Friday, August 19, 2022

Weird Revisted: Cold War Planescape


"Intelligence work has one moral law—it is justified by results."
- The Spy Who Came in From the Cold, John Le Carre

This is what came of seeing The Man from U.N.C.L.E. (2016) and Atomic Blonde in the same weekend back on 2017.

Take Planescape's Sigil and re-imagine it as vaguely post-World War (it really doesn't matter which one) in technology and sensibility. It's the center of fractious sometimes warring (but mostly cold warring) planes, but now it's more like Cold War Berlin or Allied-occupied Vienna.

Keep all the Planescape factions and conflict and you've got a perfect locale for metacosmic Cold War paranoia and spy shennanigans. You could play it up swinging 60s spy-fi or something darker.

There's always room for William S. Burroughs in something like this, and VanderMeer's Finch and Grant Morrison's The Filth might also be instructive. Mostly you could stick to the usual spy fiction suspects.

Wednesday, August 17, 2022

Wednesday Comics: DC, November 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 August 20, 1981.


Action Comics #525: Wolfman and Staton start this story a year ago, when Superman responds to a terrorist attack (courtesy of Luthor) on a nuclear power plant. Superman saves two of Luthor's hirelings, but they lie for some reason and tell him there wasn't anyone else, and Supes can't see the guy due to lead shielding I guess. The hireling, Nat Tryon (get it?) manages to survive and makes his way back to Luthor who puts him in a suit under a ray--and leaves him there for a year. Tryon is changed by a into Neutron, a nuclear-powered villain, and when released by an accident seeks revenge on his former buddies and Superman for not saving him. In the end, Neutron kills his former cohorts, but his fights with Superman are draws. If he can't kill Superman he decides to destroy him emotionally by striking at Metropolis itself. This a lot more action-y story than most in Action; Wolfman brings more of a Marvel approach.

In the Air Wave backup, Hal and his girlfriend science fiction art exhibit, encounters a costumed thief called the Cosmic Corsair and gains a case of amnesia. His girl has to cosplay as the Cosmic Corsair to shock him into regaining the memory of his superhero identity so he can defeat the badguy.


Adventure Comics #487: The cover blurb calls this "the most talked about new series!" I am skeptical. In the first story, Radiator and Crimson Star are working for the mysterious Master, but the Avatar (one of the more interesting IDs in this title) and Kismet stop them quickly. Chris and Vicki also patch up their differences (mostly) and decide to be friends and partners again. The second story is pretty silly with a scientist having turned himself into a giant snake. Our heroes have to save him from the police who plan to kill the monsters. 


Brave & the Bold #180: Fleisher and Aparo, the creators of the infamous Bronze Age Earth-1 Spectre, present this team of that character with Batman. An ancient Japanese relic is stolen from a Gotham museum and a guard is murdered. Batman discovers the item is part of a staff belonging to an evil wizard with the un-Japanese name of Wa'arzen. If the pieces of the staff are re-united, Wa'arzen can return. Jim Corrigan gets involved as well, bringing in his alter ego, the Spectre. The wizard achieves his power, and is strong enough to challenge the Spectre, but Batman uses a well-placed batarang to knock the scepter from his hand, so the Spectre can defeat him. Teamwork!


All-Star Squadron #3: Thomas and Buckler have the different groups of here defeat the disparate portions of Per Degaton's overcomplicated plan, and the team finally comes together! A lot of "business" goes on in this issue, and I'm going to go to the unusual step of linking to a detailed synopsis here, because the author humorless points out the plot goofs and continuity errors. As a kid, I would have eaten this up but as an adult I feel its a bit to jam-packed with stuff that winds up being not terribly entertaining. Some of it may be a consequence of having to juggle so many protagonists.


Detective Comics #508: Conway and Newton drop the ball here after the Manikin two-parter. Selena Kyle is missing. Batman finds dust that he realizes (somehow) is the same as dust from ancient Egyptian tombs. He goes the the museum for help from an expert, but resident Egyptologist, Geoffrey Griffin is also missing. It turns out, Griffin was obsessed a Egyptian Queen Kara (who happens to look a lot like Selena) and the pyramid at Giza. Bruce is off to Egypt and finds Griffin and Selena in a previously undiscovered room inside the Sphinx! Griffin thinks he's Khafre reincarnated, somehow has magical Egyptian artifacts, and wants to preserve Selena alive as his undying queen. Fight ensues, Batman defeats Griffin who then gets mauled to death by jackals. This is 70s cartoon level plotting.

