Tuesday, May 23, 2023

Planet of the Apes Episode 3

This is a repost from a few weeks ago on the Flashback Universe Blog and a reminder that Jason Sholtis and I are reviewing the entire, single season series over there, once a week on Tuesday!

 

 "The Trap"
Airdate: September 27, 1974
Written by Edward J Lasko
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.

Trey: This episode was written by Edward Lasko who wrote a lot of TV back in the day, including episodes of Six Million Dollar Man, Mannix, The Mod Squad, 4 episodes of Wild Wild West, and one bad episode of Star Trek, "And the Children Shall Lead." How does he do here?

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. 

Trey: We're only two episodes in!

Jason: Three! Anyway, I'm not familiar with much of Lasko's work, but I get the feeling the old pro blasted this one out in one sitting, turned it in, congratulated himself on another job done, cashed his check and never looked back. All that said, I must admit that fun and amusement could still be harvested for those sympathetic to the franchise or 70s TV in general. 

Trey: Our perpetually on the run protagonists hide out with the Millers, a family of humans refreshingly at least passively resistant to ape hegemony.


Jason: Urko and Galen both know the town in question has a reputation for harboring fugitives, which suggests some kind of human resistance or at least non-compliance. Unless Astronauts intrude from the past in even greater numbers than the apes would care to admit!

Trey: Some bits and pieces of old wiring from a nearby ruined city give Virdon the hope there might be some near functioning technology left there.

Jason: Wires mean hope to Virdon, but Burke remains, perhaps sensibly, totally unconvinced.

Trey: I get that Burke is supposed to be more of the pessimist/realist about the prospects of returning home but given that his buddy has a wife and family he wants to get home to, he seems kind of dismissive and flippant at times! Show some sensitivity, guy!
 
Jason: We all cope in our own way! At least Burke is willing to go along with Virdon's plans, because what the hell else are you going to do on the POTA? I suppose he could settle down and begin a new life in a human village, but the company seems pretty lackluster thus far. 


Trey: The ruined streets of San Francisco are obviously a city street set on a studio backlot, but they dress it up nicely post-apocalyptically.  It does seem awfully well preserved for a nuclear holocaust, though.

Jason: It looked surprisingly good, I thought, though as the episode wore on it was clear they shot a handful of streets and alleys from every conceivable angle. I felt a twinge of sympathy for the studio workers who had to clean up all the apocalyptic mess after shooting. 

Trey: The ancient subway station and train, on the other hand, needed a bit of work. It looks like the small tram for a studio tour.

Jason: I didn't think of that, but now that you mention it, yeah, last stop, tour over.

Trey: Pretty good action sequences this episode.

Jason: Urko brought some appreciable gorilla-strength to his struggles with Burke, tossing him around effortlessly, which was the first hint of a disparity that I've detected in the series. 

The epic mano a mano brawl between Urko and Burke was an especially fun flavor of cheese. Between flying kicks and Judo chops, Burke and Urko engage in a verbal struggle straight out of a Marvel comics fight scene! Burke attempting to pummel the denial out of Urko, whose mind was blown by a poster advertising a rather barbaric-looking zoo that featured a gorilla behind bars. 


Trey: That poster and all the posters in the subway station demonstrate that printing technology suffered in the future!

Jason: Again, here I empathized with the beleaguered art department temp that had to crank these out before lunch. They were indeed crappy. 

Trey: Irritable Urko is amusing. He's constantly "fed up with this shit!" He's like the lieutenant tired of the cops that don't play by the rules.

Jason: Mark Lenard's back pain may be the inspiration! Roddy McDowell's ape-gait looks more sustainable...

Trey: Zako, Urko's lieutenant, gets to shine a bit this episode. I wonder if we'll ever get a payoff on his discovery of the truth about the past?

Jason: It would be nice! Zako's climactic choice is a dramatic highlight of the episode, indicating that gorillas are more than jack-booted thugs and that perhaps Urko is just an exceptionally grumpy ass.

So, what's your verdict on this one?

Trey: Overall, this is at its base a pretty cliched basic plot: enemies have to work together. I think it comes together pretty satisfyingly, though, and I like the way Burke maneuvers Urko. This also increases the stakes for Urko. These humans are not just a threat, they're a threat to his worldview. You?

