Wednesday, October 16, 2024

Wednesday Comics: DC, January 1984 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics released on the week of October 13, 1983. 


New Teen Titans #38: I was 12 years old when I first read this story in Best of DC #61, The Years Best Comic Stories. "Who is Donna Troy?" was in there beside other famous tales like "The Anatomy Lesson." At the time I had not read any New Teen Titans, but I was blown away by what Wolfman and Perez did here. It's a superhero story without any real superheroics: Terry Long asks Robin to do some detective work and try to find out about Donna Troy's past. All she remembers is being saved from a fire as a toddler by Wonder Woman. Robin does his mentor proud in use of the skills of investigation to uncover the twisting path that led Donna to be in that fire and the two loving families she had prior to being adopted by the Amazons.

Thirty-nine years later, I think it still holds up. Sure, Robin's investigation of a nearly twenty year-old mystery is a bit too easy. It differs from what might have seen in a detective drama of the era in that Robin has to do everything himself with little information from surrogate investigators. It also relies on a fair bit of coincidence. The pacing of a 23-page comic makes the poignancy and drama the story is going for perhaps a little more performative than earned. But all of those are the criticisms of a 51 year-old who has had many more years consuming media and has seen comics grow up. This is a very cinematically told story (just look at the opening and closing pages), that really centers the character drama, not punch 'em ups, at a time when comics were still on newsstands and had a preteen target audience.


Superman #391: Interesting Garcia-Lopez/Giordano cover on this one. Bates/Maggin and Swan/Hunt continue the story from last month with Vartox manhandling Clark then kidnapping Lana and holding her for a time in a volcano. Vartox is acting weird, and it turns out that's because he's possessed by an alien entity called Srakka. Srakka is going to have use up Vartox soon and wants to move on to Superman. Meanwhile, Lana's stalker is upset that Superman isn't doing enough to rescue her. He's also holding a woman captive who looks just like Lana.


Arak Son of Thunder #29: The Thomases and Randall/Forton pick up some time after last issue, with Arak apparently accepting his role as new high priest of Artemis, likely due to some ensorcellment. Arak renounces his name and gives up his quest to return home. After a ceremony with the Amazons, he also gets to take the beauteous Dyanna as his bride. Meanwhile, Satyricus has been living it up playing captured devil for credulous rubes at the home of the man Delan that Arak gave the arrow to. That's all blown, when an evil wizard, Maximus, shows up to claim the arrow and Satyricus' hide for a spell. Satyricus is chained and brought into the woods. He soon sees Arak, but his old friend doesn't recognize him. Instead, Arak raises his axe to deliver a killing blow.

In the Valda backup by the Thomases and Randall/Yeates, Valda makes it to castle of Baledor, where there's a magical combat going on between Malagigi and Baledor, allowing her to escape her distracted captors. Her arrival dsrupts the battle, allowing Baledor to get the upper hand. The evil sorcerer sends an enchanted suit of armor to attack Valda. To save her life, Malagigi surrenders.


Batman #367:  Swamp Thing-looking creatures are causing trouble in Gotham. Coincidentally, I'm sure, Poison Ivy has set up an executive stress relieve business in an abandoned house in Crime Alley with the help of a botanist-geneticist accomplice. Everyone gets sent home with a plant after a treatment. Several Wayne Foundation Board members have been gotten treatment, and now are acting strangely. Batman and Jason Todd (in a costume, but not Robin yet) sneak into Ivy's place after hours, but one of the monsters attacks them, and Ivy escapes, but not before starting a fire. 


Flash 329: Despite the cover, there is no actual confrontation between Grodd and the Flash this issue. Bates and Infantino/McLaughlin continue to keep the story at a slow boil. The Flash gets a lawyer who's Barry's old college roommate. Fiona Webb gets committed due to self-injurious behavior, and I can't help but think her mental state is partial Barry's fault for choosing to disappear while the Flash faces charges. Gorilla Grodd continues with his plans, having his gang do stuff, and getting a new human pawn in the form of Flash-loving teen, Angelo Torres.


G.I. Combat #261: The Mercenaries get a rare (thus far) cover appearance. In that story by Kanigher/Vicatan, the trio of soldiers of fortune are in Siem Reap, Cambodia, where they are forced to hastily take a job working as bodyguards for a guy running guns for the "Meiner-Badoff" Gang, the "Red Front" in Italy, and the Nicaraguan rebels. Unfortunately, he also runs cocaine, which is a no-go for our Mercenaries, so things take a violent turn and they wind up on a river in Cambodia where they wind up agreeing to protect a Temple of Angkor Thom from drug-running invaders for the vague promise of a reward.

The first Haunted Tank story is a flashback to an earlier part of the war when Arch and Slim were still alive. Jeb is forced to play Russian roulette with a sadistic German Colonel, but luck is on our heroes' side. The second story is a sort of humorous one that sees the each of the crew dreaming of just what exploit won it for them as they are transported a quartet of medals. It turns out they were just the delivery boys.

In a story that seems a bit Hogan's Heroes inspired, a German commandant of a stalag finds out one of his prisoners is a former chef. He puts him to fixing fancy meals but barely lives long enough to regret it when Frenchie substitutes poison mushrooms in a recipe.


Omega Men #10: Slifer and Smith/DeCarlo follow the remaining Omega Men as Lobo turns Primus and crew over to the resurgent Citadel. It winds up being a trick, though, and from within their fortress the Omega Men turn the tables, leading to a standoff with Harry Hokum. They're fooled by his believe and agree to a summit where both sides can gather allies for a partitioning of the Vega System. The deplorables side with Hokum, but so does pacifist Changralyn. And there's another surprise as Kallista plans to go isolationist, and Primus is left with a choice: Stay and help rebuild the coalition of free Vegan worlds or return to the world of his birth and his wife.

Monday, October 14, 2024

Go Go, Iron God!

 


Our 5e Land of Azurth game continued last night with the party finally making it to the "brain" around of the giant construct. The Gnomish wizard Boq was waiting for them with a vicious Chain Lightning spell. Again, Dagmar's healing was the only thing keeping the party from defeat. Boq couldn't take it as well as he could dish it out, though, and in a handful of rounds the party had defeated him.

There was a kaleidoscopic sphere of energy, which enveloped Erekose. The party was prepared for the worst, but actually the energy was a manifestation of the giant. It recognized Erekose as wearing the control armor and integrated him into its system. 

It was a good thing, too, because some sort of malign, cloud entity was fasted approaching. Erekose tried to turn the construct to run, but they weren't very fast, and the cloud was shooting energy at them. First, they tried to fire missiles from the construct's hands, but they were too proficient with the weaponry and kept missing. Eager for a melee weapon, Erekose asked the mind of the construct if there was a sword. It turned out there was.

A couple of hits with an energy blade seemed to route the cloud thing. They proceeded on their way back to their base. After most of the party took a long rest, Shade and Dagmar tried to see if there was a way to reload the missiles they fired. Climbing down into the hand, they found they most of the missiles had been looted, but there was one extra.

Next, the group looted the bodies and got quite an array of items they presumed to be magical.

Friday, October 11, 2024

Weird Revisited: Mondegreen's Mixed-Up Magics



In the Land of Azurth, the wizard Mondegreen is infamous among magical practitioners, not because he was powerful (though he was) nor for his output of arcane scrolls (though it was prodigious) but because of his habit of misprinting magical sigils and formulae. He seems to have suffered some sort of malady in this regard, perhaps a curse.

A Mondegreen scroll will not contain the traditional version of the spell it appears to catalog at cursory examination. The subtle errors will either effect some aspect of the spell 50% of the time, giving:

1 Advantage to the spell save
2 An increased duration
3 Increased damage (if applicable)
4 Decreased damage (if applicable)
5 A decreased duration
6 Disadvantage to the spell save

The other 50% of the time, it will not work as it should, but rather produce a magical effect from a roll on the Wild Magic Table.

The original version of this post appeared in 2018.

Wednesday, October 9, 2024

Wednesday Comics: DC, January 1984 (week 1)

My ongoing mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics that were at newsstands on the week of September 6, 1983. 


Atari Force #1: Conway and artistic team Garcia-Lopez and Villagran present the story of the next generation, following the events of the first volume of the Atari Force comics that were packaged with Atari cartridges. It's about twenty years later, and we're introduced to a new status quo and a host of new characters: Chris Champion aka Tempest who's got teleportation powers, Morphea, an alien empath recently arrived at the Atari Institute, Dart (like Chris, a child of original Atari Force characters) and Blackjack, two badass mercenaries out to get the employer who betrayed them; Babe a giant, alien child who will one day grow into a mountain, and Pakrat, a rodentoid master thief. We also meet the Darth Vader-esque antagonist, Dark Destroyer. This issue really moves and is full of well-defined characters and interesting concepts, but the real star is the art. I loved this issue as a kid, and it holds up today.


Wonder Woman #311: Mishkin and Heck have Wonder Woman's jet hijacked by mischievous, little creatures Trevor and Wonder Woman term Gremlins. They follow the creatures to a partially solidified sky island where there is a graveyard of planes from different eras. There are some larger beings here too, but their relationship to the gremlins isn't clear before the series end. This issue is a bit of whimsical detour compared to what Mishkin has done in previous issues.

In the Cavalieri and Burgard/DeCarlo Huntress backup, our heroine is confronted by two sewer alligators, guard animals of Earthworm, after being sent into a trap by an informant. Meanwhile, the Earthworm leaves a baby on the doorstep of anti-vigilante politician Terry Marsh.


Amethyst: Princess of Gemworld #9: Mishkin/Cohn and Colon continue the story from last issue with Amethyst and her allies fighting to defend the House of Ruby from the Emissaries of Varn. A surviving member of House Diamond showed up at the end of last issue like he was going to kick the Emissaries collective butt, but know they take him out too with their ability to absorb any attack then send it back. The head of Ruby falls before them too, but then Amethyst realizes that each of the 3 Emissaries has a different function. They concentrate their attacks on the middle guy--the conduit--and force them all to retreat from Gemworld.


Blackhawk #266: The Blackhawks get a replacement for Chop-Chop, Ted Gaynor, who's skilled but a bit too humorless and cold-blooded for the rest of the team. The Blackhawk doppelganger returns and frees Professor Merson. The team recaptures Merson and prevents the double from assassinating Churchill.

In the backup by Evanier and Newton/Jensen, Olaf has a meeting with a courier at the circus where he used to perform, but masquerades as a clown when the circus is forced to perform for a Nazi field marshal. In the end, Olaf gets to the courier and the other performers hold off the Germans.


DC Comics Presents #65: Kupperberg and Morrow bring in Madame Xanadu for a team-up. This is her first appearance since the multiple part Wonder Woman story back in'82 and the last time she'll be seen before her appearance in Crisis on Infinite Earths #12. Superman is having nightmares where he destroys Metropolis. Meanwhile, two other people are also having their dreams invaded by an evil force. They feel compelled to visit Madame Xanadu for help. Together, they figure out they are all being psychically attacked by Maaldor, who we last saw in issue 56. Maaldor wants to destroy Superman or at least convert him to evil, but with the help of Xanadu he's able to put Maaldor out with a super-punch.


Fury of Firestorm #19: Conway is joined by co-writer Carla Conway, his then wife. Art this issue is from Colan and Magyar. The story feels like it could have been in a Bronze Age Spider-Man villain, complete with ill-conceived, one appearance villain, which makes sense given Firestorm sort of follows a Spider-Man blueprint, and Conway is writing. The villain in this case is Goldenrod, a plant humaoid, with the power to cause extreme allergies! He's out for revenge against the unethical researcher who made him this way and he appears to die at the end, but of course, no body is recovered, so he could have emerged next spring allergy season or whenever, but he didn't.


Justice League of America #222: Conway and Patton/Tanghal continue the story from last issue. The cat woman Reena reveals the origin and identity of the animal people the JLA have been encountering. They were the board of Repli-Tech who, fearing financial ruin and potential prosecution as Repli-Tech was going bankrupt, submitted to an experimental process by Dr. Lovecraft to give them animal powers. They used these powers to commit robberies and fight in gladiatorial combats for jaded, wealthy patrons. Seems like it would have been easier and safer to financially exploit Lovecraft's process to me, but I guess that's why I'm not a business executive. When Wonder Woman and Hawkwoman fly to the side of Hawkman who had been poisoned by a scorpion guy and is in the hospital, they are captured.
The lion man. Maximus Rex broadcasts a message to the Justice League Satellite, revealing his captives and boasting that he is leader of a new order.


Vigilante #2: Wolfman and Pollard/Marcos have Adrain Chase learn that those things he usually calls "technicalities" might just be justice being done, as he attacks and beats the hell out of a guy who winds up being innocent after all. He gets disillusioned and gives up he vigilante life to work for his father's prestigious but legal firm but gets disillusioned again seeing guilty men evaded justice. In the end, he takes up the Vigilante mantle a second time with the promise to do things differently, but I'm not sure in what way.

Monday, October 7, 2024

Pulp Readings: The Spider: Corpse Cargo (1934)


Volume 3, Issue 2 of The Spider magazine (July 1934) is as clear an indication as any that Norvell Page (writing as Grant Stockbridge) is not going to pull any punches with his Spider yarns. His first Spider outing saw kids dying from the bubonic plague unleashed by the villain. In this one, we're only a few pages in when a young member of a club of wannabe Baker Street Irregulars, "The Spider Fan Club," is tortured to death by a gang of modern-day pirates using a knife charged with electricity.

This is part of a larger plot where the gang, led by the beautiful villainess who calls herself Captain Kidd, is using a pulpy invention to electrify rails so that that glow with almost magical "green fire" and electrocute all the passengers of trains so their corpses can be robbed without any witnesses. The trains are sent rolling on to their destinations with no one living on board.

It's a hell of a lurid set-up, and Page is up to the challenge of delivering on it. The pirates set some pretty good death traps for the Spider to have to escape from. There's also a bit of a mystery regarding a kidnapped inventors missing granddaughter that isn't a big point but has a nice little payoff. 

The only thing missing, maybe, is any hint of femme fatale regarding Captain Kidd. The righteous and driven Spider finds her utterly loathsome (and with her disregard for human life, who can blame him!), and though Page says she is attractive, he doesn't give her the sort of loving description a Robert Howard would have.

Get The Spider: The Corpse Cargo here. Tim Truman did a loose adaptation of this story in comics format in the 1990s.

Wednesday, October 2, 2024

Wednesday Comics: DC, December 1983 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics on the newsstand on September 29, 1983.


Sword of the Atom #4: This final issue by Strnad and Kane was the only one I owned as a kid, so I jumped into the story at its conclusion. And it's a pretty action-packed conclusion! The Atom leads the revolt against Caellich, learning from a captured traitor that Deraegis plans to throw his support behind the rebels but then betray them and seize power. Meanwhile, Caellich has discovered Deraegis treachery and made sure the word got out to the people that the priest was one that ordered Taren blinded. Enraged, Deraegis commits regicide. As the rebels reach the palace, he activates the star drive and gets a dose of radiation that makes him even more dangers. Voss kills him with an arrow through the head.
Atom has figured out that the drive is powered by the white dwarf star fragment that he came looking for. He tries to deactivate the drive but fails and is bathed in dwarf star energy, causing him to grow to his regular size. 

The drive is going to blow. Atom manages to terrorize the Morlaidhians into abandoning their city and stumbles away himself before it explodes, knocking him unconscious. Ray Palmer is found and brought back to a hospital where Jean finds him. But he's now in love with Princess Laethwen, and he vows to find her and her people in the Amazon jungle again.


Arion Lord of Atlantis #14: Duursema gives Arion a "weasels ripped my flesh" moment on the cover which she and Kupperberg supply within the story as well. Arion and friends are heading home after Wyynde chose to stay with his people when a fireball forces them to make an emergency landing in the ruined city of Mu. Mu, it turns out, may have seen better days but it isn't uninhabited. Arion has to chase off attackers with illusions. The group is offered shelter by a priest named Trykhun. Mara doesn't trust him, and it turns out she's right, after the priest lures Arion into underground tunnels and traps him there. Arion is attacked by a group of rodent-things and a giant serpent creature who they are somehow associated with. Mara gets lost trying to get back to Chian but manages to blunder onto Trykhun's true identity--the chaos godling, Chaon.


Action Comics #550: Rozakis/Bridwell and Tuska/Trapani are responsible for this one. The Earth, of course, doesn't explode this issue, but the cover isn't completely a lie, just misleading. The actions of an immortal alien race of jackasses threaten to cause mass destruction as they search for five items hidden on the Earth during the time of the supercontinent Pangaea. Once Superman figures out the cause and finds out what they are after, he makes a deal to find the pieces for them so they will leave the Earth alone.


All-Star Squadron #28: There's a guest artistic team of Howell and Houston. From the Atom's hospital room, the All-Stars witness Kulak's attempt to break through dimensions to attack Earth, just like everyone else on the planet. They fly up to do battle with his gigantic hands and head in the sky, but they're losing. Luckily, Sargon the Sorcerer shows up to lend a hand with the Ruby of Life. He also delivers some exposition about how Kulak managed to over-power the Spectre. Kulak is thwarted in his attempt to break through, but he still can send the Spectre to attack, so there's another battle with a giant, supernatural foe. Sargon manages to draw Dr. Fate back to Earth to help them, but Kulak seizes the Helm of Nabu for himself. That backfires, as it reveals to him his true nature, and he can't take it. Kulak is blasted through "an infinity of dimensions," apparently by his own self-loathing, taking the Helm with him. And now we know why Dr. Fate started wearing the half-mask.


Camelot 3000 #9: Sir Prentice was horribly injured taking a blast for Arthur last issue and is dying of radiation poisoning. The King splits the round table, sending some of the knights to seek the Grail to cure Prentice while he and the others go to rescue Merlin. Percival, Prentice, Lancelot, and Guinevere go to get the Grail on an alien world. They find it, and Percival is restored to human form then ascends to the next world. Prentice is healed. Lancelot is made the new guardian of the Grail, then promptly loses it to the forces of Morgan Le Fay. 


Detective Comics #533: Moench and Colon/Smith give a bit of a spotlight to Barbara Gordon and her relationship with her father as a group of criminals assault the hospital with the intent of assassinating the Commissioner. As things get low-key Die Hard, Batman shows up to help her out. Also, Jason and Bruce sort of talk out what happened last issue, though the question of a heroic identity for him is still up in the air.

In the Green Arrow backup by Cavalieri and Patton/McManus a terrorist called the Detonator blows up a plane carrying an industrialist who didn't pay $2 million in extortion money. The race is on to retrieve the "black box" that may give a clue as to the Detonator's identity. Green Arrow finds himself contending with the Detonator and a motorcycle gang.


Jonah Hex #79: Spaghetti Western-esque turn this issue, as Jonah Hex escapes the ambush the brothers laid for him the end of last issue by killing Homer but ends up wounded himself. Wilbur follows him through the desert, torturing him by killing his horse and shooting holes in his canteen, but dragging out the moment of his death. Near his end from thirst and exposure, Jonah lays his own trap with a poisoned waterhole. Wilbur drinks and dies, but it appears Hex's victory is pyrrhic, and the vultures descend on him, but J.D. Hart sent by Emmy Lou arrives in the nick of time. Meanwhile, Turnbull plans to blame the death of the governor on Hex.


New Adventures of Superboy #48: Kupperberg and Schaffenberger have Lex Luthor escape from reform school (again) and steal Superboy's super-powers with a device that looks like a vacuum cleaner. Superboy, with the help of his super-robots, tricks Luthor into a position where the Boy of Steel can get them back.

In the Dial H backup, it feels like Bridwell and Bender/Hunt are nearing the end of the mysterious Master arc. With our heroes surrounded by villains, Nick has to dial up some heroic identities to free himself, Chris, and Vicki from the Master's clutches.  In the aftermath, the Master disassembles the dial he stole from Vicki and finds nothing within the H-Dial which could make it work--and can't even recall why he wanted it. He recaptures the three heroes in an effort to learn who he is and why he wants the dials.


