Wednesday, January 7, 2026

Wednesday Comics: DC, April 1985 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) through Crisis! This week, I read the comics released the week of January 10, 1985. 


Batman #382: Moench and Hoberg/Nebres continue the story from last month's issue of Detective. Catwoman reveals to Vicki and Julia, and later arrivers Batman and Robin, that she tangled with Darkwolf in Egypt and in revenge he poisoned her panther and is out to kill her. After Diablo (the panther) dies, Catwoman vows revenge herself, and Batman agrees to help her. Meanwhile, Darkwolf has made it to Gotham Airport and has hijacked a plan, demanding flight to Damascus. Catwoman goes undercover as a flight attendant while Batman attaches himself to the wing with a parachute. Amazingly, this plan works (sort of) and Darkwolf is defeated, Batman takes the plan in for an emergency landing after the pilot is knocked out, and Catwoman appears to have been killed after falling out of the plan with a grenade in hand after grappling with Darkwolf. 


Amethyst #4: Schaffenberger is on pencils this issue and it gives it a more cartoony look. Amy wakes up back in our world, no worse for wear, but evil is still on the move in Gemworld, and she's soon called back for a brief visit. A muscular, hooded figure hovers over Citrina's bed and brags about his plans to destroy her, before Amethyst's appearance chases him away. Sardonyx has survived the destruction of his city, but a strange, little creature demands he do its bidding if he wants to see his people again. 

Back on Earth, new student Carl Nelligan starts school, but Amy and Emmy know he's Carnelian. When they catch a little gremlin spying on them, they chase it back to Carl's basement where they find a machine for enhancing magical energy. They are threatened then attacked by his Uncle Orville who looks like Dark Opal but turns out to be a robot. The issue ends with the girls in the robot's clutches.


Arak Son of Thunder #43: The Thomases and DeZuniga bring Arak to Kur, the Sumerian Underworld. He manages to rescue Satyricus from the procession of the dead, but Valda has already been brough before Ereshkigal, Queen of the Underworld, and the stone judges of the dead. Arak begins to struggle against the beastmen Anunnaki. His loyalty inspires Gilgamesh, one of the judges, who jumps to join their fight and returns to flesh. Eventually Ereshkigal gives up and allows Arak and his companions to go free--if they can find a passage out of Kur. They succeed in doing so, but back in the living world Gilgamesh lays down and returns to dust. The others continue onward to Angelica's temple which now appears abandoned.


Camelot 3000 #12: After over 2 years, this series reaches its conclusion. Barr and Bolland bring Arthur and surviving knights of the round table to their final confrontation (this cycle, perhaps) with Mordred and Morgan le Fay and her alien allies. Mordred wears armor made of the grail, but that isn't enough to save him from his father's wrath. After Merlin is released, Morgan is left to the mercy of the disease warping her flesh. Galahad loses his life in the battle, and Arthur sacrifices himself for the others. In the epilogue, Tom Prentiss is helping rebuild the Earth, Tristan has at least decided to accept his female body and move on with Isolda, and Guinevere and Lancelot are expecting a baby, which they both hope is Arthur's. Meanwhile, an alien pulls a sword from the stone...

This series mostly gets by on Bolland's art, but Barr's story is better in collection form rather than dragged like it was in its original run.


Flash #344: I feel like what an already languidly paced story arc doesn't need is reprints to give unnecessary backstory, but that's just what we get as Bates and Infantino have Kid Flash take the stand. We get the origin of Kid Flash from Flash #110 and the story where Kid Flash learns the Flash's secret ID from Flash #149, both by Broome and Infantino. We end in the present on Kid Flash's bombshell admission that in his opinion it was unnecessary for the Flash to use deadly force against the Reverse Flash.


G.I. Combat #276: There's only one real Haunted Tank story this issue. The trauma of war has made Jeb cold and distant, an ironic parallel to a German cyborg tank commander that is sent against Stuart's Raiders. Confrontation with the cold steel foe awakens Jeb's humanity. 