Jason: My bottom line: I'm still entertained. Onward to Episode 4!

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)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around May 20, 1982.


Brave & the Bold #189: Kanigher and Aparo continue Batman's team-up with Thorn. Sort of, because no matter how many times Thorn helps him out, the Dark Knight is determined to go it alone. He tracks the Nazis to a secret base in (of course) Brazil, but he walks into a trap. The Nazis have captured Rose Forrest, who is still looking for her father's corpse, which was stolen by them as a means of coercing her to giving them what they want. When she learns that the Nazis have dumped the corpse in the river, Rose runs into the jungle and disappears. Thorn appears out of nowhere to help Batman break free and together, they take down the Nazis and sink the cannister of Inferno to the bottom of the river. Batman is curious about Thorn's real identity so he uses hypnosis to try to get her to spill it, but even she doesn't know.


Legion of Super-Heroes #290: Levitz and Giffen/Mahlstedt kick off the Great Darkness Saga in earnest. The Legionaires fail to keep creatures serving the Darkness from stealing 3 mystical artifacts across the world. During this, drama ensues as Chameleon Boy faces fallout from his recklessness on Khundia, Lightning Lad suffers from a neurologic condition, Saturn Girl and Timber Wolf try to deny the unresolved tension between them, and the Legion prepares for elections, with multiple candidates throwing their hats into the ring.

Meanwhile, on a barren world, the Master of Darkness feeds off the magical artifacts, then decides it's time he move to draining the living.


Green Lantern #155: Barr and Staton/Smith have the Guardians condemn Dalor to a Ritual of Endurance, which will either clear him or kill. This strikes Hal Jordan as a primitive way for them to operate, but hey, the Guardians are the boss. Jordan is tasked with going to Dalor's home planet to break the news of his death to his wife and kid, as it is assumed he won't make it.

Upon arrival, Jordan discovers that its a pervasive cultural trait to show gratitude for others' good deeds in any situation with gold. Dalor was just following his customs. Jordan realizes he messed up and flies back to Oa, entering the test to save Dalor. He does, but appears to drain his ring, and Dalor returns the favor and rescue him.  After Dalor heads home, Hal reveals that he just faked running out of power to see if Dalor would rescue him. The Guardians commend Jordan for learning a lesson.


House of Mystery #307: Jones and Sutton have Mary show up in Maine, 1964, with Andrew still chasing her. He rescues a young girl, Deedee, from drowning, and then her really trusting parents pretty much trust him completely and let him stay at their house. That night Mary appears and threatens to kill the kid if he doesn't give up his time-traveling ring. She reveals that the child is a young Deborah Dancer. When Andrew gives up the ring, Mary tries to kill him anyway. Adult Deborah in the future looks back through time and is able to take control of her past self long enough to save Bennett from death, but he can't travel time anymore.

Next up, Kelley and Matucenio tell the story of a "mad bomber" who decides to go after the girl who rejected him in high school, only to be killed by his own device and a miscalculation.  The last story by Jones and Spiegle is an EC sort of riff and probably the best of the issue. A mobster trying to escape a hit has an associate fake his death while he hides out in a bomb shelter. When time passes and he hasn't heard anyone, he tries to leave, but finds he's been buried alive! Sure that he has been betrayed, he digs his way out to find that the city has been destroyed by nuclear war and he'll now join it in death since he left his shelter.


Night Force #1: Wolfman and Colan/Smith continue the story they started in the preview. At the Potomac Psychiatric Hospital, patient Vanessa van Helsing sees visions of demonic forces, calling to her to join them. Baron Winters grants an interview to Jack Gold and tells him about Vanessa.  At Georgetown College, Professor Caine continues his experiments in parapsychology. He discovers that his experiments are taking place at the same moment that Vanessa is experiencing her paranormal visitations. Baron Winters arranges to have Vanessa released into Caine's care, which seems really unorthodox psychiatric treatment to me, but hey, it was the 80s.

Meanwhile, strange supernatural occurrences begin taking place all over Georgetown.



Sgt. Rock #366: Kanigher and Redondo repetitively tell us what a badass soldier Rock is as he tries to make his way back to Easy after leaving the hospital and has a hard time, allowing him to prove himself an ace artillerist, skilled frogman, and decent glider pilot.

