Wednesday, April 21, 2021
Wednesday Comics: DC, May 1980 (part 2)
Monday, April 19, 2021
Sentinel Comics RPG Session 2: "Mayhem at the Midnight Museum!"
Action Jack: Man of Action--Man Out of Time!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!
Supporting Characters: Zauber the Magnificent; Fibbit
Villains: Spiderbots
Synopsis: Only moments after the revelations at the end of the last adventure, the group experiences a wave of what can only be described as jamais vu, and Space Racer is gone! Only Fibbit notices for certain he is gone, but when she points it out to the others, they agree that they vaguely remember him. Fibbit walks off into high order dimensions to investigate, promising to catch up with the guys "somewhere in the timeline."
A frantic police officer tells the heroes that a giant spiderbot has risen from the Eald River and is attacking a building in vicinity of the Gasworks. Infranaut flies himself and Action Jack to the scene. He doesn't quite stick the landing and they both come up a little off-balance. Il Masso takes a prodigious leap, but winds up crashing through a building on the way there.
They find the strange building they saw before surrounds by a shimmering field, which is in turn cover with spiderbots. The spiderbots are being steadily released by a sixteen foot tall "mothership" like a bigger version of them. There are a number of bystanders webbed up and strung around the area. Within the shield, Zauber the Magnificent seems taxed to his limit.
In a pitch battle, the heroes defeat the spiderbot, and Infranaut manages to rescue some of the bystanders. Even with the mothership disabled, the attack continues. Each hero trashes a number of spiderbots, and Infranaut throws Action Jack in the midst of them to play hell, but one manages to make it into the building.
Il Masso busts through the wall. It registers with him that the place must be a museum of some sort from the looks of it, but he doesn't have much time to look around, as he is scrambling to grab the spiderbot. It seems to be going for antique book within a plexiglas case. In their struggle they knock the display over.
Jack and Infranaut launch attacks that destroy the bot. While Infranaut and il Masso puzzle over the book, Jack helps Zauber to a waiting ambulance. They notice that Zauber has aged significantly during the fight; he now looks more like a man of his actual years.
Before Zauber is carried away he warns Jack: "We won't stop coming. If he can't get the book now, he will try in some other time."
"Who?" Jack asks.
"Anachronus, the Destroyer of Timelines," Zauber replies before falling unconscious.
Sunday, April 18, 2021
Weird Revisited: Secret City
An email from a friend on every Russian's favorite holiday destination (not really) of Zheleznorgorsk (it's flag is pictured above), reminded me that secret cities aren't just for hidden cultures in comic books.
Zheleznorgorsk used to be called Krasnoyarsk-26 (like all Soviet secret cities, it was designated by a post office box). This town made produced weapons-grade plutonium. All the Soviet "closed cities" were doing secret military (mostly nuclear) or space stuff. The cities didn't appear on maps and could only be accessed by special permit.
This sort of thing just didn't go on in the USSR; Oak Ridge TN was similar deal in the U.S. during the days of the Manhattan Project.
The gaming value of a secret society out to be obvious. Beyond the spy/espionage genre, what better place for a zombie outbreak to start or a legion of Soviet Man-Apes to be based? Of course, if none of that is fantastic enough for your setting, Brigadoon (or Gemelshausen)--or it's gore-splattered, redneck counterpart--is just another sort of secret city
Wednesday, April 14, 2021
Wednesday Comics: DC, May 1980 (part 1)
Batman #323: Catwoman's committing crimes again--or is she? After two (and a half) issues of misdirection later, it would appear, no, it's C-lister, Cat-Man.
DC Comics Presents #21: Elongated Man has contracted some illness--and before Superman can cure him so has everyone else in the world. Turns out its an alien attack that actually transform anyone who gets it into that alien species. Superman sciences up a cure using the Gingold extract. It seems like the hyper-competent Superman is something lost with the Byrne reboot.
Flash #283: "Featuring the Trickster," is seldom a description I associate with a great comic. He's a little bit more menacing here than usual, but it feels like mostly this issue is about Bates setting up Barry Allen's new status quo after the climatic solution to the "Who Killed Iris?" storyline. The Heck/Chiaramonte combo on art is not great this issue, either.
