Monday, December 15, 2025

Another Year in Gaming


Our gaming group spent our last get together of 2025 having dinner together at a local restaurant, as is our tradition. In addition to the current regular crew (Andrea, Bob, Gina, Kathy, and Tug), and spouses and kids, we also got a guest appearance from Eric, one of the original Azurth players. It's always good to get the group together since we mostly play online since the pandemic (something we'd like to change in 2026).

In addition to our continuing Land of Azurth 5e campaign, we tried Beyond the Wall for 3 sessions. Compared to last year, there were fewer diversions to other games, as I was trying to keep momentum going with Azurth. With the "off-week group" of strictly online gamers, I gave HârnMaster a go, as well as They Came From Beyond the Grave!

In 2026, I hope to give the new Planet of the Apes game a try, and whose knows, maybe do something crazy like start a new, long running campaign, though perhaps not 11 years and counting, like Azurth. We'll see. 

Whatever happens, I'm glad to be in this hobby with these folks.


Friday, December 12, 2025

Mysteries of Tatooine


In discussing this recent Youtube video arguing Star Wars (1977) suggests a setting without FTL communication, my brother and I gradually drifted over to considering some minor mysteries regarding the desert planet Tattooine. The central question is: "what exactly is Tattooine's place in the galactic civilization?" Luke tells us: "If there's a bright center to the universe, you're on the planet that it's farthest from," but is that just the restless teenager in him talking?

Canonically, Tattooine is a sparsely populated world located on the Outer Rim, though Wookieepedia suggests the whole concept of an "Outer Rim" doesn't appear in the films until the sequel trilogy. This perhaps implies it is on the edge of civilization, but it's possible that it only means the edge of Imperial (and Republican before that) control. "Sparsely populated" seems reasonable given what we see in the films and the fact it's an entire planet, particularly when we consider this is a relative sparseness compared to the more urbanized, populous worlds.

There are, however, at least two details in Star Wars arguing against Tattooine as some sort of wilderness frontier. These have to do with the Jawas and Mos Eisley spaceport.

Used Droid Salesmen

The Jawas are scavengers, and they've got a big crawler full of junk that roams the desert and picks up "gently used" droids to refurbish (a bit) and sell to farmers and rural settlements. If Tattooine is sparsely populated and droids are so expensive relative to local incomes that people have to buy the pre-owned ones Jawas sell, then where exactly do all the droids come from that the Jawas scavenge?

It's possible the demand for used droids has to do with where droids come from which makes new ones scarce. Another possibility is that droids were traditionally priced beyond the reach of rural folk of modest means, but the end of the Clone Wars lead to something of a switch back to consumer focused production in the galaxy's industry over wartime production and restored supply chains, so that the wealthy inner worlders were able to finally get that new droid they'd wanted, leading to an abundance of older models on the market, analogous to the situation with cars in the U.S. after World War II. These older models would naturally wind up in the hands of dealers like the Jawas. 

Still, unless what happened to Threepio and Artoo is just an accident, it looks like they are roaming the desert picking up droids, rather than just waiting for their shipment at Mos Eisley. I think it's at least possible that the desert not infrequently turns up excess droids--and I have an idea as to why.

Scum and Villainy

Obi-Wan says of Mos Eisley: "You will never find a more wretched hive of scum and villainy." This is from a guy who knows the Emperor is a Sith Lord and was made to fight in an arena on Genosis! In the Old West idiom frontier towns are often stereotypically lawless, but I don't think Tombstone or Dodge City would deserve a description like that. Also, Tombstone and Dodge City had reasons why they were boomtooms that drew the riffraff (silver mines and the cattle trails, respectively). 

Obi-Wan's description and the vibe of Mos Eisley in general suggests a pirate town like Port Royal, Jamaica ("the wickedest city on Earth.") Such towns would appear in places the law hasn't effectively reached, but close to very busy and lucrative trade routes. You wouldn't get a crime lord like Jabba rich enough to have a palace and sponsor speeder races without crime being lucrative.

Back to the Jawas and their scavenging: If pirates are often taking ships and hiding the evidence or just discarding the refuse, in the desert, well there would wind up being stuff for the Jawas to "salvage."