DeMulder gives us a sci-fi tale of how communication barriers and misunderstand leads to war between humans and aliens. Then there are two Battle Album features: one a topical rundown of the Ninja, and the other about a futuristic tank. Finally, Bisson and Hardin provide an unexpected gremlin story where the creatures actually save a bomber from bad weather in WWII.


Superman Family #221: I thought it was over last issue, but nope, Kupperberg and Mortimer think than can get at least another installment from this Master Jailer thing. Supergirl tracks down the villain, but he converts her into light-energy with another weapon he devised and sends her into space. Supergirl manages to alter her course, sending herself into a space-warp that returns her to normal. She returns to Earth and captures the Jailer. At last. Kupperberg/Delbo do better with Jimmy Olsen. I mean, the story has still been a bit padded, but the end is kind of clever if convoluted. Jimmy has revealed Clark as Superman realizing he was being manipulated, but not realizing Clark actually is Superman! He hoped to give Supes room to catch Brainstorm, which he does ultimately by cluing Clark in. He tricks Brainstorm when he thinks (correctly) that he has siphoned some of Superman's power into Jimmy, and the villain is defeated.

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.

In Mr. and Mrs, Superman, Bridwell and Novick bring back the Archer, another Golden Age baddie. On one hand, it's nice to see these historic Superman foes revived. On the other hand, most of them seem ill-conceived as Superman foes.


Warlord #60: I detailed the main story in this issue here. In the Kupperberg and Duursema Arion backup, Arion goes astral (I guess) himself to do battle with Daanuth, and proves himself more than a match for the evil sorcerer.

Monday, May 15, 2023

Revisiting Weird Krypton

This post originally appeared in June of 2015...

 
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost 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)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around May 13, 1982.


Batman #350: My brother had this issue, but I don't think we bought it off the stands when it came up. After the bite last issue, Robin is starting to not show up so well in mirrors. He heads home to the Batcave and invites Bruce and Alfred to a party at Dala's house. Bruce and Vicki go to the party at Dala's place, and Bruce notices that Dick is acting even more strange after last night. He follows Dick and Dala, trying to figure out what's going on. He loses track of them, but finds blood on the floor. Looking out the window of the room, Bruce spots Dala taking Dick downwards to the back of the house. Bruce keeps following, this time as Batman. He finds Dick's clothes on the ground and hears laughter, then the Monk lunges at him and bites his neck. Batman fights back, but it's already too late. 

In the Catwoman backup by Jones and DeZuniga, Selina wakes up next to a dead woman after her kidnapping in the previous installment. Selina impersonates the woman to find out why she was killed, leading her to have have to go on stage as a stripper in a club. When she sees one of the murders, she gives chase, following him onto the rooftops. When she doesn't quite make a jump, she's left vulnerable to the crooks attack.


Flash #312: Bates and Infantino have Flash investigating a series of crime that have the hallmarks of his enemy, Heat Wave. What's odd about that is that Heat Wave has apparently reformed and gotten a straight job. The Flash doesn't believe his old foe has really changed at first, but Heat Wave ultimately helps him stop the imposter.

In the Dr. Fate backup by Gerber/Pasko and Giffen, Fate manages to escape the Nihil-verse thanks to his link with Inza but in the process discovers her indiscretion with Copeland. Back in the Tower, Inza is angry that Kent won't share things with her. Kent claims not to remember a lot--but does remember seeing her with another man. The argument ends with Kent sleeping on the couch and waking up in the morning to find Inza gone. Worse yet, outside the Tower he finds the red gem from before the size of the sun and covering much of the sky. Vandaemon is back, and this is all thanks to the farmer from the first part, who is actually Ynar, a renegade Lord of Order.


G.I. Combat #243: In the first Haunted Tank tale, Kanigher and Glanzman kill off Slim, who at least in the last few years of his 21 years in this magazine, had always been the naysayer and complainer. Most of the issue is introducing his replacement Bill Craig, a 30-year veteran and cavalryman from WWI. He, of course, saves the crew here. Except for Slim. The second Haunted Tank tale finds Rick still dealing with Slim's death and blaming Bill. After Bill saves them again--riding a horse, no less--Rick accepts the new crewman.