There's also a Mercenaries story, where the trio is perhaps in North Africa, hired to help an Arab general, but they find the general has been overthrown by a people's revolution. They decide that's maybe for the best, but the General and his wife coerce them into working for them. As is the pattern of these stories, the Mercenaries manage to turn the tables, doing what's right, but they don't get paid.

One of the non-series stories is by Kashdan/Carillo and involves an aerial spotter for artillery who is forced to give his life in a kamikaze dive to hit one last target. The other is by Drake/Barnes and is one of those stories whose heart is in the right place as it deals with the prejudice faced by Japanese American soldiers but manages to engage in unfortunate stereotypes. 


Jemm, Son of Saturn #7: Potter and Colan/MacLoed seem to be bringing story threads together post the mid-point of the series. Synn and her Koolar warriors met Tull who is indeed much more powerful than I initially thought due to his knowledge of advanced technology. They make an alliance with him agreeing to lead them to the Red Saturnians in exchange for him being allowed to drain the energy of a Koolar to extend his life.

Meanwhile, Jogarr keeps Jemm virtually a prisoner in New Bhok. Given that Jemm fulfills an ancient prophecy he and some of his council fear knowledge of his existence would cause a religious frenzy and social disruption in their community. However, when the actions of a Bishop of New Bhok and an attack by a subterranean bentu accidentally conspire to reveal Jemm to the populace, Jogarr's fears appear to be coming to fruition.


Legion of Super-Heroes #9: Lightle and Mahlstedt are really working well here; this issue looks great. After their stopover in DC Comics Presents last week, the lost Legionnaires are home at last. Element Lad reunites with Shvaughn Erin, but duty keeps getting in the way of them being together until the very end of the issue, as Sklarian raiders are found in Hong Kong. Meanwhile, a much more assertive Shrinking Violet confronts Yera Allon, the investigation begins into who shot Laurel Kent and why, and Timber Wolf frets over his role in settling Karate Kid's estate.


Omega Men #24: Shawn McManus comes on for art on this story. Kalista returns to her childhood haunts to reminisce over happier times on Euphorix. She has also secreted Dulak away in a hunting knowledge nearby and visits him. Dulak has been duped by his Branx allies, though, and Harry Hokum directs a plan to kill Kallista. It fails, and Kallista forgives Dulak, even spends a night with him, but can't return his love because she is queen. She leaves the forest and returns to her duties.

This title has felt directionless for a while, but this issue makes me consider whether it really would been better just to lean into that and make it an anthology about the weird worlds and peoples of Vega. Apparently, the editors are thinking something similar as they've already announced the upcoming "Tales of Vega" backup series.


Star Trek #11: Kirk and crew run a daring gambit to neutralize the Terran Empire. In the Mirror Universe, the Excelsior reports to High Command and Kirk (impersonating Mirror-Kirk) argues now is the time to strike the universe of the Federation. He is tasked with leading the strike force, which he plans to betray. Later, Marlena helps him make contact with the rebels, who to his surprise include Mirror-David! Unfortunately, the Empire has spies. Just as the strike force has gathered, the High Councilor gives the command for the assembled ships to turn on Excelsior. Another good, very Trekian, installment from Barr and Sutton/Villagran.


Superman #406: You can frequently count on the Superman titles to have odd stories, and Kupperberg and Norvick/Hunt continue the tradition. Former wrestler Mo Ramboe is angry that Superman stole his former stage name. Since he's had prophetic dreams in the past, he's happy when he dreams he defeats Superman in the ring and takes back his name; His brother the mobster is also happy because he sees the chance to increase his power in the Metropolis underworld. Meanwhile, Superman begins to experience periodic failure in his Superman strength before he feels inexorably drawn to the arena where Ramboe is going to fight and beat him has the gang leaders of the city watch. Once Superman is beaten, though, his strength returns and he easily takes down Ramboe in an immediate rematch, and Ramboe's brother's mob boss dreams are quashed. 

The second story by Boldman and Saviuk/Kesel makes a more sense but is (perhaps) sillier. A "Can You Stump Superman?" contest is held on to benefit the Lung Foundation. The contest is realized as an attempt to determine what Superman can't do that Earthlings can. Two crooks try to take advantage of the contest to plant a bomb in the Fortress of Solitude, but most of the story is just people's guesses and Superman proving them wrong. In the end, it turns out Superman can't actually inhale if he tries to smoke.