Jonah Hex #34: The Confederate survivors of Ft. Charlotte capture Hex, but luckily also a saloon gal who knows him a favor--and then sacrifices her life so he can escape. which is really a bit above and beyond, I think.
Justice League of America #178: This issue I had as a kid. I think I still may have the cover--and a great one it is by Jim Starlin. Despero is back, and up to his usual chess-playing tricks in this Conway/Dillin joint.
Weird War Tales #85: In the perplexing lead story, Kanigher and Castrillo have a mysterious spacecraft visiting the Earth over various eras, where we seen scenes of violence. In the end, when the surface the Earth is consumed by nuclear fire, the craft deems it time to beam Satan down to hell on Earth. Who was carrying the Devil around in a spaceship? Anyway, the second story has art by Tom Sutton. It's about a cursed, immortal warrior sowing chaos in the Hundred Years War, only to be laid low by the Black Plague.
Wonder Woman #265: Conway and Delbo have Wonder Woman teaming up with Animal Man (or "A-Man" as he says he's called here) against the Cartel. The story has A-Man calling the Mod Gorilla Boss a "publicity stunt." I wonder if this is an attempted retcon or just a dismissive way of talking about the original story?
Monday, April 12, 2021
Star Trek Endeavour: Agents of Influence
Andrea as Lt. Ona Greer, Engineer
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Commentary: This adventure is based on a novel by Dayton Ward of the same name. In the novel, it is Ward's Endeavour crew that is being sought by Kirk and the Enterprise.
Friday, April 9, 2021
Our Heroic Age
Though we played a lot of fantasy games (mostly AD&D) in my middle and high school years--probably more than anything else--our longest campaigns (defined as the same characters in the same setting/situation) were in superhero games. While we'd played with Villains & Vigilantes and with the first editions of TSR's Marvel Super Heroes and Mayfair's DC Heroes, our "Heroic Age" really got started in '86 after the release of the Marvel Super Heroes Advanced Set.
Our first and longest running team was called the New Champions (taking the name from the L.A. based team of the Bronze Age and the idea of a new iteration from The New Defenders, which had just ended the year before). Our characters were street-level/near street-level characters, some of which were reformed villains. We picked the characters from the pages of the Official Handbook of the Marvel Universe, for the most part, rather than going with well-known characters. I used Paladin, my brother, Puma, and our friend Al, Hobgoblin (the former Jack o' Lantern version). That was the core group of players and characters, but other players and other Bronze and early Modern C-listers joined the New Champions ranks at some point: White Tiger, Madcap, Shroud, and Unicorn, among others I've likely forgotten. The team had a West Coast era (borrowing from West Coast Avengers, which I had a subscription to), as well, and probably at least one "all-new, all different" period--but it was also part of the same continuity.
The second edition of DC Heroes, was probably our last gasp of superhero gaming. The Marvel games had mostly been over the summer and with a crew somewhat different than my usual gaming group, since none of us were able to drive yet and it was tough to get together when we weren't in school. By '89 though, that wasn't the case, so the DC group was largely the same as my Dungeons & Dragons and GURPS crowd. This time, we made up our own characters and our own super-hero universe. Lower key, more "realistic" superheroes were the order of the day. About half of the group (which was never named as a team, really) didn't wear costumes, and the villains were are somewhat quirky, and many of them didn't wear costumes either. I suspect the primary inspiration was the Wild Cards universe, but Thriller, the New Universe, and Doom Patrol might have been in there, too.
We played some 4th edition Champions after that and maybe some GURPS Supers, but neither of them had the ease of use of MSHRPG or DCH so they didn't last long. These two campaigns created some truly memorable characters--or at least memorable sessions.
Wednesday, April 7, 2021
Wednesday Comics: DC, April 1980 (part 2)
Monday, April 5, 2021
Guns of Middle-earth
The Shire, particularly in the first published version of The Hobbit, has a number of (at the earliest) Victorianisms. I don't see why you couldn't run a sort of 19th Century version of Middle-earth that would make those not be anachronisms, or at least not as much of an anachronism, as we might want to not tie ourselves down to the feel of a specific part of the 19th Century.
