Friday, October 25, 2024

A 10th Azurthversary


This week marks the 10th anniversary of our Land of Azurth campaign using 5e. While nothing's for certain, I suspect we will "finish" in this year as the big conflict with the Wizard of Azurth that simmered in the background for several years and finally boiled over the last two will come to a conclusion.

I wrote a post on the last anniversary which felt necessary not only because nine years is a nice run (though it is), but because we had faced adversity due to the pandemic and the loss of two members of our group--Eric due to burnout on tele-anything and Jim to cancer--and I felt like our perseverance needed to be commemorated. 

I don't want to just repeat what I said there, so I won't. Instead, I will say that 10 years of a an elfgame with a group of friends which now includes a new addition, Kathy, who plays the Mortzengersturm pregen, Zabra, gives me completely different insights and perspective on gaming than my nearly 15 years of blogging or the latest wisdom dropped on social media. 

Games are a social activity. While rpgs are fun to theorize, write, or argue about, the real alchemy comes in the playing of them. And, for me at least, the playing of them not mainly in pickup games with strangers, though I don't discount the fun in that, but with the same crew, repeatedly.

Thanks to Andrea, Bob, Gina, Kathy, and Tug, for still being here, and to Eric and Jim who came most of the way. Azurth wouldn't be the same without you. 

Wednesday, October 23, 2024

Wednesday Comics: DC, January 1984 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics on newsstands around October 20, 1983.


Thriller #2: Scabbard wants the President of the U.S. dead, and he's coercing Salvo to do it by kidnapping his mother and putting a bomb under her skin. Scabbard's holding a train on the LA-New York route hostage unless the President surrenders himself. He also wants Dan Grove to join him on the train for some reason. Dan isn't thrilled about this, but the team isn't giving him much choice, and a visit to Beaker's confessional where he revisits his father's death helps a bit. Meanwhile, Proxy is already on the train in disguise, and the rest of the Seven Seconds prepare to go into action.


Power Lords #2: Fleisher and Texiera/Dee continue the story from last issue, and we discover that Arkus's blast didn't destroy Adam and Shaya, it merely sent them to the Dimension of Doom where they will be imprisoned forever. There, they meet the boastful, orange, sauroid Sydot who knows of a way out through an interdimensional cavern guarded by monsters. They make it out, but all this battling has drained Adam's power gem, so they go looking for a means of recharge. They try the Toranian power crystal, as one does, but it has been destroyed by Arkus. They have no choice but to seek the Wellspring in a distant dimension. After some trippy scenery, they arrive at the place. There's a guardian that resembles a golden, child buddha. The Extraterrestrial Alliance is also there, and a fight breaks out. When the fight is over, the villains are revealed as illusions. The guardian reveals the power was in Adam all along. Our heroes fly out to confront the villains in the final issue.


Batman and the Outsiders #6: Barr and Aparo start this one off with the Outsiders settling into their civilian lives in Gotham: Halo starting school, Katana and Black Lightning starting jobs, and Geo-Force and Metamorpho visiting Dr. Jace in the hospital. Then, there's an attack by a new villain, the Cryonic Man, who tries to steal an artificial kidney that's supposed to go to a young girl who is a patient at the hospital. While the Cryonic Man talks to his family who seem to have been in suspended animation for decades, the Outsiders lay a trap for him. He takes the bait, and it leads to a fight on a Gotham City highway. In the end, the Cryonic Man takes Katana hostage and manages to freeze the rest of the team in liquid nitrogen.


Green Lantern #172: The new creative team of Wein and Gibbons take over, and they waste no time dispensing with the detritus of the old storyline. Jordan flies up to Oa, greets his friends, and has his hearing in front of the Guardians. They allow him to return to Earth, and he gets back in time to reunite with Carol and manage to fight some earthly crime. The spaceship he bought and has been traveling in for several issues is never mentioned, and poor old Dorine who has been his companion for the last few stories is only mentioned in a line of dialogue (telling us Hal dropped her off on her homeworld).