Talent Showcase #16: As promised in last issues editorial, the talent is no longer "new," so that's dropped from the title. We still seem to be getting the same level of "not ready for primetime" stories, though. Eric Shanower is up first with a fantasy story in a vaguely Ancient Egyptian setting that doesn't amount to much, even lampshading it's pat resolution in the final panel. There are three one-page gag strips by Agustin Más, then the rest of the issue is given over the science fiction, albeit one story has a superhero bent. The first has a woman scientist overcoming sexism, but I can't remember much else other than it has to do with FTL travel.

The last story is multi-part and is the origin of the hero Collapsar by Ashley Tillman and Stan Woch. Tillman's only published comic work is in this title, though he was more involved in comics fandom, organizing the 1978 Charlotte NC comics convention. "Collapsar" is the story of a scientist working with a team planning to send an ape into a black hole who discovers he has a terminal disease and decides to take the trip instead of the ape. He doesn't die but finds an inhabited world on the otherside and is transformed into a cosmic superhero form with indigo skin, pupilless eyes, red hair, and these Starlin-y sparkles.  DC publisher a Collapser series from Young Animal about a guy who gets a blackhole in his chest and gains super-powers. I wonder if the writers were aware of this earlier character?

Monday, January 5, 2026

The Stranger Realm of Dungeons & Dragons


I got around to watching the series finale of Stranger Things this weekend, and it gave me the idea for setting combining elements of that show and the Dungeons & Dragons cartoon series that ran from 1983-86.

We start with the secret experimentation with psychic phenomena in a small town. Through this experiment, a psychic rift to another world is opened. The reality of this world is either maleable or difficult for the human mind to comprehend. The psychic kid raised in isolation for the experiment, doesn't add much detail to the world and its denizens, but thanks to rift, the other world (or an entity in it) begins to make contact with the minds of other, susceptible individuals in the town.

One of these kids plays D&D, so the world begins to frame itself (or become framed) to humans in D&D terms. It's a small realm in Gygaxian fashion just a funhouse mirror of the kid's own surroundings, but with a fantasy Medieval adventure overlay.

Either of their own accord or as recruits of the shadowy researchers the kids would begin to explore this realm of Dungeons & Dragons. The psychic avatars of the kids are often imbued with the classes and abilities of their game characters but mentally and emotionally remain the kids that they are.

There's a dark power in this fantasy realm, though. A demonic sorcerer with origins in our world as well--and a desire to make the two realms one under his rule.

Wednesday, December 31, 2025

Wednesday Comics: DC, April 1985 (week 1)

My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of January 3, 1985. 


Crisis on Infinite Earths #1: The build-up with hints and teases regarding the Monitor finally pays off as the title originally advertised as DC Universe arrives. Wolfman gives us an extensive intro explaining the rationale for the project (fix/modernize DC's convoluted multiverse) and how it came to be. The story he and Perez give us this issue is mostly setup, though. It starts at the beginning of time, telling us that what was intended to be one universe got fractured into many. We meet Pariah who watches an Earth consumed by nothingness, unable to interfere or to die with it, before he is transported to another imperiled Earth. This is Earth-Three, world of the Crime Syndicate. Those villains, despite their vast powers, are unable to stop the spread of antimatter, but they die as heroes, at least. The world's sole superhero, Alexander Luthor, rockets his infant son to another Earth before he and his wife are destroyed. 

The Monitor says the time is here, and sends forth his assistant Harbinger to select the champions they need: Solovar from the present of Earth-One, and Dawnstar from its future; Psycho-Pirate from Earth-Two's present, and Firebrand from the 1940s there; and Charlton's Blue Beetle makes his DC debut as he's recruited from Earth-Four. A Harbinger duplicate returns to Earth-One and collects Firestorm and (with the aid of Psycho-Pirate) Killer Frost. In the past, a Harbinger recruits Arion but becomes corrupted by a Shadow Demon.

