Wednesday, February 17, 2021

Wednesday Comics: DC, January 1980 (part 1)

October 11, 1979, was (according to Mike's Amazing World of Comics) was likely the date that the first batch of DC Comics cover dated January 1980 appeared on the racks. 

One difference between DC's output his this period and the latter half of the 80s is readily apparent: There are a lot more nonsuperhero titles being published. Only fifteen (if we don't count Swamp Thing) of 29 titles published with this cover date are superhero titles; The rest are war, horror, western, and one sword & sorcery.

Anyway, let's look at this first batch of issues:


All-Out War #3
: This is a Dollar Comic format war anthology, fronted by Kanigher's Viking Commando, who I always found conceptually dubious. Here he has a forgettable adventure, working for the Allies and calling the Germans "Huns," because that's his thing. The other recurring characters in this issue, I had never heard of before. They didn't make the Who's Who even. Black Eagle is the titular leader of a group of Tuskegee Airmen Blackhawk-types. "Guerilla War staring Force 3" is but an American, a Pole, and a Greek resisting Nazis in the Mediterranean. Both of these stories are perfunctory, but the art by Jerry Grandinetti on the Force 3 piece, "Dominoes of Death," is off-beat--thick-lined and a bit Toth-y, perhaps--and interesting. I barely remember anything about the other two stories here, and I read it last week.

Batman #319: Wein and Novick give pit Batman against the Gentleman Ghost. Nothing special, but it hits the right marks, so I don't think any Bat-fan who bought it off a spinner rack (this ain't a library, kid!) in '79 was unsatisfied. I wonder if we ever found out if the Gentleman Ghost was really a ghost or not? Catwoman is apparently reformed (and retired from costumed stuff) at this time, but has some sort of beef with Lucius Fox. Bruce is still living in town, not in (stately) Wayne Manor, though Alfred's there.

DC Comics Presents #17: Conway brings back Firestorm about a year after his short series dying in the Implosion to team up with Superman against Killer Frost who, as is often in the case with villains in team-ups, becomes powerful enough to give them both trouble. The artist here is the always great Jose Luis Garcia-Lopez. Superman offers Firestorm JLA membership at the end.


Flash #281:
Cary Bates has Barry Allen in the middle of the length storyline about the murder of Iris. There are corrupt cops and Professor Zoom. This issues really drives home the transitional nature of this era at DC. The Don Heck cover could easily be on a Silver Age Comic, but the story itself is more gritty and 80s-like.

Ghosts #84: Bland horror analogy. One of the stories didn't even have a ghost, I don't think.

Jonah Hex #32: Long-time JH scribe Michael Fleischer and Garcia-Lopez deliver a decent but unspectacular tale of Hex going to confront a bounty hunter who had humiliated him when he was starting out, only to have a different sort of reckoning than he was imagining.

Justice League of America #174: This Conway and Dillin joint seems a bit like a Marvel story in the socially relevant (and blaxploitation) 70s. Green Arrow thinks the way the League treated Black Lightning (who GA wanted to join the team) last issue was basically racist, so he and so others go to try to track him down, but everybody gets sidetracked by an African American scientist in Suicide Slum using a device he control rats and giant rats into rampaging to get back at the Man. When the villain is defeated, Black Lightning still doesn't want to join the League, because he likes to play by his own rules.

Men of War #24: Gravedigger is a badass, black commando in World War II, dealing with racism on both sides of the conflict. His story here by Harris and Ayers is pretty good for a war anthology of the era, which may be damning with faint praise. Rosa by Kupperberg and Grandinetti (again with his unique style) is another character I'd never heard of: a mid-19th Century adventurer with a vaguely Dumas vibe. This story feels like there show be more too it, being more serial. 


Secret of Haunted House #20:
Better than Ghosts, this at least has one decent (for this sort of thing) yarn, then another where a couple of criminals are tricked by their own reflections. Destiny (later of the Endless) hosts.

Superman #343: Is a goofy, Silver Agey tale by O'Neil and Curt Swan about a wizard/seer from ancient Pompeii who keeps interpreting his visions wrong and messing things up. but ultimately Superman saves the day and teaches the wizard not to jump to conclusions. Of course, Pompeii is long destroyed, so lesson learned at last, I guess? This story buys into the conceit that Superman is not merely as vulnerable to magic as any normal person, but is specifically susceptible to it. Every Superman story published this month outside of the team-ups feels like a throwback compared to almost any Marvel title published this same month.

Superman Family #199: These stories feel less like throwbacks (well, except the "Mr. and Mrs. Superman" story, which does) and more like episodes of tv series that never existed. Supergirl takes on a guy who steals her (invulnerable) cape to sell to a crime boss, Lois Lane busts a sinister corporation testing mind control drugs on inner city school kids, and Jimmy Olsen foils a blackmail plot against one of his journalistic mentors who's harboring secret. All of these stories are pretty good in basic storytelling ways (baring in mind it's 1979 and a comic), but are utterly without the color and bombast one typically associates with superhero comics.

