Author Kurt Vonnegut talked about what he called the shapes of stories. One of the basic plots he described, Man in Hole, starts at a high point with the protagonist doing well, then they are brought low by falling into some trouble, and finally they get to another high point after resolving their troubles. Novels and TV shows that capture popular attention often follow such structures. Many shapes are studied and reproduced meticulously in today's blockbusters, like Joseph Campbells Hero's Journey, where the hero embarks on an adventure, encounters adversity, and then returns home changed.
Aggregate Arcs
Author Kurt Vonnegut talked about what he called the shapes of stories. One of the basic plots he described, Man in Hole, starts at a high point with the protagonist doing well, then they are brought low by falling into some trouble, and finally they get to another high point after resolving their troubles. Novels and TV shows that capture popular attention often follow such structures. Many shapes are studied and reproduced meticulously in today's blockbusters, like Joseph Campbells Hero's Journey, where the hero embarks on an adventure, encounters adversity, and then returns home changed.
Kitchen Sink Fantasy
I want to continue in the vein of some discourse that followed the death of Dragon Ball author Akira Toriyama. Toybox Creativity: The Genius of Dragon Ball talks about rejecting genre conventions by being open to combining disparate fantasy/sci-fi/other elements without worrying about explaining everything. Toy Box Naturalism builds on this idea by sprinkling in a little bit of Gygaxian Naturalism, which is the idea that a limited amount of backstory and ecology behind monsters makes them come alive and become more interesting in game. I really agree that explaining elements of your fantasy with more fantasy lore rather than technicalities can be a lot of fun.
I think my two 1992 "classics," Werewolf and Shadowrun, both demonstrate this ethic to create new fantasy worlds. They go about it very differently from each other but also have a lot in common. Both games frame campaigns that are politically charged, Shadowrun as corporate espionage lowlifes and Werewolf as... furry ecoterrorists. Both feel very '90s to me, both books are similar in size and pretty proportional in their levels of lore and rules crunch. Maybe Shadowrun has more crunch because of all the hacking rules and cyberware, but overall they feel close to me.
The lore that creates Shadowrun's fantasy universe feels a little like it is an ends to a means, like the goal was to figure out a way to combine the two genres. I do think the ebbing and waning of the Earths magical field is a very cool bit of world building, but the amount of effect it has is minimal aside from weaving fantasy into cyberpunk. The emergence of horrors with the growing magical field gives the setting a Lovecraftian, post-apocalyptic element, but our attention is drawn to the dense city centers for corporate intrigue.
Werewolf's lore leads in almost the opposite direction. It creates an acute genre, centered around secret werewolf societies that all work towards a mission aligned with their spiritual position in the universe. Part of this difference between the two games is because genre is such a broad term. Genre can describe the world your story takes place in, but it can also describe the characters in the story. The genre of detective stories, for example, its not about whole worlds full of detectives, its just features detectives. Werewolf makes use of this, where being a werewolf is not just something that you are, but an identity and worldview.
I have a world building game I play with some friends that started out as a way to choose which movie to watch from a shelf of VHS cassettes. Everyone pulls out one or a few cassettes a little bit out from the shelf, and then everyone takes turns pushing cassettes back into the shelf one at a time, until just one remains. The final remaining movie is the movie for the night. My friends and I use a similar approach for a world building exercise. Everyone writes a genre element on a notecard and puts them on the table, making and adding as many notecards as they want. Next, we all take turns removing cards until we are left with a handful of elements that we think we can work into a cool campaign framework.
Halfway through this game, you end up in a place that is sort of Toybox Creativity taken to its extreme. With every genre your group can think of thrown in the mix, it becomes a Kitchen Sink Fantasy, a fantasy where all possible fantasy elements exist, the collective product of your imaginations all together in one universe. The first half of the game up to here is freewheeling brainstorming. In the second half, you break the Kitchen Sink Fantasy down into increasingly specific combinations, things that you never thought of putting together become world-defining realities. This part is about being critical. We are making those tough decisions. What can we cut? What do we want to keep? This half is more serious in contrast to the light-heartedness of the first half.
So my point in all this, is that to me Shadowrun exists on the first half of this journey, optimistically brainstorming and adding to the pile. Werewolf exists on the second half of the journey, on the way back down toward an intentional aesthetic, brooding and paring away from Kitchen Sink Fantasy.
Sandboxing Volturnus 1: The Pirate Ambush
Sandboxing Volturnus: Outline
![]() |
The Volturnus hexmap |
Recently I have been trying to get into the classic 70s and 80s science fiction adventure modules. This means reading modules from games like Traveller, Star Frontiers, Gamma World, etc... I was lucky enough to find a good reading list on the NSR discord with a lot of depth, as well as plenty of classic sci-fi recommendations on the blog Grognardia. After reading a couple of Traveller modules, I moved on to the Volturnus series, an adventure split into three booklets. The first of these booklets comes as the intro adventure in the Star Frontiers: Alpha Dawn box set published in 1980. The complete series makes up a grand adventure set on an alien world populated by inimical sentient races who need to be united to defend the planet from an impending alien threat. The downside is that the series is also written with a very linear narrative with unavoidable plot events that must happen along the way. These are events like an initial spaceship crash, storms that prevent the party from leaving a certain part of the desert, and a kidnapper who takes a prisoner during an assault on a pirate base who is seen disappearing into the desert. I thought that this story railroad detracted from on otherwise awesome mini-campaign, and that Volturnus could be rewritten as a more open ended adventure in the form of a sandbox. I'll try to set up and outline this sandboxing project here, and then flesh out the different factions and dungeons in later posts.