Tattooine On Viewscreen

I think the evidence from the movies point to Tattooine as at the edge of imperial jurisdiction, but in a well-traveled zone between the Empire and other, civilized regions controlled by other interstellar powers.  It's nature as a desert world means it is less desirable for heavy colonization, but its location ensures the thriving pirate boomtown of Mos Eisley, and the existence of power strongmen benefiting from that crime.

Wednesday, December 10, 2025

Wednesday Comics: DC, March 1985 (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 December 13, 1985. 


Amethyst #3: Mishkin/Cohn and Estrada/Tanghal pick up where last issue left off. Aquamarine returns to his islands to find the revolution fomented by Fire Jade in full swing. His imperious attitude gets him killed by a rebel with a magic sword provided by Jade. Amethyst travels to the isles and first fights in a rage but then slows down and discovers that the rebels kind of have a point about their treatment under Aquamarine and are only being duped by Fire Jade. The rebel leader teams with her to take Fire Jade down, which happens surprisingly easily, so I don't think we are truly done with her.

Fire Jade's defeat is real enough, however, so that Prince Topaz ensorcelled by her to romance then kill  Lady Turquoise, is freed from the spell, finding he is truly in love with Turquoise.


Arak Son of Thunder #42: Arak follows in the footsteps of Gilgamesh in a quest into the Underworld to get Satyricus and Valda back. Angelica says she will restore them to the land of living if Arak will retrieve the herb of immortality

Arak has to battle Scoropion People guardians and resist the charms of Siduri, only to find the river has dried up and the herb is gone. Blind Utnapishtim overs him the last seed of the plant. Arak refuses to take the seed as he doesn't want Angelica to have eternal life. It was a test, and Arak passed, so the old man opens a portal to Kur where his friends are.


Batman #381: Moench and Hoberg/Alcala bring this phase of the Night-Slayer/Nocturna arc to a close. Night-Slayer is still dressed as Batman and committing crimes. Robin and Nocturna are swinging through the city at night looking for him or Bruce but can't find either. Mayor Hill has convinced himself that Batman really as committing the crimes to taunt him regarding his attempt to frame the cape crusader. When Bruce finally makes his appearance, he's set a plan in motion that traps the Night-Slayer, revealing him for an imposter, and as reveals Hill's misdeeds. Night-Slayer escapes, but Hill is on his way to jail. As a bonus, he also makes the socialworker think Natalia Knight is still working with the Night-Slayer, so Bruce gets custody back, even though they are now friendly with Nocturna. As a coda, Bruce visits the blind woman with the crush on Batman who tried to reveal Anton Knight's imposture, and the implication is that he spends the night with her!


Flash #343: Finally, Bates and Infantino/McLaughlin reveal just what made Cecile Horton dislike the Flash so. It turns out her father was a cop killed by Goldface back in the two-parter in 1982. Flash tries to convince her that Goldface lied about giving Flash a warning to get out of town before he killed, but for some reason Cecile doesn't believe him. Probably because we wouldn't have enough plot for the issue if she did. She goes to Goldface in prison, and he lies, of course, and she believes him, but then he kidnaps her in a jailbreak. The Flash comes to the rescue, but not before a gloating Goldface reveals that he did lie. Cecile feels awful for wrongly blaming the hero than has saved her life twice now.


G.I. Combat #275: The Monitor makes another appearance (or at least his satellite does) in the Haunted Tank story, apparently surveilling the ghost of J.E.B. Stuart in the void. Most of the story is about Stuart's Raiders on a mission to escort of defecting German tank commander to the Allied lines, but it turns out to be a trick, and the crew must battle the enemy inside their own tank.

There are three nonseries stories set in World War II, two of them by written by Kashdan. In one, the lone survivor of a mission in the Pacific Theater merely to distract enemy from the real objective, refuses a medal in disillusionment and anger. In another, a German commander betrays his side and frees U.S. prisoners of war in the name of stopping the destruction of a Belgian church he considers a work of art. In the sole story penned by Wessler, a U.S. squad sweeping for mines, tricks the German who set them into getting blown up by his own handiwork.

