Wednesday, May 31, 2023
Wednesday Comics: DC, September 1982 (week 1)
Monday, May 29, 2023
Swords Against Sorcery: Wizard's Challenge!
Last night, I did the first playtest of the Bronze Age comic book Swords & Sorcery system I have been working on. I made a few pregens and this was the line up:
- Oriax the Red, Gladiator Champion (Aaron)
- Thunda, Barbarian Acolyte (Andrea)
- Korag, Primitive Warrior (Jason)
- Kharron, Cursed Warrior (Paul)
Meanwhile, Kharron as emerged from the water with the jewel which feels strangely warm in his hand, but then, the statue comes to life with a grinding of it's stone joints. Thunda calls upon her gods and the demon is transfixed for a moment, buying them a little extra time.
Thursday, May 25, 2023
Dr. Banner or: How I Learned to Stop Worrying and Love the Gamma Bomb
The first mystery (this one obscured by governmental secrecy) is just what the gamma bomb was. It was not a gamma ray weapon—though that was exactly what Banner had dangled in front of the Army to get his project off the ground. Once he had funding and security clearance, Banner went for something more daring: he planned to build the K-Metal Bomb the German’s had sought near the close of World War II, but never perfected. He hoped to use the K-Metal (or Kryptonite as it was becoming popularly known) to power a weapon that would weaken and incapacitate but not kill (in a manner similar to so-called “slow kryptonite” developed years later by Metallo) and would also not destroy infrastructure. “Gamma” became the Army’s codename for this weapon.
Not only were the generals incredibly interested in what Banner was offering, but Banner’s secrecy (either conscious or unconscious) regarding the physics involved only served to leverage a virtual celebrity status for him. A status coupled with Cold War thinking regarding means and ends would prove disastrous for more than one person present that faithful day. Truth being more complicated than fiction, Windsor-Smith's version of these events in Monster would split Banner into two characters: a traumatized victim of a sadistic experiment and the sadistic scientist running the experiment.
Which brings us to the oddest figure in this drama, “Igor Starsky,” the Soviet spy. Igor had been assigned to establish a relationship with Banner in graduate school—something not easy to do with the young physicist. For reasons of his own, Banner suffered Starsky’s presence, but seldom showed him any genuine warmth. When they were working together on the gamma bomb, he often treated the man like a lackey. Samson surmises that Starsky’s presence on the project was merely another way for Banner to assert his mastery over Ross, his father surrogate. He was the personification of foreign power in Ross’ domain. Banner would deny ever having considered that Starsky might be a Soviet agent, but he pointedly did not reveal any more of the science involved with the project to his colleague than to the military.
Why did Starsky attempt to kill Banner in the gamma bomb test when his presumed mission was not yet completed? Clearly, he had reason to resent Banner for the treatment he had received, but wouldn’t have stealing Banner’s secrets for his government been revenge enough? Samson believes Starsky’s murderous feelings against Banner were a reaction-formation of his attraction to the scientist. His tolerance of abuse had been the masochistic, unconscious expression of the depth of his feeling, but in a pivotal moment he pushed the button to free himself from Banner, and perhaps the intensity of his own feelings, once and for all.
That isn’t, of course, how it turned out.
Wednesday, May 24, 2023
Wednesday Comics: DC. August 1982 (week 4)
Tuesday, May 23, 2023
Planet of the Apes Episode 3
Directed by Arnold Laven
Synopsis: The gorillas pursue our heroes to the ruins of San Francisco. When they are buried underground in an ancient subway station during an earthquake, Burke and Urko are forced to work together. Above ground, Galen and Virdon try to figure out a way to help Burke, with the reluctant assistance of several gorilla soldiers.
Jason: Well, it ain't Shakespeare! This episode had some of the clunkiest dialogue yet in the series, perhaps due to sloppy editing and time pressures in the production schedule.
So, what's your verdict on this one?
Thursday, May 18, 2023
Superhero Challenges
Something I've noticed about comic book superhero storytelling over the years: often the solution to the obstacles faced don't have their solution in the direct application of the hero's most powerful trait. Superman, for example, may use his strength or other powers in overcoming the central problem in one of his stories, but the powers alone are seldom sufficient. It's not accident Superman foes are often smart/clever guys like Luthor, the Toyman, or Mister Mxyzptlk because they facilitate these kinds of stories. Even in clashes with villains that have vast powers like his own like Phantom Zone criminals, the key to his victory brains not superhuman brawn. Sure there's his tussles with Doomsday and maybe Mongul where this maybe isn't true or is less true, but I think those are the exceptions.