The rangers of the North would be like Mountain men or frontier scouts.
Gondor might have the architecture and general vibe of Old Mexico or Spanish California.
And Mordor perhaps becomes some sort of Steampunk industrial nightmare.
Sunday, April 4, 2021
Weird Revisited: People of the Feud
There was a colony ship, sent out from Earth or a world very much like it to settle a new world. It's navigators had been genetically modified to take advantage of a new drive system allowing FTL travel. The majority of the colonist were placed into cryogenic suspension for the voyage.
Something went wrong. Inadequate shielding? Purposeful sabotage? No one remembers. The navigators began to mentally breakdown, expose to psychoactive and mutagenic properties of the manifold outside normal spacetime. The ship was stranded stuttering in an out of spacetime.
The navigators began to develop psionic powers and with them certain physical requirements. Boosted quantities of certain neurotransmitters. No synthetic source was available, but there were the stored colonists to feed on.
To help them manage the ship and their food source, the former Navigators awakened a military contingent, a few at the time. They mentally enthralled them and enslaved them. Molding them over generations.
As generations passed under the accelerated mutagenesis of the manifold, both the Navigators--calling themselves the Masters now--and their soldier caste had diverged significantly from their original genotype. The Masters had long ago authorized larger scale awakening of more of the colonists to serve as a more docile slave caste--and cattle.
The Masters grew complacent and removed from human concerns and feelings. They didn't see the revolution coming. A soldier named Gith lead a coalition of the soldiers and the menials against their oppressors they now called Mind Flayers after their manner of feeding.
The former Masters were either killed or used their power to flee into the non-space. The coalition that had brought about their downfall did not long survive. Former menials resented the soldiers as long time collaborators and the soldiers disagreed with the menials attempts to master Mind Flayer psionic disciplines.
When the ship was finally cannibalized and destroyed, two cultures had emerged as firm in their hatred of each other as they were in their former masters.
Friday, April 2, 2021
Ewoks!
I happened to see one of the old Ewoks cartoons on Youtube the other day. It was a pretty good fantasy cartoon of the era. It prompted me to recall than "Endor" is the Quenya name for Middle Earth, which may or may not be relevant.
Anyway, I feel like halflings/hobbits could be replaced with ewoks with very little difficult and bring a slightly different feel to things.
Wednesday, March 31, 2021
Wednesday Comics: DC, April 1980 (part 1)
Monday, March 29, 2021
Chicken, Fried
Our Land of Azurth 5e game continued last night with the party prepared to confront the chicken mutant who was in the reactor room of the Gander chicken plant. They were uncertain what these strange suits were they found or the "radiometers" so they went back to consult the computer. It explained, but the explanations weren't of much help. It did elucidate why their keycards could open the door: you had to have a priority keycard of some color.
Waylon went back and looted the bodies of chicken mutants they had killed to find a keycard. With a stack, they were able to find one that worked and entered the reactor room.
The reactor room was really loud, so they were able to get the jump on the mutant. Even impaired in their movements in the bulk radiation suits, they made short work of him. It turned out to be a good thing, too, as he was apparently trying to cause a meltdown, according to the computer.
The party let the only surviving chicken mutant leave with his life and some money. He didn't seem happy, but he did it. Then, they negotiated a deal for the citizenry of Falgo which got them jobs in the factory in exchange for food. How the simple folk of Falgo were going to adapt to working in a mechanized factory the party left to the people and the computer to figure out.
With that good deed behind them, they were once again on the road to the Virid Country.
Sunday, March 28, 2021
Cinematic Superhero Rpg Universes
While we may be past the era of "peak television," we seem to be entering the era of peak superhero TV. The CW and HBOMax have got new DC shows, and Disney+ has the latest Marvel offerings. Then there's a few other things on Amazon Prime like The Boys and Invincible. The superhero dominance of the box office got put on hiatus by the pandemic, but it has gone on long enough now to get backlash.
All of this makes me wonder when we'll get a superhero rpg with more of a cinematic vibe, much in the the same way we got a number of rpgs with a "animated series" aesthetic (some of that could be pragmatic, though. There may be more artists able to do a cartoony style willing to work at rpg rates). Of course, you don't have to want for a new game to run a cinematic style campaign. You could even reboot an old campaign in a cinematic version.