Weird War Tales #83: Doesn't have much to recommend it. Of note, however, is that only one of the three weird war tales in the issue takes place in World War II (Nazis versus vampires). The others are in the Syrian-Israel conflict and British Rhodesia, respectively. I guess eventually you can get too much WWII in comics!

Wonder Woman #263: I talked about a bit here

Also on your local grocery magazine aisle at this time, two DC digests: Best of DC #3 (Superfriends) and Jonah Hex and Other Western Tales #3, and a Dollar Comic reprint issue, DC Special Series #20, featuring three Wein and Wrightson Swamp Thing tales.

Monday, February 15, 2021

Bronze Age of Comics Counterfactual


What if somehow the deal that saw Marvel sold to Cadence and (eventually) Martin Goodman out of the company had gone wrong in some way? I don't have a single pivot point to make this an honest to goodness alternate history, but let's just assume Marvel was crippled sometime in the early 70s, and DC was the beneficiary of an influx of young talent needing jobs. This talent glut may have also weakened the hold of DC's old guard editorial, opening up DC to innovation that were definitely needed.

In one sentence: What if 70s Marvel had basically happened at DC?

Now, since this is ostensibly a gaming blog, I am more focused on how certain storylines or character intros might have transpired at the Distinguished Competition more than "wouldn't Batman have been great under creator [x]?" mainly because I think that focus is no less interesting, and more supers rpg gameable.

Here are some highlights:

Starlin takes over Green Lantern after the commercial failure of "Hard Traveling Heroes" and goes cosmic. GL battles a new assault by Darkseid (Starlin becomes the first writer to tackle the Fourth World after Kirby's series ended) and eventually even gains cosmic awareness through an encounter with the being that first set the Guardians on their path.

Steve Gerber brings his off-beat style to a revival of the Doom Patrol, and makes the adventures of the Swamp Thing even stranger.

Len Wein and Dave Cockrum bring some new members to the Legion of Super-Heroes, and Claremont follows for a long run. He also pens the limited series, drawn by Frank Miller, that makes Timber Wolf a star.

That's just for starters, but you get the idea.

Sunday, February 14, 2021

Zines to Love

 Zinequest 3 is upon us and several of blogging and gaming compatriots have some entries for your enjoyment:


GRIDSHOCK 20XX is the long-awaited (at least by me) totally 80s, post-apocalyptic superhero game by Paul Vermeren. GRIDSHOCK is a great concept, imminently gameable and fairly original (in its synthesis of its influences), and the art and design look gorgeous. 


The Many Crypts of Lady Ingrade by Tim Shorts is an old school adventure with art by Jason Sholtis. I did the cover design for this one. Tim's GM Games really cranks out really table-ready, classic-gaming stuff, and I expect this one to be no different.

Through Ultan's Door #3 will reveal more of Ben Laurence's dreamlands-type fantasy setting. It's already busted is initial goal and blazed through it's stretch goals, but there's still time to jump in. The previous issues are both great physical artifacts and chock full of content.

Friday, February 12, 2021

Weird Revisited: The Mighty

This post originally appeared in 2018...

 
Art by Jack Kirby

In the Country of Sang in the Land of Azurth, there are those born among the human tribes and city-states that have abilities beyond those of other mortals. These are the Mighty.

No one knows why the Mighty are so gifted. Some believe they bear the blood of the Ancients, who had mastered mastered sorcery and science to make themselves superhuman, while others think that they are specially chosen by forgotten gods. Often Mighty individuals will appear as normal humans until some sort of fateful trial or challenge, but these experiences are merely the catalysts of change not the source of their power.


Mighty Traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. The Mighty live somewhat longer lifespans as mundane humanity, perhaps a bit over a century, but the mature at the same rate.
Alignment. The Mighty may be of any alignment.
Size. The Mighty are powerfully built and generally tall (6 to 7 feet, or sometimes more). Your size is Medium.
Speed. Base walking speed is 30 feet.
Athletic Prowess. You have proficiency in the Athletics skill.
Superhuman Endurance. You can focus your will to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Strength Beyond Mortals. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Fearlessness. You have advantage on saves against fear.

Art by Bruce Timm

Wednesday, February 10, 2021

Wednesday Comics: Logos and Directions

Logos

If you are a fan of comic book (and other media) logo design, you should be periodically checking in on Todd Klein's pages, where he providers commentary on classic logo treatments and his own design process.

I also discovered yesterday that Rian Hughes (designer of all of DC's very modern Tangent line logos among others) has put out a book hos his designs called  Logo-a-gogo: Branding Pop Culture.


From Implosion to Crisis

I've also decided in the coming weeks to return to a project I mentioned about a month ago of reading all of DC's output in the years between the DC Implosion and Crisis on Infinite Earths. I believe I've settled on cover date of January 1980 as my start date (this would have been comics on the racks in October of 1979). This is about a year after the end of the implosion, so things have settled in again. It also gives me a year's less comics to read than starting in '78.

Look for this starting next week in this space.