Kashdan and Amongo give us a story told from the point of view of a bayonet used by a G.I. in the Pacific against the Japanese. There's an uncredited story about a heroic meterologist dying (but still succeeding) in an attempt to seed clouds the thwart the Germans with rain shortly after D-Day. Finally, the Mercenaries are back and in Sierra Verde fighting a Colonel Furioza and his bandits on behalf of some poor villagers. Again, they achieve the mission, but don't get paid. 


Jonah Hex #63: Fleisher really likes to pour the hardship on Hex! The offer of passage back to the States turns out to be ploy to shanghai Jonah. After a beating and some threats to Mei Ling, he goes to work. Then there's a cholera outbreak on the ship, and he gets sick and in delirium, hallucinates traumatic memories of his alcoholic and abusive father, He survives cholera (though the rest of the crew don't) and saves Me Ling from the cruel captain, but rashly throws him overboard, leaving only nonexperienced sailors on the ship. They drift for weeks until a storm wrecks the ship. Jonah and Mei Ling escape in a lifeboat but only after sharks kill the ship's doctor and Jonah get's bitten. His wound becomes infected, but they are rescued by a ship bound for San Francisco. Jonah recovers, but Mei Ling decides to leave him again when they reach port.


Legion of Super-Heroes Annual #1: DC had an ad in last weeks comics saying annuals were returning, and here's the first one. Levtiz and Giffen/Patterson have Brainiac 5 trying to cure young Danielle Foccart of her intractable neurologic disorder. Unfortunately, it instead results in her being possessed by Computo who is out for revenge against the Legion. Most of the team is defeated and captured, but Danielle's brother, Jacques, becomes the new Invisible Kid and saves the day. Between this issue and the Dr. Fate backup in Flash, Giffen's art is really starting to take on his (earliest) distinctive style.


Saga of the Swamp Thing #4: Pasko's story in this issue is a wrongheaded to me in a couple of ways. First off, it's clearly inspired by the Atlanta Child Murders of 1979-81 (and if the story alone didn't make you think of that, its last caption references them) so it's perhaps a little too soon to make flippant popular fiction about and a horrific event on the first anniversary of its ending. Second, the suggestion that somehow kids of the era were easy targets for murder due to being made too trusting by television promoting kindness and friendliness (presumably Mr. Rogers is his target here) somehow makes it even worse as it indicts positivity and sort of victim blames. Beyond that, the story about a demonically possessed children's tv host is pretty much par for the course for early 80s horror fare.

The Phantom Stranger backup by Barr and DeZuniga has the Stranger intervening to save a woman who has been turned into a mental zombie by a mystic incantation that saved her life, and finding himself in the clutches of his nemesis, Tannarak.


New Teen Titans #22: Wolfman and Perez have most of the Titans in a dire situation. Captives of Brother Blood, Wonder Girl, Kid Flash, and Raven are thrown in a pit inhabited by a monstrous spider-like creature, as is Robin, but only after he's tortured by Brother Blood's Confessor for information. The remaining Titans attack the Church to rescue their teammates, but Brother Blood outplays them with the aid of Bethany Snow, a newscaster who is secretly a member of his cult, by making it appear that their attack is unprovoked and smearing them in the public's eyes. Cyborg causes tBlood's escaping airship to crash, but that was yet more manipulation and Blood is still very much alive, but the Titans are accused of trying to murder him.


Superman #373: Bates and Swan/Adkins continue the Vartox story. Vartox and Lana Lang continue their wedding plans, but Vartox's old flame, Syreena, mind controls Vartox into thinking Superman is trying to steal Lana away from him. Vartox heads off looking to kill his Kryptonian friend. We get Syreena's origin in this issue. It turns out she was a criminal who tried to seduce Vartox to manipulate him, but wound up falling for him. When he discovered the truth, he let her face justice, and he assumed she died later when their planet was destroyed.

The Rozakis/Schaffenberger "In-Between Years" story is even more pointless that usual. An ancient Inca crown is stolen from Prof. Lewis Lang, and Pete Ross (visiting Clark at college) and Superboy get it back for him. That synopsis makes the story sound like it could be more interesting than it is, but really it hinges on Pete knowing Clark is Superboy, but Superboy not knowing Pete knows for it's "drama."

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.