In the Tales of the Green Lantern Corps backup by Klein and Gibbons, a professional scavenger Metalfinder on a distant world finds an unconscious Green Lantern, the Green Man, and salvages his ring and power battery. When the Green Man wakes up, he tries to warn the villagers about the threat from the Spider Guild, they but won't return his stuff. When the Spider Guild does arrive, he suggests they can keep the metals from the ship if they help him, and they agree. The plan works and the village is now metal-rich, but the Metalfinder is now out of a job and about to leave town! He asks Green Man to take away the riches of the other villagers so he can be their supplier again, but the Green Lantern refuses.


Legion of Super-Heroes #307: Levitz and Giffen/Mahlstedt begin the teasing reveal of a new menace. A group of Legionnaires investigating a destroyed planetoid encounter and are forced to flee from something so powerful they namecheck Darkseid in categorizing it. Meanwhile, Elemental Lad can't believe he was elected chairman. With another group of Legionnaires on a difficult diplomatic mission to Khund, we find out Saturn Girl is pregnant. The mission is interrupted by the arrival of the menace to Khundia. The Legionnaires hear the Prophet proclaim Khundia's coming destruction!

The story juggles a lot of characters, action, and character bits nicely. It's a bit exhausting in this era of decompression, but I think I like this approach a bit better in some ways than the Claremont/X-Men style of handling big casts. Giffen's art here straddles his Kirby-influenced past and the simplification and packed grid layouts that are coming, showing both styles.


Sgt. Rock #384: The main story by Kanigher/Redondo has Easy in Sicily where they encounter a fatalistic old farmer and his recalcitrant mule. After a firefight in a cemetery, the paisano has a change of heart and goes off to join the partisans. 

For the first time (at least that I've noticed), the other two stories are reprints. Friedrich and Thorne present a story about war in the trenches not ending just because there's an armistice from Our Army at War #227 (1971). Glanzman clues us in to how liberties work on WWII era naval vessels in a piece from Our Fighting Forces #138 (1972).


Supergirl #15: Kupperberg and Infantino/Oksner reveal Blackstarr's origin, and sure enough she is Mrs. Berkowitz's daughter who got separated at Aushwitz. She came to feel abandoned by her mother and when taken in by the camp commandant and his wife, begins to identify with their ideology and view her own people as weak. She kidnaps Berkowtiz, trying to decide whether to kill her. Supergirl intervenes and their fight that takes them to the center of the universe. When Blackstar manipulates gravity around her to reduce Supergirl to atoms, Supergirl rushes towards her. The overwhelming gravitation draws close two black holes which rip Blackstarr apart. Supergirl returns to visit Berkowitz, and wordlessly shares with her a sad smile before flying off. Ultimately, this arc seems to have abandoned its themes (such as they were) for a superhero fight.


Swamp Thing #20: This is Alan Moore's first issue as writer of this title, and he's joined by artists Day and Totleben. I don't think this issue was included in the original, first trade paperback of Moore's run, and there's a reason. As the title suggests it's tying up "Loose Ends" rather quickly. After defeating Arcane, Sunderland Corporation comes for Swamp Thing and his allies. Liz and Dennis, whose relationship seems to be over just as it seems to have been starting, luckily escape a bomb left in a motel room for them and are forced to go on the run. Abigail is like Liz, disenchanted with her partner, though perhaps for better reasons. Matt is drinking still, but his broadcast hallucinations/demons appear to be better. Perhaps they are just under his control. Swamp Thing spends a lot of the issue brooding about his place in the world before he is shot dead (apparently) by Sunderland goons.


Warlord #77: I covered the main story here. In the Barren Earth backup by Cohn and Randall, some unknown technological power is notified of the re-activated battleship Jinal found last issue. She's barely had time to show off a few of its wonders, before someone takes remote control and causes it to be destroyed. Jinal and friends decide to seek out this hidden power.


New Talent Showcase #1: This is an anthology book to (as the title says) showcase "new" talent. I'm not sure if the talent was responsible for the creation of the characters as well as the stories, but it's interesting that there are no straight-up superheroes among them. The first, "Forever Amber" by Margopoulos and Woch/Maygar, tells the sort of origin of a biracial young woman in Southeast Asia who gets powers from Kali after a gem she stole from a Dacoits Temple becomes embedded in her palm. She plans to find and confront her American father who she believes abandoned her mother and her.

