Showing posts with label pulp fiction. Show all posts
Showing posts with label pulp fiction. Show all posts

Friday, November 21, 2025

Building Your Campaign Setting With The Hollow Earth Hypothesis

If you play RPGs, then chances are the idea of a Hollow Earth is probably not new to you. With games like Hollow Earth Expedition, Adventure To Hollow Earth for Mage: The Ascension, or Terra Incognita, a Hollow Earth setting for Dungeons and Dragons 5th Edition, the concept has been explored in a lot of ways. And that's without discussing Hollow Earth in popular fiction, such as the prehistoric Pellucidar.

However, just because an idea is popular, that doesn't mean everyone has heard of it. And if you haven't read the history of the Hollow Earth theory, it's pretty damn wild!

So, this is the Earth...

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The Origin of The Hollow Earth


According to the Library of Congress, the Hollow Earth theory was originally created back in the 1600s as a radical way of explaining a natural phenomenon. You see, when sailors would go out on their ships to cross the ocean, they would bring all the tools they had with them to make sure they didn't get lost. Star charts were common, as well as tools that helped them easily locate true north so they could orient themselves accordingly. However, it was noted that sometimes the magnetic needles in their compasses did not point north. They would, in fact, go wandering and become completely useless at certain points.

How could this happen? Well Royal Society member and astronomer Edmund Halley (yeah, the guy whose name is on the comet) had an idea... the Earth was actually hollow!

All right, I'm gonna back up. Tell me where I lost you.

So, the basic idea that Halley proposed was that the Earth we know up on the surface is just an outer shell, and there is actually an inner Earth with its own magnetic poles, and that these two Earths spin freely. This change in relative positioning of the inner Earth interfered with the natural magnetic laws on the surface, which is why the compass needles would sometimes wander for no discernible reason. He even went so far as to suggest that this inner sphere would harbor some kind of life.

On the one hand, this is sort of ridiculous... on the other hand, though, he wasn't that far off. We're more of a Jawbreaker Earth, with a bunch of layers, but the molten iron core does actually shift and fluctuate. This is what causes the magnetic drift that was being observed. That explanation, though, is nowhere near as much fun as the idea of there being an entirely different world inside our own!

Making This Concept Your Own


A lot of Hollow Earth games have a very pulp adventure/steampunk vibe to them, because that's when the concept really hit pop culture awareness. Books, short stories, and movies all trying to capture that pulp era really leaned into the Hollow Earth idea. Sadly, it turns out John Quincy Adams didn't believe it, but an alternate history game where he did, and funded an expedition your characters are now part of is just one inspiration for a Hollow Earth game.

However, if you want to build a really unique Hollow Earth game, I would recommend doing something a little different, and mashing it up with games or genres that we don't usually associate with this kind of setup.

A world without sun, you say...?

For example, is this Hollow Earth a place where all the creatures of horror have their origins? A place filled with vampires, werewolves, the walking dead, and other terrifying beings? Is it instead a place filled with alien races who have lived here far longer than humanity, the center of the world filled with horrors like elder things, gugs, and other Lovecraftian monsters? Did the Earth open up to swallow people at the end of the world in Mork Borg, and now this place is being explored by those who were raised on the poisoned prophecies of the basilisk, finding out there were long-lost truths beneath the surface?

Is the Hollow Earth where this fantasy game has been happening this whole time, and it is through finding the boundaries of this world that our adventurers climb out to the outer shell? And if so, what do they find when they reach the upper crust of a world they thought they knew? Is it the modern world as we know it? A ruined hellscape of frozen wastes representing the edges of Snowhaven? Or something else entirely?

If you've been looking to do something different for your next game, but the previous installment of Using Flat Earth Theories To Fuel Your Fantasy Worldbuilding didn't really scratch that itch, then consider what a Hollow Earth game might look like at your table! Even (or perhaps especially) if the game won't be taking place on Earth at all.

Lastly, before you head out today, consider the following articles of mine as some additional reading/inspiration for this week's post:


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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Monday, November 28, 2022

Ever Hear of "Weird Detective Mystery Adventures"? Well, Neither Had I!

One of the fun things about going to conventions is that it allows you to discover unique things you would never come across in your day-to-day experience. Even though I spend most of any given day up to my elbows in RPG content, I never would have come across Weird Detective Mystery Adventures, and I feel confident in saying the same for all my readers out there.

