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.
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Wednesday, December 3, 2025
Wednesday Comics: DC, March 1985 (week 1)
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.
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.
Wednesday, November 26, 2025
Wednesday Comics: Gift Suggestions 2025
Looking for a gift for a comic book fan you know (even if that fan is yourself)? Here are my recommendations for you to consider.
Absolute Martian Manhunter vol 1: Martian Vision
In the only one of the Absolute books that really caught me interest, Martian Manhunter is re-envisioned as a sort of memetic lifeform that invades the mind of FBI agent John Jones in a psychedelic story about alien invasion and family, among other things, by Camp and Rodriquez. This is, unfortunately, only the first 6 issues of the series, so not a complete story, but worth it, if only for Rodriquez's artwork.
I reviewed this gorgeous volume by Kidd and Cho here. The Avengers brawl with a host of Kirby-style Marvel monsters, courtesy of Loki, but soon develops in an even more metatextual direction as Thor pursues Loki outside the realm of the comic. The Avengers soon must come to terms with the sense-shattering reality of their existence and the fictional counterparts of Kidd and Cho finding the story becoming all too real!
Bug Wars Book One: Lost in the Yard
Teenager Slade Slaymaker, son of an entomologist who died under mysterious circumstances, finds himself shrunk and thrown in among warring tribes of diminutive insect-riding humanoids having epic battles in his unkept backyard!
Ad copy calls this "Honey, I Shrunk the Kids meets Conan," but I feel like Aaron and Asrar are fulfilling the promise of Sword of Atom or the Hulk stories set in Jarella's world in a gritter, modern way. The thought but into the various cultures of the yard is one of my favorite parts.
This one has got a fair amount of buzz online, and I think with good reason. Check out my review here. Lonergan weaves a creation myth in a world part Kirby's New Gods and part Metal Hurlant in a unique style.
The release of volume three "The Secret of the Saucer" just this week has given me the only excuse I need to put this series on the list again this year. Bertin and Forbes created a series that is sort of "Twin Peaks meets the Hardy Boys/Nancy Drew" as teens in a small, coastal Canadian town uncover weirdness.
I wrote about the Mighty Avengers volume in this series here. It's the only one I've read so far of these 33 1⁄3 explorations of Marvel history, but it got me interested in reading more.
Young Spring Seasons is the last hope to save her sisters and parents from the grip of sinister carnival that invades their home town. This series by Remender, Alzaceta and Lopez has been called a "dark fairytale" and "whimsical horror," which seem apt descriptors. Remender has said The Adventures of Tintin and the works of Miyazaki were inspirations, which I can also see, particularly the former as it seems a very "European style" comic to me
Monday, November 24, 2025
Clerics vs. Posthumans
Technology vs. magic, sometimes even to the point of a war, in a feature of a number of fantasy works, though I'm not aware of a published D&D setting that features it.
Some science fiction settings have cultural/religious limits on technology, either as one facet of the setting or as a means for the author to keep technology in check to tell the sort of story they want to tell. Dune is the primary example, but there are series like the Sun Eater series by Christopher Ruocchio that follow its lead, and other settings that make it a feature. A more recent variant is a group or culture that rejects the rapid changes associated with things like cybertechnology and brain uploading. This shows up in Stross' Accelerando.
I think it would be interesting to sort of combine these concepts. Have the action take place within a fantasy world (perhaps a fairly standard one, or maybe a Spelljammer-ish system), but the demons, devils, and other Outsiders trying to get in and corrupt the world (at least from the perspective of the world's clerics and leaders who consuder them anathema) are actually posthuman intelligences that utilize technology, not magic. Presumably, "magic" (whatever it is) was what allowed these simple, unenhanced humanoids to hold on in a universe of much more powerful sophonts. The Outer Planes (as they view) them are really just planets, habitats or networks.
Of course, whether the Outsiders are really baddies would depend on the specifics of the setting--or maybe even be open to interpretation?
Friday, November 21, 2025
Challenge on the Moon
Our 5e Land of Azurth game continued last Sunday with the party trying to get to the Bright Rabbit Goddess of the Moon to ask her for a particular jewel that might be the key to saving Azurth's princesses from the petrification the evil Wizard had put on them.
After several weird encounters in the fae lunar gardens, the party encountered one of the Rabbit Folk working in a fissure in the Moon's surface on the vast gearworks beneath. He told them the gears controlled the movement of the gigantic, black tarpaulin that was drawn across the Moon's surface, causing its phases as observed from Earth, so that the lunar folk could have some privacy.
He tells them that reaching the primary garden and the Goddess requires not thinking about going there. Sort of unfocus your eyes, he says, and the path will become clear. Only two of the party are able to accomplish this, but they can lead the other members on.
They are greeted by a major domo in a ruff collar and fancy dress who listens to their concerns and puts their names on a list to see the Goddess. Then he ushers them off to one of the few empty tables in the expansive, side garden to wait.
Trying to figure out a way to get in sooner, they strike up a conversation with a young woman who claims to be from Mercury. She offers them a letter of introduction from the Empire of Mercury, which they accept but are too wary to use.
They decide to ask the major domo if there might be some sort of inducement they could provide to get in sooner. He happily tells them that the Moon is mad for the more advanced gadgetry of Earth. They give him a stopped pocket watch (right twice a day!) that used to belong to the young Roderick Drue, who eventually became the Wizard. Or some version of him did, anyway.
They are whisked in to see the Goddess who is sympathetic to their plight. Unfortunately, she just granted the sapphire to a Faceless Collector from the Outer Worlds. Maybe they can convince him to give it to them?
The Collector, a cool, emotionless humanoid with knowledge of time, says he will give it them if they can defeat him and his servitor in combat...
Wednesday, November 19, 2025
Wednesday Comics: DC, February 1985 (week 4)
Monday, November 17, 2025
Weird Revisited: The Androids' Dungeon
What would be the point? Well, it would be an interesting mystery to add in the background of a science fantasy sort of campaign (like a variant Anomalous Subsurface Environment, maybe). Also, the increased durability and easy resurrection of posthumans would explain some things about how D&D works as written but it could also be used to ramp up the carnage (and probably the black humor). Death wouldn't necessarily mean starting with a new character most of the time, it would just mean starting with the same character, poorer than before or owing a debt to somebody.
Wednesday, November 12, 2025
Wednesday Comics: DC, February 1985 (week 3)
Monday, November 10, 2025
Back from the West
I spent much of last week in San Francisco for a conference. It's a city I've also enjoyed visiting, though I haven't been there very often.
Anyway, it reminded me of my old post from 2011 on the San Francisco analog in the world of Weird Adventures, San Tiburon.






















