Skydogs by Kellog and Mandrake is a swashbuckling romp with the twist that the titular rogues have a ship, Moonjammer, that flies via a balloon (I think). Hawke and his mate Ndemba find themselves embroiled in magical doings after the rescue (I guess) of a princess of India. "Rock of Ages" is a oneshot involving a timeloop by Tod Smith. Klein and Scott Hampton present their sci-fi Class of 2064 strip. A virus is stolen from a lab on Mars. Later, a group of high school kids are traveling to Earth on a school trip, and Pern meets a young girl who is secretly carrying the virus with her.

Monday, October 21, 2024

Weird Revisited: Middle-Earth in Blacklight

I've been thinking about this sort of material again, recently. The original version of this post appeared in 2021...


It's well known that hippies were into Tolkien's work. Some of its themes appealed to them, certainly, but like with Lee and Ditko's Dr. Strange comics, there was also the idea that the works might somehow be drug-influenced. The author, it was assumed, might be taking the same trip as them. This was, of course, a false belief, but it was one that existed.

I this appreciation of Tolkien filtered through 60s countercultural and mixed with the prevalent cultural representations of fairytale fantasy led to a subgenre or aesthetic movement within fantasy, most prevalent in the late 70s and early 80s, before D&D derived fantasy came to ascendancy. While this subgenre likely finds expression in literature and even music to a degree, I think it is most recognizable and definable in visual media. It's evident in works like Bakshi's film Wizards and the Marvel comic Weirdworld (both in 1977), and in the Wizard World sequences (starting in 1979) of Mike Grell's Warlord. Elfquest (1978) shows the influence to a degree. Bodē's Cheech Wizard (1966) and Wally Wood's Wizard King (introduced 1968 but significantly presented in 1978) are either the oldest examples or its direct progenitors.


Essentially, the subgenre eschews the serious world-building of LotR for a more drug-influenced riff on The Hobbit, often with greater use of anachronism, camp, and sexiness, and often with a degree of psychedelia. Beyond the Tolkien influence, these works tend to share a number of common features:  a "traditional" visualization of elves and dwarfs as "little people," arising in folklore and classic illustration, but coming more directly from Disney animation and the fairytale comics of Walt Kelly; the influence of Denslow's Oz illustrations or the design aesthetic of The Wizard of Oz (1939); absurdism and humor borrowed from underground comics and Warner Brothers cartoons; unreal landscapes and visually alien settings informed by Sword & Sorcery and science fiction comics rather than historical or mythic sources of Tolkien.

Given they were contemporaries, D&D shows some in influence from these sources, primarily in its early art and occasionally humorous tone. But as a game that arose from wargaming there was always a thread of verisimilitude or equipment fixation that runs counter to this freewheeling psychedelic adventure vibe. Also, the violent, heroic narratives tended to have less room for the silly or less competent characters of psychedelic fantasy works.

Friday, October 18, 2024

Weird Revisited: Castle Ravenloft


The original version of this post appeared in 2018...

I think it might be cool to make Ravenloft a little more Gormenghast: the castle is bigger and more dilapidated (visual reference: the castle in The Fearless Vampire Killers) and becomes more central to shrunken Barovia, which is maybe no more than a valley. The castle and environs would be a bit like Dark Shadow's Collinsport. There would be a lot of weird doings in just the house and area. Strahd would be perhaps a bit toned down in villainy, more like early, non-protagonized Barnabas Collins. Strahd should probably have some bickering, eccentric, and likely inbred human family inhabiting the castle as well.

The outside world would exist, but it would be vaguely defined. Barovia would be a hard to get to place, somewhat isolated from the rest of the world. The strange doors of Castle Ravenloft would open onto other Domains of Dread, though.

The play of the Gothic horror, I feel like it would work better with a funnel type situation, where characters of humble backgrounds either work at the castle and discover it's horrors or are visitors to Barovia.

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.

Thursday, September 26, 2024

Double Edged Sword & Sorcery


The Double-Edged Sword & Sorcery crowdfunding campaign from Brackenbury Books presents two historical Swords & Sorcery novellas (Waste Flowers and Walls of Shira Yulun) in one hardcover, reminiscent of the style of the old Ace Doubles. I was intrigued by the novels and charmed by the style, and since I knew Dariel from the blogosphere, I reached out to the authors about doing this brief interview.

Thanks to the both of you for doing this! How did you come to be involved with the project?