Monday, February 8, 2021

Star Trek Ranger: Here Be Dragons



Player Characters: The Crew of the USS Ranger, Federation scout ship:
Aaron as Lt.(jg.) Cayson Randolph
Andrea as Capt. Ada Greer
Dennis, as Lt. Osvaldo Marquez, Medical Officer
Paul as Cmdr. D.K. Mohan, Chief Helmsman

Synposis: Ranger answers a distress call from a shuttle carrying the Ksang ambassador to important talks with the Federation. The ship has gone down on Gweldor, a primitive world with a Medieval level of technology, off-limits thanks to the Prime Directive. The away team goes down to investigate and finds the shuttle strayed into Gweldor's atmosphere due to a malfunction, but was downed by a mysterious energy discharge that came from the planet. They find the shuttle's pilot dead and decapitated (the head not in evidence) and the ambassador apparently carried away.

Mingling with the population, they discover the ambassador was taken to the local lord who wishes to kill a dragon (they are now extinct on Gweldor) to prove his worthiness to marry the daughter of the King.

Commentary: This adventure was based on an idea I had had years ago for my Starships & Spacemen Star Trek game, but never ran. The Ksang look like Marvel's Fin Fang Foom, but are mammal-like.

Sunday, February 7, 2021

Weird Revisited: STAR WARRIORS!

In a distant part of the galaxy, on the worlds orbiting a giant blue star, a war wages between good and evil....

So begins a fairly derivative space opera saga and mini-setting for any game. Here are two of the primary factions:

The good guys:


The Lords of Light are the surviving members of the oldest intelligent species in the universe. They created the star system of the Star Warriors in the distant past. Most have become one with the Enigma Source, but are still able to advise the forces of good.

And the baddies:


The Demons were unleashed by the greatest failure of the race that would become the Lords of Light. These insectoid shapeshifters have harnessed the power of the Abyss--the entropic Anti-Source and use it to empower acolytes of their own. Their dark cult is behind much political unrest.


Friday, February 5, 2021

Weird Revisited: Hexcrawl Rann

The original version of this post appeared in 2016...

 

I've mentioned Krypton before, but that's not the only planet in the DC Universe that has a lot of crazy locations. Check out the map of Rann, I talked about in this old post. Here are some highlights:

Dancing Waters of Athline: A field of high-power geysers whose sprays are shaped by strong winds.
Flaming Sea: Flames sprout from the surface of this body of water.
Illsomar: A ruined city where Nimar, a megalomaniacal, super-intelligent energy being that resembles a gigantic, Bohr-model atom has taken up residence. He is able to animate humanoid figures of metal, stone, and sand to serve him.
Kryys: A city of ice in the polar regions.
Land of A Thousand Smokes: An area containing numerous fumaroles.
Old Reliable: A sinking island in the Sea of Ybss; a source of the rare metal orichalkum.
Samakand: An advanced city that exists outside of conventional spacetime and only appears once every 25 years.


Tower of Rainbow Doom
: In the ruined city of Yardana (or Vardana), it is a sacrificial place for the primitive Zoora tribesman. When a switch in thrown in it's central room, concentric flashes of rainbow light surround a throne-like chair and transport anyone or anything in it to a neighboring planet.

Monday, February 1, 2021

Appendix X Minus 1: Pulp Uranus & Its Moons

 

This continues my pulp DIY anthology of the solar system I first mentioned in this post on the Jovian moons. This time, another cold, distance spot less glamorous than Mars or Venus: Uranus.

"Planet of Doubt" (1935) by Stanley Weinbaum - "Something moved! Up! Up!" Pat screamed.
"Code of the Spaceways" (1936) by Clifton B. Kruse - A tale of far places, of men who are not afraid, of life on the star trail.
"Derelicts of Uranus" (1941) by J. Harvey Haggard - Here is Adventure and Danger. Mud-fishers, and a girl, — and a quasi-human looking for trouble.


And its moons, which don't see as much action as Jupiter's, have some stories, as well:

Titania
"Salvage in Space" (1933) by Jack Williamson - To Thad Allen, meteor miner, comes the dangerous bonanza of a derelict rocket-flier manned by death invisible.
"Shadrach" (1941) by Nelson S. Bond - Once, in Bible times, three men were cast into a fiery furnace—and lived! Now, on far-off, frozen Titania, three space-bitten Shadrachs faced the same awful test of godship.

Oberon
"Treasure of the Thunder Moon" (1942) by Edmond Hamilton - It's hell to be told 37 is too old to fly the
void when yon know where a great treasure lies.

Saturday, January 30, 2021

Roaring Engines Under A Dark Sun

Art by Brendan McCarthy

The pulp story, "The Dead-Star Rover" (1949) by Robert Abernathy, presents a post-apocalyptic future Earth, where people are divided into tribes/cultures mostly based on the vehicles they employ: The Terrapin are nomads in armored cars, the Bird People fly fixed-wing aircraft, etc. Replacing human cultures with Athasian races would be, I think, a fine idea for a campaign on it's own, but I think there are some other things you could do to spice it up.

