Thursday, July 7, 2022
Thursday Comics: DC, October 1981 (wk 1 pt 1)
Monday, July 4, 2022
Salvage in Space
We played the first session of a "rockets and rayguns" pulp sci-fi game using a modified version of Rocket Age for 5e. The characters were:
Jones: human, ex-soldier
Lor' el-Am: Hadozee engineer
Mitchell: another human and ex-Space Marine
Trzkt: Vrusk scientist
All were marking time in Ziszkhar, a minor spaceport and domed city of Marva, when Trzkt was approached by another Vrusk named Niszk Zrnn, who was acting as an agent for an insurance claims for a big New Terran shipping insurance firm. The firm was interested in hiring a crew for a salvage mission in the Belt. Niszk thought Trzkt might know a suitable group. In fact, she did, and they agreed to meet the insurance agent.
Arlik Taine told them that his company was preparing to pay out a significant amount on the Aurora Queen, a new luxury spaceliner that had mysteriously disappeared in the Belt, just days from Marva. It's inaugural cruise with only a small group of passengers had been a cruise out to Kronion's moons. It was coming back when contact was lost. A prospector in the belt had a caught a glimpse of a derelict in the distance that might by the Queen, so Taine was willing to pay to have it checked out.
He added that there was a famous archeologist on board, Dr. Brennan Carter, who was returning from an expedition to one of the nameless moons of Vurania, with a treasure in exotic gems.
The crew was outfitted with an aging but serviceable cruiser, and they set out for the Belt, to the coordinates extrapolated from the prospector's sighting. They find the ship, powerless and tumbling through space. Attaching themselves with a magnetic grapple, they went inside. There was evidence of some bloody conflict in gruesome stains on walls and doors, but no bodies. In the ship's control room they found the bleeding and concussed officer in the uniform of the line, Captain Cyril Falconer. He tells them there is an invisible monster on the ship that has been slaughtering the crew and passengers!
Wednesday, June 29, 2022
My Favorite Comics Character Revamp Series
I suppose this could be considered part of the 80s-early 90s "grim and gritty" wave, but Truman's art (abetted by Alcatena) does gritty so well! Thanagar is dystopian and Katar Hol is a murderer and a drug addict--at first. Still, the themes of inequality and class remain as relevant as ever.
Monday, June 27, 2022
West Coast Avengers: The Last Resort
I've got interested in trying Marvel Heroic Roleplaying, the years out-of-print game based on the Cortex Plus system, and we were between games in one of my groups so it seemed a good time to give it a try. As MHR is geared to playing characters in the Marvel Universe, I decided to adapt a module from TSR's old Marvel Superheroes game, and since I could find MHR stats for all the characters online, I went with possibly the only MSHRPG module I ever played, The Last Resort by Kim Eastland, which stars the West Coast Avengers--a team I have some nostalgia for, since I subscribed to their comic.
Paul, Aaron, and Andrea were the group or the season playing Hawkeye, Wonder Man, and Tigra respectively. The stats, unfortunately, weren't period perfect, being based on the versions of the characters from 30 years later, but that's to be expected and only mildly offends my sense of nostalgia, really.
The story involvements Iron Man and a group of Boy Scouts going missing during the hero's appearance at a Jamboree in Idaho. The other Avengers must investigate, and of course, discover nefarious doings.
I'll reserve my full judgements for both the system and the adventure until we've completed the latter, but some initial thoughts on both: I liked MHR on my read through of it, and so far it has held up well in play, moving fairly fast despite our lack of familiarity with it, but for the simplicity of its base mechanic it does have a lot of exceptions and options to keep track of. The module is silly in concept and detail, and not silly in a way that is congruent with what would be likely to occur in the comics, but it has thus far served its purpose of allowing us to test out the system.
Friday, June 24, 2022
Power Scale in Superhero Comics
Superhero rpgs often wrestle with the scale of super-power characters. This typically manifests itself in attribute benchmarks like in FASERIP-derived games or Mayfair's DC Heroes, but some games like Mutants & Masterminds have "levels" or even a separate scale trait. In all cases, it's some means of separating the capabilities of more normal heroes from cosmic or godlike ones.
There's another factor that could be called scale that is observable in superhero comics. It is not an "in-world" element; the characters aren't aware it exists, but its existence presents a barrier to superhero rpgs being able to emulate the comics (if that's something you care about), and I think its existence is just sort of an interesting observation about superhero universe comics storytelling in general.
It's pretty noticeable when you look at Batman.
In Batman's solo stories he is often given a hard time or gotten the better of by his rogue's gallery (most of whom are not superhuman and seldom as proficient in combat as him) or street thugs and the like. In Batman's team-up appearances or in his appearances as a member of the Justice League, he is far more formidable. He holds his own or triumphs against very powerful foes. Batman in his solo stories is almost a costumed, pulp vigilante in the vein of the Shadow or the Spider, but Batman in the Justice League is a superhero.