In the Bravos of Vietnam feature by Kanigher and Trinidad, Bravo 7-3 disguises themselves as peasants working the rice paddies to lure the Viet Cong into a trap.


Jemm, Son of Saturn #7: The Red Saturnian Jogarr must have been convinced by his talk with Superman last issue, because he arrives on Earth just in time to help Jemm defeat Grayol, a Koolar with a sort of cybernetic control over the ship the Prince and his friends stole from the White Saturnians. Meanwhile, Synn becomes aware of the existence of Jogarr's people and prepares to destroy them, while Tull is still out to get Jemm.


Omega Men #24: The primary draw of this fill-in story is the art of O'Neill, which certainly brings a different feel to the book. The script by Wolfman about the leaders of the Omega Men being tested to the limit in an underground city of Okaara is perfunctory. There's a backup too, a reprint by Wolfman/Gold and Morrow from Witching Hour #13 (1971), which the editorial here suggests the first appearance of the proto-Psions. 


Star Trek #11: Barr and Sutton/Villagran continue their Mirror Universe saga. Before Enterprise self-destructs at the orders of Mirror-Kirk, Scotty and Saavik manage to separate the saucer section from the warp drive. Meanwhile, Spock is revived and wins a psychic duel with his Mirror counterpart. With some hand-wavey rejiggering of the Tantalus field, Kirk disables Excelsior and captures his doppelganger. Scotty and Saavik repair Excelsior and modify the transwarp engines to travel into Mirror Space. Kirk plans to stop the Empire's invasion, disobeying Starfleet's orders. 


Superman #404: The first story is a silly tale by Boldman and Saviuk/Kesel. Superman is fighting criminals in Metropolis wearing the cape and cowl of Batman. Exposure to an accidental blast from a magical syrinx makes Superman grow small horns that he has to disguise as he searches for now stolen syrinx.

The second story by Rozakis and Schaffenberger is sort of holiday themed, as Perry White enlists Superman at Christmastime to prove to a doubting Canadian boy that the hero does exist, but Superman keeps getting delayed by emergencies.


Tales of the Teen Titans #51: Wolfman and Buckler/Smith again have Titans dealing with the fallout of Terra's betrayal. Aided by Lilith, the group thwarts a gang of gun-runners in the service of President Marlo, the leader of an unnamed Middle Eastern country. Jericho's mother stole military secrets on the strength of the neighboring nation of Kyran, and Marlo hires Cheshire to get Adeline Wilson and the information he has so he can plan an invasion. In the re-introduction of Chesire, we get a lot of reference to the mysterious "he" who is the father of her child and former Titan. Meanwhile, the Pentagon and Interpol tell Nightwing they want the Wilsons for questioning. When Nightwing tells Changeling, who's already suspicious of Jericho thanks to his parentage, attacks him and tries to arrest him. Jericho, anxious to pursue his mother's kidnapper, defeats Gar and escapes. Meanwhile, S.T.A.R. scientists discover an alien spaceship and its pilot frozen in the Alaskan ice.

Monday, December 8, 2025

Differentiating Science Fantasy


Often science fantasy as operationalizes in rpgs is just some flavor of rpg fantasy with ray guns or robots, or "ancient technology" as the default explanation for something strange. (In fact, high tech "science" often  becomes the extraordinary thing in a setting full of magic but completely conventional in its portrayal of magic.) There isn't anything wrong with that, but science fantasy fiction points the way to making the genre feel different from a fantasy setting that just also has some lost tech.

More Psychic than Spellcraft
The magical effects (when they aren't technology mimicking magic) often tend to resemble psychic powers instead of spells or rituals.

Non-Medieval Society
In C.S. Friedman Coldfire series, the owners of a bookshop who are the victim of an attack by the magical agents of a dark lord of sorts have to worry the authorities will think they committed insurance fraud. There's no reason a science fantasy setting has to limit itself to mixing science fiction and the (pseudo-)Medieval. Elements of any era could be fair game, depending on the setting.

