Friday, March 25, 2016

Superman v. Batman is Just Ok, But It Made Me Hopeful for Justice League


I saw Superman vs. Batman: Dawn of Justice last night, and while I don't agree with the degree of negativity in a large portion of the reviews (some of which I suspect were at least partially composed before the movie even came out, given the hate it got and Zack Snyder gets in some quarters), a lot of the specific criticisms aren't without merit. The movie tries to do a lot and at times making this particular movie good in this particular moment seems to take a backseat to setting the dominoes in place for later scenes or future films.

The good: It's generally shot well and well-acted. Ben Affleck is both a good Bruce Wayne and a good Batman. The fight scenes in general are good, but particularly in the area of "Batman vs. normal folks" which have suffered in previous Bat films. Amy Adams as Lois Lane (though she doesn't have as much to do as I would like). Lawrence Fishburne as Perry White. The rationale and structure for how the Justice League sequels are established. The fact that Gotham and Metropolis are across a bay from each other (as suggested by numerous Silver and Bronze Age comics). The result of the battle with Doomsday (which I would not have done but is an interesting way to move forward). And Wonder Woman--pretty much everything to do with her:


The not good: The choppy nature of the first half of the film; I realize "show don't tell," but showing too much makes your film a series of vignettes. Some of that could have been handled as exposition. Batman is far from the world's greatest detective here. Luthor has a nicely set up super-villain ridiculous plan (I mean that to be complimentary) in many ways, but his final push that makes Batman go into a reason-abandoning, anti-Superman frenzy is elementary school level subterfuge. Superman standing or floating majestically instead of--well, doing something--too many times; I realize less-active-Superman is a tactic other media has often engaged in to deal with his power level (even in the DC animated stuff, Superman moves awful slooowwww at times for a guy with super-speed and super-reflexes), but it just makes you mad at him. Here his passive broodiness is suppose to convey emotional conflictedness (I guess), but they didn't sell you on that with dialogue. Lex is sometimes perfect in his manic-ness and other times overdone; my biggest complaint regarding him is that no one in story comments on his clearly mentally ill behavior until he reveals his villainous plan.


Thursday, March 24, 2016

Pregen PC Portraits

My con game of Mortzengersturm, The Mad Manticore of the Prismatic Peak (and the published adventure after all) will have pregenerated characters. The awesome Jeff Call has been working on portraits to bring the particular character of the Land of Azurth to them. Here are the first two:

SIR CLANGOR, 
A Knight of the old and famed Order of the Pennon Or.
His blazon is: Or, a chess knight sable.
Fighter (War Master)

MOONFLOWER, 
Wood Elf of the Aldwode
She is reputed to have once killed an Ogre with attitude alone.
Ranger

Wednesday, March 23, 2016

Wednesday Comics: Storm: The Green Hell

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The Green Hell (1980)
(Dutch: De Groene Hel)
Art by Don Lawrence & Script by Dick Matena

Storm and Ember fly over the thick jungles of what used to South America in the aero-transport, looking for a place to land so they can find water and food. Suddenly, they are attacked by large vultures looking for a meal. Storm is knocked from the craft.

The birds keep chasing Ember, but she manages to find an opening in the thick canopy and dives down. She looses the birds, but also control of the craft. She jumps free before it crashes into a cliff-side. She falls through the canopy, bouncing off vines and branches until she lands, dazed by relatively unharmed on the mossy floor. She isn't alone:


Meters away, Storm is hanging unconscious on a vine higher in the canopy. An ape-man approaches him and is about to bash Storm's skull with a stone axe, when he's felled by an arrow. The old man who fired the arrow lifts Storm over his shoulder and carries back to his cabin in the trees.

Meanwhile, the green humanoids are advancing on Ember with clear intentions of eating her. Suddenly, they stop they sense someone else coming. They turn and run but one gets shot from behind as they go.

When Storm comes to, the old man introduces himself as Gran'pa and says he's a snake hunter. Storm notices a space helmet that looks just like the one he had (destroyed back in Volume 1). "Gran'pa" tells Storm he got it in Carefree City from a guy named Toriander. He's the only one with guts enough to go scavenging on the ground.


Ember is face to face with her rescuer--"Sudden Death" Toriander. He can't believe his luck finding a beautiful outsider on the ground. He figures he can get a good price for Ember in Carefree City. Brandishing the gun he used to blast the "corpse-eaters" he sets Ember walking.

Meanwhile, the old man explains the lingo of the forest civilization to Storm: The ground floor is the ground, Only crazy folks like Toriander go there, but that's where he found his gun. The third floor is the highest level with the most sunlight--and food. The second floor is where the old man lives. The first floor is inhabited by snakes and ape men. Carefree City is on the third floor.

Storm will need to go there to meet Toriander and find out where he found the helmet. Before they make any further plans:


Ape attack!

TO BE CONTINUED

Monday, March 21, 2016

Hewcrawl Rann


Chris Kutalik wrote a post last week that got me thinking about science fictional (or fantasy) hexcrawl appropriate locals. I've mentioned Krypton before, but that's not the only planet in the DC Universe that has a lot of crazy locations. Check out the map of Rann, above I shared in this old post that has background. Here are some highlights:

Dancing Waters of Athline: A field of high-power geysers whose sprays are shaped by strong winds.
Flaming Sea: Flames sprout from the surface of this body of water.
Illsomar: A ruined city where Nimar, a megalomaniacal, super-intelligent energy being that resembles a gigantic, Bohr-model atom has taken up residence. He is able to animate humanoid figures of metal, stone, and sand to serve him.
Kryys: A city of ice in the polar regions.
Land of A Thousand Smokes: An area containing numerous fumaroles.
Old Reliable: A sinking island in the Sea of Ybss; a source of the rare metal orichalkum.
Samakand: An advanced city that exists outside of conventional spacetime and only appears once every 25 years.

