Wednesday, November 10, 2021

Wednesday Comics: DC, February 1981 (wk 1 pt 2)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands around November 13, 1980.



G.I. Combat #226: This story has a couple of decent stories. The Kanigher/le Rose "The 6-Minute War" chronicles the harrowing descent and ultimate death in battle of a paratrooper, 6 minutes after his first drop. Wessler and Talaoc tell the story of an American medic who treats the wounds of 3 German soldiers, then takes them captive. When they try to kill him with a grenade, he bats it back at them with his rifle butt and blows them up! O.S.S. by Regan and Carillo continues to be hardcore and grim. A German working for Control volunteers to assassinate Dr. Mencke who killed his wife and child in Auschitz. He purposely gets captured and sent to the camp where he assaults a SS officer and is shot and killed. Mencke catches sight of his extensive tattoos and takes him to his lab to remove his skin for a nice lampshade. The time bomb that started up when his heart stopped beating explodes and kills Mencke during the procedure. While we're on the note of grimness, Wessler and Vicatan present the tale of a deserting GI being chased by his sergeant. His sergeant saves him from some Japanese, then he saves the Sergeant from quicksand when he could have gotten away. Regretfully, the Sergeant takes the deserter back to be shot by firing squad.

The first of the two Haunted Tank yarns also deals with a runaway tank of deserters. These guys have the decency to die in battle after seeing their error of their ways, though. The second story has the Tank and its crew playing a pivotal role in capturing the bridge at Remagen in March of 1945.


Justice League of America #188: Zatanna's 80s costume designed by Perez has it's co-first appear with New Teen Titans #3 in this issue. Here it is drawn by Heck/McLaughlin. Even though they came out at the same time, I guess this issue is technically the first appearance, since it shows Zatanna debuting it for her teammates. Or one of her teammates; Conway has the Flash is trying to put the moves on Zatanna, and she's conflicted about workplace romance and being the rebound girl, but she's kind of reciprocating. A villain from the Creeper series, Proteus, Man of 1000 Faces, has been defeating the JLA one by one and making them think they are average joes. Zatanna's costume change cues the Flash into the fact something is going on. His suspicions aren't strong enough, though, and he too is replaced, but their are signs the other heroes are coming to the rescue. Proteus wanting JLA duplicates to commit jewel theft hardly seems to be aiming high with all that power.


New Teen Titans #4: I continue to be impressed (or exhausted) by how much Wolfman and Perez put in these issues. We get a little bit more of Raven's backstory here. We find out that she first approached the JLA about helping her against Trigon, but they would because they didn't believe her. They instead want to fight these three wizards she thought were doing the right thing, I guess? Maybe I didn't read it close enough, but I'm a bit confused. Anyway, the Titans fight the JLA not once, but twice. Once because they were give hypnotic suggestions by Psimon, the next time because Raven convinced them they should. In the end, the JLA reveals how much Raven has been manipulating them (for good reasons, she assures them) and now they aren't helping her. The fights with the JLA were well done, and with the backgrounds Perez draws in this magical realm, it really has a "warming up for Crisis" vibe to it.


Secrets of Haunted House #33: "In the Attic Dwells Dark Seth" by Kashdan and Serpe may not be the the best horror story I've read since I started this, but it really feels like the answer to "just what are these horror comics like?" Wealthy and kind of creepy looking Stanley is bringing his new bride (a gold-digger as her thoughts reveal) home to meet the creepy family. Turns out the couple has a baby on the way, and Stanley says the "Professor" expects a perfect baby. His bride doesn't know who the Professor is but when older brother Seth starts howling upstairs she forgets all about that. She's told to leave Seth be and not to disturb him. Naturally, she goes and unlocks the door during the night and Seth, looking like some sort of winged gargoyle, chases her down the hall, until Dad and Mom send him to his room. They explain to their shocked daughter-in-law that they are Satanists. They were supposed to get Satan's perfect child, but instead got this demonic mutation. They didn't want to sacrifice the kid, so they keep him locked up. Turns out Satan kept at it, though, and her husband is the son Satan always wanted! As her sanity flees, the cringing bride hears how she's going to bear the continuations of the line. 

Wessler and Bingham follow that up with a confusing yarn about a guy the cops think killed his 4 previous wives, but they can't prove it. There fears seem founded, because he clearly seems to be planning to kill his new one. The cops are trying to find a way to stop him, but he's too slick. Until, that is, his new wife brains him with a hammer, killing him like she did his other wives. Kashdan and Wade then present a pointless yarn about a spy sneaking into a Baron's castle and getting vampirized. Finally, Rozakis and Spiegle are back with a Mister E story involving a wealthy man who is being blackmailed by his chauffeur who has a cassette tape of a voodoo ceremony that appears to resurrect the dead. He's threatening to use it to bring the man's brother back to life and get him arrested for insurance fraud (since he's brother's insurance policy was the source of his fortune). Mister E exposes the blackmailers as frauds, and scares them by impersonating a zombie, sending them falling from cliff.