I don't think all of the plot events that happen over the three booklets need to be thrown out. The spaceship crash at the beginning of the adventure is sort of unavoidable to set the stage for the campaign. The starting mission of tracking down the crew of the previous survey mission who disappeared should stay, but doesn't have to be pursued by the party for the world to be interesting. The battle between the Kurabanda and the pirates that is ongoing the first time the party enters a certain forest is pretty cool. The final battle between the united alien races of Volturnus and the invading space worms should stay too, its pre-planned decisive battles can be worked a bit into more of a toolbox for large scale warfare.
The Kurabanda will become Ewoks with the serial numbers filed off, since that's sort of what they are, and because of some recent missteps made by WotC in using another monkey alien race related to Star Frontiers.
I will try to rewrite the setting from memory, so in practice this will be a Volturnus inspired sandbox for me or anyone to use. I guess one day it might be fun to put together into a book and stat out for a system like Stars Without Number or Mothership, so I also plan to come up with alternate names along the way to avoid any future headaches.
Since it is January, I will try and make this my 2024 writing project, and try to shoot for one blog post a month, hopefully.
My current ideas for posts are:
- desert octopii and their pilgrimmage
- traversing the glass grasslands and other dangerous terrain
- the tree dwelling furballs and the megaflora forest
- the pirate base and their operations on the planet
- the ritualistic and religious crustacean/insect people in the north
- the underground city of dying ancient dinosaur gengineers
- the race of sentient robots occupying the city of the ancients
- the evil alien worms and a large scale warfare procedure for the final battle
Anquadus Symbiote
The anquadus is a symbiotic pairing of a telepathic Anqua snake and an Adus eagle. The alliance is made because the Anqua snake has extraordinarily strong scales, which allow the eagle to wield it as a weapon, even during the high speeds involved in diving strikes. The venom and flexibility of the snake also allow the duo complex manipulation of objects. As a symbiote the Anqua snake is also capable of speech and will know the local humanoid languages of the area. It is not uncommon for them to possess magical capabilities and know a handful of spells.
While both are equals in this relationship, the snake is craftier and more sly than the eagle, and it speaks for and makes most of the important decisions for the two.
An anquadus will typically settle in mountainous regions, where it will terrorize small towns, stealing their livestock and taking them back to their lairs in the most inaccessible regions of the mountains. They also have a fondness for magical items and will steal or trade for them when possible, offering their services in exchange.
Shrine of the Desert Dragons one page dungeon
I realized that my last post would work well as a one page dungeon so I threw it together, enjoy!
Shrine of the Desert Dragons
Who is Molock, Demiurge of the desert dragons?
1. Proud and distrustful, requests that you bring the Agate Rose
2. Old and kind, welcomes you as the fullfilment to an ancient prophecy
3. Reptillian and alien, accuses you of being agents of the Velociroptoron
4. Scared and on the move, needs help transporting dragon eggs
Who is Thodus the dragon monk?
1. Excited to meet you! He hasnt spoken to anyone aside from the king in 327 years
2. Golemnist guarding the Demiurge
3. Grand master of the royal battle monks
4. Ex-templar who fled the Grand Equiton to be with Molock
5. Rogue spirit weaver from the Arcanum granted asylum by the Demiurge
6. The coolest and most popular of the Demiurge's entourage
Whats in the pit?
1. A broken toad-folk digging machine whos pilots are now stranded here
2. Energy parasite from another dimension
3. Illusion of a giant anemone and clownfish hiding a summoning shrine to an elemental water god
4. Flaming gates beyond which stand the demon prince Bezohmut who welcomes you to the world of monsters
5. Portal to the mega-planet Anaxiot filled with air-kelp
6. Meteor that bends all nearby reality!
7. Enormous living diamond crystalline growths that act as a library of magic spells
8. Locked elevator that takes you to the slumbering dwarven city-beast
Random encounters
1. Goblins with laser guns
2. Bug-kin hauling cactus fruit, bones or worm kebabs
3. Spider golem from the Age of the Great Empires before great reconing
4. Desert dragon ghosts, monks or great warriors
5. Cougar-dragon
6. Fey desert creatures looking to play pranks on the ghosts that haunt the shrine, or anyone else they run accross
7. Large jumping scorpions
8. Razorbirds
9. Desert dwarf youths exploring the Shrine
10. Wizard's minion looking for magical components: heart serum leaf or digging beetles
Random treasures
1. Spindle of gold thread
2. Cactus fruit essence - grants the ability to commune with ghosts
3. Goblin gang stash
4. Minitature bird golem in a small box
5. Ancient necklace
6. Bundle of heart serum leaf and dried digging beetles
7. Excellent chemistry set
8. Bag of several small gaming tablets
9. Ornate key ring
10. Bundle of letters
11. Large bronze disc depicting a mythic scene
12. Heavy triangular short sword