______________________________________________

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.
The astute reader will note they form pairs of sorts. I think 36 possible combinations of the Attributes and the Domains covers pretty well most relevant skill areas. Some are obvious like Might+Swords being used for melee attacks, but others are perhaps less so but hopefully make sense, like Intellect+Wilds being used to navigate by the stars or identify medicinal (or poisonous plants). Some combinations might seem equally plausible for some actions, but I see that as a feature not a bug.

Wednesday, May 3, 2023

Wednesday Comics: DC, August 1982 (week 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of May 6, 1982. 


Arak Son of Thunder #12: Thomas and Colon/Acala continue Arak's adventures in Greece. After getting shot by the arrow of a soldier of Byzantium last issue, Arak's new friend Khiron the Centaur is dying must reach the river Styx and cross into Hades. He's followed on that journey by the soldiers, but also by Arak and Satyricus. The soldiers enter the Underworld after Brutius kills one of his own men to distract the guardian Cerberus. Satyricus uses his pipes to put Cerberus to sleep, then he and Arak use a coin from the dead soldier to pay for passage over the Styx. In the end, Arak kills Brutius by drowning him in the river. Khiron is then allowed final peace, while his friends depart once again toward Byzantium.

The backup in this issue is the origin of Valda by the Thomases and Colon. Valda is revealed to be the daughter of Bradamante and a protege of Malgigi. She was taught warrior's skills by the spirit of a dead knight. 


DC Comics Presents #48: Mishkin/Cohn and Novick/McLaughin turn in a lackluster effort about alien octopoids invading Earth, and Superman and Aquaman being on-hand to stop them. Between this and the recent backup stories in Action, Aquaman has dealt with a lot of octopoid aliens lately.

The backup by Thomas and Alcala deals with the Black Pirate and has his son convincing him to side with the Puritans over the Crown.


Fury of Firestorm #3: Conway and Broderick/Rodriquez are doing the Spider-Man thing where our hero just can't get a break. Firestorm tracks down the muggers responsible for the death of John Ravenhair's grandfather, and Stein has to keep Ronnie in check to keep him from hurting them. Then, Ronnie goes home and his father is angry that he was kicked off the basketball team. When Ronnie can't explain why, his dad slaps him. Ronnie's girl also breaks up with him. 

Meanwhile, Killer Frost has escaped at her trial. She goes to the Bronx reservoir and freezes it solid. Then she turns her power onto the rest of the city and coats the five Burroughs with a thick sheet of ice. Firestorm finds Killer Frost sitting atop a custom-made ice throne on the roof of City Hall. Frost forces Firestorm to bow down before her and acknowledge her as the Queen of New York.


Justice League #205: Conway and Heck/Tanghal bring the Royal Flush Gang arc to well-needed close. Elongated Man and Black Canary capture the Ten aboard the satellite, but not before Green Arrow joins the ranks of comatose JLAers in the hospital. Batman and Flash join Elongated Man and Black Canary for an attack on the Royal Flush Gang's hideout, only to be taken out of action, one by one. In the end, the villains are predictably (it was setup in the first issue) betrayed by the Jack, who has conspired with Black Canary to take down King and Queen and reveal Ace as a robot. The hospitalized League members are saved when the astral self of Hector Hammond, the Royal Flush Gang's secret organizer, Wild Card, is unexpectedly attacked by the mental persona of  Prof. Stein, the only one aware of Hammond's psychic presence.


Weird War Tales #114: Kanigher and Carillo have the Creature Commandos seemingly beaten, forced to perform in a circus for the Nazi leadership, including Hitler. The Commandos allowed themselves to get captured, though, so they could get into the concentration camp where a French scientist they were looking for had been sent. The Commandos liberate the camp, but the scientist chooses to stay and fight as a partisan rather than coming with. There's a pretty good sequence in this issue where the parachuting commandos have to fight with a German fighter squadron attacking them.