Dariel: I've been working with editor/publisher Oliver Brackenbury since he launched the New Edge of Sword and Sorcery magazine, for the first several issues of which he solicited/commissioned most of the content. We got to meet through the recommendation of Ngo-Vinh Hoi in the Appendix N Book Club podcast; Hoi mentioned my collection, Swords of the Four Winds, among his recommendations, and that led to Oliver contacting me for an interview on his podcast, So I'm Writing a Novel

 At the end of that interview, he invited me over to the Whetstone Discord server. At around the time that I joined, a big discussion had started over what could be done to revitalize the sword and sorcery genre and get new readers in. That led to Brackenbury being tagged to edit and put up a new S&S zine, and I was among the writers who pitched in a story, gratis, for our Issue #0. Brackenbury Books has had several successful crowdfunders since then, lately for NESS 1 and 2 last year, 3 and 4 this year, and an anthology of S&S-meets romantasy, Beating Hearts and Battle Axes

 At around the same time NESS 3 and 4 were in production or planning, Oliver had already approached me on an idea to sort of revive the Ace Doubles or do a homage to the Ace Doubles.

Bryn: Like Dariel, I’d written for Oliver Brackenbury’s test issue of NESS, which was put out free in digital and at cost in physical formats. When NESS proved a success, we both went on to write further stories in further issues. There’s a New Edge Sword & Sorcery Discord server where I chat daily, and where Oliver, I guess, lays his evil schemes to expand in sword & sorcery publishing. I said a quick yes, of course, to his first ‘want to write a novella?

I think part of the appeal here is that two-in-one format that does remind fans of the Ace Doubles. So that was the publisher's idea? How do you feel about it?

Bryn: It was Oliver’s idea to put us back-to-back: two tales that kick off from the medieval Mongols and the great Mongol himself, Chinggis or Genghis Khan. Oliver got to know us, know our past work around Mongols, and thought it neat to have "steppe siblings" in a Double. 

I think it works wonderfully well. Dariel and I have similarities, and we have contrasts too – you won’t feel it’s same-samey as you move from one novella to the other, since we have such different styles, but our stance, our position, the kind of thing we are concerned with, have a harmony and common ground. 

We’re both set on the frontiers between the steppe of the nomads and settled societies, with the frontier issues that arose in history – and still arise today. Both of us take a nomad’s perspective on that history. Our heroes may be far apart as people, but each is very conscious – and fired up about! – the encroachment of settled civilizations onto the steppe, the creep of towns and cities into the free grass. I believe sword & sorcery is its most essential self when it sees from the less privileged point of view, which has often been the figure of the barbarian up against the ills of civilization. Both of us give what is resolutely a "nomad’s eye" on the world. If Goatskin and Orhan Timur met, they’d understand one another, they’d thrill to the same call. They’d be steppe brother and steppe sister, too. 

In style, though, you get dishes quite distinct from one another. You won’t be bored. Dariel writes a strong, swift, propulsive story, and lists his influences as Robert E. Howard and David Gemmell: he has everything most classic about S&S, cast into a new sensibility for areas of Asia neglected in fantasy. Me, you can probably tell I’ve loved most a few fringes and odd edges of sword & sorcery, that I am attracted to the rich aesthetics of M. John Harrison’s Viriconium or Tanith Lee’s Tales from the Flat Earth. What excites me most about New Edge Sword & Sorcery and now Brackenbury Books is an openness to innovation within the genre. 

Dariel: I loved all aspects of the doubles idea, of course, so I said yes, I don't think I even asked how much he was going to offer. But Oliver's very decent about that, he credits his parents, both freelance artists, with instilling in him an ethic of making sure creatives get paid their due, so it's a decent deal. Even better, I know from experience Oliver is good and active at promotion, so that level of attention I think makes working with a small press really worthwhile. 

And doing a homage to the Ace Doubles of yore (haha, yeah, I feel old enough to say that!) is a special kick for me. I had quite a few of those, hunted for them in bargain bins all over the seamy side of downtown Manila and the old American airbase in Clark -- back in the 80s they were treasures, as prized as the DAW yellow spines. So given the chance to do that, and with Bryn's work as my novella's companion, it was a golden opportunity. I think Oliver's idea to do a 'steppe siblings' themed set for the first Double Edged book gave it a strong platform, and also fits very much what I want to do with S&S, which is to weave tales about and highlight what I call Forgotten Asia. 


