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.