Where do you go for new ideas? If you're
running a campaign that's beginning to
get a little boring, refereeing a game for
players who play a lot and crave innovative
scenarios, or just want a change of
pace, the answer is research.
Before you quickly move on to another
article, let me assure you that research
need not consume vast quantities of time
and effort IF you know where to look.
Following is a list of various sources for
inspiration. My own comments on various
books, periodicals, etc., can sometimes
be found in parentheses following
the date of publication. An asterisk indicates
the particular item listed may contain
subject matter which, either because
of content or style, may not be deemed
suitable for more sensitive individuals.
Please note that these are MY suggestions
and don't necessarily reflect the opinion
or policy of any other individual, organization,
or corporation.
Manguel and Guadalupi. The Dictionary
of Imaginary Places. Macmillan
Publishing, 1980.
(A wonderously large book filled with
maps and descriptions of most major
literary imaginative lands.)
Mode, Heinz. Fabulous Beasts and
Demons. London: Phaidon Press),
<)>
1974.
(Great collection of historic and mythological
monsters.)
Arrowsmith and Moorse. A Field Guide
to the Little People. Wallaby Pocket
Books, 1977.
("Being a guide to the lineage, appearance,
general characteristics, and case
histories of 79 species who pull the gossamer
strings of the Universe. . . .")
Poortvielt and Huygens. Gnomes.
Abrams Books, or Peacock Press/Bantam
Books, 1977.
Poortvielt and Huygens. Secrets of the
Gnomes. Abrams Books, 1982.
(Both Gnome books are rich in myth and
fantasy texture.)
Doing research to add excitement
to your role-playing game campaign
doesn't require the patience
of Job, the brain of Einstein, or the
endurance of a marathon runner if
you know where to look. Here are
some "eye-opening" suggestions
(you won't need to use your
hands, either).
Heller, Scrace, Wijngaard, and Larkin.
Giants. Abrams Books, 1979.
(An informative look at our oversized foes
and the folklore surrounding them.)
*Jong, Erica, and Joseph A. Smith.
Witches. Abrams Books, 1981.
(A mature look at the historical and mythological
witch.)
Walsh, Robb, and David Wenzel. Kingdom
of the Dwarves. Centaur Books,
1980.
(I cannot recommend this book highly
enough. The story of a supposed English
"archeological dig" brings up many
facets of the dwarven community never
dreamed of. Excellent artwork.)
Chant, Joy. The High Kings: Arthur's
Celtic Ancestors. Bantam Books, 1983.
(A collection of Celtic folklore as told by
their bards. Great sources for legends in
your campaign world.)
Brown, R. Allen. Castles: A History &
Guide. Blandford Press (Dorset), 1980.
(Contents include castle-building, castle
construction, defense and attack, life in
the castle, etc. Over 200 photographs in
color and black and white.)
Osprey Men-At-Arms Series. London:
Osprey Publishing.
(This is a series of medium-sized paper-bound
books which cover the history,
uniforms, tactics, etc., of numerous armies
and warrior races. Perfect for getting a
handle on actual armor, color schemes,
etc., that can be used in a campaign or
for painting miniatures.)
Particular volumes of interest include:
#50: Medieval European Armies,
1300-1500
#58: The Landsknechts
#75: Armies of the Crusades
#85: Saxon, Viking, and Norman
#86: Samurai Armies, 1550-1615 (for
refs with Eastern campaigns.)
#94: The Swiss at War, 1300-1500
#99: Medieval Heraldry
#111: The Armies of Crecy & Poitiers
#113: The Armie<s?> of Agincourt
Fantasy, illustrated periodicals,
and comic books
Pini, Wendy and Richard. Elfquest Comics.
Warp Graphics.
(Also hardback books and misc. publications.
Extraordinary fantasy atmosphere
in this small series about a group of wolf-riding
elves trying to find their origins.)
Aragone, Sergio. Groo the Wanderer.
Pacific Comics.
(Super spoof on the "typical" barbarian
scenarios. Even if you can't use anything
in it for your game<,> it's a blast to read.)
Epic Illustrated: The Marvel Magazine
of Fantasy & Science Fiction. Marvel.
