Friday, December 19, 2025

A Highly Derivative Space Opera Setting, Briefly Described


I thought it would be fun to do the Space Opera in the style of presentation of the Known World (later Mystara) in Isle of Dread: A highly derivate, briefly described setting that was easy to understand but vague to allow the DM freedom to make it their own. I didn't have time to come up with a map, but here are the large political entities.

United Federation of Worlds: A multiple species union of planet governments organized to promote peace, justice, and mutual prosperity. 

The Imperium: The largest revival to the Federation is a fascist and oppressive human-supremacist state. It boasts a powerful military, including a large army of clone soldiers. 

Kurgon Horde: Once a group of factionalized, spacefaring humanoid raiders, a new Emperor has emerged among them, claiming the mantle of the mythic First Emperor and forging the disparate tribes into a single nation. Once merely a menace to border settlements of the Federation and the Imperium, the Kurgons now pose a more significant threat.

Outlaw Expanse: A lawless region of spaces, kept so due to its function as a buffer zone, but also due to the bribes paid by its Syndicate crimelords. The region has a whole is a melting pot of various species, the some of the crime syndicates are single species in nature. Illegal commodities in other regions of the galaxy such as slaves, certain addictive drugs, and some cybernetics are available here.

Corporate Zone: Another border region whose only government is large, economic powers. The Corporates are constantly engaged in small-scale conflict and espionage as they jockey for power against one another. Their R&D facilities, with no fear of government regulation or oversight, turn out exotic weaponry and dubious consumer goods that sometimes find their way into other regions via the black market. There are rumored to be an unusual number of Precursor ruins in the Zone, some of which contain biotechnologies that the Corporations have been able to exploit.

Wednesday, December 17, 2025

Wednesday Comics: DC, March 1985 (week 3)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on November 20, 1984.


Who's Who #1Following in the footsteps of 1983's Official Handbook of the Marvel Universe and serving as the record of the multiverse that would soon be ended by Crisis, Who's Who was the creation of editor Len Wein, Marv Wolfman, and Robert Greenberger. What I was unaware of when I picked this issue up in 1984, but seems only natural in retrospect, is how much the Who's Who covers the recent DC Universe. There are references to the deeper history of course, but there is a strong recency bias in the choice of entries and their scope. For instance, this issue gives us a number of characters that debuted in the era I've been revisiting: Aegeus from Wonder Woman, Alley-Kat-Abra from Captain Carrot, the All-Star Squadron and Amazing Man, Ambush Bug, Amethyst, Arak, Arion, a two-page spread for Atari Force, the "Sword of..." version of the Atom, the retconned version of the Atomic Knight from DC Comics Presents, and Auron of the Omega Men. Only one of the featured characters (Anthro) hasn't appeared between 1980-1984.


Batman and the Outsiders #19: Barr/Aparo present a Christmas issue, though only because it is clearly shown to take place during the Christmas season. Most of the issue is taken up with a fight between Geo-Force and Superman, which is not as one-sided as one might expect. No sooner have Geo-Force and Halo decided to just be friends, than Brion gets a call from Denise who we saw attempt suicide previously. He rushes to get her medical attention, and she reveals to him the sexual harassment by her professor that led to this. Geo-Force flies off to kill the professor, and Halo goes to Batman for help. Batman calls Superman to intercept Geo-Force while he takes care of something else. 

Using his power to increase gravity, Geo-Force is able to weaken Superman enough to hurt him. (Barr asserts the by this point outdated explanation that it is Krypton's higher gravity that, at least in part, gives Supes his strength.) In the end, though, Superman is just handling Geo-Force with kid gloves. He tires of that and smacks him down.

In the end, Batman shows up with testimony from other women, added to Denise's voice, it's enough to (they hope) end the professor's career. The heroes go home for Christmas.


Blue Devil #10: Mishkin/Cohn and Chen/Martin have Blue Devil having to defend Wayne Tarrant from harpies after he angers the goddess Athena by resuming his schtick from his teen heart-throb pop singer days of performing as Theseus. I fill like this must be an oblique reference to something in pop culture, but I don't know what. Otherwise, it's pretty random. Since Greek goddesses are in the mix, Wonder Woman guest stars. Only 10 issues under his belt, and Dan Cassidy is already teaming up with the big leagues with Superman a few issues ago and Wonder Woman here. There were house ads for this issue, for some reason, but the art there was by Colon. Wonder why he didn't draw the actual story?