Spider-Man is sort of like this, too. The Enforcers given him a hard time in his own comic, but then in Secret Wars #2 he makes the X-Men look like amateurs, at least briefly.
Superman and Supergirl (and I think Thor and Iron Man) work in the opposite way. In Bronze and Silver Age comics, a Kryptonian can do almost anything the plot requires. Supergirl kicks the moon out of orbit in Superman Family #204...
...but she seldom seems that powerful in team-ups or crossovers.
The narrative reasons for these shifts, I think, are pretty clear. If Superman can solve any problem himself, what does the Justice League do? The type of stories that are classically told with Batman or Spider-Man as solo characters require them to be more vulnerable.
I'm not sure these sorts of "scales" in portrayal exist for all characters but they are certainly pretty common.
Could something approaching this be implemented in a supers game? Sure, in some sorts of rpgs. Marvel Heroic already has "Affiliation" (Solo, Buddy, Team) which doesn't do the same thing, but it could. Still, unless a campaign was going to include a lot solo character adventures as well as team adventures, I don't know that it would be particular necessary.
Still, I think it's interesting.
Wednesday, June 22, 2022
Wednesday Comics: DC, September 1981 (wk 2 pt 2)
The last story is a Dateline: Frontline story by Burkett and Estrada. Things are getting desperate in Bataan, with low food and high numbers of sick and wounded. The U.S. general surrenders, and it seems there may be worse things to come.
Monday, June 20, 2022
The F.R.E.E. Lancers Cinematic Universe
"The idea was to bring together a group of of remarkable people to see if they could become something more. To see if they could work together when we needed them to, to fight the battles that we never could."
- Nick Fury, The Avengers
I figure at least some of you remember F.R.E.E. Lancers, the Top Secret/S.I. setting supplement from 1988. The game takes place in a fractured America of 1998 with where low-powered supers exist powered by cybertech, biotech, and psychic powers. It's the sort of idea that was kind of in the Zeitgeist of the era, with Marvel's New Universe, Misfits of Science, and some direct market comics offering up low-powered supers, realistic supers, or the like.
It's not an approach much in vogue today, but it isn't a bad one.
An interesting thing I noticed about F.R.E.E. Lancers the other day, the breakdown of the U.S. Federal government began when a politician tried to build a wall along the border with Mexico. In this case, it was a fictional governor of Texas and the year was 1994, but it got me thinking: one way to update F.R.E.E. Lancers would be to make it an alternate present.
Of course, it would need an update in some ways. Computer tech, the internet, smartphones. Technological advances since that time would have made some of the "superhuman" characters seem all the more plausible:
Other things like psi powers would still remain in a more fantastical realm. I think it would be an interesting mix.
Of course uniforms/costumes would be updated to the current "realistic" style of superheroic movies and tv shows.
Thursday, June 16, 2022
Weird Revisited: Random Rampage Table
On occasion, someone in the City can be heard to ask, incredulously: "What's climbing to the top of that skyscraper?!":
1. nonhuman hominid or primate
2. Gargantuan crustacean (lobstrosity)
3. Fifty-foot showgirl
4. Gi-ant
5. Flesh golem compose of parts of 1-6 other giant creatures
6. Animated statute
8. Man mutated by thaumaturgic accident
9. Gigantolycanthrope
10. Ghost of another creature (roll again to determine which)
11. Amorphous blob or slime
12. Mega-flumph
Wednesday, June 15, 2022
Wednesday Comics: DC, September 1981 (wk 2 pt 1)
Sunday, June 12, 2022
Marvel Superheroes RPG Derivates
Lately, I've been been looking at games employing the old Universal Table. That is derivates of TSR's Marvel Superheroes Roleplaying Game, sometimes called FASERIP, which is potentially confusing as one of these derivatives is name FASERIP. I haven't made an exhaustive study of them, but I have gotten a feel I think for what the authors were looking to update or add to them.
Interestingly, the Karma system is tweaked in all three of them, suggesting the way it works in the published editions is high on the list of thinks to fix.
Anyway, here's my brief rundown:
FASERIP: This one hews the closest to the original. Mainly it seems to switch out the original powers and their descriptions for a semi-"effects based" system system derived from Icons. It also changes advancement to be based around "milestones" and the pushing of abilities. I hear the character generation system is based on Golden Heroes, but I'm not familiar with that game.