I figure the machines would be left over from some ancient war, perhaps shortly after humans partially terraformed and inhabited the planet. Something happened, and the machines have gone all Maximum Overdrive. Maybe its some sort of technological misunderstanding like in Shroeder's Ventus, or possibly a result of exposure to some Athasian exotic energy source ("magic," in other words). The various cultures would have learned to secret of taming one "species" of vehicle or another, though perhaps not all members of any given culture would be able to do it. There could be rituals involved, too. And taming is likely the wrong word, and the machines would most likely be viewed with as spirt totem or the like. The machine is the patron of the fragile, biologic entity.

Friday, January 29, 2021

Thieves' Guild Built in the Subterranean Ruin of [Insert Generic Anthropomorphic Urban Rodent God Your Choice]'s Temple


Billy Longino just can't take D&D seriously. Well, I can't say for certain that he's incapable, but I can say that he doesn't try very hard.

Which can make for some pretty fun game sessions, actually. He greatly enjoyed his Halfling police procedural Southfarthing Confidential back in 2017 (has it really been that long?) at NTrpgcon. I have not played this current adventure of his, but the name says it all really: Thieves' Guild Built in the Subterranean Ruin of [Insert Generic Anthropomorphic Urban Rodent God Your Choice]'s Temple.

This is certainly the sort of thing I could run in my Azurth game, at least in broadstrokes, but I'm no real critic of adventure design. Bryce Lynch and Gus L have opined, so there you go.

Anyway, it's now available in print on demand.

Thursday, January 28, 2021

Ootherion Logos

 Jason Sholtis is working a comic set in the world Operation Unfathomable called Ootherion: Ape Myrmidon. He asked me to come up for a logo for the comic. I did several iterations, not because Jason is demanding but because I wasn't satisfied. Here are the last two I did:



I don't know which will appear on the comic, but I'm relatively satisfied with both of these.


Monday, January 25, 2021

Elves Don't Do Magic!


My kid has become a fan of Ben & Holly's Little Kingdom, a British animated series about the comedic exploits of a community of fairies and elves. These particular elves are certainly more of the Santa's and Keebler's varieties rather than Tolkien's. While the Little Kingdom elves are likely unsuitable as a PC rave in D&D as presented, I think their adaptable. 

Unlike your standard elf, they eschew magic. They are practical, hardworking beings, largely responsible for keeping fairy society up and going by filling positions in most trades and using and repairing modern technology.

Adult male elves tend to have beards. All elves seen to favor pointed caps.

Note that these elves are capable of using magic. Some are artificers of magical devices. They just believe that using magic inherently leads to trouble and it offends their personal work ethic.

Elf traits:
Ability Score Increase: Intelligence score increases by 2. Any other ability score of the player's choice can increased by 1.
Size: Small. (Elves in the cartoon are actually Tiny, but we're adapting here.)
Speed: Base walking speed is 25 feet.
Industrious: An elf is proficient in one skill and one artisan tool or vehicle of the player's choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.
Technologically Savvy: Elves may add their proficiency bonus to any check relating to advanced
technology or mechanical devices.
Languages: Elves can speak, read, and write Elvish, Common, and another language of their choice.

Sunday, January 24, 2021

Tenet and Further Meditations on a 4-D War


I saw Tenet last night, and I thought it was good, but I am typically a fan of Nolan's work. If you aren't I can't say you would like this one more than the others. It most resembles Inception with a plot involving a degree of spy fiction doings, overlaid with a science fictional conceit that is a strong, visual representation.

The film underscores nicely--and it's something I've talked about here before (this post is really just a reinforcement of those ideas, so check it out)--is how time travel/manipulation is how a temporal cold war provides a great set up for espionage paranoia. Shifts in allegiance and betrayal can have retrospective as well as prospective effects, and individuals changing over time can bring them in direct conflict with themselves in a very literal way. Your worst enemy could indeed be yourself.

Futility and fatalism, sometimes and aspect of spy stories, are played up in this sort of setting. If the best case scenario is that the world doesn't change drastically, then the protagonists are always stuck fighting for the status quo, no matter what the personal cost.

Friday, January 22, 2021

Weird Revisted: Impish Misadventures

This post originally appeared in 2018. I still haven't done anything with this idea, but I still think it's a good one...

 

I've had this idea for a game for a while, but haven't done anything with it yet, but I thought writing it down would insure I don't forget it.

The high concept would be: "C.S. Lewis's The Screwtape Letters meets GURPS Goblins." It would be an infernal Horatio Alger story (or parody thereof) where young imps try to get ahead in Hell's hierarchy by misadventure, toadying, and blind luck. They would be abused and give out abuse and probably come to comedically horrible ends--only to be respawned in the larvae pools and start their Sisyphean climb to archdevil-hood once again.

The rules would need to be simple, but (like GURPS Goblins) flavorful, and I imagine gameplay as something like (GURPS Goblins) with a bit of Paranoia and D&D with a pinch of Planescape.

Thursday, January 21, 2021

Appendix X Minus 1: A Pulp Solar System Anthology

I've written a number of posts about old-style inhabited solar systems. Given that the literature that might prove inspirational for games in that setting are old and mostly out a print, I thought I might give a guide.