Device Dependent
In science fantasy, more magical effects are going to be the use of a device or chemical rather than a spell. A Polymorph effect, for instance, can still exist, but it would be from a transformation machine or "atavism ray" or the like. A variant on this is when a classical magic item turns out to be a technological device, like when Travis Morgan's putting a bullet into Deimos' crystal ball and we see circuitry inside.

Subtle Reminders 
Little details that point to the nature of the setting often help set the mood. Post-apocalypses (fantasy and otherwise) tend to excel at this. King's Dark Tower stories have a witch writing a note on an old Citgo receipt pad, for instance, but having an old device put to a new purpose is a device that works in science fantasy too.

Consistency
While in many situations "science vs. magic" in a fantastic context would just be cosmetic, it's important to keep in mind the different origins and make sure the details match. For instance, orcs that are embodied spirits of evil ought to operate differently in any number of ways compared to orcs who are a transplanted, anthrophagous alien species or orcs that are bioengineered servitors.

Friday, December 5, 2025

Moon Melee


Our Land of Azurth 5e campaign continued last Sunday with the party concluding their brief trip to the Moon. The Bright Goddess of the Thrice Thousand had granted their request for one of the "tears of Azulina" (celestial sapphires, some of which were allegedly used by the Wizard to grow the Sapphire City of Azurth), but they would have to get it from the Faceless Collector who the Bright Goddess had just given it to.

The Collector agreed to hand it over, but only if the party bested him, and his servitor in combat. The party agreed and the match began. The servitor proved to be a hulking robot with a sword and machine gun army, though this was not a fight to the death. The Collector had psionic powers and a golden scimitar.

The party one out in the end, likely due to their superior numbers, but Erekose and Waylon took quite a bruising. 

True to his word, the Collector handed over the sapphire. The party was guided out of the goddess' gardens and back to their ship. The return flight was mercifully uneventful.

The gnomic technicians in the service of Viola, the Clockwork Princess of Yanth, put their science to work and blasted the petrified princesses with the sapphire's radiation. The stone around them crumbled and beneath they were their normal selves.

As soon as she was able, Viola said: "I've just determined a way we can defeat the wizard."

Wednesday, December 3, 2025

Wednesday Comics: DC, March 1985 (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 December 6, 1984. 

The "Meanwhile..." column in these issues discusses upcoming limited series. A Frank Miller Batman story, and a pitch by Alan Moore originally involving the Charlton characters, which Giordano declined to let be used, so instead it will use new characters.


Vigilante 15: Cullins is on pencils this issue with Maygar/Kesel inks. Wolfman is trying to put distance between the position of Vigilante and the more bloodthirsty vigilante Electrocutioner, so we get the story of a circus clown who resorts to bankrobbery to pay his wife's medical bills. The sympathy his case generates gets him acquitted, which Chase (and Vigilante) thinks is justice done, but the Electrocutioner sees him as another criminal let loose be a corrupt system and goes after him. Vigilante and the other circus performers intervene to save the clown's life.


Funny Stuff Stocking Stuffer #1: Funny Stuff was a DC funny animal comic that ran from 1944-1954, at which point it became Dodo and Frog and went another 3 years. In this special, Engel and Tiefenbacher (with some additional scripting from Kupperberg) bring back a number of these characters (including Frog and Dodo) is a story involving the Ground Hog trying to usurp Christmas for his own. Thanks to the Captain Carrot series, some of these characters had been retconned on to Earth-C, so I guess that's where this story takes place.


Superman: The Secret Years #2: Another Frank Miller cover. Rozakis and Swan/Schaffenberger continue the story of Clark's college years in Metropolis. In the wake of Ducky's accident, Clark is having nightmares about that as well as his parents' deaths. As Superboy, he investigates the Bermuda Triangle and discovers a space-warp that leads to an island where people lost in plane and ship accidents have created a peaceful existence, and don't want to go back to their former homes. Clark Kent meets and begins dating Lori Lemaris, and gets a new roommate and friend in the former of Billy Cramer. Ultimately, Clark reveals his secret identity to him. 


Atari Force #15: Baron and Barreto have Scanner One land on a planetoid and find themselves beset by a swarm of tenacious and tough insectoid creatures that impair the ship. They must resort to sending Babe out of on a mission to get them free. Meanwhile, Morphea discovers that Blackjak has some remnant of something evil within his head. 