Wonder Woman #294: Thomas/Wolfman and Colan/McLaughlin start a new story that seems to involve mind controlling hand held video games--probably something of a topic de jour in 1982. First Wonder Woman rescues a trucker who wrecked his rig because of a compulsion to play the game. Then a copy of the game gets into the hands of the Blockbuster, who is staying with the Macon family in Bleak Rock. When Mr. Macon tries to take the game away, Blockbuster gets angry and, resorting to savagery for the first time since meeting the Macons, smashes out of their house and runs off. While Diana Prince is at her surprise birthday party (the day is actually the fake birthdate she gave the U.S. Army), she hears on the news that Blockbuster is attacking missile silos in the Appalachians. AS Wonder Woman, she goes to the Appalachians and battles Blockbuster until little Carrie Macon gives him the broken video game, which calms him right down. Wonder Woman allows Blockbuster to go back with the Macons, which seems a bit dangerous, but okay. Later, Wonder Woman tells Steve that there is something sinister about the "Commander Video" game, but after she leaves, he takes the game out of his desk drawer and starts playing it.

Monday, May 1, 2023

Weird Revisited: The Anthology Crawl

This post was originally published on May 2, 2013, shortly after the death of Andrew J. Offutt.


News of Andrew J. Offutt's passing on April 30 got me to thinking about the Sword & Sorcery anthology series he edited (Swords Against Darkness) and fantasy anthologies in general. It seems to me you could use such an anthology (or anthology series) for inspiration and nonrandom "random placement" of encounters/things of interests in a hexcrawl or dungeoncrawl.

Simply pick an anthology. Read every story in it (even the duds--but skimming is ok) and pick some interesting element out of each, be it a monster, encounter, location, or item. Place these on your map in order, or arrange them to taste. You could even get more "madlibs" about it and predetermine what you were going to take from each story (an item, a place, an encounter), before you read (or re-read) the story, forcing you to stretch your creative a bit more to fit it in.

Thursday, April 27, 2023

The Grind of Acheron


There is a realm where the obdurate, crystalline structure of a Mechanus shatters and fragments, floating free into the void of half-formed concept. This is a border, though not any physical border because the clockwork nirvana is infinite and redundant in its mechanism, but a conceptual border where the Prime Mover's certainty no longer holds, where the grand program fails. This was the place where, after the fall from Unity (as Law sees it), rebellious Archons sundered themselves from Mechanus. This is the ideaspace separating Pure Law from Hell. This is Acheron.

It's a hell of sorts in its own right. Its acolytes know it as the Crucible. Here, they contend, new truths of Law are formed. Perhaps one day there will be one stronger and surer than either Hell or Mechanus? Adepts of Pure Law view it as gall on the purity of Order, the place where Hell's error abrades it. The Lords of Hell see it as an opportunity.

Pieces of supernal machinery break off at the edges of Mechanus, twisting and reforming, to store failing Order within, into planet-size Platonic solids which continue to degrade, erode and crumble. These have been colonized by numerous beings: malcontents from Hell, reformed things of Chaos, and authoritarian souls with iron dreams of their own version of Order. All the would-be dictators and tyrants begin to gather their followers among the lost and the beaten and forge their own armies of conquest. And then they go to war.

The struggle is as senseless as it is endless. None of the despots or authorities are ever able to overwhelm the others and seldom do they convert them. The strength of Law is shattered, after all. Also, none of them have clear vision of Unity, for they were only born after it. They merely ape what they know of Hell, crudely. 

One might be tempted to view Acheron as a place of Chaos, but philosophers point out that when taken as a whole, the plane is as predictable as Mechanus. Its war machines grind forever on at the behest of devils who will never achieve the godhood they crave.

Wednesday, April 26, 2023

Wednesday Comics: DC, July 1982 (week 4)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, we review the comics hitting the newsstand on April 29, 1982.


Action Comics #533: Wolfman and Swan resolve the H.I.V.E. story. The organization threaten the world with a cloud of nuclear waste to distract Superman so they can kill Jimmy and Lois. Our heroes stay one step ahead. 

In the Atom backup, Air Wave and his father D.A. Larry Jordan help the tiny titan foil a Dallas oilman's plot to blow up the nuclear physicists' convention.


All-Star Squadron #11: Thomas and Gonzales/Ordway have Akhet and his Flying Eye are preparing the annex in the Earth in the name of his Brotherhood. After an encounter with the All-Stars, the alien abducts Hawkgirl, Steel, Robotman, and Atom. While the Flying Eye patrols the globe, the world leaders weigh their options. A group of All-Stars investigating the disappearance of a group of missing scientists and the captured All-Stars in the Eye both discover the same thing: Anton Hastor, the supposedly dead enemy of Hawkman and Hawkgirl.