These stories were selected because they present and interesting (and gameable) take on the celestial body in question, not necessarily for quality--though I do think a number of them are good stories.

Since Mars and Venus stories are probably most famous and most available, I figured I'd start with the more obscure, Galilean Moons of Jupiter.

Callisto
"Monsters of Callisto" (1933) by Edward R. Hinton - Lost at the bottom of the mysterious aquasphere, they struggle on!

"Mad Robot" (1936) by Raymond Z. Gallun - Did it ever occur to you that a machine could be complex enough to go insane? This one did! 

"The Callistan Menance" (1940) by Isaac Asimov - What was on Callisto, the tiny moon of vast Jupiter, that was deadly enough to make seven well-armed, well-equipped space expeditions disappear? And could the Eight Expedition succeed where the others had failed?

Europa
"Redemption Cairn" (1936) by Stanley Weinbaum - Here is one of the last stories by one of the outstanding writers of science- fiction. Remember him as you read it.

"Mutiny on Europa" (1936) by Edmond Hamilton - An unnerving spectacle we must have been to them!

"Repetition" (1940) A.E. van Vogt - Because a people live on a planet, it does not mean that they have a civilization on that planet. First they need to learn the old tricks and make them new.



Ganymede
"Tidal Moon" (1938) by Stanley and Helen Weinbaum - Shackled by the Gravity of Mighty Jupiter, Three Vertical Miles of Water Rush on to Blanket the Surface of Ganymede!

"World of Mockery" (1941) by Sam Moskowitz - When John Hall walked on Ganymede, a thousand weird beings walked with him. He was one man on a sphere of mocking, mad creatures—one voice in a world of shrieking echoes.
 
"Crypt-City of the Deathless One" (1943) Henry Kuttner - Only once could a man defy the deathless guardians of the Ancient's tomb-city deep in Ganymede's hell-forest and expect to live. Yet Ed Garth had to return, had to lead men to certain doom—to keep a promise to a girl he would never see again.

"Tepondicon" (1946) by Carl Jacobi - He was not the savior-type. He certainly did not crave martyrdom. Yet there was treasure beyond price in these darkened plague-cities of Ganymede, if a man could but measure up to it.

"The Dancing Girl of Ganymede" (1950) by Leigh Brackett - She was like a dream come to life--with hair of tawny gold and the glowing face of a smiling angel--but she was not human!

Io
"The Mad Moon" (1935) by Stanley Weinbaum - The great, idiotic heads, the silly grins and giggles--those infernal giggles--would drive him crazy. 

"Invaders of the Forbidden Moon" (1941) Raymond Z. Gallun - Annihilation was the lot of those who ventured too close to the Forbidden Moon. Harwich knew the suicidal odds when he blasted from Jupiter to solve the mighty riddle of that cosmic death-trap.

"Outpost on Io" (1942) by Leigh Brackett - In a crystalline death lay the only release for those prisoners of that Ionian hell-outpost. Yet MacVickers and the men had to escape—for to remain meant the conquering of the Solar System by the inhuman Europans. 

Tuesday, January 19, 2021

Wild Wild West Wednesday: The Night of the Skulls

This post appeared over at Flashback Universe a couple of weeks ago. Consider this a teaser and reminder that Jim and I are doing a Wild Wild West rewatch over there...

 


"The Night of the Skulls" 
Written by Robert C. Dennis and Earl Barret
Directed by Alan Crossland Jr.
Synopsis: West is a fugitive after appearing to shoot and kill Artie. It's a ruse, they leads him to a secret organization, rescuing fugitive criminals for a sinister purpose.

Jim: This episode really encapsulates some of the things we've been discussing the past few days.

Trey: That's right, folks. We talked about WWW even when not getting ready for one of these posts! But yes, I feel like it brings weirdness I like to see. Sure, a villain building a band of fugitive criminals for some caper, we've seen before, but it's the details: the skull make up and colorful robes, the kidnap hearse, the trial, and the insanity of the main villain and his motley, chosen group all lend what I view as the essential WWW touches. 

The writers are reported to have said: "We saw The Wild Wild West as a comic book type show, so we camped it up." I agree with their approach!

Jim: There is a good bit of humor in this episode. And the third act cliffhanger with West shooting Artemis (again) is one of the better ones. 

Like you,  I really liked the cloaked skull faced cabal in this episode-- though I found it amusing that the "girl of the week" Lorelei just got a domino mask.


Trey: Emblazoned with a skull, though.

Jim: I'm always impressed with the dining rooms of these secret, criminal cabals. The stylish chairs and sumptuous dinner makes a nice juxaposition with the various notorious thugs and murderers.

Trey: I feel like we may have seen that same table and chairs in a previous episode, but I'm not sure.

Outside of the camp and presentation, I think it's well done episode, with a fair amount of action and stuff for both Artie and Jim to do. There's a hint of friendly rivalry between them here which I think works. 

