Wednesday, September 2, 2020

Wednesday Comics: New Old Stuff on Comixology

 Browsing the new comics listing on Comixology yesterday, I saw a few things I'd recommend from back in my comics reading youth.

Blackhawk (1988) #1

This prestige format series by Howard Chaykin was subtitled "Blood and Iron" for the trade, and now nice hardcover collection. It grounded these venerable Quality Comics characters in the the complicated historical era of World War II. Where the square-jawed nonentity of the Golden Age is reimagined as Janos Prohaska, a Polish former Communist. Only the first issue is out now (though the collection is), but it's only 1.99, so it's not that expensive to see if you like it.



Solo Avengers (1987) #7

I had a subscription to this title (it later changed it's name to Avengers Spotlight so it would be alphabetically near the other Avengers titles) for a short time for some reason back in the day. I don't remember anything about this particular issue, and I'm sure it's pretty forgettable. But I'm also sure they don't make them like this anymore and it's got art by Jackson Guice and Mark Bright. So if like me you dig comics that era, there are worse things to drop $1.99 on.

Monday, August 31, 2020

Star Trek Ranger: The Impossible Murder


Player Characters:
The Crew of the USS Ranger, Federation scout ship:
Aaron as Lt., j.g. Cayson Randolph, Operations Officer
Andrea as Capt. Ada Greer
Dennis as Lt. Osvaldo Marquez, Medical Officer
Paul as Cmdr. D.K. Mohan, Chief Helmsman

Synposis: The Ranger is tasked with transporting the Yannidian Ambassador to Deep Space Station K-7 to negotiate a historic treaty, but the crew finds themselves investigating a murder when the ambassador transports up murdered.

Commentary: This adventure was adapted from a 1980 story in the Marvel Star Trek comic written by Mike Barr. The player's did a great job of investigation in the early part of the adventure and rapidly came up with the likely "how" of the murder, and some ideas as to why. Things slowed down a bit in uncovering the nefarious forces behind the plot, which was probably due to me not providing enough ways to get to the solution to that final puzzle. Mysteries are always a bit a tricky, and that's not less so with Star Trek Adventures than other systems.

Deep Space Station K-7  is of course the place where the Federation first encountered the tribble.

Friday, August 28, 2020

D&D Setting + TSR Game Mashups

 Here's an idea: Take a D&D (mostly 2e) setting and combine it with a non-D&D rpg also published by TSR. Here are a few:

Spelljammer XXVc (Spelljammer + Buck Rogers XXVc)

Buck Rogers is thrown into suspended animation and awakens in a world where magic is ascendant, and Earth is an occupied territory. This winds up being a bit like Shadowrun with rockets (XXVc already had a hint of cyberpunk to it), but the difference is genetic engineering and other high-tech feats would actually be accomplished via magic.

Another Spelljammer combo: Add the Buck Rogers Adventure Game for a pulpier approach.



All Alone in the Night (Ravenloft + Metamorphosis Alpha)

When the generation ship Warden left earth, the monsters went with it, and Dracula takes his real estate schemes to the stars! Like The Starlost, you would need isolated habitats, but here they would be ruled by various horrors. Vampire Hunter D could also be an influence here. 

Another Ravenloft option: Mix in Gangbusters with the monsters as mob bosses.


Wednesday, August 26, 2020

Wednesday Comics: Protector

The post-apocalyptic science fiction comic Protector recently concluded at Image. I've been told it's going to be renamed First Knife for the trade. I plugged this series by writers Simon Roy, Daniel Bensen and artist Artyom Trakhanov, previously. I thought it was worth mentioning again because the first issue is now available to read online for free on the Image Comics website.

Monday, August 24, 2020

Star Trek Endeavour: The Savage Syndrome (Part 2)


Episode 1.5:
"SAVAGE SYNDROME"
Player Characters: 
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Ops Officer
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jason as Lt. Francisco Otomo, Chief Security Officer
Eric As Lt.Cmdr. Tavek, Science Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer

Synposis: After traveling to the research station on L-373-IV, the crew of Endeavour races against time to repair their shuttle craft and recover specimens that may hold a cure for a devastating neurologic illness, before an ion storm arrives--or the de-evolved former science team kills them.

Commentary: As mentioned in the first post, this adventure is a modified version of the introductory adventure "The Rescue At Xerxes IV," with an episode name borrowed from a story synopsis submitted for the aborted Star Trek Phase II series with a similar conceit.