The group is united at the Monitor's satellite, where their host steps out of the shadows and reveals himself at last.


Atari Force #16: Hannigan is on pencils this issue. Babe's foray against the ant creatures is successful, and Scanner One is able to break free and take off, but not before a few of the bugs get into the ship and start causing trouble. Luckily, Taz has her babies and tazlings have an inherent technical aptitude. They effect repairs and the ant-things are dealt with. Meanwhile, Dart is psychically contacted by Chris and the crew discovers that New Earth (and its universe) hasn't been destroyed after all. 


DC Comics Presents #80: Kupperberg and Swan/Hunt present a very much in-continuity team-up, as the Lost Legionnaires step through a stargate and wind up in a Metropolis inhabited by a bunch of Supermen who are out to attack them. It all turns out to be an overelaborate plot by Brainiac to escape the extra-universal realm he's been imprisoned in and get the Legionnaires to kill the real Superman once he shows up. Things don't go his way, though.


Fury of Firestorm #34: Conway and Kayanan/Kupperberg open where last issue left off. After the shock of setting off LeFlambeau's trap, Firestorm rallies and uses his powers to save New York. Meanwhile, the lab accident at the end of last issue has created a new Killer Frost. Ronnie is just about to finally have a take with Doreen about the state of their relationship, when he's whisked away to confront her as Firestorm. He winds up getting trapped under a mass of ice for his trouble. 


Jonni Thunder #2: The Thomases and Giordano/Esposito continue their superhero-detective hybrid story. Jonni is still trying to get all the players straight. She gets another visit from "Slim" Chance who wants the statue. That statue is stolen from her home, but Jonni tracks it to bottom-feeder P.I named Harrison Trump and his employer, a strip club owner called Red Nails--a woman who seems to know something of the mysterious Thunderbolt. In fact, even invoking the Thunderbolt may not save Jonni from Red Nails as she threatens to kill the P.I.'s unconscious body if Thunderbolt doesn't surrender.


Justice League of America #237: Conway and Patton/Maygar have Flash, Wonder Woman, and Superman return to the destroyed JLA satellite with no idea what has happened. In a continuity puzzle, they just got back from the adventure that began in issue 231 back in July of '84. Anyway, a self-destructing Soviet spy satellite leads them to the USSR where they are beaten by the keytar stylings of the Maestro, a super-villain in the service of General Gorki, who plans to stage a coup. Meanwhile, the new League sends Steel, Elongated Man, and Dale Gunn ask Hank Heywood to use his CIA contacts to find out why the three heroes have gone to the Soviet Union, but Heywood's bigoted and reactionary ways lead to Steel throwing him out a window, so the new League is without leads.


Tales of the Teen Titans #52: Wolfman and Buckler/DeCarlo continue what now seems like a "backdoor pilot" for a Searchers, Inc. (the organization founded by Jericho's mother) series. While Jericho and Amber, one of his mother's agents, go to Qurac to free Adeline Wilson, there confronting Cheshire and President Marlo, in the primary story of the issue. Over Changeling's protests, the Titans agree not to intervene in the matter, and so are sidelined. Alerted by Lilith's precognition, they instead go to STAR Labs, where an explosion frees the cryogenically preserved alien, a winged man who instantly falls for Lilith.


Robotech Defenders #2: The issue opens with an editorial revealing that the planned 3-issue series is only going to be two, but this issue is 32 pages and without ads. Our heroes and their giant robots are ambushed by the more numerous Grelon force, supplied with tech by a mysterious faction. The defenders are defeated, and Silky, pilot of Aqualos, is killed. Malek is captured but discovers that pushing the big red button in the cockpit brings the robot to life. She relays this to the others, and the non-sentient robots are able to fight their way free. Regrouping, the robots reveal to their pilots that they were beings from the planet Technor who uploaded their minds into the robot bodies. They are opposing the energy vampire S'Landrai who are using the Grelons to acquire worlds to drain.

With the help of a rebellious Grelon commander, the robots and pilots fight back and defeat the S'Landrai and their Grelon pawns. The ending suggests other adventures to come, but of course they never materialized.