The project looks well on track to fund. What's next for you after that?

Dariel: I'm actually set to deliver two stories, because if we hit at least 250 backers all backers will receive my bonus story, The Shaman's Blood Price. That story is about Orhan and Jungar when they were still young and still brothers - kinda like an Obi Wan-Anakin teamup, and also features their first meeting with the villain of Walls, Qara Erke. As of 16:23 today, Manila time, we’re just thirty backers away from that. And we're already talking about another set of novellas for next year.

I also want to work on more Wali and Khalid stories. These are comical sword and sorcery stories patterned after the adventures of Sindbad. Khalid is dashing, handsome, brave as a lion, swift as a falcon...and thick as a city wall. Fortunately, he has Wali to do the thinking for him. Problem is, Wali is a lecherous failed sorcerer cursed with the body of a monkey! The Wali and Khalid stories are like palate cleansers for me, since I tend to write dark stories otherwise. I'll also be continuing work on my sword and planet novel Warrior of the Lost Age, and in between, tinkering with the Swords of Maruzar RPG and its setting.

Bryn: I hope we fund, because what comes next is highly exciting for me. Oliver has said in public that if this book works out, it’ll be the first of novella series for both characters, Dariel’s Orhan Timur the Snow Leopard and my Goatskin. I’m a slow writer so I am at work well ahead of time. Yesterday I sent Oliver a ten-page outline for the next novella, and today I wrote the first sentences. It has the working title What Rough Beast?, which I’m pretty committed to already. 

Tell everybody where we can see more of your work.

Bryn: My website is Amgalant. That’s mostly about my historical fiction on Chinggis/Genghis Khan, and the research for it. I have a storefront where you can buy direct from me: my historical novels, my Voices from the Twelfth-Century Steppe, an essay on how to listen to the Secret History of the Mongols, my source, and a few short stories. 

Previous Goatskin tales can be found in the pages of New Edge Sword & Sorcery #0 and 1; and in A Book of Blades II from Rogues in the House Podcast. Another is on the way in Beating Hearts & Battle-Axes, an anthology that crosses sword & sorcery with romance, from Brackenbury Books, edited by Jay Wolf. 

Dariel: For my self-published collections Swords of the Four Winds and Track of the Snow Leopard, there's my Amazon page
 
 My stories also appear in issues 0, 2 and 4 of New Edge of Sword and Sorcery Magazine, Heroic Fantasy Quarterly issues 7, 54, 58 and 61, DMR Books' Die By the Sword 1, Rakehell Magazine 1, and Broadswords and Blasters 13: Futures That Never Were.

Wednesday, September 25, 2024

Wednesday Comics: DC, December 1983 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics on newsstands around September 22, 1983.


Power Lords #1: A tie-in with the short-lived toyline, written by Fleisher with art by Texiera and Dee. The cover completely sold me on this issue as a kid, and overall, Texiera does a good job working with the sometimes-challenging character designs by Wayne Barlowe. Shaya, trusted bodyguard for the Toranian royal family, flies to Earth purused by the forces of an alien alliance, to recover Adam Power, who is unaware he is actually a Toranian Power Lord. A jewel removes Adam's amnesia, and he remembers everything about himself, his family--and also remembers how his homeworld fell to dictator Arkus and his allies. Shaya and Adam are attacked by two of Arkus' henchmen, Raygoth and Ggriptogg. While Adam and Shaya defeat both those two, Arkus ambushes them.


Thriller #2: This issue drags out Dan Grove's introduction to the Seven Seconds so some background on those characters can be given to the reader. There are a number of things unexplained, including why there is a bank robber called "Molluskan" and Scabbard's girlfriend Mallochia seems to be Scotty Thriller's nanny under the name "Molly Lusk"--and what either of these people have to do with Edward Thriller's old colleague, Moses Lusk. Von Eeden's panel layouts are as difficult to follow as last issue. We do learn that, thanks to a lab accident during his attempts to harness the power of the so-called "rogue cell" lurking within every human, Edward Thriller and his wife Angeline got merged, so that Angeline exists a noncorporeal being tethered to Edward's body. Or something like that. We also so the fire that killed Angeline's father and blinded her mother--a fire her brother Tony accidentally started while playing with matches. I like the setting and characters, but there was probably a better way to go about this.


