Sunday, February 20, 2022

Blake's 7

 


Something we read online last week prompted a brief discussion on Discord regarding the British science fiction series Blake's 7 (1978-1981). The show involves a political dissident (the titular Blake) leading a small group of escaped prisoners turned rebels (the titular 7) against the forces of the totalitarian Terran Federation. I don't know anything much more about the setting or how the plot plays out than that, having only seen the first episode years ago on PBS, but I think the concept has plenty of rpg potential.

There's nothing wrong with the set-up as is with the serial numbers filed off. The comic book series Six From Sirius would be another potential inspiration for this sort of thing--both in plot elements and characters and in 80s sci-fi trappings. I can think of a couple of ways the idea might be tweaked, though.

The first (possibly predictably, since I've done this before) is strip away some of the space opera conventions and have it confined to the solar system with more realistic tech. This becomes a little bit more cyberpunk, I think. It would be darkly dystopian, certainly, but serious or satirical would be possible.

My other though is to retain the galactic scale, but not have the setting be so humanocentric. Borrowing a bit from Farscape, the escaped prisoners might be a motley, mostly alien crew.

Friday, February 18, 2022

Weird Revisited: Rogue Elephant

To adventurers in the City, the question, “have you see the elephant?” has a different meaning than elsewhere. Some have encountered an infamous, wandering hotel in the shape of an elephant, now the residence of a dangerous (and possibly insane) sorcerer.

The Mastodon Colossus, or Hotel Elephantine, was built as a tourist attraction on Lapin Isle in the City’s barony of Rook End. The (admittedly eccentric) architect Jamis Maguffin constructed it through consultation of certain codices of the Ancients--and some magical materials probably dating to Meropis dredged from the City’s harbor. The elephant was twelve stories tall and had stout legs 60 feet in diameter. It had 31 guest rooms, a gallery, tobacconist's shop, and an observation deck shaped like a gigantic howdah.

Most spectacularly, the whole thing was planned to move. Maguffin promised that when all of the thaumaturgic glyphs and enhancements were complete, the elephant would be able to ambulate without any seeming change to the rooms on its interior. These enhancements, unfortunately, would take some time.

Eleven years later, when the thaumaturgical working was (supposedly) nearly complete, the elephant walked away one night with a compliment of guests. Most have turned up dead in various locales all over the world and beyond in the four decades since.


The theft and the murders were laid at the feet of Hieronymus Gaunt, lich and (self-styled) wicked sorcerer. He and a band of miscreants entered the elephant and completed the rituals to give in motion. Since that time they've travelled the world in decadent style, taking their seemingly unending orgy of dark thaumaturgy, baroque perversity, and deadly amusements where they may. Sometimes, when it amuses Gaunt, they take others aboard and survivors have reported stores of plunder, both mundane and magical.

This post first appeared in February of 2011. I did a post on the real elephant-shaped buildings of our world after it. You can also read more about them at your local library. Or, you know, the internet.

Wednesday, February 16, 2022

Wednesday Comics: DC, May 1981 (wk 2 pt 1)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around February 19, 1981.


Action Comics #519: A deep sea listening station in the desert is the site of a conflict between an alien hunter and a monster that destroyed his world. Again Conway provides story free of an real sense of peril and whose action seems staid under Swan's pencils.

The Aquaman backup by DeMatteis/Heck continues. Here we get the strange history of Aquaman's mother, which I suspect was ignored after this story, from the Poseidon android who has a replica of the mind of Aquaman's father. Atlanna was one of the original survivors of Atlantis. She became immortal thanks to a serum of her creation. After her supposed death following Aquaman's birth, she apparently went crazy. She hates the Atlantis that exiled her, and now wants to kill her own son who is prophesized to be it's savior.


Adventure Comics #481: More stories of heroes (and villains) submitted by the readers. This issue has a series of stories connected by the escalating machinations of an aquatic alien species looking to conquer Earth. A flood hits the city, but Goldman, Goldgirl and Alchemiss are there to help. Chris' father, a cop, begins to become suspicious of the new heroes. Then, Chris and Vicki have a near-romantic moment interrupted by an attack by the Destructress, a delusional young woman turned into a super-villain by the aquatic aliens. They become Sixth Sensor and Dimension Girl to stop her. Finally, the aliens send Largo the Conqueror. Volcano and Stellar defeat him and send the aliens packing. I'm not usually a fan of Infantino's art in this era, but his rendering of Largo is good.