Astonishing Superheroes Book 1: The Basic Rulebook: This is the newest of the three. In fact, it's not really complete yet, though the the published books and a Beta of the second book give you enough to actually play it. It occupies a middle position of the three. It's changes/innovations include adding a mental/spiritual health score called Resolve, and rolls for social interactions like persuasion and the like. It's Karma system cuts character's initial Karma by 10, but makes up for it by more greater rewards based around character personality traits/ideals/ believes. It's power system is a looser than FASERIPs, though perhaps not looser that the original games, other than drawing attention to this looseness by discussing how you would create new powers.
Marvel Superheroes Nth Edition: Is a bit like a mashup of Fate and MSHRPG with a bit of Marvel Heroic Roleplaying in there. Like more than one MSHRPG "heartbreaker" or fan-tweak it adds more ability ranks (more than most others I've seen) and a critical failure level on the universal table. It also adds more attributes, making them more specific in their focus. Talents also get expanded ranks. It adapts the "Four Actions" of Fate, and ditches Karma entirely for a system of Drama Points based on invoking Distinctions, traits that define the personality and backstory of characters. Like ASH, it adds a mental/spiritual stress track (Sanity) and rules for social interaction.
Nth Edition has some interesting ideas, but there's just too much there for me. It's like it wants to be a crunchier MSHRPG and a more narrative one. I'd prefer it picked one or the other. FASERIP is probably the game for those that just want a cleaned up MSHRPG, but really, unless the author's concerns are exactly congruent with your own, it seems like it's playing with someone else's house rules. Of the three, Astonishing Superheroes seems like it overall balances putting some modern innovations into the game without making it alien to the people who love it.
Friday, June 10, 2022
Marva
Marva, fourth planet from the sun, is harsh, desert world, made so by natural processes but also as the result of a long ago atomic war. In ancient times, the advanced science of Marva's native intelligent species, the Vrusk, was bent to the art of weapon-making to wield against the members of rival sociopolitical groups. The Vrusk refer to these conflicts as the Hive Wars. They very nearly led to the race's extinction.
The Vrusk bear some resemble to giant insects in their form, though they actually have internal skeletons and possess eight limbs. Most of the "civilized" Vrusk live within one o several domed cities or the underground structures beneath. Toxins from the ancient wars are still present, so it is prudent to limit exposure the the exterior environment unprotected.
The dwindling resources of their world have forced the Vrusk to develop a fairly regimented society by human standards. Every Vrusk knows their role and performs it for the good of all. Their Council of Experts advises and oversees the various citizen committees which manage most aspects of Vrusk civilization. Vrusk consider it their duty to serve their race in whatever capacity required of them. Modern Vrusk are seen as industrious, stoic, and rational by most of the Solar Systems peoples--some (like the Hadozee) might call them boring and pedantic.
Of course, Vrusk have their free thinkers and eccentrics just like any other people. When the Vrusk collective cannot find creative ways to utilize these individuals, they are politely ostracized and they typically drift elsewhere in the system.
Wednesday, June 8, 2022
Wednesday Comics: DC, September 1981 (wk 1 pt 2)
Sunday, June 5, 2022
Rockets & Rayguns
Anyway, so far the the party has a Hadozee Explorer, a Vrusk Scientist, a Human Soldier, and a Plasmoid Scoundrel.
I'll probably be posting some of the material I wrote up or that in an abbreviated form, and certainly the session reports will show up here.
Thursday, June 2, 2022
Weird Revisted: An Assortment of Faeries and Spirits
Of course, that's not particular bar to their use in-game. Here's the complete list to start statting from:
"ghosts, boggles, Bloody Bones, spirits, demons, ignis fatui, brownies, bugbears, black dogs, spectres, shellycoats, scarecrows, witches, wizards, barguests, Robin-Goodfellows, hags, night-bats, scrags, breaknecks, fantasms, hobgoblins, hobhoulards, boggy-boes, dobbies, hob-thrusts, fetches, kelpies, warlocks, mock-beggars, mum-pokers, Jemmy-burties, urchins, satyrs, pans, fauns, sirens, tritons, centaurs, calcars, nymphs, imps, incubuses, spoorns, men-in-the-oak, hell-wains, fire-drakes, kit-a-can-sticks, Tom-tumblers, melch-dicks, larrs, kitty-witches, hobby-lanthorns, Dick-a-Tuesdays, Elf-fires, Gyl-burnt-tales, knockers, elves, rawheads, Meg-with-the-wads, old-shocks, ouphs, pad-foots, pixies, pictrees, giants, dwarfs, Tom-pokers, tutgots, snapdragons, sprets, spunks, conjurers, thurses, spurns, tantarrabobs, swaithes, tints, tod-lowries, Jack-in-the-Wads, mormos, changelings, redcaps, yeth-hounds, colt-pixies, Tom-thumbs, black-bugs, boggarts, scar-bugs, shag-foals, hodge-pochers, hob-thrushes, bugs, bull-beggars, bygorns, bolls, caddies, bomen, brags, wraiths, waffs, flay-boggarts, fiends, gallytrots, imps, gytrashes, patches, hob-and-lanthorns, gringes, boguests, bonelesses, Peg-powlers, pucks, fays, kidnappers, gallybeggars, hudskins, nickers, madcaps, trolls, robinets, friars' lanthorns, silkies, cauld-lads, death-hearses, goblins, hob-headlesses, bugaboos, kows, or