Captain Carrot and His Amazing Zoo Crew #5: The Zoo Crew help museum curator Oklahoma Bones (son of the famous archeologist) with the issue of alien easter eggs uncovered before World War II on Easter Bunny Island. Pig-Iron accidentally activates an egg and releases an alien yolk monster. The Crew ultimately scrambles the egg monster, but at the annual White House Easter Egg hunt a visiting ambassador turns out to be the Ratzi Baron von Vermin and the eggs he donated eggs are duplicates of the one which nearly destroyed the Zoo Crew.


Detective Comics #516: Conway and Newton bring the School of Crime storyline to a close. The criminals catch on to Batman's disguise as Matches Malone. The Headmaster asks him to be the next guy to dress up as Batman for a demonstration. Batman realizes what they are up to and escapes the trap, then starts taking the thugs down one by one. The Headmaster has a total breakdown seeing all his plotting and planning brought to an end. Meanwhile in Gotham, Vicki Vale is pushed to deliver her photos with evidence of Batman's identity--which will go into the hands of Rupert Thorne, and Gordon becomes partners with Jason Bard, determined to find the truth behind Hamilton Hill.

In the Batgirl backup by Burkett and Delbo, Barbara is in a bad way after the bite of Lady Viper. While she remains unconscious for about a week, Lady Viper continues her criminal spree. But when Barbara finally wakes up, she finds out things have gotten even worse: She's now a snake woman like Viper!


New Adventures of Superboy #31: An obsessed scientist gives his son super-powers. As Pulsar, he's pitted against the Boy of Steel. Dear old Dad continues to sap Superboy's strength with a red sun ray just to make sure of his kid's victory. In the end, though, tips from Pa Kent on the "sweet science" of boxing help Superboy win the day, and Pulsar turns against his father's "win at all costs" methods.

Dial H for Hero continues to be a thing. They fight a villain named Whitefire and their are two characters created by one fan this issue, which is notable, but honestly that's all I recall and I only read it two days ago.


Tales of the New Teen Titans #2: Wolfman and Perez reveal the origin of Raven, most of which we knew already, but now we get more of her time in Azarath and the reveal (at least I think it was a reveal) that Trigon was actually born of the evil of the people Azarath they cast out into the space between dimensions. One nice touch is how questions the Titans ask Raven as she's telling the story kind of lampshade questions the reader might have like: "How did these people leave Earth and go to this place between all dimensions to begin with?" Anyway, given that most of this was known, I don't feel like the extended origin justifies its page count.


Unknown Soldier #265: Haney and Ayers/Talaoc send the Soldier to North Africa where he must solve the murder of the tyrannical Brigadier General "Bull" Bannon. He has full authority to act as judge, jury, and executioner, but Bannon was hated by his men and the Colonel that seems likely to have killed him is beloved and by all appearances a fine leader. This one is continued to next issue.

The Losers encounter some kids really gungho to go to war and the Losers are sort of forced to let them in a story by Kanigher and Evans, which is disappointing in that it barely uses the Losers at all. Kanigher/Severin bring the Enemy Ace back to the killer skies where takes out some French planes trying to ambush him then tangles with crazy ol' Steve Savage briefly.


World's Finest Comics #281: Burkett and Novick bring Superman's and Batman's class with the military name-themed b-listers to a close. While Batman prepares to thwart their plans from the inside, Superman escapes the timeless dimension they sent him to by focusing on his heartbeat and thus bringing time to the timeless place. With the team back together, the bad guys go down. 

Next up, Green Arrow tracks down a homeless woman to was witness to an arson for insurance money scam, but not before the arsonists kill her. Ollie figures out the real estate mogul responsible and blackmails him into building a homeless shelter to avoid jail. Rozakis and Saviuk still have Hawkman out in space fighting aliens. This incident has gone on too long for me. We end on the Bridwell/Newton Marvel Family, which has the Family (plus Kid Eternity) having to contend with a giant Mr. Mind.

Friday, April 21, 2023

Weird Revisited: Comic Book Swordswomen of the Seventies

The original version of this post appeared in 2010...