Brave & the Bold #174: Batman, Green Lantern, and the Guardian arrive on Maltus, the ancient home of the Guardian's ancestors. There, GL is reunited with Appa Ali Apsa (though he isn't named this issue) who was made mortal by the Guardians as punishment. They bring the "Old Timer" back with them to Oa to help them discover which of the Guardians is Sinestro in disguise. Ultimately, Sinestro's temper unmasks him. While Batman and Old Timer avoid him, Green Lantern marshals the Corps to defeat the renegade and the Guardians he's using as a battery. Conway is pretty good at these team-ups, and Aparo's art is an added bonus.

In the Nemesis backup by Burkett and Spiegle, Nemesis escapes from the police officer trying to take him in and continues to try to foil Chesterton's plot. He figures out the kidnappings are chess themed, but things are complicated by Valerie getting into trouble. 


Green Lantern #140: Wolfman, Staton and Mitchell finish up their storyline regarding the kidnapping of the Ferrises. Either it's a trait of Wolfman's or a trait of how comics were written in this era, but the "arc" doesn't have any particularly big payoff. The kidnapper who's trying to ruin the Ferris family is Bloch, an old business partner who believes Ferris stole the business from him. Later, he was horribly burned in an attempt to sabotage a Ferris experimental jet. Aiding him are his sons, one of whom is a sleazy Congressman. None of these folks are particularly significant or compelling adversaries for Green Lantern as yet. Bloch dies for his efforts, but his son in Congress vows vengeance. 

The Adam Strange backup is passable planetary romance. Strange succeeds in helping the mer-person queen stop the automated battleship that was menacing her people. It turns out the robot they met last issue was a little boy wearing power armor. I kind of like that Sutton doesn't explain who the boy is or how he got there, though does have Strange pose those questions in the story.


House of Mystery #292: I..Vampire is nowhere to be seen this issue, but we get better than average anthology tales. The first story by Cavalieri with art by Mark Silvestri (his first for DC or anybody) and Tony DeZuniga is probably the weakest, but only due to unexploited potential. A general plans to use an orphaned child with the ability to manipulate reality a weapon against the U.S.'s enemies, but when the child seems poised to smash a globe in a temper tantrum, it could mean the end of the world instead. There's the gesture at a subplot here involving a doctor taking care of the boy having lost her son in Vietnam, but it goes nowhere.

"The Wendigo" by Kelly and Estrada has some interesting art, particularly in the creature design. A young boy living in a rural area befriends a Wendigo and uses it to get rid of people who've angered him. After depopulating the nearby town, he sends it to the big city following a skeptical reporter. "Hair Apparent" by Conway and Spiegle has the scion of the Briarly family breaking with family tradition and marrying someone besides a cousin. When the familial lycanthropy curse hits, his new wife uses a spell to turn herself into a werewolf rather than live without her husband.


Unknown Soldier #251: Haney and Ayers take us first to the snowy Pyrenees with the Unknown Soldier caught between Spanish fascists and Nazis Then he has to fight a bear. He's there to bring back a German Abbot form a remote monastery whose brother is a resistance fighter the Allies wish to get out of Germany. They need the Abbot to help them get to the brother, who otherwise might think it was a trap. Sneaking back into Germany proves difficult, and the Abbot and the Soldier are separated for a while, but reunite in time to meet the brother in a bombed out German city. It turns out the Soldier is actually there to kill him as the Allies believe he has already turned traitor--but it turns out the Abbot was replaced while they were separated by an SS officer! Then the real Abbot shows up and has to decide whether to side with family or ending the Nazi tyranny. In the end, he breaks his nonviolent code and shoots his brother to save the Soldier. In return, the Soldier later retrieves the statue of Mary the Nazis had plundered from the monastery.

We get the first installment of a Enemy Ace backup by Kanigher and John Severin. I like Enemy Ace, but this issue the story is mostly introducing the character and his rigid honor as a Knight of the Air. He takes on the request of a dying enemy to get a bracelet to his twin sister. Unfortunately, the pilot died before he could even say her name. The final story is a short where downed enemy pilots in the Pacific don't fall to each other but to the "eternal sentinel"--a shark.

Monday, February 14, 2022

How Do You Like Your Sci-Fi?


I posed this question this question as the title of a blogpost the irst time on February 15, 2013. It's a topic that TV Tropes--unsurprisingly--has some thoughts on. This scale is a bit granular and more detailed (and perhaps a bit more judgey). Here's my sort of summary of the basics of both of these:

Hard: So, on one end we've got fairly plausible stuff that mostly extrapolates on current technology. This includes stuff like William Gibson's Sprawl series and the novels of Greg Egan (from the near future mystery Quarantine to the far future Diaspora). A game example is this category would be somethig like GURPS Transhuman Space.