Secrets of the Legion of Super-Heroes #3: The Legion origins continue, wrapped in the RJ Brande is dying story. We learn that Bouncing Boys costume is not in fact a costume, but the regular clothes he was wearing when he got his powers. Anyway, Saturn Girl spills the beans, revealing that the reason for reviewing the Legion's origins is that one of them is Brande's kid.


Superman #355: "Battle of the Super-Hyper Powers!" by Bates/Swan pits Superman against that Sean Connery lookalike, Vartox. Clark Kent and his tv co-workers are skiing up at Mammoth Mountain, but then Vartox shows up. He came to let Lana know their love can never be because he found a planet that needs a champion, so that takes up pretty much all his time. But all is not as it seems! Vartox believes the people of his new world are playing games with him. They've been manufacturing world-threatening dangers to keep him busy. Superman goes to the world pretending to be a space outlaw, so Vartox can apprehend him and they can work to discover what's going on. Meanwhile, the Tynolans summon dread Noxumbra and plan for Vartox to be a sacrificial hero!

The backup by Newman and Deblo is the first of the "Fabulous World of Krypton" features. It's the story of an ancient member of the Nor family who enlisted the help of aliens in securing leadership of his people, but then led the rebellion when the aliens proved to be untrustworthy. While in exile, he also destroyed a space cloud that threatened Krypton.


World's Finest Comics #267: Burkett and Buckler have Batman and Superman teaming up with the Challengers of the Unknown.  It's a decent team-up yarn with everyone getting something to do as they go after terrorist with the power to effect gravity. Haney/von Eeden switch it up from Green Arrow to give his lady friend a chance to shine. Black Canary saves a Black woman police officer from a mob convinced she killed a man in cold blood. Canary tries to prove the cop's innocence, but not before the officer is kidnapped and put on trial by The Graffiti Gang. With a blind man as her star witness, Canary reveals that the real killer was one of the gang members who was dealing drugs. This story is almost "70s socially relevant" and seems very naïve in 2021, but von Eeden's art is great in it.

The Red Tornado story be DeMatteis and Delbo has RT kidnapped by a macrocephalic T.O. Morrow who has been killing himself with his super-advanced brain and needs a new body. He transfers his mind into RT and then precedes to take over the android's life. The Rozakis/Saviuk Hawkman story has the insectoids that were menacing last issue attacking. At the end, the Hawks prepare to face off with Lord Insectus! Birdwell and Newton get to the culmination of their Monster Society of Evil story with the villains staging an all-out assault on the Rock of Eternity. Captain Marvel calls in Mary Captain Marvel Jr. and the Lieutenant Marvels for the battle. The individual takedowns are clever. This is my favorite story of the issue.


Weird War Tales #96: The cover warns the reader that you "might hate" the cover story by DeMatteis and Spiegle, suggesting perhaps than stories about Vietnam were still considered "edgey" in comics of this era. And this one kind of is, at least for kids. It's 1967, and Marty Voight, hippie, is drafted. He's injured when a buddy is blown up by a mine, and he becomes convinced that some energy in the Viet Cong device got into him and is mutating him. He's also using heroin, and starts using more to deal with the pain in his shoulders. His response to being forced to participate in atrocities and seeing friends die is more heroin. He hallucinates his friends back home and the girlfriend that left him as he stumbles through the streets of Saigon. Finally, the mutation is complete and he sprouts wings, at least in his mind. He jumps from a helicopter, to his death. "It was the drugs," one soldier opines, but another doesn't seem so sure it was only the drugs. I think this may be the strongest story since I've been reading this title.

The rest is a let down Kasdan and Rubeny deliver a short yarn about a tulip field in Holland that subsumes German and American combatants to keep things peaceful. Kashdan and Henson reveal the futuristic late 1990s where the ultimate weapon has been developed, but it will inadvertently destroy the entire solar system, so a soldier colludes with an alien to cripple it.  The final story isn't particularly a Weird War Tale, but Kanigher and Vicatan have a racist U.S. soldier getting a supernatural comeuppance after abusing the locals in 1899 in China.


Wonder Woman #277: Staking out the funeral of Priscilla Rich (Cheetah I) Wonder Woman has her first run in with a Kobra goon. Conway really doesn't portray Wonder Woman as having super-strength most of the time--or at least only minor super-strength. It turns out Kobra has infiltrated the military and draws her into a trap at Carlsbad Caverns. Meanwhile, the plans for the "ultimate dirty bomb," Cobalt 93, have been stolen. Wonder Woman finds them in the caverns in the hands of Kobra. 

