I’ve been kind of obsessed with this little RPG zine called Vaults of Vaarn, if my review of it didn’t tip you off. If you’re not going to click that link, it’s a really great little science-fantasy weirdo RPG setting placed in a post-post-post apocalyptic desert loaded with mutants, weirdos, and strange creatures.
Since an outsized portion of my brain has been dedicated to thinking about Vaarn, I decided to write some of those thoughts down and arrange them into a bit of new fan content for the setting. It’s implied that Urth, the planet that Vaults of Vaarn is set on, was once an advanced and prosperous world with immensely powerful technology. It seems obvious to me that space travel would be possible in this world – so why not add space aliens to the Vaults?
So, I present to you my Vaults of Vaarn fan race: the Visitors. Click the jump to enjoy. All credit goes to Leo Hunt, AKA graculusdroog for the creation of Vaults of Vaarn itself.
In case you aren’t keyed into the broader tabletop RPG universe, there’s something of an Old-School Revival or Renaissance (henceforth OSR) going on. Many RPG gamers are looking towards the past, to the RPG heydays of the 70s and 80s, to draw inspiration for the future of tabletop games. And what, exactly, does this imply? Well, the members of the OSR aren’t always sure themselves, but it’s typically a broader focus on player agency and dungeon crawling, increased risk of character death, and reduced focus on pre-written plots. The gamemaster of an OSR game is once again an impartial referee, whose role is to simply mediate the world that the players explore in a sandbox style. “Rulings, not rules” is a common refrain – instead of having granular rulesets that explore every possible corner-case, OSR games prefer lighter and simpler rules, giving the gamemaster the final say on what is and isn’t permissible.
But what I like about the OSR scene is the incredible bulk of content for it. There’s a lot, and I mean a lot, of really fantastic OSR blogs, zines, and books out in the world filled to the brim with imaginative and wild settings. One of these settings is Vaults of Vaarn, a pay-what-you-want zine by author Leo Hunt A.K.A. graculusdroog on itch.io.
I downloaded Vaults of Vaarn on a lark, looking for more interesting RPG content to consume, and found myself blown away. Hunt emphasizes strongly his influences, naming Dune, Hyperion, and The Book of the New Sun, as well as the art of Moebius. He says it’s fine if you’re not familiar with these works, because it’ll “make his theft seem original.” Well, I’m not familiar with any of these works (aside from the art of Moebius), and Vaarn seems pretty damn original to me. So original, in fact, I thought I’d do a little review of it, just because it’s got me so jazzed.
The concept of “hylics” is taken from Greek gnosticism, where it was the basest portion of what made up a living person: their physical body. This was the evil portion of a person, the part of them that demanded to eat, to have sex, to do anything that would keep a person away from perfect spiritual enlightenment. Hylics doesn’t portray itself as an evil game, but it is an intimately physical one where the entire world is molded out of malleable, changeable clay.