cowes, nickies, nacks, waiths, miffies, buckies, ghouls, sylphs, guests, swarths, freiths, freits, gy-carlins, pigmies, chittifaces, nixies, Jinny-burnt-tails, dudmen, hell-hounds, dopple-gangers, boggleboes, bogies, redmen, portunes, grants, hobbits, hobgoblins, brown-men, cowies, dunnies, wirrikows, alholdes, mannikins, follets, korreds, lubberkins, cluricauns, kobolds, leprechauns, kors, mares, korreds, puckles, korigans, sylvans, succubuses, blackmen, shadows, banshees, lian-hanshees, clabbernappers, Gabriel-hounds, mawkins, doubles, corpse lights or candles, scrats, mahounds, trows, gnomes, sprites, fates, fiends, sibyls, nicknevins, whitewomen, fairies, thrummy-caps, cutties, and nisses, and apparitions of every shape..."
Wednesday, June 1, 2022
Wednesday Comics: DC, September 1981 (wk 1 pt 1)
Friday, May 27, 2022
Weird Revisited: The Room At The End of the Hall
An ominous door at the end of a hall in a cheap tenement somewhere in the City. You step over the drunk sleeping it off outside. Behind the door you find:
1. Two sets of men's clothes in puddles of goo.
2. A roiling, red-tinged fog that seems to pulsate as if with the beating of a heart.
3. A well-dressed man from nowhere.
4. Walls bare but for peeling paint. The faint sound of a child sobbing.
5. A group of 1d6 hobogoblins gathered around table watching two men play Russian roulette.
6. A single bed with a large constrictor snake curled upon it with a ominous bulge.
7. Smears of blood on the floor; a naked hanging lightbulb swinging, as if recently disturbed.
8. A nest of bugbear hatchlings and their strange birthing machinery.
9. A hillybilly giant in a gingham dress sitting on a bed and sobbing into her hands.
10. The grim reaper seated at a table with a chess board.
11. The complete skin of an elderly man draped across a bed as if in repose.
12. Pulp magazines stacked almost ceiling high and forming a veritable maze.
Thursday, May 26, 2022
The Moons of Wanaxar
Art by TerranAmbassador |
There are eleven moons of the gas giant Wanaxar. At least four of the moons are habitable due to their large size, the heat from their primary, and the churning of their molten cores.
Ivo (Wanaxar I): Mud world, third largest of the major moons. It's oceans are kept muddy by the tug of Wanaxar, both it's gravity and the effects of its magnetic field on the metals in the mud. There are no intelligent inhabitants but mini-submarines adapted to its sludgy seas sift mineral wealth from it. There are some ruins in the highland regions and it has been suggested that this was the original homeworld of the Giff.
Halia (Wanaxar II) Fourth largest of the major moons, it is overwhelming covered by ocean. It's inhabitants are an intelligent invertebrate species known as the S'sessu, who look something like a cross between a earthworm and a salamander. The S'sessu do not appear to be native to Halia but don't discuss their origins with other species. S'sessu are widely disliked by members of other species owing to their extremely competitive and self-centered natures, but they pay well with radioactive isotopes from Halia's depths, so merchants from other worlds are willing to overlook their faults.
Ganameen (Wanaxar III): Largest known moon in the Solar System, Ganameen is a volcanic, world, mostly covered by cool forests. There are ruins on Ganameen relating to an advanced precursor civilization, but the main draw is its port, through which most of the goods of the Wanaxar system pass. Ganameen's native race are the dwarfish, hairy anthropoid Ifshnit. They are tolerant and easy-going, but not overly social. They let humans engage in most of the operation of the port, while they take a share of the profits.
Sallista (Wanaxar IV): Second largest of Wanaxar's moons, it was once the home of an advanced civilization, but now it is a scared, toxic ruin. Sallista is home to the Scro, a militaristic humanoid species with gaunt features. It is unknown if the Scro colonized Sallista after the destruction of its previous civilization (perhaps even having caused it) or if they are the mutated descendants of that people. Generally, Sallista is avoided, but the government of New Earth has taken the unprecedented step of using Scro units as troops in its operations in the outer system.