Friday, November 4, 2016

Doctor Strange


First a warning: There maybe be some mild spoilers for the latest installment in the "Marvel Cinematic Universe" in what follows.

I have to admit, that as excited I was that there was going to be a Doctor Strange movie when it was first announced, I have not had much enthusiasm passed on the teasers and early trailers. Some of the that might have been me just tiring of Marvel's house style, but for whatever reason, I was underwhelmed.

The actual film wound up being better than I had expected. The design aesthetic of Marvel's films when it comes to the really fantastic non-superhero elements (Asgard in particular, but also some parts of Guardians of the Galaxy) has always left me cold. Also, the relentless desire to de-mystify or over-rationalize all the magical elements of the Marvel Universe works passably with some things (like the Darkhold on Agents of SHIELD) but hollowed out the grandeur of Kirby's sci-fi Norse mythology from Thor.

Happily, Doctor Strange is not particularly de-mystified. (The Ancient One offers an explanation of magic similar to one of the options Kenneth Hite provided Rough Magicks.) In fact, they really play up the (unintended presumably) psychedelia of the Ditko-era stories, though they convert it to a more filmic approach. There are resonances with both 2001 and Afronosky's The Fountain.

How the magic is employed winds up being a bit like a combination of The Matrix, Inception, and previous superhero films. I like how they moved away from strictly super-powers, and you could see how they were reaching for Ditko and perhaps Starlin with some of it. The spells as mostly sputtering sparks drawn in the air didn't quite suit me, though I don't have a ready alternative in mind. It all worked passably.

The plot is a means to an end. The similarities to Inception and The Matrix at times made its mere adequacy more evident, but when you're a vehicle for elaboration of a shared universe, you don't have to shoulder so much weight yourself, I suppose. All the cast does a pretty good job with what they are given. Tilda Swinton, despite expressly being "Celtic," does the movements, stances, and cryptic comments of the "Asian Master" almost as much as Joel Grey in Remo Williams without the obivous yellowface, so I'm not sure not casting an non-Asian actor as the Ancient One really allowed us to avert all those stereotypes. Still, I liked her protrayal.

The Marvel fan in me exulted to see the Dread Dormammu (Though I was underwhelmed by his dread "we didn't think about this very much" CGI-ness. He was of the ilk of Parallax in the Green Lantern film or "The Absorbing Man" in Ang Lee's Hulk). Further fannishness: Instead of having Mikkelsen's baddie be named for a mook that worked for Baron Mordo in the comic, why not have him be Kaluu, the Ancient One's rival?


Thursday, November 3, 2016

Christmas Comes Early


In line with the Christmas decorations already up in many a retail establishment, Action Lab has released the Christmas comic Northstars Vol 1: Welcome to Snowville on Comixology. it will be out in hardcopy later this month, I believe. This kids comic (something of an homage to those TV Christmas Specials and Harvey Comics of yore) is written by my friend, sometime collaborator, and fellow rpger, Jim Shelley and his daughter, Haigen. Art is supplied by the very talented Anna Liisa Jones who I would love to have do something for the Land of Azurth one day.

Here's one of the character designs:


Wednesday, November 2, 2016

Wednesday Comics: Storm: City of the Damned

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.

Storm: City of the Damned (1982) (part 3)
(Dutch: Stad der Verdoemden)
Art by Don Lawrence & Script by Kelvin Gosnell

When last we left our heroes, the computer guiding the city makes a request of Storm: Strange energy barriers have appeared in places across the city without warning. People can cross into the areas behind them but not back out. Thousands of people have been lost in these sectors. The computer believes only someone like Storm--a fighter, a survivor--can sole this crisis.

Storm isn't interested. He doesn't like the computer's interference.

Ember urges him not to be so rash. He should take some time to think it over. She believes there is something strange happening here.

Storm finds it ironic that she is suggesting anyone be careful. He also thinks her curiosity can get them killed. He does agree to sleep on it, though.

Storm finds a strange woman in his room. She says her name is Anor. She is a product of those genetic experiments to develop psychic powers: A successful experiment.


Her powers are strong enough to overcome Storm. She reports back to her unseen master.

The next morning Ember finds Storm missing from his quarters. She finds him in Terminal One walking arm in arm with Anor. She informs Ember Storm has decided to stay permanently in the city. Ember is confused. She offers Storm his sword he had left behind. Storm says he doesn't need it anymore.