Supergirl #14: Indicia and cover title now agree that this is Supergirl. We pick up where last issue left off with Supergirl battling Blackstarr. Supergirl manages to hold her own, but eventually Blackstarr just decides to escape. Back at her building, Linda is talking with Mrs. Berkowitz, and they discover that Blackstarr looks uncannily like Rachel, Berkowitz's daughter who she believes died in the camps in 1941. 

That night, Blackstarr's followers fire-bomb a synagogue. Supergirl gets the rabbi out, but the old man dies of smoke inhalation. Angry, Supergirl takes to the skies and calls out Blackstarr. The villain shows and the fight is on. Blackstarr boasts she has comprehended Unified Field Theory which is the source of her powers.

Meanwhile, Mrs. Berkowitz heard about the fight on the radio and rushed to the scene. When she sees Blackstar she exclaims "Rachel!", and Blackstarr stammers out "M-momma?"


Batman and the Outsiders #5: Barr and Wolfman continue the story from last week's New Teen Titans, this time with Aparo on art. The two teams barely escape drowning in Gotham Harbor after Psimon destroyed the underwater base, but thanks to Terra they manage it, bringing Dr. Jace with them. Whiny Dr. Light is on the outs with the Fearsome Five, so Psimon sends the mudmen to get him, but he winds up captured by the heroes. This issue plays up the tension between Batman and Robin, and Batman assumes leadership and makes Robin feel like a junior partner. Robin eventually asserts himself, countermanding Batman on strategy, but when it works out, Batman commends his leadership and the part with mutual respect. It's interesting how aligned the Batman books, BatO and NTT are on the whole two potential Robins and Batman stuff. It does really feel as if these are all events happening at the same point in the characters' lives.

Here's the covers of the two-parter combined:




Green Lantern #171: Feels like another fill in issue while we're waiting for the new creative team house ads have been telling us about (Wein and Gibbons) to take over. We've got Alex Toth on pencils here, at least, and Austin on inks. The writer is "Noel Naive" which is a pen name and here apparently represents Giffen, Snyder, and Cavalieri. Jordan and Dorine visit desert world are are captured by the "Caretaker" of an alien race. He plans to siphon their life energy in an attempt to cure his people of their "sleep sickness," just like he's doing to his own wife. Jordan intervenes when the alien's wife cries out in pain, and destroys the machine, causing the Caretaker to die of shock. His sadden wife explains that their race was not sleeping, but already dead, and she only let her husband keep believing they could be saved because his struggle to find a cure was the only thing keeping him alive.

In the Tales of the Green Lantern Corps backup by Klein and Gibbons, mustachioed GL Deeter, explains to a young boy how he too was given a hard time by a woman: a caustic princess whose rescue he botched by failing to understand the situation. In the end, he reveals he got his revenge by marrying her as the princess arrives on dragon back to pick him up after her errands.


Sgt. Rock #383: The main story by Kanigher and Redondo is a bit of a surprise in that idyllic, isolationist community Rock discovers in the Alps isn't destroyed or forced to accept the grim necessity of fighting the just war at the end of it. They stay hidden and Rock leaves, managing to catch so G.I.'s looking to loot some Nazi booty and defeat some German ski-troops on his way back to Easy. 

There are "Battle Album" entries on the F-14 and Cromwell's heavy cavalry, then a morality play by Harris/Lindsey about a German soldier on the Russian Front who murders a fellow soldier to get his fancy boots only to lose his feet to frostbite. 


Legion of Super-Heroes #306: While awaiting the returns in the election for Legion leader--one where Star Boy hopes his girlfriend Dream Girl loses--he passes the time by filling Wildfire in on his origin. Giffen draws the frame sequence, but the flashback is handled by Curt Swan and recaps incidents from recaps incidents from Adventure Comics #317, #342 and #350.


Warlord #76: I reviewed the main story here. In the Barren Earth backup by Cohn and Randall, something appears to be blocking the pipe taking water from the subterranean sea to their reservoir. Jinal dives down to take a look and finds an ancient, space battleship, which she manages to salvage but only after defeating some automated guardians.