is there and I drew this for the cover of the Ropecon-exclusive catalogue.
(With many apologies to Chris Achilleos.)
If you're in the Helsinki area, why not pop in and see what's going on at ROPECON!
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Friday, July 29, 2022
Tuesday, July 19, 2022
It's Hip to Be Square
Back in January I posted the player map for a proposed old-school hexsquare-crawl rpg campaign. I haven't been able to spare the time to work on it and it doesn't look like I'm going to get it to the table anyway, so here's the GM map for you to have a squiz at and use, if you like.
If I somehow find more hours in the day I may go back to this. Perhaps at least I can polish up the bits I did start and share those. Maybe.
If I somehow find more hours in the day I may go back to this. Perhaps at least I can polish up the bits I did start and share those. Maybe.
Labels:
2022 square crawl,
maps,
stuff that I drew,
stuff you can use
Friday, July 15, 2022
The Girl Who Loved Coincidences
The Hybrid Technologies building from the Transformers episode "The Girl Who Loved Powerglide" (1985):
The Stark/Avengers Tower from Marvel Avengers Assemble (2012), and later films:
(Yes, that's what it's called here, probably because of the other Avengers.)
One of these buildings is the headquarters of a high-tech corporation under attack by aliens in a Marvel production, and the other is, um...
The Stark/Avengers Tower from Marvel Avengers Assemble (2012), and later films:
(Yes, that's what it's called here, probably because of the other Avengers.)
One of these buildings is the headquarters of a high-tech corporation under attack by aliens in a Marvel production, and the other is, um...
Labels:
Avengers,
seems familiar,
Transformers
Saturday, July 09, 2022
Presented Without Comment
I'm just putting this here for later. There's nothing to see. Nothing at all. Nothing.
#JULYGANTIC (sort of)
#JULYGANTIC (sort of)
Thursday, June 30, 2022
Wednesday, June 22, 2022
North By North West Corner
This is an advert for my book Strict Time Records Must Be Kept. Sort of. Ish.
It looks like I completely forgot to mention that I'd written the book, or that it was out, so er, it's out. You can get it in print here and in pdf here. I don't think copies have got to North America yet, but keep an eye out.
It looks like I completely forgot to mention that I'd written the book, or that it was out, so er, it's out. You can get it in print here and in pdf here. I don't think copies have got to North America yet, but keep an eye out.
Monday, May 30, 2022
CHOMPA
This small, scrappy shield -- almost a buckler -- is made from the stretched face of some hideous swamp-dwelling creature, and was created by an insane goblin wizard, or so the story goes.
B/X:
- Growls and jabbers all the time, never forming coherent words, but making stealth pretty much impossible.
- The gob leads to an extra-dimensional space but everything there is consumed; this could be annoying or useful.
- Goblins recognise CHOMPA as an important cultural artefact, and will be predisposed to be at least neutral to the wielder.
- +4 Hit Points.
- On a natural attack roll of 8, CHOMPA bites a mêlée opponent for 1d4 damage per level.
B/X:
- +1 Armour Class.
- On a natural attack roll of 8, CHOMPA bites a mêlée opponent for 1d4 damage.
- +1 SKILL.
- On a natural attack roll of 8, CHOMPA bites a mêlée opponent for 1 STAMINA damage.
Labels:
13th Age,
B/X,
Fighting Fantasy,
Street Samurai Catalogue,
stuff that I drew,
stuff you can use
Monday, May 23, 2022
LIMB OF WOE
This is a withered severed leg with dirty bandages wrapped around the stump.
+1; small, two-handed.
The wielder has a 1 point conflicted relationship with the Lich King, in addition to their other relationships. If they already have a negative or positive relationship with the Lich King, then things just got complicated!
Quirk: Tap your foot constantly.
B/X:
+1 to hit and damage.
Fighting Fantasy:
+1 SKILL and +1 to the club row on the damage table.
- Two-handed club.
- The wielder counts as unarmed for any relevant effects or purposes. For example, if they are a character that normally must fight bare-handed, or if they are casting a spell that requires touching a target. That sort of thing.
- The wielder also registers as undead to abilities or effects that detect or track the living dead.
- The knee joint gives it a wild, unpredictable swing.
- The LIMB OF WOE has a strong smell of something like old leather and pickling.
- Every morning at 2am, it twitches for two long, creepy hours.
+1; small, two-handed.
The wielder has a 1 point conflicted relationship with the Lich King, in addition to their other relationships. If they already have a negative or positive relationship with the Lich King, then things just got complicated!
Quirk: Tap your foot constantly.
B/X:
+1 to hit and damage.
Fighting Fantasy:
+1 SKILL and +1 to the club row on the damage table.
Labels:
13th Age,
B/X,
Fighting Fantasy,
Street Samurai Catalogue,
stuff that I drew,
stuff you can use
Friday, May 20, 2022
Stranger Days
I loved Doctor Strange in the Multiverse of Madness! But then I've been a Sam Raimi fan since I was about 10, and the film is more or less Evil Dead 4 with a Marvel budget.