What would "cinematic superhero universe" mean in a rpg context? I haven't really fully formulated an answer to that but their are some traits I can think of:
- Fewer superhumans (though they are getting more all the time!), particularly villains
- Lower power levels (in general), but...
- Fewer "skilled normal" masked heroes. (Captain America seems super-strong in the CMU; Falcon as more gadgets)
- Fewer secret identities, fewer masks
- Less colorful costumes
- A smaller array of possible origins
- Heroes more likely to engage in potentially lethal action
Friday, March 26, 2021
Flashback: DC at Marvel Collected Edition
In case you missed the previous installments, here's a collated list of the posts I've done so far based on the idea that the staff at Marvel in the late 50s early 60s got to revamp DC's Golden Age characters (except for those that never stopped being published). The idea was introduced here.
All the characters presented so far are statted for the TSR Marvel Superheroes rpg:
The Atom The Nuclear Man!
Green Lantern Most Cosmic Hero of Them All!
Hawkman Master of Flight!
And a couple of villains Silver Scarab, the nemesis of Hawkman, and Star Sapphire--is she Green Lantern's lover or his enemy--or both?
Wednesday, March 24, 2021
Wednesday Comics: DC, March 1980 (part 2)
Continuing my read through of DC Comics output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around December 20,1979.
Action Comics #505: Bates and Swan bring us a tale of a puppy-eyed, hairy hominid from space, who charms children and can wallop Superman. In a twist I did not expect, the creature turns out to be a synthetic being from Krypton. The story is continued to next issue. I kind of dug this one.
Adventure Comics #469: The Starman story here has a bit more of classic space opera vibe than the previous installments, which is a welcome change of pace. The Plastic Man story is the same old stuff. I can't say I'm really excited about either of these features.
Brave & the Bold #160: With Superman and Batgirl teaming up early this month, now it's Batman's and Supergirl's turn. Burkett and Aparo have Batman do some mentoring with Supergirl, which works well. The story suffers from a bland villain who doesn't seem like he'd be a challenge for Batman, much less Batman and Supergirl.
Green Lantern #126: O'Neil and Staton ended last issue with an impending Qwardian invasion of Earth, and now...well, we get the Shark. Sure, it turns out the Qwardians are employing the Shark, but it seems unclear why they would need to do so. It seems like it's just stalling before the main event.
House of Mystery #278: The cover story by Jay Zilber and Rubeny goes out of its way to make the parents of a kid with the power to pull things (weapons mostly) from out of the TV the bad guys, when anyone would be sensibly worried about the kid. The other two stories have sort of dumb morals: truth-telling isn't always good, and old people can be bad, too!
Legion of Super-Heroes #261: Conway and Estrada complete this LSH undercover circus mystery. Doesn't seem like it really warranted a two-parter. The basic idea was good, but the story is lacking.
New Adventures of Superboy #3: A nerd jealous of Superboy and Clark Kent, uses a device to project back his mental energy to make himself cool in the past. What's interesting about this one to me is that it clearly sets the present of Metropolis in "winter 70-80," with this story in Clark's high school years prior.
Sgt. Rock #338: Rock and the boys from Easy try to take a few days R&R at a ski lodge, only to be menaced by ski Nazis. We get the almost obligatory, semi-honorable German commander, though that doesn't mean he makes it out alive. There's more continuity than I remembered: Kanigher has this issue pick up directly after the events of last issue.
Super Friends #30: Grodd and Giganta are employing a ray to change humans into gorillas as a bid for world conquest. Fradon's art is charming as always.
Unexpected #196: The first there stories in this are nonsense, but Mike Barr and Vic Catan Jr. present a somewhat clever twist on the sell your soul to the Devil plot in a story about a doctor willing to do anything to stop a deadly, global pandemic.
Unknown Soldier #237: A rabbi, a black guy, and the Unknown Soldier cross German lines dressed as the Magi. It's not a joke; it's a Bob Haney Christmas story! Like many war stories of this period, it tackles racism, but also has a extra bit of "all men are brothers" holiday oomph to it. It's silly in ways, I guess, but one of my favorite war stories since I started this project. The second feature is pretty good too. I liked the art by Tenny Henson.