Conqueror of the Barren Earth #2Cohn and Randall chronicle Jinal's essential captivity among Zhengla Koraz and his army of conquest. He wants to make her his consort, but she's not into that and keeps trying to kill him and escape, so he makes her his slave. Eventually, she appears to warm to him and willing becomes his lover. At the end of the issue, the amassed armies of the Harshashan array against the Conqueror, and Jinal knows her friend must be leading them.


Green Lantern #186: Wein and Gibbons begin where last issue left off. Eclipso has the solar-powered jet, and is attacking Ferris Aircraft with his "murder moon." He kidnaps Bruce Gordon, demanding he reveal the secrets of the jet's power systems to him. Stewart comes to the rescue as Green Lantern while Jordan can only watch with ring envy. The Predator gets in the game, too, though he is less effective against the villain. Ultimately, Eclipso is killed by the deadly ray from his own satellite, and Rich brings the solar jet in safely, but at the cost of his own life, as he dies from a heart attack.

In the aftermath, Carol finds a love letter and a rose from the Predator in her office.


Infinity, Inc. #12: The Thomases and Newton/Burgard have the team go public in the wake of their victory. They hold a press conference where they wind up revealing their secret identities on TV. The Harlequin crashes the event to tease the group, but they are unable to catch her.


Legion of Super-Heroes #8: Levitz and Lightle/Mahlstedt keep all the plates spinning as the Lost Legionnaires fight to prevent a Controller from manufacturing another Sun-Eater, while other Legionnaires and the Science Police mop up the remaining members of the Legion of Super-Villains. 

Back on Earth, Cosmic Boy reveals to Night Girl that he's thinking about stepping down from active Legion membership. The trainees are enjoying some time on the beach, when someone shoots Laurel Kent and manages to actually make her bleed.


New Talent Showcase #15: The editorial this issue reveals that they are done with the publications from their talent search, so now the participants can no longer be considered "new", and the title will be rebranded as just Talent Showcase.

We've got fewer superhero features this issue than in the more recent ones. The cover belongs to the one supers feature, though, a team from Davila, Texas, called the Desperados by Dennis Yee, assisted by Barbara Kesel and Malcolm Jones. It's very much in keeping with the indie spirit of the time and reminds of things like other, regional supers teams like Southern Knights. The Chinese American cowboy leader is a bit of a unique innovation, though, and the heroes taking on anti-immigrant bigots is topical still today.

Bjørn Ousland opens the issue with a sci-fi story with art that I would characterize as "talented amateur." Ousland will go one to to work in comics through 1990, but mostly in Europe, a few more shorts for DC aside. This story concerns a couple of agents trying to defend alien species from poachers. Timmons and Scarborough/Blevins tell a whimsical tale of impoverished Leprechauns plotting to steal gold from Fort Knox. 


Sgt. Rock #398: Despite being marred by a hokey frame sequence, Kanigher and Redondo deliver an unusual story of the sort of things kid's ought to be reading in the dwindling war books. Zack, a bazooka man for Easy, loses his arm in a German attack. Shipped stateside, his recovery his hampered by his anger at his fate and self-pity. He discovers neighborhood kids helping black marketeer steal gasoline. Once he realizes his war is continuing just on a different front, he faces off with the black marketeer and wins the day.


Saga of Swamp Thing #34: Moore and Bissette/Totleben deliver something other than cheap entertainment for 10-year-olds. Faced with the knowledge that Matt will likely never wake up from the coma Arcane left him in, Abbie and Swamp Thing are free to confess their love for each other. Unable to share traditional physical intimacy with them being different biological kingdoms, Swamp Thing grows a psychedelic tuber, which Abbie consumes to share his consciousness. 


Warlord #90: I reviewed this issue here.

Monday, December 15, 2025

Another Year in Gaming


Our gaming group spent our last get together of 2025 having dinner together at a local restaurant, as is our tradition. In addition to the current regular crew (Andrea, Bob, Gina, Kathy, and Tug), and spouses and kids, we also got a guest appearance from Eric, one of the original Azurth players. It's always good to get the group together since we mostly play online since the pandemic (something we'd like to change in 2026).

In addition to our continuing Land of Azurth 5e campaign, we tried Beyond the Wall for 3 sessions. Compared to last year, there were fewer diversions to other games, as I was trying to keep momentum going with Azurth. With the "off-week group" of strictly online gamers, I gave HârnMaster a go, as well as They Came From Beyond the Grave!

In 2026, I hope to give the new Planet of the Apes game a try, and whose knows, maybe do something crazy like start a new, long running campaign, though perhaps not 11 years and counting, like Azurth. We'll see. 