In the Batgirl backup by Burkett and Delbo, Barbara gives an impassioned speech for prison reform. Meanwhile, a geologist who feels people are taking his discovery of an energized space rock seriously goes an mutates himself into a superhuman freak with it. Calling himself the Annihilator, he defeats Batgirl. When Supergirl shows up to save the day, he begins absorbing her power!


House of Mystery #298: The first story here by Harris and Sutton is okay. It's a Twilight Zone pastiche about a 19th Century looking settlement were an alien arrives and robs the grave of the recently deceased burgomeister--and is mistaken for the undead and attacked by the townsfolk until it's revealed the alien actually rescued the burgomeister from premature burial and cured him. The alien takes off his space helmet and proclaims he brings greetings from Earth.  

Next up, DeMatteis and Gonzales have the ghost of a blind bluesman get revenge by blinding the record exec who cheated him. Then there's an EC type story with an EC-esque exploitation of deformity, where an escaped robber on the run from the mob with money is drawn into a weird house for people with various gruesomely acquired deformities. When he see's their room full of money, he decides to rob them too, only to have a terrible accident like all the rest and wind up a hunchbacked, twisted, permanent guest. 

The last story by Jones and Infante exemplifies the principle of Chekhov's dynamite retrieving dog. A a handsome ne'er-do-well is caught dynamite fishing on the property of a reclusive, but wealthy young woman, who has a pure breed dog he is quite taken with. The man feigns interest in the woman to get her to marry him, and she has done so, he drowns her in the pond. He celebrates his wealth with a little dynamite fishing, but the good dog retrieves the dynamite and they both die in the explosion.


Superman Family #212: Pasko and Mortimer finally reveal what the deal is with Greg and his odd behavior: he's got a gambling problem. They leads to Supergirl tangling with Blackrock, who I only knew from the Who's Who before this. Also, Lena is having severe headaches. In Mr. and Mrs. Superman, a rival reporter plants a fake "Superman stops A Flying Saucer Story" but Lois and Clark but turn his lie into a staged reality. In the Rozakis/Calnan "Private Life of Clark Kent," a newsboy who wants really badly to be a reporter manages to actually help Clark on a story by being an eye-witness to a jewel robbery. In the Levitz/Oksner Lois Lane story, she tangles with yet another criminal who wants her dead. It involves a scene of Lois, undressing from the shower, when a hand grenade is lobbed in her window. She quickly picks it up and throws it back outside, then takes her shower. 

The Jimmy Olsen story by Pasko/Delbo is the wackiest of them all. After a visit to the dentist, Jimmy is plagued with insomnia and people keep trying to kill him. Turns out, the dentist and his nurse are both plants and working against him (though not with the same goals) and the fake distant has been broadcasting a high pitched signal into a receiver implanted in Jimmy's tooth to keep him awake.

Monday, August 15, 2022

Fire from the Void


Our Land of Azurth 5e continued to explore the tower built to channel the the wild magic of the fallen star. After damage from some traps, they found a room where the energy could be dampened by slowing the flow of energy to the spinning stone--which a wizard's notes was be used somehow to bore into realities.

After shutting off two dampeners, the power decreased considerably. They entered the room where the jagged length of obsidian-like star stone was slowly stopping it's spinning. In the distance sealing of the dark room a shadow shape spoke: 

"How long have I waited? Drawn here from the shadows, warming myself on this meager fire and hating the wan light of the young stars...And you, you come to extinguish it!"

"Once there were many of us. We were born in the first hot rush of the universe with the primal stars. We danced and sang amid the radiance. Now there are few, and the universe has creatures such as you things--cold and leaden. I will share with you the fires of the heavens!"

A void dragon unleashed it's star radiance breath weapon on them! Kairon was dying and none of the rest were feeling so good.