Warlord #31: I talked about this issue here.
Weird Western Tales #65: An anti-war story is unexpected in a Western book, but it works reasonably well. Conway's story also picks up right after Scalphunter bids farewell to Bat Lash following their team-up last issue.
This month, we also had two digest books: Best of DC #4 was a quartet of Rudolph the Red-Nosed Reindeer stories (who knew DC had so many?), and DC Special Blue Ribbon Digest #1, which featured four reprints staring the Legion of Super-Heroes.
Monday, March 22, 2021
Sentinel Comics RPG Session 1: "Itsy Bitsy Spiderbots"
Action Jack: Man of Action--Man Out of Time!
Fibbit: Manic Pixie Extradimensional Dream Girl!
Infranaut: IR-Powered Celebrity Hero!
Il Masso: The Rock-Solid Hero of Little Italy!
Space Racer: Cosmic Speedster!
Supporting Characters: Zauber the Magnificent (flashback only)
Villains: Spiderbots (first appearance)
Synopsis: Individually, enjoying a day in Empire Park, our heroes are startled by an attacked of spider-shaped robots emerging from the sewers, which seem to be particularly targeting them. Our heroes destroy the robots, and join forces. During the melee, Fibbit catches gets images of a peculiar industrial building and a man dressed as a magician, who ages before her eyes. Space Racer had a flashback to a vague memory of a dead world, somehow displaced in time.
Action Jack recognizes Fibbit magician as Zauber the Magnificent, a magician and crime fighter from the war years.
Fibbit also warns the others that she also sensed a malevolent force in the direction of the spiderbots' origin--and it seemed to sense her back!
Sunday, March 21, 2021
Again, The Giants! Collated
Art by Jason Sholtis |
Back in 2017, I did a series posts doing adventure sketches re-imaging Against the Giants. Here's the complete list:
Wedding of the Hill Giant Chief
Thursday, March 18, 2021
What I Want in A Superhero Rpg
When it comes to superhero rpgs, I've played and enjoyed a few of them over the years starting with Villains & Vigilantes and going through the Marvel Superheroes Roleplaying Game, DC Heroes rpg, Champions, GURPS Supers, and Mutants & Masterminds. I've owned and read numerous others, including Heroes Unlimited, Wild Talents, Silver Age Sentinels and ICONS. I'm about to give the Sentinel Comics rpg a whirl.
I don't think I've ever found the perfect supers game for me, though. At least, not perfect for what the 2021 version of me wants out of one. These are the things I think I'm looking for:
Low to Medium crunch. I'm not interested in rules heavier games like Champions or GURPS currently. I would suspect medium crunch games would probably give the best balance between covering what needs to be covered, but not doing too much.
Emulates comics. I'm interested in something that supports creating the sort of thing we see in comic books (or superhero film) not "a world with superheroes." Some of my following points sort of flow from this one.
"Every member of the Justice League gets to do something important." Older superhero games, to me, make the mistake of wanting to tailor attributes/power levels to benchmarks, winding up with disparate power levels. Sure, things like Karma/Hero Points address some of this, but in comics it mostly seems that power levels wind up being more about how characters tackle problems than whether they can tackle them. The Fantastic Four beats Dr. Doom, but so does the Punisher (or close enough). They just do it in different ways.
Heroic Normals are viable. Because of the ability score benchmarks, guys like Nick Fury or the Challengers of the Unknown tend to come out pretty samey in abilities because the normal end of the scale gets shortened. A system that gave them more variation would be nice. Of course, if you wanted a campaign of these folks, one could just play a nonsuperhero game, so this perhaps isn't as important to me as other points.
Variable Villains. Ever noticed how villains tend to be tougher or weaker depending on the hero or heroes their dealing with? I suppose it could be argued the heroes change and the villains stay the same, but anyway it might be nice if supers rpgs had mechanics for this difference.
Powers not overly detailed, but not quite freeform. Honestly, I lean toward more of a "just tell me what is does take", but you need to certain mechanics attached to powers to use them in the game, and you also need suggestions for people modeling powers, so for that it seems like completely freeform isn't the way to go.