Whatever happens, I'm glad to be in this hobby with these folks.


Friday, December 12, 2025

Mysteries of Tatooine


In discussing this recent Youtube video arguing Star Wars (1977) suggests a setting without FTL communication, my brother and I gradually drifted over to considering some minor mysteries regarding the desert planet Tattooine. The central question is: "what exactly is Tattooine's place in the galactic civilization?" Luke tells us: "If there's a bright center to the universe, you're on the planet that it's farthest from," but is that just the restless teenager in him talking?

Canonically, Tattooine is a sparsely populated world located on the Outer Rim, though Wookieepedia suggests the whole concept of an "Outer Rim" doesn't appear in the films until the sequel trilogy. This perhaps implies it is on the edge of civilization, but it's possible that it only means the edge of Imperial (and Republican before that) control. "Sparsely populated" seems reasonable given what we see in the films and the fact it's an entire planet, particularly when we consider this is a relative sparseness compared to the more urbanized, populous worlds.

There are, however, at least two details in Star Wars arguing against Tattooine as some sort of wilderness frontier. These have to do with the Jawas and Mos Eisley spaceport.

Used Droid Salesmen

The Jawas are scavengers, and they've got a big crawler full of junk that roams the desert and picks up "gently used" droids to refurbish (a bit) and sell to farmers and rural settlements. If Tattooine is sparsely populated and droids are so expensive relative to local incomes that people have to buy the pre-owned ones Jawas sell, then where exactly do all the droids come from that the Jawas scavenge?

It's possible the demand for used droids has to do with where droids come from which makes new ones scarce. Another possibility is that droids were traditionally priced beyond the reach of rural folk of modest means, but the end of the Clone Wars lead to something of a switch back to consumer focused production in the galaxy's industry over wartime production and restored supply chains, so that the wealthy inner worlders were able to finally get that new droid they'd wanted, leading to an abundance of older models on the market, analogous to the situation with cars in the U.S. after World War II. These older models would naturally wind up in the hands of dealers like the Jawas. 

Still, unless what happened to Threepio and Artoo is just an accident, it looks like they are roaming the desert picking up droids, rather than just waiting for their shipment at Mos Eisley. I think it's at least possible that the desert not infrequently turns up excess droids--and I have an idea as to why.

Scum and Villainy

Obi-Wan says of Mos Eisley: "You will never find a more wretched hive of scum and villainy." This is from a guy who knows the Emperor is a Sith Lord and was made to fight in an arena on Genosis! In the Old West idiom frontier towns are often stereotypically lawless, but I don't think Tombstone or Dodge City would deserve a description like that. Also, Tombstone and Dodge City had reasons why they were boomtooms that drew the riffraff (silver mines and the cattle trails, respectively). 

Obi-Wan's description and the vibe of Mos Eisley in general suggests a pirate town like Port Royal, Jamaica ("the wickedest city on Earth.") Such towns would appear in places the law hasn't effectively reached, but close to very busy and lucrative trade routes. You wouldn't get a crime lord like Jabba rich enough to have a palace and sponsor speeder races without crime being lucrative.

Back to the Jawas and their scavenging: If pirates are often taking ships and hiding the evidence or just discarding the refuse, in the desert, well there would wind up being stuff for the Jawas to "salvage."

Tattooine On Viewscreen

I think the evidence from the movies point to Tattooine as at the edge of imperial jurisdiction, but in a well-traveled zone between the Empire and other, civilized regions controlled by other interstellar powers.  It's nature as a desert world means it is less desirable for heavy colonization, but its location ensures the thriving pirate boomtown of Mos Eisley, and the existence of power strongmen benefiting from that crime.

Wednesday, December 10, 2025

Wednesday Comics: DC, March 1985 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics released the week of December 13, 1985. 


Amethyst #3: Mishkin/Cohn and Estrada/Tanghal pick up where last issue left off. Aquamarine returns to his islands to find the revolution fomented by Fire Jade in full swing. His imperious attitude gets him killed by a rebel with a magic sword provided by Jade. Amethyst travels to the isles and first fights in a rage but then slows down and discovers that the rebels kind of have a point about their treatment under Aquamarine and are only being duped by Fire Jade. The rebel leader teams with her to take Fire Jade down, which happens surprisingly easily, so I don't think we are truly done with her.

Fire Jade's defeat is real enough, however, so that Prince Topaz ensorcelled by her to romance then kill  Lady Turquoise, is freed from the spell, finding he is truly in love with Turquoise.