I found the first film interesting -- not least how it rejects the traditional hero origin narrative -- but I'm not sure I liked it. I very much liked the sequel. It rattles along at a great pace and it's full of fun ideas and bold action and wonderful imagery, leaning away from the almost mathsy weird geometry of the first film and more into liquid dreams and nightmares and horror, which is not surprising given the director. Sam Raimi was an excellent choice.
(Although I would love to see what Guillermo Del Toro would do with Strange; I suspect it would be even better.)
The big fan-pleasing moment in the middle is perhaps the least interesting part, which is a surprise. Still good, but overshadowed by the rest of the film.
It's not perfect. There are some generic cgi bad guys in the finale that look like they've wandered in from a PS3 game. There's also no real character development; America Chavez is introduced but never becomes anything more than a plot device, which is a shame. Strange sort of learns a lesson over the course of the story, but it's handwaved and feels disconnected from the rest of the narrative, suggesting it's a remnant of an earlier draft.
I've seen some comments that the film ruins Wanda and negates WandaVision, and while I see where that criticism comes from, I disagree. I think it follows on from WandaVision without contradiction, but I do think the film wastes the character a little. WandaVision suggested an interesting, and probably extended, story arc for Wanda, one I'd have expected to see developed over multiple films and TV programmes, and while it is sort of addressed in the film, it's almost as a throwaway thing, and it does feel like potential squandered.
All that said, there's nothing to say that the suggested arc couldn't be explored in future, and even if we don't get the Wanda I wanted to see, Elizabeth Olsen does a fantastic job with the Wanda we do get. She's more or less a co-protagonist -- and a very interesting one, but I won't say more for spoiler reasons -- to the point that much as I love the title, Doctor Strange and the Scarlet Witch would perhaps be more apt.
It's not as good as Thor 3 or the Guardians of the Galaxy films, but it's in the top tier of Marvel movies for me. I give it four Crimson Bands of Cyttorak out of five.
I found the first film interesting -- not least how it rejects the traditional hero origin narrative -- but I'm not sure I liked it. I very much liked the sequel. It rattles along at a great pace and it's full of fun ideas and bold action and wonderful imagery, leaning away from the almost mathsy weird geometry of the first film and more into liquid dreams and nightmares and horror, which is not surprising given the director. Sam Raimi was an excellent choice.
(Although I would love to see what Guillermo Del Toro would do with Strange; I suspect it would be even better.)
The big fan-pleasing moment in the middle is perhaps the least interesting part, which is a surprise. Still good, but overshadowed by the rest of the film.
It's not perfect. There are some generic cgi bad guys in the finale that look like they've wandered in from a PS3 game. There's also no real character development; America Chavez is introduced but never becomes anything more than a plot device, which is a shame. Strange sort of learns a lesson over the course of the story, but it's handwaved and feels disconnected from the rest of the narrative, suggesting it's a remnant of an earlier draft.
I've seen some comments that the film ruins Wanda and negates WandaVision, and while I see where that criticism comes from, I disagree. I think it follows on from WandaVision without contradiction, but I do think the film wastes the character a little. WandaVision suggested an interesting, and probably extended, story arc for Wanda, one I'd have expected to see developed over multiple films and TV programmes, and while it is sort of addressed in the film, it's almost as a throwaway thing, and it does feel like potential squandered.
All that said, there's nothing to say that the suggested arc couldn't be explored in future, and even if we don't get the Wanda I wanted to see, Elizabeth Olsen does a fantastic job with the Wanda we do get. She's more or less a co-protagonist -- and a very interesting one, but I won't say more for spoiler reasons -- to the point that much as I love the title, Doctor Strange and the Scarlet Witch would perhaps be more apt.
It's not as good as Thor 3 or the Guardians of the Galaxy films, but it's in the top tier of Marvel movies for me. I give it four Crimson Bands of Cyttorak out of five.
Labels:
Doctor Strange,
I review films,
Marvel
Wednesday, May 18, 2022
Sort-Of-Savage Initiative
We've been playing D&D5 again. Our GM has lost his fancy magnetic imitative tracker, a gadget he's been using since the days of D&D4, so that got me thinking about how to track turn order in a simple but visual way.
I very much like the way Savage Worlds tracks initiative using standard, non-nerdy playing cards; there are all sorts of funky game effects involved which are irrelevant in D&D5, but the basic idea of having a card in front of each player so everyone has a clear idea of who goes when is appealing. So how about this:
I very much like the way Savage Worlds tracks initiative using standard, non-nerdy playing cards; there are all sorts of funky game effects involved which are irrelevant in D&D5, but the basic idea of having a card in front of each player so everyone has a clear idea of who goes when is appealing. So how about this:
- Everyone rolls initiative as normal to determine the order.
- Everyone gets handed a token that marks where they are in the order; playing cards work as well as anything, unless you somehow end up with 14+ separate combat groups.
- Everyone forgets about their rolled initiative number, because it's no longer relevant.
- (Optional, but probably useful) Everyone flips their cards over when they have completed their actions.
Labels:
Dungeons and Dragons,
initiative,
stuff you can use
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