Supreme effort. This is one supers games seem to consistently pick up, but it bears repeating. There should be a means of a hero giving it that extra oomph in a dramatic moment.
There's probably something else I'm not thinking of, but that's all I've got now.
Wednesday, March 17, 2021
Wednesday Comics: DC, March 1980 (part 1)
All-Out War #4: I'm still not impressed with the Viking Commando, but otherwise this is better than last issue, with a decent Black Eagle story, and a good Force 3 tale by Kanigher and Grandenetti. The non-series tales are better, to with the Korean War story "Road to Sunchon" by Archie Goodwin and evocative art by Ernesto Patricio tackling the common war comic theme of racism. Goodwin reaches for a little too much in the last panel, but it's otherwise solid.
Batman #321: This one starts off promising with a cover by José Luis García-López, and delivers a solid tale of the Joker's birthday by Wein and Walt Simonson. The best issue of Batman yet in the 1980s cover dates.
DC Comics Presents #19: O'Neil and Staton offers up a goofy yarn of a hawk-headed mutant psychically causing a violent reaction at a dinner party. Good thing Superman and Batgirl are there! O'Neil's script keeps referring to Batgirl as the "dominoed daredoll." I wonder if it bothered him that nickname never caught on?
Flash #283: Cary Bates is making each issue better than the last, I think, and Don Heck is supporting that. Not a lot has happened these 3 issues, admittedly, but they aren't decompressed, more like movie serial cliffhanger installments. Anyway, Reverse Flash tries to kill the Flash just as Flash is returning from the future with knowledge of Iris' killer. The Flash doesn't die of course, and lays into Reverse Flash who, in fact, is the murder. Of course, he gets away in the end, so everything is continued/
Jonah Hex #34: Our first Christmas story of the month! Fleischer and Dan Spiegle serve up and unusually humorous tale for the normally fairly grim world of Jonah Hex, where Hex is on the trail of some murderous robbers, and finds his father acting as sheriff in a haven for outlaws. He forces his no-account, abusive father to play Santa Claus for the kids at the orphanage.
Justice League of America #176: The whole JLA takes on Doctor Destiny in a classic "split in pairs and collect something" plot. Not terrible, but nothing special.
Men of War #26: Harris and Ayers give us a crossover. Gravedigger leads the combat-happy joes of Easy (minus Sgt. Rock) on a mission. Harris does a pretty good Kanigher imitation, but it's lightweight, late era, DC war stuff. This is the last issue of Men of War and the last appearance of Gravedigger until Who's Who.
Superman #345: Time on Earth gets reversed due to the action of aliens. Conway and Swan serve up a fairly Silver Age "puzzle" yarn.
Superman Family #200: This is a high-concept entry anthology, tales of the future at the "turn of the 21st Century" when Lois and Clark have a 16 year-old kid, and Linda "Superwoman" Danvers is governor of Florida. All the stories take place on the Kent's anniversary. Conway writes all of these stories but a number of artists appear.
Weird War Tales #85: J.M. DeMatteis and Tenny Henson deliver tale of alternate realities, where the enemy is various alternate United States. An interesting departure from the usual stuff from this comic.
Wonder Woman #265: An "untold tale" of Diana Prince's time with NASA, featuring a shuttle crash, aliens and dinosaurs by Conway and Delbo. The Wonder Girl backup has nice art by Ric Estrada.
Thursday, March 11, 2021
Star Trek Ranger: Here Be Dragons (part 2 & 3)
Aaron as Lt.(jg.) Cayson Randolph
Paul as Cmdr. D.K. Mohan, Chief Helmsman
Synposis: While posing as travelers from a distant land, the Ranger away team manages enter the grounds of Count Angmox's castle and discover where the draconic Ksang ambassador is being held. They pass him a communicator hoping it will be of use later. The transporters are still having trouble with the strange energy fields, though. Ranger's sensors, however, are able to pinpoint a local source of the disturbance in the Count's keep.
Wednesday, March 10, 2021
Wednesday Comics: DC, Frebruary 1980 (part 2)
I'm continuing my read through of DC Comics output from January 1980 (cover date) to Crisis. This week, I'm looking at the comics at newsstands around November 20,1979.