In the backup by Helfer and Chen, we get a solo Pakrat story. On a job to steal some diamonds, he just may have met his match in a female Markian thief.


DC Comics Presents #79: To alien gamblers duplicate Superman so that one duplicate can be Clark Kent and one can be Superman at a time to wager on the outcome. It takes the Supermen/Clarks a bit to figure out what's going on, but then they play good cop/bad cop (with Clark the bad cop) to get the aliens to undo what they have done.


Fury of Firestorm #33: The Conway/Kayanan team is back together, and they pit Firestorm against Flambeau and his terrorist group who hope to force the government to release Plastique by threatening to burn Manhattan. Firestorm almost stops them but accidentally touches off at least a smaller conflagration accidentally. Meanwhile, scientist Lorraine Lincoln, haunted by nightmares regarding her former friend Crystal Frost, pushes her team to recreate the experiment which went wrong to produce the original Killer Frost, probably with the same result, but we'll find out next issue.


Justice League of America #236: Conway and Patton/Maygar bring their initial introductory arc to an end, with a confrontation between the League and Overmaster and the Cadre. The Overmaster claims to be millions of years old and responsible for the previous mass extinction events on Earth, and he's itching for another one. The new League is almost defeated, but Gypsy shows up with Dale Gunn. She's able to get to the mysterious glowing jewel floating about the head of a slumbering giant alien the League found, and apparently this leads to the villains being enveloped in a bright light and vanishing. Heading home, the group theorizes that the giant was the source of Overmaster's power with the latter being some sort of parasite with delusions of grandeur who created the Cadre to make his dream come true. As they watch, the mountain they escaped reveals itself to be a space vehicle as it rockets away from Earth.


New Teen Titans #6: Wolfman and Jurgens/Tanghal have the Titans receiving the adulation of the citizens of New York City after their defeat of Trigon. The Titans are still dealing with the traumatic fallout from what they experienced, though, and no one knows where Raven is. At Terry's suggestion, the Titans again go on a camping trip to give them a chance to talk and share their emotional burdens.

Monday, December 1, 2025

Longhaul


All the interstellar Science Fiction roleplaying systems and settings I can think of rely on faster-than-light travel (generic systems like GURPs or Hero System discuss the option of forgoing it, but I don't think either devote much space to it) and fairly rapid FTL, at that. It isn't surprising; most starfaring sci-fi literature does so as well. 

There are hard(er) sci-fi writers that generally adhere to a more realistic, slower than light universe, like Alistair Reynolds, Greg Egan or Charles Stross. Reynolds' star travelers enter cyrogenic "reefer sleep" to handle the years long voyages in "lighthuggers." Stross and Egan in some of their stories have digital minds broadcast across the distance as light to be reconstituted at the receiving end.

There are also works with sort of slow FTL, so that voyages still require years. Ruocchio's Sun Eater series has characters entering cryogenic fugue to pass the years. Simmons' Hyperion Cantos has FTL that still results in time dilation so ship time is less than the years than pass for observers.

It strikes me that whatever the method, space travel that takes long periods of time, and where the traveler is somehow able to personally elide the effects of so much time passing (either through cryogenics, weird time effects, or even just posthuman immortality) would make for an interesting aspect to a setting and campaign.

The PCs might set out as smugglers or free traders with valuable cargo for a 20-year voyage (from the perspective of the destination) and arrive to find the market had changed or a natural disaster had ruined their chances for making the sale. Mercenary PCs hired for a job, could find the government they were sent to defend toppled by the time they arrive or the person they were to report to succeeded by someone less friendly. 

Both of these changes are bad for the PCs, but they could have just as easily been advantageous. The point is with years or decades passing, the setting should hardly stay static. I think this would have the effect of modifying PC behavior a bit. It would make them take space travel less for granted, for one thing. Trips between worlds are no longer trivial. Two, even with cryogenesis or the like, long travel times would make PC aging meaningful.

Using a series of random tables to accomplish these changes would of course include the GM in the fun of discovery. A dynamic setting is often, I think, a more alive feeling one than a static one.