Superman: The Secret Years #3: Rozakis and Swan/Schaffenberger reveal the full story of the death of Billy Cramer, Superboy's new friend and confidante. He dies trying to save a baby that it turns out isn't even in danger, sure that Superboy will save him, but Superboy is busy elsewhere with an emergency. Clark's guilt is worsened because he had been cold to Billy and Pete in the aftermath of his breakup with Lori Lemaris. Superboy is shaken in confidence and doubting his mission.


Vigilante 16: Kupperberg does a fill-in with Saviuk/Maygar on art. In the last days (or so he thinks now), before he gives up his crimefighter identity, Vigilante takes on a highly organized gang who is derailing subway trains and robbing the occupants after they beat up Marcia. It turns out the mugging have only been cover for a bigger job: robbing the collections train. Vigilante foils the plot and brings the gange to justice.


Wonder Woman #324: Thanks to the alien machinations related to Trevor's new gremlin pal, Glitch, the U.S. and the Soviet Union move closer to nuclear confrontation. Gardner Grayle (last seen in DC Comics Presents #57) is troubled by visions of this happening and sees Wonder Woman's and Steve Trevor's actions as a trigger. As the Atomic Knight, he first battles them, then teams up with them to attempt to stop nuclear war, only to have the situation further complicated by the arrival of the alien Ytirflirks who want Glitch back.

Monday, December 29, 2025

Sweet Sixteen


Yesterday was the 16th anniversary of this blog. If anybody's still reading from the early days, thanks for sticking around. 

Looking at my blog states, my most popular post ("Old School Blogger Advancement Table") was done as sort of a joke but also an attempt to be grab the attention of weekly(ish) blog cycle of that day. I guess in that it succeeded in that regard, but it seems even more frivolous to me today.

The next two most popular posts were part of a series "Real Dungeons, American Style." The top one was "Murder Castle" about H.H. Holmes, featuring the blueprints of his home that were published in the newspaper after he was caught.

The 7th most popular post was "AD&D Cosmology: A Defense." I think I've written a number of posts defending, elaborating, and riffing off the Great Wheel. 

The 10th most popular post was where I announced that Weird Adventures was available. The first actual Weird Adventures post is "Remember Prester John," a few places lower.

The most recent post in the top 20 is from 2023. "The Adventure-Point Crawl" was inspired by my friend's Chris Kutalik's point crawl posts, but also rewatching Avatar: The Last Airbender with my daughter.

Maybe for the 20th anniversary, assuming I'm still around then, I'll do a list of my favorite posts.

Wednesday, December 24, 2025

Wednesday Comics: DC, March 1985 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I read the comics on sale on December 27, 1984.


Action Comics #565: In the first story, Todd and Schaffenberger have crook Desmond Dexter looting the Kryptonian ruin of Wizard City (it's first appearance since 1971) unearthed in Africa for advanced technology to commit his crimes.

The rest of the issue is essentially a teaser for the Ambush Bug limited series. Giffen's art and the style of humor have reached their final form, as Ambush uses Superman, Batman, and finally Wonder Woman as straight men for his gags. It has its moments, but it isn't as funny as the series to come, or perhaps it isn't as funny as the series to come is in my memory! We'll see what the reread holds when I get there.


America vs. the Justice Society #3: The Thomases and Bender/Alcala continue the testimony of the members of the JSA. I can't really see what the committee is getting out of this, and frankly, the reader doesn't get much either unless you're dying to know just how some Golden Age story fits into continuity. It's like Marvel Saga, but just for the JSA and with less effort to retcon things. The only real action this issue is the testimony of the Wizard. He (naturally) says the JSA are Nazi collaborators but then is almost immediately shown to be unreliable. The shadowy figure orchestrating this is shown to be Per Degaton, and he's quite reasonably feedup with how things have gone the past 3 issues. He's going to take matters into his own hands.