(Extremely wide rnage of all types of
highly imaginative illustrated literature.)
Skeates and Wenzel. Warlords.
DC Graphic Novel No. 2.
(High quality one-shot comic about
brothers who are trying to gain control of
the fantasy realms held by one another.
Good use of magic in the storyline.)
Blum, Ralph. The Book of Runes.
St.
Martin's Press, 1982.
(Excellent study of the ancient art of
scrying by runes. Comes with book, bag,
and runes for entertaining attempts at the
eldritch forecasting.)
Science-fiction books, illustrated
Barlowe, Wayne D., and Ian Summers.
Barlowe's Guide to the Extra-Terrestrials.
Workman Publishing, 1979.
(One of the finest collections of alien life
form descriptions gleaned from major
science fiction works. Complete with
comparative size chart and a format that
gives the impression of an authoritative
textbook on actual life forms.)
Dixon, Dougal. After Man: A Zoology of
the Future. St. Martin's Press, 1981.
(An incredible book speculating on future
fauna on Earth after Man has disappeared
from its surface. Fantastic for
populating SF worlds with weird animals
that aren't technically monsters.)
Wingrove, David. The Immortals of
Science Fiction. Mayflower Books,
1980.
(A collection of passages from famous SF
works by masters in the field, complete
with illustrations of the passages).
Science fiction, illustrated novels
Delaney, Samuel and Howard Chaykin.
Empire. Byron Preiss<?> Visual Publications,
1978.
(Full color paperbound publication that is
somewhat akin to a super comic book.
Great story line and marvelous settings,
costumes, and gadgets; the computer
programmed returning Drone Daggers
were my favorites in past games. Useful
for creating new civilizations.)
Bester, Alfred and Howard Chaykin.
The Stars, My Destination. Byron
Preiss<?> Visual Publications, 1979.
(An excellent visual adaptation of the first
part of Bester's novel. Excellent for imagery
of an advanced society, but most useful
for its concept of Jaunte movement.)
*Chaykin, Howard. American Flag. First
Comics.
(Possibly the first truly mature look at a
science-fiction society on Earth. Knockout
storylines, concepts, and technology.
Reuben Flagg, a sort of futuristic Ranger,
fits perfectly into a number of SF games.)
*Chaykin, Howard. Cody Starbuck
Comic. Star Reach Publication.
(Plus back issues of Star Reach Comics
featuring Cody Starbuck. Chaykin's
starfaring bravado with high tech items.)
Truman, Tim. Starslayer. First Comics.
(Our old TSR buddy Tim Truman is in
the comic book field. Take a look at his
Starslayer and back-up feature, Grimjack,
for ideas on other worlds' cultures
and ship-to-ship combat situations.)
Judge Dredd. England: Eagle Comics.
(Post-holocaust Earth with its mega-cities,
Moon colony, and law-keeping judges
provide a great wealth of imagery for all
types of SF RPG s.)
Fantasy and Science-fiction, artbooks
Whelan, Michael. Wonderworks.
Donning, 1979.
Sorcerers: A Collection of Fantasy Art.
Ariel Books/Ballantine Books, 1978.
The New Visions: A Collection of
Modern Science Fiction Art.
Doubleday, & Co., 1982.
*Achilleos, Chris. Beauty and the Beast.
Fireside Book, Simon & Schuster,
1978.
Jones, Peter. Solar Wind. Perigree Books,
1980.
Tomorrow and Beyond: Masterpieces of
Science Fiction Art. Workman
Publishing, 1978.
Morrill, Rowena. The Fantastic Art of
Rowena. Pocket Books, 1983.
(The newest of the Fantastic Art of . . . .
series features some extremely inspired
and recognizable SF and fantasy art.)
Although these are examples of specific
works in a highly limited genre there is a
great abundance of material all around you.
Go to your local library and look in
the card files under Fantasy, Science
Fiction, and Science, or look in the Reader's
Guide to Periodical Literature for
past articles on subjects like lasers, space
flight etc.
Specific magazines, such as Science
Digest, Discover, Scientific American,
Science News, Smithsonian, or Astronomy
also hold information that you can
extract to create fantastic worlds.