The science team (as in the published adventure), felt they had discovered a possible treatment, maybe a cure, for Irumodic Syndrome. With time against them, the Endeavour crew were unsuccessful in getting all the samples they needed. The last one eluded their grasp. Still, they hoped some of it was a step ahead of none. 

Tavek, the Vulcan science officer debuting this adventure, wanted to find a cure for the atavism effecting the science team, and indeed all animal life on the planet. He at least succeeded in determining the cause was some ancient, biotechnological entity, activated by the ion storm. Who or what left it behind is a mystery.

Biotechnology (by that name) is perhaps not the go to explanation of Original Series mimicking Trek, but it made more sense to be than the "weird energy" explanation.

Sunday, August 23, 2020

Weird Revisited: The Weird and The Unusual

This post first appeared in May of 2017...

 

The difficulty with dealing with the fantastic is too-often repeated tropes/ideas become cliches, and kind of unfantastic. The D&D (read: prevailing) view of elves, dwarves, dragons, etc. has thoroughly mundanified and Gygaxian-realismed these things into yawns for a lot of people. Now, it's resonable to ask just how fantastic an element needs to be in a game about killing stuff and taking its treasure, but feeling burned out on the standard tropes has led to a lot of folks reaching for the Weird. It's funny that almost 100 year-old tropes can seem fresh and untrod territory, but fantasy is nothing if not a conservative genre, I guess.

The trouble is, those elements might get a little stale for some people, too, with repetition. So there's the New Weird or gonzo, of course, but I'd also like to suggest that maybe things don't have to be wholly "new." They just have to be a bit surprising, and those surprises can each be employed a small number of times so they stay fresh.

I think looking back to mythology and folklore helps a lot, because there are a lot of forgotten elements in those that make no sense from the modern perspective, and so have tended to be dropped from retellings. Medieval bestiaries are good, too.

Here's an interesting thing I came across a couple of years ago: "mundane" animals as treasure guardians:

Washington Irving notes the folk-belief that the spiritual guardians of buried treasure could take on the form of animals, such as toads. “Wild vines entangled the trees, and flaunted in their faces; brambles and briers caught their clothes as they passes; the garter snake glided across their path; the spotted toad hopped and waddled before them; and the restless cat-bird mewed at them from every thicket. Had Wolfert Webber [a man in search of treasure, but who was unschooled in folk-magic] been deeply read in romantic legend, he might have fancied himself entering upon forbidden enchanted ground; or that these were some of the guardians set to keep watch upon buried treasure.” Diedrich Knickerbocker (pseud.), “The Adventures of the Black Fisherman,” Tales of a Traveller (1825), 2: 356.

So replace a dragon or some other "fantastic" creature with just an animal, acting kind of strange and maybe able to talk. Adventure Time! sort of (I'm sure unknowingly) uses this trope with a frog that serves as a portal to lumpy space:


Monsters that want to chat, instead of kill the party immediately, are also a mythological staple that is not as often done in rpgs (though I try to do a bit of this in Mortzengersturm). This one can hard because PCs are a stabby lot, but it can help put them in the old school mindset of the goal being to get treasure, not necessarily kill things. A loquacious monster is a challenge, not an encounter.

Finally I would suggest the behavioral reskin (this is sort of a broader application of the talking monster principle). We're all familiar with putting new flesh on a set of stats, but a more subtler reskin will sometimes surprise players more. If goblins aren't following their Gygaxian role, but instead all consumed with building/repairing some ancient machine, maybe that hooks the PCs interest? Maybe it's only me, but I think backwards talking derro that can only be understood if you look in a mirror as they speak, move a known monster away from an evil dwarf back to the Shaverian paranoid weirdness.

Those are just some examples, which may or may not work for you, but I'm sure you can think of your own. Instead of trying hard to make things fresh and new, just make them a little odd.

Friday, August 21, 2020

Weird Revisited: Draconic Correspondences

This comes from a productive accidental brainstorming with Richard and Mateo on the late G+ back in its glory days of 2015.

Chromatic Dragon Colors & Alchemical Associations:
Black: lead, vitriol (sulfuric acid), fire, the smell of sulfur, putrefation, phelgmatic.
Blue: tin, rust, water, acrid smell, dissolution, melancholic.
Green: copper, earth, saltpeter, chlorine smell, amalgamation, sanguine.
Red: iron, air, sodium carbonate, rotten egg smell, separation, choleric.
White: silver, alchemical mercury, after a rain smell, unemotional.