Monday, August 21, 2023

Classic TV Flashback


Over at the Flashback Universe Blog, Jason Sholtis and I have started a series where we watch an episode or two of some "classic" TV show we find on streaming and blog about it. So, far we've watched Mr. Lucky (good) and Gigantor (less good)--a post that debuts tomorrow. 

If you're entertainment starved, might be worth a read.

Thursday, August 17, 2023

Sail the Microversal Seas!

Artist Jeff Nelson has imagined Marvel's Microverse from the Micronauts comic as islands in a sea. Only tangentially related, but this reminds me how the Microverse would be a good Spelljammer setting.



Wednesday, August 16, 2023

Wednesday Comics: DC, November 1982 (week 3)

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 19, 1982.


New Teen Titans Annual #1: This is the conclusion to the Omega Men/Blackfire saga that has been going on over the past couple of months. Lord Damyn's Psion advisor, scheming to take greater control over the Vega System, proposes Starfire fight Blackfire in a duel to the death, ostensibly to decide Komand'r's succession and the fate of Tamaran--though he really plans a double-cross. Meanwhile, aboard the Omega Men's ship, the Titans learn X'Hal's origins which--I hadn't thought about this before, but it fits--seem to have some passing similarities to Phoenix/Dark Phoenix. On Tamaran's surface, the death-duel results in Blackfire's defeat and apparent death but also triggers a series of explosions set by the Psions that will wipe out the Vegan system. Vega is saved only when X'Hal breaks free and detonates the explosives harmlessly. Raven heals the badly injured Starfire. While this is a reasonably well done story, I feel like the arc was paced poorly. I think a Starfire spotlight issue is fine, but sidelining the rest of the Titans for a double-sized annual just for the duel seems bad planning.


Brave & the Bold #192: Barr and Aparo team-up of Batman and Superboy. I.Q. (a villain I have only seen before in the Who's Who) shoots Superman with a special ray that sends the Man of Steel back in time, leaving in his place a very confused Superboy. While Batman is on the case, Superboy tries to visit his family and finds out his adopted parents are dead. Moping, he loses his determination to do this superhero thing. Batman gives him a pep talk and together they confront I.Q., learning of his experiments and using them to reverse the ray. Superboy returns to his own time, and Superman returns to the present.

In the Nemesis backup, our hero assumes the identity of a bad stage actor in order to get close to Council member, Irene Scarfield. We're told at the end of this installment that it will continue in the main story next issue.


Legion of Super-Heroes #293: Levitz and Giffen/Mahlstedt give us Chapter 4 of the Great Darkness Saga. Most of the Legionnaires are searching for the servants of Darkness--and they find them. Though some Legionnaires are taken down, Wildfire burns the cloned Guardian of the Universe to ashes, and Element Lad creates Gold Kryptonite to destroy the Superboy clone. The third with the astro-harness escapes. Brainy has deduced the identity of the Master and his plan--but it may already be too late.

Meanwhile, Chameleon Boy is visited by his Dad in prison. At Legion HQ, the baby that Dream Girl thinks is important is growing up unusually fast.

The Master of Darkness is on Daxam. He's brainwashed the people into his slaves and forces them to remake their world to his requirements. When that's done, he commands them to go forth and conquer the universe in his name--Darkseid.


Green Lantern #158: Barr and Pollard have Jordan looking to replace his destroyed home with a ship, so he goes to Talkor "home of the finest shipwrecks in the galaxy." He gets a distress signal on the way, though from a ship being attacked by a giant, yellow monster. Since the creature's skin is immune to his ring, he lets it swallow him to attack it from the inside, driving it off. He goes with the grew to Talkor's moon where he meets the scientist, Dr. T'Gura who is working on the time travel. The scientist, obsessed with again being with her lost love, tricks Jordan and imprisons him so she can use his ring to power her device. Jordan uses his ring to attract the monster he fought previously. Its attack frees him, destroying T'Gura's machine, but the scientist chooses to stay in the past.

In The Green Lantern Corps backup by Kupperberg and Novick, Charles Vicker saves the insectoid inhabitants of Ftl'yl XI from extinction, but still feels disconnected and unappreciated by the alien species in his sector. A mother thanks him for saving her child, though, and Charles realizes that they don't need to look like humans to have the same sorts of feelings. Charles considers settling on that world.