Arak Son of Thunder #42: Arak follows in the footsteps of Gilgamesh in a quest into the Underworld to get Satyricus and Valda back. Angelica says she will restore them to the land of living if Arak will retrieve the herb of immortality

Arak has to battle Scoropion People guardians and resist the charms of Siduri, only to find the river has dried up and the herb is gone. Blind Utnapishtim overs him the last seed of the plant. Arak refuses to take the seed as he doesn't want Angelica to have eternal life. It was a test, and Arak passed, so the old man opens a portal to Kur where his friends are.


Batman #381: Moench and Hoberg/Alcala bring this phase of the Night-Slayer/Nocturna arc to a close. Night-Slayer is still dressed as Batman and committing crimes. Robin and Nocturna are swinging through the city at night looking for him or Bruce but can't find either. Mayor Hill has convinced himself that Batman really as committing the crimes to taunt him regarding his attempt to frame the cape crusader. When Bruce finally makes his appearance, he's set a plan in motion that traps the Night-Slayer, revealing him for an imposter, and as reveals Hill's misdeeds. Night-Slayer escapes, but Hill is on his way to jail. As a bonus, he also makes the socialworker think Natalia Knight is still working with the Night-Slayer, so Bruce gets custody back, even though they are now friendly with Nocturna. As a coda, Bruce visits the blind woman with the crush on Batman who tried to reveal Anton Knight's imposture, and the implication is that he spends the night with her!


Flash #343: Finally, Bates and Infantino/McLaughlin reveal just what made Cecile Horton dislike the Flash so. It turns out her father was a cop killed by Goldface back in the two-parter in 1982. Flash tries to convince her that Goldface lied about giving Flash a warning to get out of town before he killed, but for some reason Cecile doesn't believe him. Probably because we wouldn't have enough plot for the issue if she did. She goes to Goldface in prison, and he lies, of course, and she believes him, but then he kidnaps her in a jailbreak. The Flash comes to the rescue, but not before a gloating Goldface reveals that he did lie. Cecile feels awful for wrongly blaming the hero than has saved her life twice now.


G.I. Combat #275: The Monitor makes another appearance (or at least his satellite does) in the Haunted Tank story, apparently surveilling the ghost of J.E.B. Stuart in the void. Most of the story is about Stuart's Raiders on a mission to escort of defecting German tank commander to the Allied lines, but it turns out to be a trick, and the crew must battle the enemy inside their own tank.

There are three nonseries stories set in World War II, two of them by written by Kashdan. In one, the lone survivor of a mission in the Pacific Theater merely to distract enemy from the real objective, refuses a medal in disillusionment and anger. In another, a German commander betrays his side and frees U.S. prisoners of war in the name of stopping the destruction of a Belgian church he considers a work of art. In the sole story penned by Wessler, a U.S. squad sweeping for mines, tricks the German who set them into getting blown up by his own handiwork.

In the Bravos of Vietnam feature by Kanigher and Trinidad, Bravo 7-3 disguises themselves as peasants working the rice paddies to lure the Viet Cong into a trap.


Jemm, Son of Saturn #7: The Red Saturnian Jogarr must have been convinced by his talk with Superman last issue, because he arrives on Earth just in time to help Jemm defeat Grayol, a Koolar with a sort of cybernetic control over the ship the Prince and his friends stole from the White Saturnians. Meanwhile, Synn becomes aware of the existence of Jogarr's people and prepares to destroy them, while Tull is still out to get Jemm.


Omega Men #24: The primary draw of this fill-in story is the art of O'Neill, which certainly brings a different feel to the book. The script by Wolfman about the leaders of the Omega Men being tested to the limit in an underground city of Okaara is perfunctory. There's a backup too, a reprint by Wolfman/Gold and Morrow from Witching Hour #13 (1971), which the editorial here suggests the first appearance of the proto-Psions. 


Star Trek #11: Barr and Sutton/Villagran continue their Mirror Universe saga. Before Enterprise self-destructs at the orders of Mirror-Kirk, Scotty and Saavik manage to separate the saucer section from the warp drive. Meanwhile, Spock is revived and wins a psychic duel with his Mirror counterpart. With some hand-wavey rejiggering of the Tantalus field, Kirk disables Excelsior and captures his doppelganger. Scotty and Saavik repair Excelsior and modify the transwarp engines to travel into Mirror Space. Kirk plans to stop the Empire's invasion, disobeying Starfleet's orders. 