World's Finest Comics #298: Art on this issue is by Amendola and Mitchell, and the designs of the Pantheon members seem to be a bit different that last installment. Anyway, we get a lot of Zeta telling Superman how the Kryptonian isn't strong enough to defeat him, and for much of the, that seems to be the case. The Pantheon members recapture Batman and bring Zeta a couple of candidates to be his "Adam and Eve" as Mu is up to something on the Moon. But as Superman finally starts to really fight back, Batman notices that Zeta draws power from the other members of the Pantheon. Eventually though, it's Superman's arguments that sway Zeta. He agrees that his actions are not worthy of his godlike power. He restores a couple of people to life he killed and decides that he must leave to ponder his own humanity and disappears into the Cosmic Tree.

Monday, September 30, 2024

Retrostar RPG Review


Retrostar
by Barak Blackburn bills itself as "the rpg of 1970's-era sci-fi television." It's from Spectrum Games who publish other niche, genre emulation systems like Cartoon Action Hour.  I haven't had a chance to play it yet (though I plan to give it a try), but these are my thoughts on a read-through.

Its a fairly narrative game whose conception and playstyle probably owe a lot to PbtA games, though it has different mechanics. I find its player character mechanics to somewhat straddle a line between "meta" and diegetic. For instance, characters have three traits: Adventure, Though, and Drama. These could have functioned the same way and been called Physical, Mental, and Social, but I think using the terms they do puts you more in the mindset of thinking of a character's role in the imagined series, not necessarily their capabilities within the world of the show. On the other hand, characters are further defined by "descriptors" for above or below average attributes that are more in-world qualities.

Nonmechanically, characters are described with a Background supplied by the Showrunner (GM) and by Casting notes created by the player. The author of the game wrote up Buck Rogers from the Buck Rogers in the 25th Century this way:

Background: Time-displaced USAF and NASA Pilot from 1987, unofficial captain in the Earth Defense Directorate; cocky, charming, dashing, roguish, ladies’ man; perpetual flirt; attracted to Wilma, who is put off and charmed by his manly nature; frequently gets into trouble because of lack of understanding of 25th century.

Casting: Brown haired, rugged, charismatic smile, playful, wiseass, loyal to his friends.

Adventure: 1 (derring-do) 
Thought: -1 (impulsive)
Drama: 1 (magnetic personality)

SFX: 4
Feat of 1987 Machismo 1/ 2d
Laser Pistol 1/ 2d
The basic mechanics are pretty simple and again, in some ways, reminiscent of PbtA games, but not identical. Players roll at least two dice, and add the results together with results of failure, mixed failure/mixed success, or success. Descriptors, SFX, and situation modifiers alter what you roll. The absolute magnitude of the total modifier determines the number of dice rolled, whereas the valence determines whether ultimately sum the highest or lowest two dice. For example, total modifiers of -1 mean roll 3 dice and take the lowest two, whereas +1 means roll 3 and take the highest two.


To simulate the structure of 70s TV, a session or episode is broken into 5 Acts, with each Act only allowing characters 12 dice rolls. Rather than the typical "actions" (or the PbtA term "moves") Retrostar terms these Intentions. I suspect this is because they want to promote the players thinking in terms of scene resolution rather than task resolution, but it's different. An intention is about achieving a goal within a scene, so one roll might stand in for several rolls in games concerns with more granular representation of actions.

The Showrunner guidance talks a fair amount about helping players to frame intentions and how to adjudicate the results. It also talks about structuring adventures in 5 Acts.

The rest of book is focused on series creation. Retrostar defines series with 5 Dials (Thematic, Plot, Recurring, Cheese, and SFX) with describe roughly how topically socially conscious, serial, formulaic, trend-chasing, and well-budgeted the series is. In its introductory section, there's an overview of 70s sci-fi tv and the dials of a number of real TV series are given. The dial ratings are rolled against in prep to see if that element will play a part during a particular adventure. 

For its rules lite-ness, I think Retrostar will take a bit of getting used to. Its mechanics are sort of novel. Its subject matter is appealing, though, and I think it approaches it in a clever way.