The dragon told them to bring it the creature that had been in the stone. It wished to consume it's celestial energy. It admitted it was unable to fit into the room where the thing was held. It showed them the door and again demanded they get it. 

Kully taunted the dragon that he was hardly afraid of a creature that could leave the room. It wasn't an accurate taunt, but it served for the moment, because the party was through the door before the dragon could react.

In the room there was a glass orb full of an energized arcane fluid. This was the source of the power for the entire place. Within, they saw the shadow of a slim, human hand beckoning them.

They debated briefly on what to do. Kully used music to attempt to communicate. The creature responded with something like ethereal, whale-song. The party decided to cracked the orb. A slim, strange being emerged.

Sunday, August 14, 2022

Weird Revisited: Graustarkian Karameikos

This post originally appeared in 2014. I think several Known World/Mystara nations could be fictional countries in the real world. I may do a further post on it.

The Grand Duchy of Karameikos is a small nation in the Balkans on the Adriatic Sea. It has a long history going back to ancient times when the Romans built a fort and founded a trading outpost at Specularum--now Karameikos's capital, Spekla. Since those days, Karameikos has been in the hands of a succession of empires: the Byzantine, the Serbian, the Ottoman, and briefly, the Austro-Hungarian.



The current ruler of Karameikos is Stefan III. He has retained the title of "Grand Duke" despite his nation's liberation from Austria-Hungary. Grand Duke Stefan and most of the nobility trace their families back to Byzantium, but rule over an ethnically mixed populace of Albanians and Serbs, as well as Greeks. The predominant religion is the Orthodox Church of Karameikos, though there are also Muslims and a small number of Roman Catholics.

Believed to be the only photo of the leader of the Black Eagle
One of the greatest threats to modern Karameikos is the terrorist group known as the Black Eagle. The group is vaguely related to Albanian nationalism, but its direct aims seem to be criminality and destabilization of the current government. It's leader is named either Ludwig or Henrich. As his name would suggest, he is said to be of Austrian descent. His primary advisor and bomb-maker is believed to be a former monk named Bargle.

The Mad Monk Bargle, while briefly in custody
This post relates to my previous Ruritanian ruminations--and of course to D&D's Known World.

Wednesday, August 10, 2022

Wednesday Comics: DC, November 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 August 6, 1981.


Justice League of America #196: I've read this issue by Conway and Perez/Tanghal I don't know how many times since my childhood, and it still holds up. Batman, Earh-2 Flash, Hourman, the Atom, and Earth-2 Superman get taken out by the Secret Society members, one by one. Now the Ultra-Humanite stands poised to achieve his goal of wiping all the heroes off Earth-2! This is really rock solid 80s superhero comics here. This arc is the best so far of Conway's run.


Krypton Chronicles #3: Bridwell and Swan walk us through more of Superman's family tree, this time without even a hint of conflict in the framing story. We get the story of the Kryptonian Noah and the sort of Krytonian Archimedes--both of which are ancestors of Superman, as is the inventor of the Kryptonian surname. Clark's book is a big hit, which has Morgan Edge thinking about approaching Hawkman for a Thangarian saga.


New Teen Titans #13: Starfire and Raven enjoy a vacation on Paradise Island--that is until the purple ray turns Changeling into an enraged dinosaur--while the guys investigate Mento's disappearance, discovering Madame Rouge's secret base and Robotman. They recover Mento, but he's actually a mole for Rouge. Meanwhile, Wonder Girl gushes over Terry.


Secrets of Haunted House #42: Nothing really great here. There's a witch from the Amazon who gives a Great White Hunter talking boils that look like her face after he rebuffs her advances and kills her, courtesy of Gonzales/Breeding. Then, a humorous barb at comic book fanboys by Sciacca and Bender where the Devil gives said fanboy all the comics in the universe, killing him. I feel like their are some in-jokes here I don't get. 

Skeates/Cullins present a story of a astral projectionist who wants to kill a guy for undisclosed reasons. His heart is too weak to do it, so he trains he successor, who reneges on the deal, but then his ghost gets revenge. Three escaped convicts get turned into the crew of a model slave galley in a story by Kashdan and Pender. 

Wessler and Ayers/Rodin put a murder in a blackly humorous situation after he hides his wife's head in a bowling bag, but then gets caught up in who close call for discovery after another. Finally, Mishkin/Cohn and von Eeden/Mushynsky combine forces for a story of ghosts who switch victims to make it easier to enact their revenge.


Superman #365: "When Kryptonians Clash" Bates and Swan have Supergirl out to get Superman after he cures her of a rare disease. This isn't any slugfest, of course, but another of their puzzle stories and yet another nefarious alien plot. This one at least hints at a conspiracy as the alien is about to reveal who put him up to this when he is vaporized.

In the Rozakis/Schaffenberger "The In-Between Years" backup, Clark is in Metropolis for college, but Superboy has eventually settled anywhere yet, and the world wonders where he's going. Clark in the meantime is having to save folks like reporter Perry White without revealing Superboy's in town. In the end, White catches on though.



Weird War Tales #105: The Creature Commandos are really back, this time. This again hammers DeMatteis' frequent theme for this strip of the people who created the commandos being the real monsters, as Shrieve leads the team in terrorizing and driving out a town full of German sympathizers in the U.S. Shrieve views the situation in black and white, but some of the Commandos have more empathy. 

Kanigher and Yandoc present a tale of a German concentration camp commandant who has his face replaced with a replica of a dead Jewish prisoner and has the prisoner's number tattooed on his arm, so he can escape when the camp is liberated. Heading to South America to connect with Nazi expatriates, he is captured. No one believes his story, and he is gassed and his skin winds up making a lampshade for the leader. Kanigher is back again with Ditko with a story of German conjoined twins, separated after an accident, with one raised in the U.S. and one raised in Germany. By unlikely circumstance they both end up dying on a German U-boat on opposing sides. The final story by Kashdan and Estrada that posits a future where wear is expediently waged by robots playing chess--but the system falls apart when Mauritania cheats by sneaking a human player inside the robot.


Wonder Woman #285: The final showdown with the Red Dragon, and the of his schemes. What I noticed most about this issue is that it perfectly illustrates Conway's vagueness about Wonder Woman's power level. We have her saving the day, by jumping up and redirecting a missile in flight with her strength, then "gliding on air currents" back to the ground. Then she has an extended conflict with the (as far as the story tells us) relatively human but badass Red Dragon. 

The Huntress backup by Levitz and Staton has hints of unresolved sexual tension between Robin and Huntress, which feels a little off since earlier installments have played up the "big brother, little sister" dynamic, but it serves only to leave a thread dangling for another story. Her DA beau, after he's finally out of harm's way from the joker toxin breaks up with her because he can't have a superhero girlfriend.

Monday, August 8, 2022

Broken Compass


Last week I picked up game Broken Compass by the Italian gaming company Two Little Mice from drivethru. It's a rules lite-ish game in the pulp adventure vein. Interestingly, the default setting such as it is is not the 30s pulp heyday of most rpgs, but the 1990s, positioning it as primarily meaning to replicate pulp-derived films like The Mummy (1999) and games like Tomb Raider and Uncharted rather than the original sources. It does, however, have a supplement for the pulp "Golden Age" also available on drivethrurpg.

In brief, it's not unlike YZE games: a d6 dice pool based on attribute (or Field here) plus skill, with a "push" mechanic (called Risk in BC) where you get to reroll. BC looks for sets of matching rolls, though, rather than a target number, and difficulty is ranked by the number of matching dice you need. I think BC intends for characters to fail their roll or at least partially fail a fair amount, though this often doesn't mean that their action has failed. Instead the Fortune Master is meant to apply a complication, setback, or plot twist (though this is mainly for Challenges, not life-threatening Dangers. For a Danger it seems like a failure is more likely to mean a failure).

There is no damage and no "hit points," though Luck points are lost in offsetting life-threatening failures. When all Luck points are gone the character is out of the adventure, though not necessarily dead. There are also Bad Feelings which are conditions that can be applied as a consequence and reduce the dice available for future rolls, and Good Feelings which are their opposites that can be earned to award additional dice.

With its mechanics and campaign structure based around "episodes" and "seasons," what Broken Compass struck me as likely being good for is action/adventure tv shows. Tales of the Gold Monkey, obviously, but with a bit of tweaking The Wild, Wild West or even Buck Rogers. Also, I think this would be a good game to run comic strip or bande dessinée type stuff like Terry and the Pirates or Tintin. Or Popeye!


There were some supplements Kickstartered last year that give alternative settings like Space Opera, Westerns, trad Fantasy, Cyberpunk, Occult Investigators, or Toons, but frustratingly they are not yet even available to nonbackers as digital products. Still, it seems a super-easy system to hack on your own.

There are some areas where it doesn't shine. It isn't really made for long-term play, perhaps; there isn't much advancement to speak of. Also, characters are not really mechanically much different, particularly if they are of similar "types," so if mechanical specialness is important to a player, they probably need to be in a game without too many fellow players.

Those things aside, I think it's well worth checking out and plan to give it a whirl soon. You can download the preview of the game here.

Sunday, August 7, 2022

Weird Revisited: Ozian D&D


The original version of this post appeared in 2017 after a bit of discussion on Google+ about Oz-influenced D&D. With two 5e Oz supplements currently available, it seems like it's still a current topic.

From its conception, Oz has been an important (though certainly not the only) influence on the Land of Azurth (particularly for the primary campaign site, Yanth Country), so I've thought some about how Ozian elements can be used to inform D&D fantasy.

First off, it must be acknowledged that "Ozian fantasy" may not be a precisely defined thing. The portrayal of Oz itself changes from the first book to later books by Baum--and to an even greater degree throughout the "Famous Forty" and beyond. Oz in the The Wonderful Wizard of Oz is mostly uninhabited, and the places that are inhabited are mostly agrarian, but later books pile on more and more civilization. Baum's vision is of an American fairytale, and so the early books lack standard European-derived or Arabian Nights-inspired creatures and characters: The Tin Man is a woodsman not a knight. Ultimately, however, knights, dragons, and genies all become part of Oz.

(Anyone interested in Baum's American fairytale conception and examples of it in his non-Oz fantasies should check out Oz & Beyond: The Fantasy World of L. Frank Baum by Michael O. Riley)

With that sort of lack of specificity in mind, here are my broad suggestions for how to make a D&D campaign more Ozian:

Lost worlds/hidden kingdoms instead of dungeons: Whether standard D&D or Oz, exploration and discovery plays a part, but D&D's exploration sites are often known areas of material wealth and danger near settled areas that are usually purposefully visited to be exploited. Ozian sites are unknown or little known areas, accidentally discovered, like the lost worlds of adventure fiction.

Animated Simulacra and Talking Animals instead of the usual demihumans: Both D&D and Oz have nonhuman characters, but Oz’s are more individual, not representatives of "races." They also aren't the near-human types of elves, dwarves, and halflings. In fact, all of those races would probably fall under the "human" category in Oz. (In the first book, most Ozites are short like halflings, not just the Munchkins).

Social interaction/comedy of manners instead of combat or stealth: Violence and death sometimes occurs in the Oz books, but conversation and timely escape are the most common ways of dealing with problems. While this may in part be due to them being century plus year-old children's books, some of the exchanges in Dorothy and the Wizard are not dissimilar to the ones that occur in the works of Jack Vance, albeit with much less wit or sophistication. No Ozian villain is too fearsome not to be lectured on manners--at least briefly.

Magical mundane items or magical technology instead of magical weapons: The noncombat orientation of Oz extends to magic items. Magic belts, mirrors, food dishes, etc., occur in Oz but few magic swords or the like that you see in D&D or European legend. Oz blurs the lines between science/technology and magic to a degree. (The examples of this that are more Steampunkian or magictech seem to be unique inventions, however.) Pills and tablets will fantastical (though perhaps not magical in the sense the term would understood in Oz) properties are more common than potions, for instance. In general, foodstuff with fantastic properties, both natural and created, are more common than in D&D.

Faux-America instead Faux-Medieval: Ozian society seems almost 19th century in its trappings, or more precisely, it is a society that is not foreign (except where it specifically means to be) to the a young reader in the early 20th century. It lacks most of the elements of the real world of the 19th Century, however, like industry, social conflict (mostly), and (sometimes) poverty. It also lacks complicated social hierarchies: there is royalty, but no nobility.