House of Mystery #310: Another nice Kaluta cover. In I...Vampire, Bennett is back in the present day and apparently so is Mary, because one ring must follow the other. That's a rule that wasn't clear before, I don't think. Anyway, Bennett throws the ring in the ocean to stop Mary time traveling and so she does the same with her ring. So that's that. Bennett has the vampire version of a meet cute with a lonely woman vampire. He tries to enlist her to his cause, but ultimately, she chooses death seeing the sunrise one last time as she feels her hunger is too great for her to stay as virtuous as him.

That story is followed by an interesting but amateurishly drawn story by Skeates and Curry and Smith. The captain of the high school football team gets a dose of reality as his interest in an enigmatic girl at school leads him to discover a fringe group called "The Realists" who reveal to him his true, degraded appearance and that of everyone else thanks to pollution and radiation--an appearance the powers that be hide from everyone with drugs in the water supply. Rather than join the rebellion, the jock runs back to comfortable illusion by chugging as much water as he can. Then he goes to the prom. The final story by Kelley/Bissette and Capital has an unscrupulous used car salesman gets what he deserved at the hands of a surgeon whose wife died in one of the salesman's lemons.


Night Force #4: Wolfman and Colan/Smith have Baron Winter get a visit from suspicious police officer thanks to recent events. Meanwhile, Gold and Caine are still uneasy allies in London, looking to rescue Vanessa. The creepy Zakarig Zadok leads the Soviet interrogation of Vanessa, but her literal demons prove too powerful. By the time Gold and Caine arrive at the estate owned by the Soviets outside of London, the place is in flames and Vanessa has been spirited away to Moscow.


Sgt. Rock #370: Rock and Easy are suffering in the North African heat, nearly out of water and ammo, when the Germans drop leaflets suggesting they surrender. They come across a platoon of German soldiers who appear to have taken the Allied leaflets to heart and surrender to Easy. It's a ruse, though, and Rock figures it out in time to turn the tables on them. Harris and DeMulder follow that up with a tale of Grumman Avenger pilots who pick up some combat tips from their pool games on their aircraft carrier. 

Then there's an uncredited story about submarines and a frogman. Finally, Ron Randall gives us a futuristic tale of an android secret weapon being outdone by the enemy's facility not for quality but quantity in mass production. 


Warlord #63: I went over the main story in this issue here. The new backup feature here is The Barren Earth by Cohn and Randall. Humans have returned to Earth after abandoning for the stars. They find their ancestor's world a desert thanks to the sun having become a red giant. They also discover their enemies, the Qlov, have followed them. As a result of the battle, a group of humans are stranded on Earth, among them our heroine, Jinal. 

Monday, August 14, 2023

Dead Spacemen and the Clockwork Princess


Last week, I forgot the session report on our last Land of Azurth 5e game, so here it is. The party was still in the labyrinthine, ramshackle of Junk City. The former Mayor of Rivertown, Gladhand, though ailing from a mysterious attack was able to lead them to where Viola, the Clockwork Princess of Yanth Country (who has been absent for quite some time) was hiding out. Turns out it's in a shabby temple to Clockwork--but that's really just a front for her operation to build--well, some sort of weapon, she didn't elaborate to fight the Wizard and his shadowy allies.

The party is a bit nervous about this as last time they saw her (in the future) she was crazy and on a rampage. They ask a lot of questions to probe for signs. She seems her same old self though, and she has a mission for them. She needs them to still a power source from a crashed spaceship to power her weapon.

The party agrees, but later maybe they wish they hadn't as the remnant of the ship's crew are undead. At least one of them a fairly powerful undead with the power to drain life. It's a close call for Erekose, but the group wears the creature down. 

They still haven't found the power core, though.

Friday, August 11, 2023

The Mixed Up Setting

 


Sometimes, always with an eye toward being able to use the published material for some well-supported game or another, I get (possibly mad) idea to take parts of one setting and combine with another so that the result wouldn't immediately be recognizable.

Ideas I've had in the past playing a wuxia game using the map of Middle-Earth (and MERP materials), The Known World replaced with Talislanta equivalents, or Creation from Exalted, but built as a D&D setting (using published 5e material).

I've never done any of these as at the end of the day the work required wouldn't be that much less than making up my own stuff in some instances, but it's still an idea that pops up from time to time.

Thursday, August 10, 2023

Swords Against Sorcery: Archetypes

 In the game I'm working on, all PCs are defined in part by two Archetypes. These represent types of characters found in comic book Sword & Sorcery. In game terms, they provide bonuses to Attributes and Domains and also special abilities. 

Each archetype has a primary and secondary Attribute and Domain. Should a player pick two Archetypes with the same primary Attributes/Domains they can use that one and their choice of the two Archetypes secondary Attributes/Domains. The character also gains the Expertises and Talents of each Archetype.

While the Archetypes remain a work in progress, below is a sampling of the ones I've come up with. At this point, the plan is not to give any description of them beyond the abilities they provide, letting players interpret them as they will.

ACOLYTE
Attributes: Presence (Intellect)
Domains: Words (Sorcery)
Expertise: Religion
Talent: Divine Favor. Make a successful roll to call upon the aid of your gods or guiding spirit. Any successes can be used like Momentum to aid you or another hero for one scene. It does not add to your Momentum pool. 

BARBARIAN
Attributes: Daring (Instinct)
Domains: Wilds (Deeds)
Expertise: Survival or Hunting
Talent: Like A Jungle Cat. Gain an additional die when detecting dangers in the wilderness or when trying to sneak up on a foe.

COURTIER
Attributes: Instinct (Presence)
Domains: City (Words)
Expertise: Persuasion
Talent: We Were Close Once. Once per session, succeed at a Persuasion Challenge to create an NPC and/or declare a recently introduced one a former intimate acquaintance. A failed roll means they now harbor some ill-will against you.

DABBLER
Attributes: Intellect (Instinct)
Domains: City (Sorcery)
Expertise: Occult Lore
Talent: Just What I was Looking For. Add an extra die to any roll related to quickly finding a particular magical formula, ritual, or piece of information in a tome or even library.

GALLANT
Attributes: Presence (Daring)
Domains: City (Swords)
Expertise: Persuasion
Talent: Flashy. Use Presence instead of Might as an attribute for melee fighting when you have an audience but deal one less Blow.  

REAVER
Attributes: Daring (Cunning)
Domains: Deeds (Swords)
Expertise: Seamanship
Talent: Bloody-Handed Buccaneer. Apply your Seamanship Expertise to shipboard combats and to attempts to intimidate foes or lead pirate crews on the high seas.

WARRIOR
Attributes: Might (Daring)
Domains: Swords (Wilds)
Expertise: choice of a weapon
Talent: Valor. Spend 1 Momentum to shake off any Fear condition in a combat situation.

Wednesday, August 9, 2023

Wednesday Comics: DC, November 1982 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of August 12, 1982. 


Marvel and DC Present Featuring the the Uncanny X-Men and the New Teen Titans #1: The existence of this crossover is a testament to changing times at Marvel and DC. The previous crossovers involved "blue chip" characters big in merchandising, but here are the current hot teams from current titles. Darkseid resurrects Dark Phoenix intending to use her power to transform Earth into a second Apokolips. The Teen Titans and the X-Men move to stop the two and Darkseid's lackeys the Para-Demons and the Terminator (Deathstroke, that is). Raven and Professor X psychically weaken the Phoenix-entity so that she it is forced to possess the body of Cyclops to survive. Reunion with her former lover returns Phoenix's memories of her life as Jean Grey, and she turns on Darkseid in revenge for his having reawakened her from death. Darkseid and Dark Phoenix vanish in a massive explosion, and later Metron sees Darkseid apparently imprisoned like the Promethean giants. Claremont delivers on what you want from one of these which is the characters interacting on complimentary ways but also briefly fighting each other. The Simonson/Austin art team isn't what we expect for either team, but it works.


Batman #353: This is a pretty standard Bronze Age Joker story from Conway, helped a little perhaps by art by Garcia-Lopez and Tollin. The Joker plans to dynamite the New Jersey Palisades into the shape of his head and kill the Batman in the process. What's interesting about this story to me is it positions Gotham as not in New Jersey (contrary to more recent and other Bronze Age lore) and puts the New Jersey Palisades right across the river from Gotham, suggesting Gotham occupies the same spot as Manhattan, which is weird because New York also exists in the DCU (as seen in The New Teen Titans).


Daring New Adventures of Supergirl #1: Kupperberg and Infantino/Oksner have relocated Linda Danvers to Chicago where she enrolls in Lake Shore University and gets an apartment--with a neighbor named Johnny Ostrander? Anyway, at the campus, she has a chance encounter with Gayle Marsh, a psychic with incredible powers, and both sense the power in each other. Gayle is being trained by a Svengali-type called Mr. Pendergast to wipe out the moral "decay" around them by destroying Chicago. Marsh transforms into the scantily-costumed Psi to do just that, but she is opposed by Supergirl. She initially defeats Supergirl, but, after a mental argument with Pendergast, she's allowed not to kill her--at least not until she saps Supergirl's powers and adds them to her own!