Bewildered and angry, Ember storms off and comes upon one of the energy barriers. Passing through, she finds herself in a place of darkness where brutish guys with Medieval weapons attack her. She drives them off, only to be attacked again by a towering dark knight whose sword drops bubbles or eggs with tiny reptiles inside:


She's rescued by people who live in the maintenance tunnels. They too passed through the barrier at one point to be stuck in this world of shadow. When a barrier goes up, the people are enslaved and forced to work demolishing building for scrap. Most of the metal is used to make weapons of war to outfit an army. The leader of this army is a man named Gor, a product of experiments that gave him to power to dominate men's minds. When the experimenters tried to destroy him, he teleported into the underworld beneath the city.

Those able to control others develop red eyes. Ember remembers the woman with Storm had read eyes. She must be controlling him!

Ember has to rescue him. If she can't go through the barrier, she'll go around. She throws a mace through a window and prepares to climb the outside of the city.

TO BE CONTINUED

Monday, October 31, 2016

Voyage to the Sun


The Demiurge, the creator of the Cosmos, convalesces within the Sun. His rest is not to be disturbed on order of the Heavenly Powers. Even in repose, the orb of pure creative energy formed around him is a source of life for the entire Cosmos; a source of the animating substance azoth as well as mundane heat and light.

The energy spontaneously generates lifeforms, in shapes, perhaps, from the dreams of the Demiurge. Angels flit about, recording the birth of ever creature, and assuring nothing dangerous escapes, though solar flares sometimes eject such beings beyond their reach.

Their activities are directed by the Oyarses Och. It may be that Och is mere avatar of the Demiurge. Certainly she is able to tap into the mind of that being. Och sometimes speaks with visitors, mostly warning them away, for fallen beings like humans were never intended to look upon the resting creator or walk in the splendor of the solar halls.

This doesn't stop them from trying. Swift and specially-hulled sunrakers set out from Mercury to catch what plumes of azoth they can. Such cargo brings a high price on other worlds.

Sunday, October 30, 2016

The Halloween Special


Sorry, no Fall Guy or Elvira actually in this post. I didn't do any Halloween related posts this year, but just sit back and relive these horror-themed classics:

Need a name for a horror comic? Generate it with this post.
Ever heard the legend Spring-hilled Jack? Well here are his stats.
A different way of the thinking of Ghost Towns, from Weird Adventures, but usable anywhere.
And finally, a 2013 Santacore request unwittingly opens, "The Tome of Draculas!"

Friday, October 28, 2016

Rapping With Thrantrix


Anybody who has watched the Operation Unfathomable Kickstarter video is familiar with that chaos godling and bon vivant (well, maybe just the former) Thrantrix the Ineffable. Now, as you know, Chaos Godlings say the darnedest things, and that Thrantrix is quotable beyond all others. Hydra has a little contest going: Give us your best Thrantrix quotations and we'll collect them into one tome. Also, the very best will go into the adventure as "sample dialogue" the godling might drop on the PCs, so that's the sort of quotation we're looking for: cutting adventurer put-downs, Underworld gossip, incomprehensible cosmic musings, weird worship requirements, gripes about other Godlings, etc.

The top submission will receive the actual model of Thrantrix that appeared in our Kickstarter video, once the campaign ends and a winner has been chosen!

Thursday, October 27, 2016

Bad Hombres on the Planet of the Apes


"THE WAR WHEEL" 

Player Characters:
Jeff Call as Brock Irving
Jarrett Crader as Aurelius
Billy Longino as Olsen Potter Graves
Lester B. Portly as Eddy Woodward
Jason Sholtis as Francis La Cava

Nonplayer Characters:
Ted Cassidy as Eezaya
Mutant driver
Various tribesfolk

Synopsis: The Kreeg War Wheel attacks the conclave on the Rio Grande, but the astronauts and their ape friend strike back.

Commentary:
As heavily armored as a tank, the weapons of the astronauts are pretty much useless. Graves and Aurelius hatch a plan to tip the machine over with the grenades they acquired a few sessions back. From the back of a horse-sized mutant dog this doesn't go exactly smoothly, but is nonetheless sucessful enough in damaging the War Wheel to make it retreat.

Graves continues his alcohol-fueled heroism and tries to blow torch his way into one of the gun turrets. After evicting one of the mutants, he manages to damage the controls and crash the thing.

A mutant like the one Graves killed

Eezaya finally seemes impressed with the Men from the Sky and willing to listen to their suggestions.

Aurelius acquires a pistol (the astronauts hadn't been letting him have one before) and a helmet like this: