Wednesday, September 10, 2025

Wednesday Comics: DC, December 1984 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics released the week of September 13, 1984. 


Flash #340: So finally, as the cover declares: "The Trial of the Flash Begins," but don't expect any legal drama from this issue. Bates and Infantino/McLaughlin are up to the same old thing as Flash escapes from and then befriends Big Sir but rescuing the misguided giant and a bear cub he's concerned about. Meanwhile, the Rogues go on a crime spree, and a psychic brought in by Captain Frye gets closer than either of them realizes to the hereabouts of Barry Allen. The trial begins with the shady DA confident of a conviction, and the Flash late to proceedings.


Arak Son of Thunder #39: We get an introduction to the various legendary beasts held with Satyricus, and as they all have a hatred of Barmak, the caliph's vizier for their imprisonment, they agree to join Alsind in seeking revenge. Meanwhile, Malagigi attempts to secure the release of the others, but the vizier denies knowledge of the other captives. The wizard finds Arak's otomahuk, proving Barmak is lying. He escapes Barmak's goons and finds the caliph with his harem. Just then, the beasts attack.

Malagigi, Arak and Valda fight to protect the caliph from the beasts. Most of the animals are slain, but after Barmak kills Alsind with a thrown dagger, the basilisk attacks him and turns him to stone.


Batman #378: Moench and Newton/Alcala reveal the verdict in the custody battle that has been running through the bat-titles: Natalia Knight gets custody of Jason. While dealing with all this, Batman keeps up the pressure on Mayor Hill, by "haunting" him. The Mad Hatter, meanwhile, wants Hellstrom's loot from the Nightmare, Inc. robberies and delivers a special hat to Natalia to get the information out of her mind. Thanks to this happening on Jason's fist night with her, Batman happens to show up to stop him, which is a good thing because if the Hatter had gotten away with the data in his computer, he might also have learned Batman's and Robin's secret IDs. Nocturna again makes a plea for a new relationship with Batman and Robin, but neither trusts her.


G.I. Combat #272: In the Haunted Tank story, Stuart's Raiders lead a one take invasion as they serve as the feint giving cover for the D-Day landing. Mlle. Marie and her resistance fighters make a guest appearance. The Mercenaries take a job to find a Vietnam vets Vietnamese wife and bring her to the U.S., but things get complicated when Vietnamese officials get in the way, and they discover the couple has a young daughter. 

Kana appears in a very unespionage-related O.S.S. story has he flies a mission to destroy a Japanese Kamikaze base and discovers his cousin Myobu is one of the Kamikaze pilots. In the nonseries story, the Allies send three French agents into occupied France to carry a code book to the resistance. One of the agents proves to be working for the Germans and takes the codebook to them, but the Allies were aware one of the agents was a traitor and so implanted homing transmitters in the dummy code books to guide a bombing raid.


Jemm, Son of Saturn #4: Something I've never thought of before, but Superman's appearances with other characters (particularly newly introduced characters) often involve Superman acting without full information and making the situation worse. Such is how he is utilizes by Potter here. Working with a government a rogue agent to track down the Saturnian, Superman suspects he isn't being told the full story but goes along with a confrontation that escalates quickly and leads to a fight with Jemm, then Superman getting shot himself by his revenge-maddened ally who has stolen a secret government super-weapon designed to take down any alien. Then, the White Saturnians show up, and Jemm and others are taken captive, but not before a young girl is accidentally killed.


Omega Men #21: This is a fill-in issue, done while Moench and Smith were working on the annual. Sharman Di Vono, the credited writer, just has a couple of DC credits and seems to have worked mostly in animation. Alex Niño appears to be their go-to for fill-ins on this title. His work is more pleasing here than on the late Thriller. Anyway, Omega (Wo)Man Syri (first and only appearance) and a robot sidekick are on a routine mission when they have to deal with leftover Citadel forces that have turned to piracy.


Star Trek #9: "New Frontiers" perhaps signals that Barr and Sutton/Villagran are stuck bridging the "gap" between two movies that (though maybe they don't know it) that follow directly. They do an admirable job of filling this (forced) space, even if the continuity produced isn't going to be seamless. We pick up where STIII ended, with Spock still convalescing on Vulcan and Kirk and crew heading off in the stolen Bird of Prey to do something else important. Meanwhile, Starfleet is sending Styles and the Excelsior to bring them in.