Action Comics #504: Another overly complicated Cary Bates story, but at least this one uses it (maybe!) to better purpose than last month's. Superman encounters a mysterious armored foe, then Clark Kent is saved by a man with "prana-power" gifted to him by his father who has an origin not unlike Iron Fist, but with powers of the mind as the ancient Eastern secret rather than martial arts. It turns out the armored criminal is really the guy's girlfriend who's been hypnotizing him to make him imbue her with prana-power for criminal misdeeds.
Adventure Comics #468: I've never thought about it before, but the Levitz/Ditko Starman almost reads like a comic book tie-in to an 80s toyline, and the Wein/Staton Plastic Man could sort of be an "all ages" approach. The combination gives this book a more kid-aimed feel.
Brave & the Bold #159: O'Neil and Aparo have Batman team-up with his greatest 70s nemesis, Ra's al-Ghul to find a scientist who has developed the formula capable of turning any substance into crystal--I feel like this was inspired by ice-nine in Cat's Cradle. Anyway, an average story.
Green Lantern #125: I think this is my first story with pre-Crisis Qward. I had seen pictures of their warriors with the lighting bolt weapons, but never the Weaponers or their world. Anyway, the O'Neil and Staton story is another confrontation with Sinestro and the prelude to a Qwardian invasion of Earth. This feels most like a Marvel Comic of the era than any other this month.
House of Mystery #277: The lead story here by Kanigher/Pasko and Chaykin/Milgrom about an actor who gets too into his roles after a deal with dark powers isn't very good. There's a short one about a vampire in a crypt getting the upper hand on a would-be vampire slayer that's a decent one-off joke. It has nice art by Mar Amongo, who I've never heard of before. The last story is a Cinderella riff by Kashdan, made better by interesting art by Nards Cruz and Joe Matucenio.
Legion of Super-Heroes #260: Conway and Staton have the Legion going undercover to solve a murder in a 30th Century circus. This one feels like a bit of a throwback, but it's fun.
Sgt. Rock #337: "A Bridge Called Charlie." Standard Kanigher Sgt. Rock tale about a doomed, heroic stand, in this case, even recognized by the enemy who pins an iron cross on his corpse.
Super Friends #29: Bridwell and Fradon present a story that feels very Silver Age in its goofy/trippiness. With aliens set on using radiation to destroy all life on Earth, Wonder Woman using her spinning lasso, vibrating at a certain frequency, to move the Super Friends partially into another dimension, so they look like costumes walking around with no person inside. The Wonder Twins backup continues the Silver Age silliness.
Time Warp #3: These stories really nail the vibe of EC titles like Weird Science and Weird Fantasy, albeit with updated artistic sensibilities. It's nice to see Steve Ditko bring a bit of his Dr. Strange/Shade the Changing-Man trippiness to the tales he draws.
Unknown Soldier #236: This story by Haney and Ayers has the Unknown Soldier freeing a Japanese American from an interment camp to go undercover with him. The Nisei is ambivalent in his role and betrays the Unknown Soldier, but then changes his mind again and helps him. Haney makes an effort, but his story doesn't deal with these topics with the depth or subtlety they deserve.
Warlord #30: See an in-depth commentary here.
Weird Western Tales #64: Conway and Ayers continued the Scalphunter/Bat Lash team-up from last issue, with Bat Lash explaining to Scalphunter why he betrayed him. I like to see the DC Western characters team-up, but otherwise this story is forgettable.
World's Finest Comics #261: All of these stories are pretty goofy, though some are goofy and enjoyable, others less so. Conway's Green Arrow/Black Canary story about an elderly lady given superpowers by toxic exposure to become "Auntie Gravity" is in the "less so" category, and made worse by Saviuk's inability to draw an old woman. O'Neil and Buckler's Superman/Batman team-up involving the Penguin and Terra-Man hypnotizing some actor into thinking he's the real Butch Cassidy is just too much of a puzzler to accurately assess. The Bridwell/Newton Mary Marvel story is about what you expect from 70s Marvel Family stuff. The Black Lightning story by O'Neil and Tanghal is the most serious but still has clowns on a boat.