Flash #315: Bates and Infantino bring Goldface, fresh from his defeat in Green Lantern, to Central City as he attempts to start a new criminal network. He tries to capture Mick "Heatwave" Rory to learn the Flash's identity, but Rory escapes and goes to the Flash for help. Meanwhile, the Eradicator kills again, this time to protect his secret identity--which is even more clearly telegraphed as the "bleeding heart" Senator, Creed Phillips. I'll say this, and not necessarily as a complete reflection on this story: Bates has always done a good job of juggling subplots in this title, even at times when the main story wasn't as interesting.


G.I. Combat #247: I've to feel a bit for Kanigher, because the twilight of the war comic I suspect means the sunset of his long career, but I can't be too sad about it when he recycles plot ideas. The first Haunted Tank story here is much like a Sgt. Rock story from a few months ago, where the heroes wonder through various war vignettes and wind up being stellar at a bunch of different jobs. The second HT story s better, with another of the crew seeing a ghost for once, as Craig is haunted by the ghost of Slim (the guy he replaced) until he proves himself.

In the Mercenaries story with art by Vicatan, the trio is hired to bring in a group of treacherous agents selling weapons to terrorists. The agents see through the deception, but don't reckon on the Mercenaries boobytrapping their own boat. Kana the ninja is back in the good graces of Control and doing honorable ninja stuff to help the American war effort. In the last story, an actress's knowledge of Shakespeare allows her to formulate a plan for an American victory in battle.
 

Jonah Hex #66: Hex is still on the vengeance trail, going after another of the rogue cavalrymen that left his fiancée to die years ago. Webster tries to use a criminal gang to do his dirty work but comes to ruin in the end and is exposed as a coward as well as a thief and murder before his wife, who takes a liking to the more manly Hex. Fleischer and friends are coasting.


Saga of the Swamp Thing #7: I mentioned last time that this title was weird, right? So we ended last time the reveal that most of the partygoers were cyclops-like monsters. As they attack, the Sunderland Corporation Executives escape on a hydrofoil. For some reason, Harry Kay gives Dennis Barclay a gun and tells the other executives that Barclay and Tremayne were killed. They make their way to to ship's sick bay to analyze the monsters' blood. Meanwhile, Swamp Thing discovers a large sea monster in the depths of the ship and learns by telepathic means, that it arrived on earth as a microscopic organism on a spaceship that landed in the ocean and mutated when it came into contact with an experimental strain of herpes virus (a Sunderland Corp cargo ship sank with the virus on board). The alien now continues to spread by infecting humans and destroying passing ships in an attempt to rebuild its own spaceship to go home. The monster then tries to infect the Swampy, but his blood seems to cause the monster pain. He escapes and Barclay is able to use his blood to make a serum they put in a bomb and use to inoculate the monster, killing it. Swamp Thing winds up on an island that apparently has dinosaurs.

In the Barr/Carrillo Phantom Stranger backup, the Stranger, after saving a woman from killing herself in remorse over her fiance's death, reasons that she is being punished for transgressions in a past life, so he bargains with a mysterious Voice to be allowed to show them to her so she can be aware of what she has done.


New Teen Titans #25: More action in the Vega System. Thinks aren't going so well in the Titans' attempt save Starfire and the Omega Men's plan to keep the Citadelians from taking X'Hal from Oa. Raven is almost overcome by the Trigon side of her personality, and Demonia attempts unsuccessfully to betray her comrades to Lord Damyn. There's a standoff where Cyborg threatens to kill Lord Damyn unless Komand'r surrenders, but Blackfire just kills Damyn herself and claiming the throne of the Citadel homeworld. And X'Hal decides to go with the Citadelians! 


Superman #377: Kupperberg is credited as "guest writer" this issue. Terra-Man's back, but losing a battle to Superman, he accidentally warps o an alternate Earth where he meets a double of himself with magical powers. Like, mainly he makes a gun shape with his fingers and shoots a magical beam. The two Terra-Men team up to lure Superman to the magic-based Earth and defeat him. Superman has to throw out some spells he learned from Zatanna and gather magical wands and other tools from a museum to defeat them, fighting fire with fire. It's all goofy, admittedly, but Superman's method of dealing with the threat is also kind of clever, so not bad.