 
"Sword-swinging fantasy protagonist" has generally been a male gig. The pulps gave us a number of Sword & Sorcery heroes of renown, but Jirel of Joiry, CL Moore's "gal Conan," is the only heroine of note from the era--Howard's Dark Agnes being a "historical" adventuress. It wasn't until the Sword & Sorcery revival of the late seventies-early eighties that more women joined the fray.

Despite the smaller number of Swords and Sorcery heroes in comics, there's a much larger percentage of swordswomen. This can probably be attributed to the visual nature of comics--and the inherent appeal of scantily-clad warrior ladies to a predominantly male audience. Despite that, the beauteous women warriors of comics are for the most part more obscure than their male counterparts. It's time they got their due, starting with the trailblazers of the 1970s.

The first swordswoman of the seventies didn't have to deal with sorcery, but she did exist in a post-apocalyptic-fantasy setting, so I'm going to give her a nod. Lyra of the Femizons is from the pages of Savage Tales (vol. 1) #1 (1971) in a story called "Fury of the Femizons." This might be Stan Lee's update on William Moulton Marston's psychosexually underpinned Wonder Woman concept, or an alarmist "cautionary tale" of women's lib gone wild--or, you know, an idea he scrawled on a napkin at a local deli to fill pages.

Lyra's 23rd Century is essentially a reverse Gor, or The Planet of the Apes if you replace "apes" with "Amazons." Lyra is the toughest gladiatrix around, defeating (and killing) the weak for the "vicious voluptuaries" of Queen Vega's court. That's until she meets hunky slave Mogon and agrees to help him with his revolutionary aims for the sake of love. It all ends tragically, of course--well, mostly for Mogon. Lyra is forced to kill him to "prove" her loyalty to Vega. But she feels really bad about it and realizes, "when a man is but a slave--it is the women who live in bondage." Not sure what Lee meant there, but let's move on.

Our next swordsman is a little less obscure. Red Sonja, the so-called She-Devil with a Sword, debuted in 1973 in Conan the Barbarian #23. Sonja was Roy Thomas' Hyborian Age adaption of Sonya of Rogatino in his Conan-ified interpretation of Robert E. Howard's historical actioner "The Shadow of the Vulture." Thomas' Sonja got magical puissance with a blade from a goddess, along with geas that she would never know (in the Biblical sense) a man until he had defeated her in fair combat. After her Conan appearances, she got a famous chain-mail bikini from artist Esteban Maroto and a lot of further appearances, including a succession of three self-titled series.

Marvel's loss of the Howard licenses couldn't sheathe Sonja's sword. She came back, and so did her chain-mail outfit so beloved by artists and fans. After a couple of one shots at other companies, Dynamite Entertainment picked up the character in 1999, and she's still going strong in an ongoing series and a succession of limiteds.


Just as Red Sonja was beginning to climb in popularity, DC unleashed their own swordswoman. Raven-haired Starfire got her own title from the start, debuting in 1976. The creation of David Micheline and Mike Vosburg, Starfire swung her sword for her world’s freedom from the alien Mygorg and Yorg for only 8 issues. Like Lyra, she had a dead love for motivation, and like Red Sonja, she was always spurning the advances of men.

The next two heroines chronologically have a connection to Red Sonja. The first, and the one to appear in the seventies, was Ghita of Alizarr. Frank Thorne took over the pencilling chores for Red Sonja in Marvel Feature #2 (Jan. 1976) and continued through the eleventh issue of her first self-titled series. Thorne spent most of the seventies getting photographed with attractive women--mostly by dressing up like a wizard and judging Red Sonja lookalike contests at conventions:


It's fair to say that ending his tour on Red Sonja didn't end his interest in buxom warrior women, so he created his own. In Warren's futuristic 1984 #7 (1978), the Red Sonja-reminiscent but blonde-tressed, Ghita of Alizarr debuted. Freedom from Comics Code restrictions freed Ghita from her clothes--frequently--and she proved not at all encumbered by any Sonja-esque restrictions on whom she might have sex with or how often.

Ghita appears in three issues of 1984 and also in several collections where Thorne gets to play Thenef the Wizard in the cover photographs.

And here our heroines ride forth out of the seventies. 

Thursday, April 20, 2023

Go Ape

 


Over on the Flashback Universe Blog, Jason Sholtis and I have started an episode by episode review and commentary on The Planet of the Apes 1974 TV show.

Head over there are check it out if that short of thing interests you.