Medium: Getting a little more fantastic, we arrive in the real of a lot of TV shows and computer games. One end of this pretty much only needs you to believe in FTL and artificial gravity but is otherwise pretty hard. The fewer impossible things you're asked to believe (and the better rationalized the ones you are asked to believe in are), the harder it is. Hannu Rajaniemi's Jean Le Flambeur trilogy falls here, on the harder end. The middle of this group adds in something like psionics (Traveller gets in here, and a lot of science fiction novels, like Dune and Hyperion). The softer end throws in a lot of too-human aliens and "pure energy" beings (Babylon 5, most Star Trek).

Soft: Here lies fantasy but with a science fiction veneer and context. Some Star Trek (the animated series, particularly) comes in here, and Farscape. This is also the domain of Star Wars. Simon R. Green's Deathstalker cycle turns up here, too.

Ultra-Soft: Some Star Wars tie-ins in other media come in here, as do things that include magic (or similar fantastic elements} mixed in with an otherwise soft sci-fi universe: This would include superhero sci-fi properties (the Legion of Super-Heroes and Guardians of the Galaxy) and comic book epic sci-fi (what might also be thought of as Heavy Metal sci-fi) like Dreadstar, The Incal, and The Metabarons. It's possible it stops beings science fiction on the mushiest end of this catgory and just becomes "fantasy."

So what consistency of sci-fi is your favorite--particularly in regard to rpgs?

Sunday, February 13, 2022

Weird Revisited: After the Flood

In October of 2015, we had some historic rainfall and associated flooding in my neck of the woods. It inspired this post...

After a weekend of heavy rain and flooding in this neck of the woods, some uses of floods and their aftermaths in games is on my mind. There's what I've got:

The Lost City: Inundated coastal cities might become lost or at least legendary. Ys is a good example. There's typically a mystery here or at least potent magic. It might be a whole area to explore, or just a bit of weirdness in a campaign.

Looting the Depths: Jesse Bullington's The Folly of the World includes an attempted theft in town submerged by the Saint Elizabeth's Flood of 1421 (the 20th worst flood in history). "Moon fishing" is apparently the term for treasure hunting among the ruins of the towns flooded by China's Three Gorges Dam. Looting underwater would present special challenges for adventurers and a different array of monsters than the usual.

Something Strange Beneath the Surface: You already know about aquatic elves and aquatic trolls, but let's got deeper. In Swamp Thing #38, Alan Moore presents an aquatic mutation of vampires in the submerged town of Rosewood, Illinois. Any monster can have an aquatic variant but the key to making them non-mundane is having them by one-offs in unusual circumstances. The 2021 French horror film Deep House likewise has a supernatural horror continuing beneath the waters of a flooded town.

Wednesday, February 9, 2022

Wednesday Comics: DC, May 1981 (wk 1 pt 2)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around  February 5, 1981.



New Teen Titans #7: Trigon dealt with (for now), Wolfman and Perez get the group back to trying to figure out if they can trust Raven as a part of their team. Meanwhile, the Fearsome Five infiltrate the Titans' Tower in an effort to rescue Psimon from where Trigon left him. The Titans break into their own base and take down the Fearsome Five. We also get Cyborg's origin revealed. All and all, this is a nice 80s style hero team versus villain team slugfest.  


Secrets of Haunted House #36: Mister E is hired by some kids who saw their dad doing a demon-summoning ritual. E goes to investigate and catches the man in the act--then helps him finish the ritual. It turns out demons summoned to two places at once get destroyed, and there was a coven across town trying to summon this demon, so the Harvard librarian took it upon himself to counter them. 

In the cover story by Wessler and Hampton, a man murders his rival for the affections of a young woman only to discover she's the sea hag in disguise as she drags him to his watery death. Ms. Charlie Seegar presents "Sister Sinister" with interesting art more reminiscent of some of the romance comics of the 70s by Bender and Malstedt. When a woman's sister is murdered, she finds a spell to turn herself into a werewolf, then prowls the night to get the killer to strike again, so she can have her revenge.


Superman #359: This story doesn't quite live up to its weird cover, though that scene does occur in the issue. When a fighter jet crashes mysteriously, Superman investigates and finds a desert town hidden by its inhabitants since they developed advanced telekinetic powers after contact with a device from the future. Superman is able to figure out the location of the invisible device using "trigonometry" and destroys it. In Star Trekian fashion, the increase power was affecting people's personalities, and they become much friendlier once it's destroyed.

The backup is by Rozakis and Swan and begins a chronicle of Clark's life once he leaves Smallville, but before he becomes Superman. In this installment, Clark decides to go to Metropolis after the theft of his slice of Smallville going away cake leads him to a kidnapped boy.


Superman Family #207: Why must Superman Family have so many pages? Harris/Thomas and Mortimer/Coletta have Supergirl dealing with the apparent return of Argo City, but in the end it's all a trick by Universo. The Legion makes a brief guest appearance. This story suggests Supergirl's super-vision is so good she can see the bodies rotating around the red sun of Krypton while standing on Earth.