Jim: I was impressed with Artie in three different disguises. I found the aged minister at the funeral particularly good. It's no wonder he was nominated for an Emmy for this role, albeit not until the fourth and final season.

Trey: The only complaint I have is that Skull Judge and his crew are really quick to believe West has turned villain. I mean, even if he murdered Artie in a crime of passion, it seems a stretch that he's willing to help you overthrow the government.

Jim: That's the least of Skull's problems with rationality, I think.

Trey: True!

Jim: I have to say, seeing him rant at the end about how he's the rightful president of the United States hits a little too close to home!

Monday, January 18, 2021

Star Trek Endeavor: Hard Rock Catastrophe



Episode 4:
"HARD ROCK CATASTROPHE"
Player Characters: 
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Chief Engineer Officer 
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Eric As Lt.Cmdr. Tavek, Science Officer
Jason as Lt. Francisco Otomo, Chief Security Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer

Synposis: Stardate 6054.1, answering a distress can from a Saurian colony, Endeavour finds the planet's settlements are suffering periodic attacks from giant rock monsters. The crew discovers that the monsters have been transported to the planet by an ecoterrorist group trying to destroy all cities. They fail twice in stopping assaults from the creatures, but do discover a pheromone which may control them, and the location of the terrorists' base.

Commentary: This is a published adventure written by Christopher L Bennett, who has written several Star Trek novels I've enjoyed. It ties in to the Animated Seris episode "Mudd's Passion" and makes several references in chapter titles and the like to kaiju films.

The Saurians (of Saurian brandy fame) have been seldom seen on screen, at least until Discovery.

Sunday, January 17, 2021

Cowboy Bebop and the Pulp Solar System


The anime series Cowboy Bebop may not seem to have much in common with the sort of stuff you'd find in the pulp magazine Planet Stories in the period around World War II, but I feel like there are more similarities than one might think:
  • The action occurs in version of the solar system where a number of bodies are habitable. Sure, Cowboy Bebop says that were terraformed, but the story takes place in the 21st Century and the terraformed versions of the Galilean moons and the like are as fanciful as anything from Planet Stories.
  • Jet is a former cop and Spike and ex-gangster. These sort of hard-boiled backgrounds certainly wouldn't be out of place in pulp fiction of the 40s, and not unheard of in science fiction.
  • Both draw on influences like Noir and Westerns.
Sure, there are also a lot of differences, as are bond to happen when two works are the products of two different cultures and half a century. But it does some to me you could do something resembling Cowboy Bebop that fight squarely in the pulp context (in the era where bebop originated), or say pull Eric John Stark into a world more like Cowboy Bebop.

Friday, January 15, 2021

Exploration and Science Fiction Settings


 On a pulp science fiction reading kick lately (mostly stuff out of Planet Stories or Thrilling Wonder Stories), I've come to conclusions about something in the structure of these stories that has previously bothered me. It's not uncommon for these stories to take place on a "Io no one has ever explored" or "a seldom visited Ceres" or the like, despite the fact the story suggests fairly developed civilization or at least trade lanes around these bodies. Why is (for instance) Ganymede a thriving colony world and Callisto unexplored?

The problem is not so much with the stories as with my expectations of them. I'm used to thinking space as divided into explored and explored territory, something like Star Trek or the like: here is civilized space, there's a border, there's the hinterlands. Sure, you might have outposts in the "wilderness" or "uncharted worlds" in otherwise fairly civilized areas, but mostly the unexplored is demarcated from the known. It's model inherited, perhaps, from simplified views of the Age of Exploration and the discovery of the New World.

These pulp studies model themselves on somewhat more modern conceptions. I think we can loosely place in them in three categories:
  • The Jim Bridger Model: I'm wandering around areas others have passed through, seeing things they missed.
  • The Amundsen/Hillary Model: Let us prepare to go to this place no one has yet been able to reach.
  • The Shipwreck/Crashed Bush Pilot Model: People avoid this place because there isn't much to recommend it. I'm hear and I don't want to be, and I've found something weird.

Model Three and One mostly differ by intention, and can overlap.

These three models suggest a setting that is mostly explored, or at least explored around the edges and the primary exploration of the current age is "filling in the blank spots" to varying degrees.

Their are obvious parallels to traditional D&D style fantasy settings. The classic "wilderness exploration" game looks more like Star Trek, but the dungeoncrawl sort of game is more filling in the gaps exploration.

In making a sci-fi setting it seems to me you'd want to think about what sort of exploration you want to have (if that's going to be a focus) and the implications of the size and layout of setting "space."

Thursday, January 14, 2021

The Solar Frontier


In a universe other than our own, the early observations of the planets were not proved fanciful misperceptions by the march of science, but instead bolstered by it. By the time space probes were sent, the people of Earth knew Mars and Venus were inhabited.

In time, the three species of the inner planets formed a partnership: the Vrusk of Mars, and from fecund Venus the Hadozee and Dralasites. With their combined efforts, the alliance of worlds made rapid scientific advances, and they would need them. Beyond Mars, the Alliance encountered the vessels of a mysterious new civilization, one that would eventually learn was called the Sathar.