I feel like the same thing is true of other heroes like Spider-Man and the Flash. Again, their solutions to problems will include use of their powers, but its less often the obvious, most direct use of their powers. Spider-Man, known for his agility, maybe have to bring his intelligence or just brute strength to the table.
There are exceptions. Interestingly, I think this is not true of nonpowered/low powered heroes--or at least less true. It seems like Batman and Hawkeye generally achieve victory by just...doing their thing. The Hulk, though hardly low powered, may be another outlier, but I would need to read more Hulk comics to judge.
Does this have application to superhero gaming? It could, but it's obviously much harder to implement there. The game becomes unfun when it's about "guess what the GM is thinking" to accomplish your goal. Still, I think GMs could be mindful of this when playing adventures, making sure to introduce obstacles that might suggest out-of-the-box thinking and reliance on less used traits.
Wednesday, May 17, 2023
Wednesday Comics: DC, August 1982 (week 3)
O'Flynn and Oskner continue to do good stuff with Lois Lane. I should clarify that to say, I don't know it will much appeal to the average reader of superhero comics now or then, but I think they are accomplishing what they set out to accomplish. This story ties back in to a 70s LL socially relevant yarn about tainted water in an inner city school, but now Lois and a photographer stumble onto a plot to cause fear flashbacks in those who ingested the tainted water by reactivating the chemical as a trial run for spreading it in the entire city's water supply.
Monday, May 15, 2023
Revisiting Weird Krypton
Superman's home planet is pretty weird. Weird enough that it makes a good substitute for Carcosa in McKinney's supplement. You can keep the polychromatic humanity (that might explain the Krytonian flag). Then, check out the maps of Krypton for places to visit:
The highlights there ought to be pretty obvious, but let me fill in a couple of salient points of adventure and/or danger:
Jewel Mountains: Formed by the accumulated carcasses of prehistoric, giant crystal birds.
Gold Volcano: It should be mentioned that gold is so common on Krypton as to not be particularly valuable.
Fire Falls: A fall of a fiery fluid from the planets core, inhabited by mutant fish-snakes whose bite is poisonous.
Scarlet Jungle: An expanse of forest in red and purple, including huge maroon mushroom-like growth. It home to at least some disease-causing spores. Then, of course, there's the herd migratory, vaguely humanoid-shaped plants.
Thursday, May 11, 2023
Wheelers in Sang
After a bit of a hiatus, our Land of Azurth 5e game returned last Sunday with the party headed to Sang to find the Clockwork Princess in the mysterious Junk City. It seems that ability of the leaders of Yai to spy on people through Azurth fails in the vicinity of the Junk City. It's a blind spot. Still, they saw the Princess before she entered the blind spot.
Using the flying ship re-acquired last adventure and why super-fan Irwin-37 as the pilot, they plan on flying to Fort Daldon, a waystation not too far from the Junk City. The group wants to do reconnaissance on the city, but they have to abort when their ship mysteriously starts to lose power.
Instead, they land in the desert near the fort. Their landing apparently annoys some burrowing dragonish creature, and they have a fight on their hands. After killing the beast, they head to the fort. Black smoke rising from it is an ominous sign. Even more concerning are the weird, wheeled people they fight when they call out at the fort's portcullis.
Forced the climb over the gate, they find evidence of the slaughter (and possibly cannibalism) of a caravan and the burning of some of the buildings. Sneaking around, they find some people tied on in the base of a tower, then the marauders attack. They call themselves the Wheelers.
Caught off-guard by the speed and the ferocity of the assault, it takes the part a little while to rally, but when they do they triumph over the Wheelers. They still don't know what's going on, though.
TO BE CONTINUED
Wednesday, May 10, 2023
Wednesday Comics: DC, August 1982 (week 2)
Monday, May 8, 2023
Journal of Eternian Studies: The Search for Skeletor
Skeletor is the principle antagonist of the so-called Masters of the Universe myth and literary cycle. His inhuman physical appearance, magical power, and dedication to conquering Eternia through usurpation of the power of Castle Grayskull are consistent throughout the various stories, but other aspects of his character, including his origins and the seriousness of his menace, vary wildly.
It has long been the prevailing view among scholars that his depiction as blue skinned links him to the Gar people1. The Gar civilization existed on the so-called Dark Hemisphere of Eternia, but came into conflict with groups on the Light Hemisphere in the islands of the Ocean of Gnarl and on the land bridge between the continents. By the time of the Randorian Renaissance, the Gar were a ethnic minority who suffered a good deal of prejudice owing to the belief that a Councilor of their ethnicity had betrayed and murdered the founding hero King Grayskull in the service of King Hiss of the Serpent Men2.