Arion Lord of Atlantis #29: Nebres comes onboard as inker. The seclusion of the king is becoming a crisis in the city, and some city leaders are beginning to think Arion should take the throne, a suggestion he doesn't like. These issues are pushed aside when Lady Chian returns to the city. Their reunion is cut short by an attack by escape prisoners led by the jackal-headed S'Net. S'Net captures King D'Tilluh forcing Arion to use his new magic to rescue the king. Still, S'Net manages to escape while Arion battles a sorcerer's apprentice. Following the battle, Arion decides he must find a way to restore the rest of his magic. Meanwhile, Mara believes Wyynde has been killed when a prisoner in a small flier crashes into the window where she had left him sitting. Next issue promises the return of Duursema for a "mini-series within a series."


All-Star Squadron #43: Thomas/Baron and Jones/Collins continue the story from last issue. The All-Stars are saved by the arrival of the Guardian, but Daka and his minions Kung and Sumo escape with Liberty Belle captive. He demands the All-Stars bring the defeated Tsunami and Starman's gravity rod to the Bronx Zoo at midnight for a trade. There's a disagreement between the group about whether to do this or not, which as is typical for the genre devolves to a fight. In the end, Firebrand, Guardian, and Amazing Man make the trade, but Daka is treacherous, driving Sumo and Tsunami to turn against him, and he is defeated.


Detective Comics #548: This issue should be a collectors' item, because I feel like it has got to be the only time Alfred has ever said anyone wanted to "jump [Bruce Wayne's] bones" and it's extra-notable because one of the people he is referring to is his own daughter, Julia! Anyway, a panther has been sighted in Crime Alley. Both Batman and Robin and Vicki Vale and Julia Pennyworth go to investigate. Batman and Robin wind up getting called away to hostage taking at the Egyptian Embassy by a terrorist for hire named Darkwolf and barely making it out before a Darkwolf blows up a floor of the building with a grenade. Meanwhile, Vicki and Julia find both the panther and its owner: Catwoman.


Spanner's Galaxy #4: Spanner and Gadj hope to a station run by the Mollusca, but which also houses a blue-skinned humanoid species, many of whom like in the maintenance underbelly of the station and performer repair work in exchange for the Mollusca allowing their presence. With the law on his trail, Spanner hides out among them and but not before having tell stories to the blue-skinned kids. In escaping, Spanner is forced to fight and defeat the cop Baka, who them becomes determined to learn to the alien Shek himself.


Sun Devils #9: Conway and Jurgens/Mitchell finally reveal the traitor they have been teasing. Rik is rescued by Scylla, having welded himself into a piece of wreckage and surviving off the air in his suit until he was saved. Anomie is assumed captured, until she hails them from another ship, requesting they open the docking bay. Everyone but Rik assumes this means she is the traitor; it's just too convenient and unlikely. Rik won't hear it, though, and forces the others at gunpoint to let her in. And of course, she is the traitor. Their Centauran military liaison is killed, Scylla is gravely injured, and everyone else is taken captive for the Sauroids. And the badguys have the neutronium. Meanwhile, a Centauran general plans to not warn Earth of an impending Crustate attack, hoping the attack will wake up Earth leadership and bring them into the war.


Tales of the Legion #321: An unusually violent cover graces this unusually gritty first chapter in a 3-parter by Levitz/Newell and Jurgens/Kesel. While searching for the lost Legionnaires, Dawnstar is attacked with primitive weapons and brought down planet where she can't communicate with anyone. The tribe that found her thinks she's an animal and intends to eat her, but their theocratic rulers show up and free her, only one of them thinks she's a demon. Meanwhile, Brainiac is looking for her and also crashes and is attacked as technology doesn't beyond a certain point doesn't tend to work on this world. He's rescued by a strange and erratic man who he believes his suffering from a psychotic disorder (and to be fair, Brainy has some experience with that). All and all, it's almost more of a Star Trek episode than the usual Legion story.


V #2: The art looks much more DeZuniga than Infantino this issue as some of the resistance discovers a small town that is collaborating with the Visitors: they got special crystals to make their desert land productive and advanced medical treatment in exchange for giving the Visitors the mineral waters of the nearby springs. They have the Resistance team in the town jail as a Visitor craft arrives.


