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
Art by Jason Sholtis |
Wedding of the Hill Giant Chief
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.
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.
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.
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.
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.
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.
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.