So if you've been looking for a game with gangsters, gun mals, masked vigilantes, super heroes, mad scientists, and more, this is a game you could use to scratch that itch.

An offer that might be tough to refuse.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

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Let's Start With The Good


The best part of any proposal.

Right off the bat, what is Weird Detective Mystery Adventures? Well, it's an RPG that uses 2d6 and a lot of charts to help you tell stories that are just what it says on the tin. If a story can be found in the canon of weird or pulp fiction, then you could emulate it with this RPG. Whether you want to do gritty private eyes digging into gangland deals, masked vigilantes stopping bank robbers, or superheroes fighting supernatural cultists and their dark gods, all of that is possible within this system.

Aside from power scaling, which is quite important for any game, the rule book is pretty thorough when it comes to all your options. Everything from contacts you can call on, to a superhuman accuracy with firearms, to mastery of disguises, to being filthy rich, or being bulletproof and able to fly is covered in here. And while there are sequels and extra content planned for future installments, the core book is all you need to play the game.

As to the system itself, it has a decidedly old-school feel to it. A single chart is used to determine success or failure for a majority of actions, ranging from stunts and tricks with metahuman abilities, to standard punch-ups with goons in a bar. The base stats all have their own unique names one needs to get used to, but once you get in the groove figuring out success, failure, and your odds of either, the game becomes pretty easy to manage.

Now Onto The Bad


You didn't see nuthin', got it smart guy?

Nothing is perfect, and I wouldn't want anyone tracking this game down without making them aware of the flaws it has, as well as its benefits.

First and foremost, if you came into gaming via d20 games, this is going to be like learning a whole new language for you. While I've seen games with similar systems before, if you're more used to various editions of DND, or even the World of Darkness, this will be something of a rough start for you. Additionally, this book is thick... we're talking old-fashioned Yellow Pages thick. While you may not need to read all of it depending on the game you want to play, there's a lot of material in there, which will not be to a lot of players' tastes. Particularly in this age of short rulebooks and minimal mechanics gaming. Lastly, for all of the material the book does give you, this game isn't meant to take place in a particular setting or world; details like that are left largely up to the storyteller to figure out for themselves. So while you have a big skeleton with a lot of moving parts, everything from the era, to the lore, to the world is on you to figure out.

Lastly, and this is the one that struck me strange, this book is damn near impossible to come across. To get yourself a copy you must go to the Weird Detective Mystery Adventures website and buy one, or come across the game's booth at a convention. You can't find copies of it on DTRPG, nor can you locate it on Amazon. Even stranger, there is no PDF version of the game available at time of writing, and the physical copy is rather large at just under $50 for a paperback version. For someone who hasn't played the game themselves and is only curious to check it out, that is a rather large risk to take.

The Ugly


You knew this was coming.

I want to start this section by making one thing clear; I didn't dislike my read-through of this game system. While it's certainly a heavy game in terms of options, it has a certain nostalgic quality that will draw you in a bit, and it presents a lot of interesting ideas that would be fun to play with.

However, this game is definitely not going to be for everyone. Worse, though, it feels like this game is attempting to re-invent the wheel in a lot of ways.

As a for instance, everything I mentioned about different game styles, scaling power, power sets and abilities, etc., could also be said of Mutants & Masterminds. Also, while not a simple game, M&M was far easier for me to grasp when I was presented with it, and it has a great deal of supporting material one can choose to use if they want, like the Player's Guide To Emerald City, Hero High, or the Supernatural Handbook, depending on the needs of your game. And if one wanted a simpler game with easier-to-digest mechanics, but which still boasted all of those positive aspects already mentioned, then Savage Worlds Adventurer Edition would work just as well. Especially since one could add in all the other material they want for their game piecemeal, such as hunting monsters with the Rippers Resurrected player guide, Weird War I player's guide, Arcana and Mysticism, or any of a dozen other books and supplements that are available to customize one's playing experience.

Both of these other options are available as digital copies, they're easier to learn, and they're easier on your wallet if you're looking for a game of pulpy adventure that's all over the board in terms of what you can bring to the table.

Again, WDMA isn't a bad game. But if you're interested in giving it a closer look, I would definitely recommend looking through the homepage to make sure it's going to appeal to you and your play style. Because as of this moment there isn't a free sample or a starter's guide to let you try before you buy, and it's got a pretty hefty price tag attached to it.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!