World's Finest Comics #312: Cavalieri and Woch/Alcala have the Network reveal motivation for criminality to record exec they kidnapped: their studio was stiffed on payment for the videos they made! Meanwhile, Batman is dealing with the weirdness of the White Noise dimension. Somehow, though Superman is able to pull him out. Batman enlists Lilane Stern in a sting to capture the Network, but they get captured instead. Meanwhile, Superman has determined the White Noise is sustained and generated by the RTV (Rock TV) satellite signal. Batman rallies, Superman jams the signal, and the Network is defeated. In addition to the topical RTV (MTV was only around 3 years-old at this point), this issues dialog has several references to pop music lyrics.

Monday, December 22, 2025

The Bottled Setting


I may have never played an rpg with one, but I've long seen the appeal of the "bottled setting": a locale that could be the size of a small city or as big as solar system (or more) but is in some way cut off from the outside. It might also be "managed" in some way, having traits established by who or whatever did the bottling, Kandor from the Superman mythos is probably the most famous of such settings, but it shows up in rpg settings like Empire of the Petal Throne and Metamorphosis Alpha in addition to numerous places in fiction.

The inhabitants of a bottled setting may or may not know they are bottled. If discovering that fact or discovering the why or how of it is the main focus of the setting, you're may well be looking at a Mystery Terrarium. Really, though, all that stuff can just be background for a setting with any other sort of focus where the boundaries just happen to be hard stops rather than the place where things get fuzzy.

What's the appeal of this sort of setting? Well, for one, it can be used to disguise the true nature of the setting. The universe might actually be science fictional, but the "bottle" marks the boundary within which you can run a traditional fantasy campaign, if you want. Crossing the boundary can then mark a major turning point in a campaign, like potentially to a whole other sort of game. 

The other thing is a that a bottle need not be impassable. Krishna in de Camp's Viagens Interplanetarias series is a sort of a bottle wherein people from a technologically advanced, spacefaring civilization can play at pseudo-Medieval Sword & Planet heroes. Portal fantasies, in general, are not necessarily bottles but could easily be (particularly the sort involving a person somehow getting sucked into an MMORPG world). That allows players to play characters much more like themselves but still get involved in fantasy action.

In the end, though, I suppose the creative constraint it applies makes for an interesting challenge and heightens the potential for player engagement with setting mysteries. Vast traditional settings are great but there's nothing like having the players hit a wall they didn't expect to be there or have hints dropped that things aren't what they seem to get them engaged.

Friday, December 19, 2025

A Highly Derivative Space Opera Setting, Briefly Described


I thought it would be fun to do the Space Opera in the style of presentation of the Known World (later Mystara) in Isle of Dread: A highly derivate, briefly described setting that was easy to understand but vague to allow the DM freedom to make it their own. I didn't have time to come up with a map, but here are the large political entities.

United Federation of Worlds: A multiple species union of planet governments organized to promote peace, justice, and mutual prosperity. 

The Imperium: The largest revival to the Federation is a fascist and oppressive human-supremacist state. It boasts a powerful military, including a large army of clone soldiers. 

Kurgon Horde: Once a group of factionalized, spacefaring humanoid raiders, a new Emperor has emerged among them, claiming the mantle of the mythic First Emperor and forging the disparate tribes into a single nation. Once merely a menace to border settlements of the Federation and the Imperium, the Kurgons now pose a more significant threat.

Outlaw Expanse: A lawless region of spaces, kept so due to its function as a buffer zone, but also due to the bribes paid by its Syndicate crimelords. The region has a whole is a melting pot of various species, the some of the crime syndicates are single species in nature. Illegal commodities in other regions of the galaxy such as slaves, certain addictive drugs, and some cybernetics are available here.

Corporate Zone: Another border region whose only government is large, economic powers. The Corporates are constantly engaged in small-scale conflict and espionage as they jockey for power against one another. Their R&D facilities, with no fear of government regulation or oversight, turn out exotic weaponry and dubious consumer goods that sometimes find their way into other regions via the black market. There are rumored to be an unusual number of Precursor ruins in the Zone, some of which contain biotechnologies that the Corporations have been able to exploit.