There were other species out in the deep beyond of the solar system, but the Sathar ruled there and they had turned their double-pupiled gaze to the inner worlds.

Wednesday, January 13, 2021

Wednesday Comics: Pre-Crisis Wonder Woman


Over the holidays, I got the quixotic idea to do a survey of DC Comics in the 80s prior to Crisis. Having just watched Wonder Woman 1984, I decided to start there. Some of the late 70s covers looked intriguing in that Bronze Age sort of way, so I started a bit earlier with Wonder Woman #250, cover dated December 1978, but on the stands in September of 1978. So far, I have made it through December 1980.

The quick summary is: none of it is very good. 

In a bit more detail, it seems largely that no one is sure quite what to do with Wonder Woman. It starts with Steve Trevor dead, and Diana Prince becoming an astronaut, but they seem uncertain about that, because they give her excuses to come back to New York City. She also briefly gets replaced by another Amazon as Wonder Woman, which I think happened in the 70s at some point, too.

Jose Delbo and Vince Coletta are providing art, and Jack Harris is writing this uninspired stuff. Then Paul Levitz comes in and tries to stick to astronaut thing, but that doesn't really work either. Finally, she quits the astronaut program and leaves Houston for New York City, after a potential love interest is revealed to be the leader of the Royal Flush Gang.

That's part of the problem: A lack of compelling adversaries. I mean, she fights Angle-Man several times in this stretch. Angle-Man who got half a page in Who's Who and probably hasn't appeared Post-Crisis. Then there are two appearances by Bushmaster who is less compelling than the Marvel villain of that name, which is pretty damning. He doesn't even show up in Who's Who.

So, Gerry Conway to rescue. Or not. I mean, he shakes things up by having reports of Diana Prince's flakiness (owing to her secret identity) leading to her not being able to get her old job back at the UN. So Wonder Woman briefly gets fired up about modern society's lack of privacy with it's files and government records and whatnot. Then Ares and crew make her a little crazy, so the people in New York for a while reject her.


She's fed up with Man's World, and returns to Paradise Island. If all that seems like it might have been going somewhere...well, the only place it was going was a reboot. A young Steve Trevor flies in from a parallel dimension, allowing Wonder Woman to re-enact her origin, then her mom wipes her memories of her previous life as "a kindness."

She follows the new Steve Trevor back to Man's World to be his assistant, and the reboot circle is complete. Angle-Man's still there, though. Good ol' reliable Angle-Man.


These issues end with the introduction of the second Cheetah. There's an interesting (to me) bit of comic chronology there, in that the second Cheetah is the niece of the first, who the story suggests recently died, and appears to have been elderly. Yet, that Cheetah apparently fought the Earth-1 Wonder Woman (no universe crossing shenanigans are suggested), which makes one wonder how long Conway believes Wonder Woman has been active?

And after all that, I decided to take a break. I plan to get back to it. Then again, maybe another title might be the place to start...

Monday, January 11, 2021

Weird Revisited: The Hanna-Barbera Superhero Universe

This post originally appeared in December of 2014. After I wrote this DC did a big crossover series Future Quest with some of these characters...

Art by Carlos Mota

I have, at various times, considered a supers campaign set in the universe of Hanna-Barbera's superhero cartoons.

One unusual thing about Hanna-Barbera's supers characters is that, when you leave aside the licensed properties (Super Friends, The Fantastic Four) and the completely comedic ones (The Impossibles, Atom Ant), very few of the characters follow traditional superhero conventions. For example, few are set on modern day Earth, or have a stable base of operations and supporting cast. The only one that does (Birdman) is unusual because he's a superhuman agent of a governmental organization, not unlike the THUNDER Agents.

Despite this different in focus and presentation, I think many of them could be adapted to a more traditional superhero mold. Call it "Ultimate Hanna-Barbera," if you will.  Let's run the list:

Art by Alex Ross
Space Ghost: A very superhero-y and well realized character as-is. Perhaps like the Legion of Super-Heroes he is a futuristic character in the same universe as the others? A future Phantom/Batman in the same way Captain Future is kind of a futuristic Doc Savage. The other option would be to make him sort of Green Lantern-like. A space cop assigned to protect earth. Or some combination of the two?

Young Samson: (Also known as Samson & Goliath) A teen with a Captain Marvel schtick who wanders around Route 66 or Incredible Hulk style, getting into adventures, works pretty well as-is. As suppose, it would be better to have him settled down and become more of a Peter Parker.


Shazzan: The cartoon has two kids transport to an Arabian Nights fantasy-land after finding their genie, but they could have just as easily stayed in the modern day. Two teens sharing a genie to fight evil would be an interesting concept.

Mightor: A Stone Age Thor, essentially. There isn't any reason a worthy successor couldn't find the magic club and become Mightor in the modern day. Of course, the character is a bit on the silly side and would probably work best for a Silver Age vibe rather than a Modern Age one.