What Kirk and crew is up to is telling Carol Marcus about her son's death in person. She blames Jim at first but ultimately realizes that he has lost a son too, and they hold a memorial service.  The story then makes a disorienting shift to Enterprise at the Regula One Station. Kirk accuses Carol of undermining him with their son, then sentences her to death--and has the station destroyed. Before the last page reveal, I knew we were in the Mirror Universe, but the smash cut shift is a clever device.


Superman #402: Bates and Swan/Oksner have Daily Planet newcomer, Justin Moore encounters what appears to be a stubble-bearded Superman in an alley, with limited memory and powers, begging for help. Moore helps him avoid the apparent aliens searching for him and hides him in the Superman Museum. Unfortunately, Justin's help is repaid with paranoia, and he soon finds himelf running for his life from a semi-super madman. That is until the real Superman and the aliens, who are really cops from the future, arrive to take the psychiatric patient from that same future with delusions of Superman-hood into custody. The Monitor's satellite makes an appearance as the future folks seek out his help in locating the real Superman.

In the backup story by Bridwell and Boring/Marcos, it's a sort of Freaky Friday where Jor-El wakes up in the body of his adult son on present day Earth, while Kal-El is in his father's body in Krypton of the past, thanks to the machinations of Phantom Zone escapee, Kru-El.


Tales of the Teen Titans #49: The Titans are getting ready for Donna's and Terry's wedding. At least in the framing sequence with art by Perez. Most of the issue deals with Wally and Frances defeating Dr. Light in Central City (which Wolfman tells us is a small, suburban city in the Sunbelt, weirdly) which provides a good place for Infantino to make a guest appearance on pencils. An amusing detail is that Dr. Light never actually sees who defeats him, since Wally is moving too fast, and Frances' powers aren't visible. A brief cameo by the Flash confirms what Wally already suspected: using his super-speed power is killing him and there is no cure. Despite the horrible new, Wally phones to confirm his attendance at the wedding.

Monday, September 8, 2025

Revisiting Skaro

I originally posted these maps in 2018, but I came across them again and thought they were worth re-sharing. For those of you not familiar with Doctor Who lore (it's at least possible somebody reading this isn't!), Skaro is the homeworld of those plunger-armed, shrill-voiced robotic monsters, the Daleks.

According to the map, first appearing in The Dalek Book (1964), Skaro is almost AD&D Outer Plane weird. Check out the named locales here:


Seas of Rust, Ooze, and Acid. The Lake of Mutations. The Radiation Range. All pretty dire stuff. Also, don't miss the note on the giant "serpents" of Darren that are really mutated earthworms!

If that's not enough, subterranean Skaro, is just as weird:




Friday, September 5, 2025

Readings in Planetary Romance: Lost on Venus


Not too long ago, I made the case for Planetary Romance, and particularly its Sword & Planet (sub-)sub-genre, as good fodder for role-playing games, particularly games focused on exploration of the sort come to old school hex and point crawls. I've recently re-read the first of Edgar Rice Burroughs Venus series, Pirates of Venus (1932) and read for the first time its sequel, Lost on Venus (1935). These provide could examples of the Sword & Planet virtues I mentioned.

The Venus series follows the adventures of Carson Napier, young engineer and daredevil, who's launched out in a missile for Mars, but due to faulty calculations, winds up on Venus. Unlike most epic fantasy or even Sword & Sorcery heroes, but like most of his Sword & Planet brethren, these adventures largely come down to him being lost a lot and stumbling onto monsters and weird civilizations.

In Pirates of Venus, he falls in (literally) with the Vepajan loyalists in exile, in a city built high in titanic trees. After learning the language, he gets a job as a tarel gatherer in training, which turns out to be a dangerous line of work, as tarel is the silk of a giant spider. After getting lost in his first outing, he and a friend end up on the ground, where they encounter more hostile wildlife before being taken as slaves by birdmen working for the Vepajan's enemies, the Thorist revolutionaries. 

Taken on board a Thorist vessel, he foments a conspiracy among the other slaves and leads a mutiny to take control of the ship. They briefly turn pirate (or privateer without letters of marquee since they act in Vepaja's interests), until the Vepajan princess Carson is in love with is abducted by Thorists into the wilderness and Carson gets tossed overboard in a storm.

Lost on Venus picks shortly after that, when both Duare (the love interest) and Carson have been captured and taken to a Thorist colonial settlement. There, Carson is placed in a death trap with 7 deadly doors. He escapes though and manages to rescue Duare through a series of the sort of coincidences that Burroughs is famous for. They run into and get lost in the Venusian forest where they have to avoid dangerous animals and cannibals and figure out a way to get food, which involves making a spear and bow and arrows.

Eventually, there's a capture by a mad scientist-type with an army of undead (and another escape), then Carson winds up in an advanced, scientific "utopia," which is really a totalitarian state with an obsession with genetic purity. And then they escape...

If this all sounds rather episodic, well it is--in exactly the way roleplaying games are episodic. The deficits (at least in this regard) these originally serialized stories have as literature are virtues for the table. Finding food and shelter is a concern, too, in a way it might be in a hexcrawl, though the plot armor provided Burroughs' characters ensure none of them starve.

Burroughs' protagonists, and Sword & Planet protagonists in general, are often more reactive than players are or at least often like to be. Things happen to them, or they are forced into a certain course of action. I feel like some of this is broadly acceptable, though there should usually be ways to avoid an encounter by cautious players, and there should always be multiple of ways out of any predicament. 

Wednesday, September 3, 2025

Wednesday Comics: DC, December 1984 (week 1)

My mission: to read DC Comics' output from January 1980 (cover date) to Crisis. This week, I'm looking at the comics that were at newsstands in the week of September 6, 1984. 


Atari Force #12: Conway/Helfer and Garcia-Lopez/Smith move toward the climax of the arc. Christopher Chance starts his trial on New Earth by condemning the authorities for their foolishness and trying to escape again. Meanwhile, the crew of Scanner One, still dealing with Blackjack's betrayal, are pulled toward the Dark Destroyer's ship in orbit around a planet at the edge of New Earth's system. Escaping via a smaller craft, they land on the planet in secret and discover the Dark Destroyer's horrifying antimatter bomb. They attack the Dark Destroyer's forces, but they're outnumbered, and Blackjack betrays them again. Though defeated, Martin confronts the Dark Destroyer, who removes his helmet to reveal he's Martin Champion, or at least looks like him.

There's a humorous Hukka backup story by Giffen. In the letter column, we're given the news that Garcia-Lopez is leaving the book for the New Teen Titans and Barreto is replacing him.


DC Comics Presents #76: Mishkin/Cohn and Barreto team-up Superman and Wonder Woman. As weird creatures attack a demonstration of new biological research, the heroes spring into action. It turns out the mastermind behind the attacks is a woman raised by the Amazons who now uses their secret of living clay, like the substance from which Wonder Woman was created, to make warriors and monsters that do her bidding. Ultimately, it's revealed she's doing this to seize the scientist's formula as rescue herself from the potentially fatal results of her self-experimentation, but she fails and dissolves to mud in Wonder Woman's arms.


Fury of Firestorm #31: Cavalieri and Kayanan/Tanghal pick up where last issue left off. Mindboggler has Firestorm in her control, but before she can bring him back to Breathtaker, the cops show up and arrest him for his erratic behavior in Central Park. Still out of it, he's beat up in jail, before being picked up for transport to another facility. It turns out, though, that the transport is a fraud, perpetrated by Incognito who has gone rogue to prove himself to Breathtaker. Firestorm escapes after a run-in with a rival gang, but Mindboggler grabs him again and appears to be in total control.


Justice League of America #233: Conway and Patton kick off the Detroit League's debut in the regular title with a story that perhaps emphasizes their new direction: a focus on the characters and their interactions. The spotlight here is mostly on Vibe who is challenged by the Skulls to take a stand in the conflict between their gang and his former gang, El Lobos. Zatanna and Vixen step in to help, but Vibe doesn't appreciate their involvement. When local grandmotherly type Mother Windom fills in the other Leaguers on Vibe's background and the fact that his brother is now leader of El Lobos, they get involved in the turf war, easily ending the conflict--for the moment. Not exactly high stakes superhero action, but in the coda, Crowbar, former leader of the Skulls, is mysteriously transformed by an unknown being calling itself the Overmaster.