Later stories explicitly make Skeletor King Randor's brother Keldor who was transformed by forbidden magic, in some versions specifically Hordak worship. While the identification is not without controversy, Keldor was depicted as Gar, or at least half-Gar. There are scholars that argue that Keldor himself is a fiction created for later anti-Gar polemics, but the more common view is the he was indeed Randor's half-brother, a perhaps the illegitimate offspring of Miro and a Gar woman. Keldor was, for a time, a serious rival to Randor's power owing in part to a strong powerbase among traditionalist Gar clans.
Skeletor, however, existed in myth and legend prior to his association with Keldor. He was depicted as an otherworldly or demonic entity who had arrived on Eternia through accident or intention, but now wished to re-open that portal to bring his people through to aid in his conquest.
What is likely the oldest known legend associating the two is curiously restrained regarding the specifics of their relationship. Keldor is shown as meddling in dangerous magic and disappearing after a mishap. Skeletor is depicted as attempting to thwart any investigation into Keldor's current whereabouts. The gaps n the narrative invite the audience to assume that Skeletor and Keldor one and the same, but do not make the link explicitly. It is argued that this structure is an indicator of the stories origins as Randorist propaganda either during the time when the throne was contested or shortly after Randor secured it. Further, the effectiveness of such propaganda would hinge on Skeletor as a character already known to the intended audience.
It could be that Skeletor's pre-existing Gar traits made this linkage with Keldor possible, but it is also possible that Skeletor's Gar coloration is a later addition. Certainly it is no accident that Skeletor's shade of blue has a long association with the supernatural in the Eternian mind. It has been suggested that both the Gar people and Skeletor are depicted as blue simply because of the rarity of the blue pigments in the Light Hemisphere used in art in the Gar ruins on Anwat Gar to depict rulers such as Shokoti and the persist association of the Gar with magic due to their status as diviners and purveyors of charms and curses.
Recently, archeological evidence of a skull faced god or demon that appears to have been the focus of ritual activity in the region around Castle Grayskull in the putative era of the first "He-man." Any correlation of this entity with Skeletor or the Gar is highly speculative.
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1. The Gar were typically depicted as blue-skinned. Whether they literally were, either naturally or as some form of body-adornment, or this depiction has symbolic significance is unknown.
2. If there is any truth to this allegation at all, it likely conveys persistent Serpos worship among the Gar during the period where Goddess worship was becoming dominant on the Light Hemisphere.
Friday, May 5, 2023
Toward a System for Four-Color Sword & Sorcery
I've been thinking about cobbling together a system for a Bronze Age of Comics Sword & Sorcery rpg, a rarefied genre, perhaps, but one I'm quite fond of. I figure it will be a Frankenstein's monster of ideas from Year Zero Engine games, Broken Compass, and a few things from 2d20, maybe. Like all of those games, I'm thinking its a d6 dice pool system. The base roll will be akin to the Attribute+Skill of those systems.
The attributes with the appropriate flavor came relatively easily:
- MIGHT: Force and physical power.
- DARING: quick motion and boldness of action.
- INTELLECT: Intelligence and reason.
- INSTINCT: Intuition and perception.
- CUNNING: Deception and manipulation.
- PRESENCE: Charisma and force of personality.
The skills though have been much harder. I was never able to get the list as comprehensive and right-sized as I wanted. Ultimately, I decided to go the direction of some of the 2d20 games and the Atomic Robo rpg (which uses a form of Fate) and go with something a bit broader than standard skills. I settled on calling them "Domains."
- SWORDS: The use of weapons and the general application and defense against violence. It also covers a practical knowledge of armor, weaponry, martial styles, tactics, and strategy.
- DEEDS: Acting boldly and physically to alter or navigate the environment or withstand its rigors. It is used to climb or leap, push on despite exhaustion, or smash physical obstacles, but also to pass detected, hide, or hold one’s drink.
- WILDS: Wisdom taught by the wilderness and living close to nature. It covers discerning the best way to move through difficult terrain, finding or building shelter, and tracking and reading sign, but also interacting with wild and domestic animals and knowledge of plants.
- CITY: Knowledge born of the habitations of humans and their societies. It covers a character’s learning and ability to find and acquire new information, but also their sophistication in regard to social graces and etiquette.
- WORDS: Relating to and communicating with others. It is used to influence, inspire or sway others through impassioned or reasoned arguments–or lies, or to discern the intent of others doing the same.
- SORCERY: Knowledge of the arcane or occult arts. It covers the reading of mystic tomes, the recalling of esoteric lore, the performance of spells or rituals, and sometimes resisting the effects of magic.