The Mr. and Mrs. Superman story has Lois getting Clark's powers temporarily with predictable results. The Rozakis/Tuska Private Life of Clark Kent story is sort of amusing in that it has a guest appearance by Oliver Queen who at every turn seems to be trying to out Clark as Superman. In the end it's revealed that George Taylor, in an effort to out Queen as Green Arrow, spiked his coffee with a truth drug. Goofy, perhaps, but if you're going to have big anthology books stories like this that revel in the shared universe seem a good way to go. 

The Conway/Oksner Lois Lane story is sort of amusing too, but with less charm. Lois loses an award to another woman reporter she thinks is a lightweight bimbo, so she puts herself in ridiculous danger to prove she's the real investigative journalist.  In the Jimmy Olsen story by Conway and Delbo, Jimmy runs afoul of the IRS, but then has to clear his name as a suspect when the IRS agent is murdered.


Tales of the Green Lantern Corps #1: This issue is better than most of the Green Lantern issues since I started this. Maybe it's just that it seems more modern. Wein and Barr and Staton and McLaughlin, bring the entire Green Lantern Corps to Oa on an emergency call, which gives an excuse for Hal Jordan to fill in new GL Arisa on both his origin and the origin of the Corps, beginning with Krona's transgression. It turns out that's more than ancient history, because Krona has been freed from his prison by some mysterious master and is on the loose in the universe. The stakes get raised when the central power battery explodes. The Guardians disappear to seek out and confront Krona's master while the Corps--with only 24 hours of ring power energy each--vow to seek out and confront Krona.


Weird War Tales #99: Kanigher and Cockrum and Ordway bring back the War That Time Forgot with a B-52 crew dealing with all sorts of oversized dinos. In the end, the skipper is hauled off for his outrageous claims of dinosaurs and the crew deny any of it happened to avoid the same fate.  Kasdan and Estrada bring light to the perils of colonialism, as a cruel English governor in Bengal takes a wife who turns out to be Kali. In another story by Kashdan with art by Ditko, a K-9 soldier is reluctant to put down his dog after it's bitten by vicious guinea pigs from the biowarfare experiment. He finds the contagion can not only be passed to dogs, but to humans too. The final story by Barr and Amongo has the ghost of a Japanese pilot in WW2 saving his younger brother from dying in a kamikaze attack.


Wonder Woman #279: Conway and Delbo open this one in media res with an injured Wonder Woman staggering into the shop of voodoo practitioner, Mother Juju. Etta Candy appears to have been kidnapped by a demonic cult. Through the use of Juju's magic, Wonder Woman is able to track the cultists to a "government-funded think tank on Chesapeake Bay." She breaks in and finds Etta--in the hands of demonic creatures! This story almost feels like a throwback to a lot of Marvel stories of the 70s. It remains difficult to get a handle on just what Conway thinks Wonder Woman's powers are. Certainly he doesn't portray her as a real heavy hitter in terms of strength or invulnerability.

In the backup, Huntress is still on Gull Island dealing with the prison's takeover by the inmates. She challenges Lionmane to a one on one fight. This has some interesting parallels with the first fight between Batman and the mutant leader in The Dark Knight Returns.

Monday, February 7, 2022

The Howling Dark


Bedlam is one of the worst duties you can pull. Some guys think the Company's punishing them, but that would require them to take notice of us, wouldn't it?

Anyway, only the small ships go to Bedlam and they slow down toward the end so you spend longer in sleep than on a lot of runs. They have to do it that way, because Bedlam is all inside. You drop out into a big cavern. It's all caves and passages. If there's a surface or a single star in that whole reality, nobody has seen it.

The Company and other corporate partners are mining that rock. That part's not too bad. Gravity pulls you toward it, like somehow you were inside a rotating hab and it's all spin gravity, only it isn't spinning. It's weird, but no weirder than other places. What's bad about Bedlam, what drives the miners and support staff crazy, are the winds and the dark.

No sun, no stars. No light. Except for the lightning we put in, it's totally black. 

And those winds--they don't make any sense. Where are they coming from? Where do they go to? They come screaming through those big tunnels and its like a banshee behind you. You can't hear anything. Can't think even. People go deaf from it, true, but the ear protection helps with that part. There's something else, though. The tech guys say it's infrasound--sound so low you can't hear it with the ears. It gets in your head, though. Effects the brain. Causes paranoia, hallucinations. Drives people crazy.

At least they say it's infrasound that does it. I wonder. Ask anybody that's been there are they'll tell you the whole place is thick with, well, malice. I think that place hates us, and it's out to get us all.