Superman #404: The first story is a silly tale by Boldman and Saviuk/Kesel. Superman is fighting criminals in Metropolis wearing the cape and cowl of Batman. Exposure to an accidental blast from a magical syrinx makes Superman grow small horns that he has to disguise as he searches for now stolen syrinx.

The second story by Rozakis and Schaffenberger is sort of holiday themed, as Perry White enlists Superman at Christmastime to prove to a doubting Canadian boy that the hero does exist, but Superman keeps getting delayed by emergencies.


Tales of the Teen Titans #51: Wolfman and Buckler/Smith again have Titans dealing with the fallout of Terra's betrayal. Aided by Lilith, the group thwarts a gang of gun-runners in the service of President Marlo, the leader of an unnamed Middle Eastern country. Jericho's mother stole military secrets on the strength of the neighboring nation of Kyran, and Marlo hires Cheshire to get Adeline Wilson and the information he has so he can plan an invasion. In the re-introduction of Chesire, we get a lot of reference to the mysterious "he" who is the father of her child and former Titan. Meanwhile, the Pentagon and Interpol tell Nightwing they want the Wilsons for questioning. When Nightwing tells Changeling, who's already suspicious of Jericho thanks to his parentage, attacks him and tries to arrest him. Jericho, anxious to pursue his mother's kidnapper, defeats Gar and escapes. Meanwhile, S.T.A.R. scientists discover an alien spaceship and its pilot frozen in the Alaskan ice.

Monday, December 8, 2025

Differentiating Science Fantasy


Often science fantasy as operationalizes in rpgs is just some flavor of rpg fantasy with ray guns or robots, or "ancient technology" as the default explanation for something strange. (In fact, high tech "science" often  becomes the extraordinary thing in a setting full of magic but completely conventional in its portrayal of magic.) There isn't anything wrong with that, but science fantasy fiction points the way to making the genre feel different from a fantasy setting that just also has some lost tech.

More Psychic than Spellcraft
The magical effects (when they aren't technology mimicking magic) often tend to resemble psychic powers instead of spells or rituals.

Non-Medieval Society
In C.S. Friedman Coldfire series, the owners of a bookshop who are the victim of an attack by the magical agents of a dark lord of sorts have to worry the authorities will think they committed insurance fraud. There's no reason a science fantasy setting has to limit itself to mixing science fiction and the (pseudo-)Medieval. Elements of any era could be fair game, depending on the setting.

Device Dependent
In science fantasy, more magical effects are going to be the use of a device or chemical rather than a spell. A Polymorph effect, for instance, can still exist, but it would be from a transformation machine or "atavism ray" or the like. A variant on this is when a classical magic item turns out to be a technological device, like when Travis Morgan's putting a bullet into Deimos' crystal ball and we see circuitry inside.

Subtle Reminders 
Little details that point to the nature of the setting often help set the mood. Post-apocalypses (fantasy and otherwise) tend to excel at this. King's Dark Tower stories have a witch writing a note on an old Citgo receipt pad, for instance, but having an old device put to a new purpose is a device that works in science fantasy too.

Consistency
While in many situations "science vs. magic" in a fantastic context would just be cosmetic, it's important to keep in mind the different origins and make sure the details match. For instance, orcs that are embodied spirits of evil ought to operate differently in any number of ways compared to orcs who are a transplanted, anthrophagous alien species or orcs that are bioengineered servitors.

Friday, December 5, 2025

Moon Melee


Our Land of Azurth 5e campaign continued last Sunday with the party concluding their brief trip to the Moon. The Bright Goddess of the Thrice Thousand had granted their request for one of the "tears of Azulina" (celestial sapphires, some of which were allegedly used by the Wizard to grow the Sapphire City of Azurth), but they would have to get it from the Faceless Collector who the Bright Goddess had just given it to.

The Collector agreed to hand it over, but only if the party bested him, and his servitor in combat. The party agreed and the match began. The servitor proved to be a hulking robot with a sword and machine gun army, though this was not a fight to the death. The Collector had psionic powers and a golden scimitar.

The party one out in the end, likely due to their superior numbers, but Erekose and Waylon took quite a bruising. 

True to his word, the Collector handed over the sapphire. The party was guided out of the goddess' gardens and back to their ship. The return flight was mercifully uneventful.

The gnomic technicians in the service of Viola, the Clockwork Princess of Yanth, put their science to work and blasted the petrified princesses with the sapphire's radiation. The stone around them crumbled and beneath they were their normal selves.

As soon as she was able, Viola said: "I've just determined a way we can defeat the wizard."