Tower of Rainbow Doom: In the ruined city of Yardana (or Vardana), it is a sacrificial place for the primitive Zoora tribesman. When a switch in thrown in it's central room, concentric flashes of rainbow light surround a throne-like chair and transport anyone or anything in it to a neighboring planet.

Sunday, March 20, 2016

The Starrunner Kit


After an untended hiatus caused by internet-outage, I'm back with a copy of Mike Evans's The Starrunner Kit in my hand (figuratively, since it's digital) that got released last week. Mike is a friend, so I wouldn't call this an unbiased review, but I think Mike has done a bang up job.

The "kit" portion of the (so important it gets mentioned again in the subtitle) is the key. Everything that's in here fills in some little gap or another that may be present in the old school sci-fi game you're playing: mechs, or a hover-bike pilot or plant lifeform class. These are particularly aimed at White Star, broadening a bit its serial-numbers filed off Star Wars with stuff out of space opera seen in film, comics, and anime post-Star Wars.

There are a lot of gear and character options, but there are also goodies for the GM. In fact, the plethora of random tables are probably where The Starrunner Kit shines brightest and where it's most useful for those playing a fantasy game not derived from the D&D chassis. There are tables for random jobs, random events between adventures, random sights and sounds in the city, even a short random table of alien religions. All of these are easily usable in any space opera game and more importantly, they are a springboard to the imagination for creating your own setting specific ones. Looking through these I started getting a lot of ideas of things that could be used in Strange Stars--and that was without rolling any die!

If any of that sounds interesting to you, then you should definitely head over to rpgnow/drivethrurpg and check it out!

Wednesday, March 16, 2016

Wednesday Comics: Storm: The People of the Desert (part 3)

My exploration of the long-running euro-comic Storm, continues. Earlier installments can be found here.


Storm: The People of the Desert (1979) (part 2)
(Dutch: Het Volk van de Woestijn; Alternate English title: The People of the Plains)
Art by Don Lawrence & Script by Dick Matena

The heli-jet lands at the Prof's lab. He reveals to Ember that he was controlling Storm. He plans to turn them into his homo incultus, too, so that they may lead his new race. Ember resists, by the Prof has one of the White People disarm her. Seeing Storm in the Prof's DNA changing machine gives her a surge of strength to fight back. She grabs the gun and fires, inadvertently hitting the hypnometer. All the mind-controlled slaves are freed.

Hanyin wakes up just in time to signal an alarm as the White People in the mines revolt. The now freed Storm knocks out the Prof, and he and Ember escape in the heli-jet. Unfortunately, Hanyin sees them fly by:


Storm and Ember are found by the White People who recognize them as fellow fugitives. They heal the two with their powers, then sit down in a circle and seem to be performing some silent ritual.

Meanwhile, Hanyin is getting his men together to round up the desert people. The Prof warns him it won't be so easy. Hanyin finds out that's true when his heli-jets are sweep into a desert storm that the White People somehow created.

Hanyin survives the crash. He makes it to a rock reef outcropping where he's found be Storm and the desert folk. Hanyin challenges them to a one man fight,  Storm has a score to settle, so he volunteers. Though the White People could easily deal with their former captor, they agree. Storm and Hanyin seem pretty eveningly matched, but the fight ends abruptly when Hanyin's helmet (and sunglasses) get knocked of:


He's permanently blinded by the sun's harsh glare. The White People let him go. The desert will take care of him.

Before they leave for the deep desert, the White People have one more villain to take care of. They capture the Prof and put him in his machine, making him desert adapted like them. The White People bid Storm and Ember could bye and go off to build a new life. Our heroes find a new aero-transporter and fly out of the desert.


Monday, March 14, 2016

10 Cloverfield Lane and the Mystery Misdirection


I saw 10 Cloverfield Lane this weekend. For those of you wondering if it has anything substantively to do with the 2008 found footage monster film: the answer is "no." There are some easter eggs, maybe.

That's about it. For those of you who don't care anything about that and think the trailers look intriguing: you should see it. It's a decent thriller in a confined space with a couple of twists. In brief: Melissa (Mary Elizabeth Winstead) is driving--well, somewhere--after a breakup. There are odd news reports on the radio, but before she can register any of this given her personal drama, she's in a car accident. She wakes up in an elaborate bomb shelter built by Howard (John Goodman) who tells her attacks have come from well, somewhere, and everyone else is dead.

Needless to say, Melissa is not immediately convinced that her captor is telling the truth or that his motivates are altruistic.

 From gaming perspective, you could say the the underground bunker in which Melissa finds herself is a variant of the mystery sandbox--or more accurately, a version of the mystery terrarium, because there are two mysteries in 10 Cloverfield Lane and only one is the protagonist (or PC) initially aware of. A game in as small a space as the film would likely need to be very shorter than the usual mystery sandbox or even mystery terrarium, but it show's the way those sorts of campaign set-ups can be made to work longer, by distraction with another, more momentarily pressing mystery.

Doing something like this, you get more time in a campaign before the Big Discovery. The danger is you build in too many "mysteries of the week" that the big reveal doesn't seem so big when you final get there.