Herculoids: In a comic book universe, the Herculoids could be sort of Ka-Zar type characters where their Savage Land is a world in another dimension, or they could be treated like a primitive Forever People and have them arrive on Earth to be super-powered fish-out-of-water.

Art by MarioPons
The Galaxy Trio: These teen heroes are probably better candidates for Forever People stand-ins. You can transport them to the modern day and have them be alien heroes stranded on Earth for some reason.

Sunday, January 10, 2021

No Elves

 


This is not a Talislanta post.

While D&D has added a number of new "races" to the game over the decades, it has remained strongly humanoid-centric. Nothing wrong with that, but I have wondered on occasion if fantasy of a more or less standard variety would feel any different if you placed the D&D races with say, the species in Star Frontiers (just one example, but these have the advantage of already having appeared in D&D via adaptations to Spelljammer)? Not as an addition, but as a replacement for the usual elves, dwarves, and halflings.

Sure all sorts of gonzo PC types appear in various Old School sources, but these tend to move the game away from classic fantasy toward science fantasy or post-apocalytpicness. I think it would be interesting to see how it works if they were inserted into something more basic. 

What's to be gained? Well, for one thing, science fiction has different cliches than fantasy. There are warrior races and superior beings in both, but they don't get packaged quite in the same way. Special relationships to nature or magic are out, for instance. No one assumes Dralasites have Scottish accents, at least.

Friday, January 8, 2021

Security Robots and Dead Chickens

Our 5e Land of Azurth game continued this past Sunday with the party warned by the automated voice at the gates of the Gander Foods Chicken Plant that security was on the way. When the four metal men armed with paralyzing batons arrived, the party perhaps regretted their decision to hang around. Still, they ultimately did prevail, but were so depleted they opted for a place to hide and a short rest.

They found cover on another side of the plant behind an old vehicle of some sort. Waylon managed to find a red keycard while trying to find away to activate the vehicle.

With keycard in hand, they were able to enter a side door of the building where they discovered a long hallway with many doors. Behind the first couple, they found numerous chicken cages, a smashed metal man, and the body of a dead chicken humanoid.

TO BE CONTINUED

Thursday, January 7, 2021

Weird Revisited: When Noom Comes

This post first appeared in 2015...


There is one holiday in the Land of Azurth that can never be scheduled because it comes when it will. Loonsday, it is called, and on Loonsday, Noom, the shy, hidden face of the Moon, turns toward Azurth. When the light of smiling Noom shines down, many strange things have been known to happen.

Here are ten strange visitations that have occurred on a Loonsday, under Noom's beaming face:

1. Street cobblestones are disturbed as by ripples in a pond.
2. A strange, scintillant mist attaches itself to a person and follows them around for sometime making a soft sobbing sound.
3. People don strange hats and spontaneous start a parade, winding through the streets of the city, as if in some ecstatic trance. At some point, they cease their marching. The participants throw their hats aside and return to their previous business. They profess no memory of the events.
4. Inanimate household objects have come to life and demanded their freedom from enslavement for perhaps an hour before returning to normal.
5. A rat-king and its retinue emerge from the sewers to hold court in a city square. He will answer 3 questions about the future, promising that at least one prediction will not be a lie.
6. Someone finds a kazoo whose sound will banish lesser devils.
7. Shadows take on weight and texture of a thin piece of felt and detach from their owners with a bit of tugging.
8. A rain of frogs occur over an area of the city, but each frog drifts down slowly under a tiny parasol.
9. A swarm of small, translucent portuguese man-of-war fly through like balloons in a strong wind. They strike anyone in their path like thrown boxing gloves.
10. Small groups of people in odd clothes with their heads replaced by glowing orbs are seen in the streets. If accosted or hindered in their obscure tasks, they will search their pockets or purses and produce a few alien coins and give them to the person confronting them. The coins hum and writhe gently in the hand.

Loonsday inserts itself into the more sensible and regular calendar of Azurth without warning. The appearance of Noom in the sky will always signal that it has begun. When Noom has set (and not in the normal way but by simply drifting away like a handful of sand blown on the wind) Loonsday is over and the normal precision of time resumes.

Monday, January 4, 2021

The New Old Solar System


The "Old Solar System" with a wet, fecund Venus, and a habitable desert Mars, doesn't have the be the relegated to pulp retreads with gleaming, silver rockets. S.M. Stirling wrote a couple of alternate histories in his Lords of Creation series wherein Venus and Mars just happened to be habitable (well, not just happened to be, but no spoilers), but the stories were otherwise fairly hard sci-fi. The anthologies Old Venus and Old Mars have a few stories in a similar vein.

There's some reason you could put a pulp-derived but more rigorous in its details Mars or Venus in the background of an rpg setting like Transhuman Space or The Expanse or any other nearer future or solar system only sci-fi thing.

A habitable Mars or Venus doesn't require much of a stretch of scientific plausibility, but it might be fun to go full Edmond Hamilton or Leigh Brackett with fungal forests on Saturn or mud-mining on Io. I can't think of any reason why in an rpg you couldn't overlay the trapping of hard/near future science fiction on a completely pulp solar system.