Vigilante #13: Kane is still on art, and Wolfman switches things up for a more investigative mystery sort of story, though still with a lot of action. Vigilante sets out to clear a man who appears to have murdered his partner and his partner's wife (with whom he was having an affair) by poisoning, but Vigilante doesn't buy it. In the course of proving the man's innocence, he fights with the guy twice, then causes him to fall from an airplane in a continued scuffle, shoots him, and steals his parachute, leaving his dead body to drop to the ground. But in the end, Vigilante figures out who framed the guy even though he can't tell anybody. Justice!


Wonder Woman #322: Mishkin and Heck/Maygar engage in some patching up of continuity as they bring this arc to a close. Following Eros's assertions last issue, we find out from Hippolyta (and Aphrodite) that the goddess was only able to resurrect Steve Trevor the first time he died by melding him with the power of Eros, which is why Eros now thinks he was Trevor. The manipulation of Diana's memory is revealed, but then Eros goes on a rampage, trying to kill the Steve Trevor, who (this issue reminds us) is the Steve Trevor of an alternate Earth. Anyway, by the end of this issue the current alt-Steve Trevor has the memories of the dead Earth-One Steve Trevor, so all's well, and we can never speak of this all again! Diana, disillusioned by the Hippolyta's manipulation leaves Paradise Island "forever."

In the editorial, we're told that due to sales, Wonder Woman is going bimonthly following this issue. The next issue blurb teases an appearance by the Monitor who, we are told, has been appearing all over the DCU getting ready for his role in something called Crisis: Earth

Monday, September 1, 2025

Bigger and Better! A New Random Appendix N Generator


James over at Adventures in Gaming v2 took my throwaway idea from last week and ran with it! Check out his much more comprehensive generator on his blog.

Friday, August 29, 2025

Random Appendix N Campaign Concept Generator


Need a campaign idea or at least a prompt to develop your own? Just roll on the following table based on the AD&D "Appendix N" and fill in the blanks! 

Protagonists like [A] in a setting like [B] with magic like [C].

Roll     Author
1         Poul Anderson
2         Leigh Brackett
3         Lin Carter
4         Edgar Rice Burroughs
5         L. Sprague De Camp
6         De Camp & Pratt
        Lord Dunsany
8         PJ Farmer
9         Gardner Fox
10       Sterling Lanier
11       Fritz Leiber
12       H.P. Lovecraft
13       Abraham Merritt
14       Michael Moorcock
15       Fred Saberhagen
16       Magaret St. Clair
17       J.R.R. Tolkien
18       Jack Vance
19       Manly Wade Wellman
20       Roger Zelazny

So, I got A=17, B=20, and C=12, which gives me: Protagonists like JRRT, a setting like Zelazny, and magic like H.P. Lovecraft. I'll interpret that this way: There's a tidally locked planet (suggested by Jack of Shadows), where the nightside is dominated by Elder god-horrors with an oppressed human class in a technological realm, and the dayside is a sylvan realm of elves and dwarves, who seek to keep back the encroaching hegemony of the nightside.

One more example: A=4, B=14, C=10. ERB, Moorcock, and Lanier. This is an easy one. A group of "modern" Earth folk find themselves in post-apocalyptic realm of knights and chivalry where psychic powers are viewed as magic.

Give it a try!

Wednesday, August 27, 2025

Wednesday Comics: Drome

Last week was a big one for graphic novels for me. I picked up four, and two of the three I've finished, I liked a lot. I wrote about The Avengers in the Veracity Trap over on the Flashback Universe blog, but here I wanted to talk about Drome by Jesse Lonergan

Drome is a creation myth in a world part Kirby's New Gods and part Metal Hurlant. He draws bits from a lot of different sources, I imagine, including the association of the platonic solids with the classic elements, but much of it echoes events in the Epic of Gilgamesh.

A black, horned, male deity creates humans, and they war upon each other and the beasts of the world until a white, mohawked or crested female deity sends a heavily muscled demi-goddess born of water to subdue the humans, then teach them civilization. Later, a bestial, nature demigod born of Earth becomes the lover of the god-queen. The two must deal with the arrival of a rampaging spirit of fire, then a rebellion of jealous humans who unleash a cosmic bull.

Lonergan's style is integral to the telling of his story. The pages are often broken in equal-sized squares which are just as likely to be a grid imposed on the scene or part of the scene as they are to organize the story spatially or temporally. There is relatively little dialogue, leaving the images to tell most of the story.

I read the story digitally, but I'm considering picking up the hardcover because it's gorgeous and a work I think I will revisit. It's definitely made me want to seek up Lonergan's other work.