The backup story by Levitz and Staton brings the Huntress/Power Girl story to a close. The DA (who now knows Huntress' identity) reveals the Thinkers plot. Power Girl is briefly in the Thinker's control, but our heroes rally, and the Thinker's helmet gets smashed.

Monday, November 8, 2021

The Affairs of Wizards


What is a D&D character to do after they've surpassed all those domain building levels? Epic level campaigns where the monsters are just have more hit points? Walk a path of apotheosis like those in Mentzer's Masters Rules set?

Both of those are good, but they could also hang out in luxury, go to parties on an exotic demiplane, try to one-up their fellow epic levelers at every turn. In other words, they could act like the Arch-Magicians in the Rhialto the Marvellous stories by Jack Vance.

I feel like the hero/quasi-deities of Greyhawk are ripe for this treatment (see Mordenkainen's magical prep of what must be an epic sandwich in the image above), but Elminster seems like this sort of guy as well. I don't mean to suggest they would never go on something resembling a traditional adventure (Vance's "Morreion" is good inspiration, here.), but the main challenge for these demigods is out doing other beings of power. Sure, you could kill Asmodeus, but wouldn't it be more civilized and rewarding to humiliate him in front of his infernal peers?

Thursday, November 4, 2021

The Conquered Setting


I've thought about this before, so I find it a strange I haven't blogged about it, but I can't seem to find the post if I did. Anyway, tt seems like one way to ameliorate problematic nature of of D&D and related fantasy game characters killing hapless humanoids to clear them from their land and take their stuff is to have the PCs being the ones fighting off the invaders. This is not guaranteed to free a setting of racist stereotypes (just take a look at Nowlan's Armageddon: 2419 AD), but it's perhaps a start. It at least makes the PCs freedom fighters rather than conquistadors. 

Inspirations abound (I'll list some below) but something like the set-up of the 70s science fantasy comic from DC Starfire would work well. Two warring factions invite armies from other worlds to fight for them and wind up getting conquered by them. The mercenaries-turned-conquers might be orcs and drow, or something more exotic. Ideally, there should be a difference between them, but not a difference that makes one side particularly preferable as allies to the other. You could also have the remnants of the two native blocs (elves and humans. maybe) that called in the outsiders still be mistrustful of each other.

I think it works best if the invading forces lost cohesion due to infighting or to fighting with the other invaders, and are now only slightly more powerful that the indigenous folk, but not enough so that they can really mount a concerted effort to destroy them. Perhaps in many places the native people are allowed to live out their lives relatively peacefully as second class citizens in the alien-order (like the humans in the Planet of the Apes tv show--or any number of real world examples). There could also be some weird artificial cultures like the various *-men groups in Vance's Planet of Adventure.

Anyway, other genre works that could be inspiring:

De Camp. "Divide and Rule." Aliens conquer Earth and enforce a neo-feudal culture on mankind.

Burroughs. The Moon Men. Men from the Moon have long ago conquered Earth and reduced North American civilization to a more "primitive" state. Not dissimilar from the Star Trek episode "Omega Glory" if you replace the Communists with Moon Men--and Burroughs' original draft had Communists!

Killraven from Marvel Comics.

Of course, the original Planet of the Apes films and tv shows are also good.

Wednesday, November 3, 2021

Wednesday Comics: DC, February 1980 (wk 1 pt 1)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics at newsstands on the week of  November 13, 1980. I've been traveling the last couple of days, so I got through fewer comics for this first installment.


Batman #332: Wolfman and Norvick pick up from where last issue left off. Robin leaves the Batcave convinced that Batman is making a mistake by trusting Talia. He goes to find a sympathetic ear: Catwoman. Meanwhile, Batman is focused on finding out who is sabotaging his company. He figures out that Bruce Wayne's secretary is working for the opposition. Before she can tell Batman everything, a hulkin, a slightly coneheaded mutate attacks and nearly kills Batman. Bruce Wayne confronts Falstaff who practically gloats over his involvement. Talia attempts to drug Batman with a kiss and goes to meet with Falstaff herself. Batman feigns being drugged to follow her. More mutates show up, but this time Batman is ready for them. Falstaff seems about to spill the beans about who he's working for, but then Talia swings in and kicks into a shimmering bubble (there's a rover from the The Prisoner thing going on in the background of this issue). Still, villain defeated, Batman and Talia lock lips just as Catwoman shows up to get jealous. 

The backup is Wolfman and Newton continuing the story with Catwoman doing her own investigation of all this. The issue ends with Talia laughing at Catwoman from the shadows.


DC Comics Presents #30: Conway and Swan bring us a Black Canary team-up. Canary parachutes into the arctic to drop in on Superman at the Fortress of Solitude. She wants him to use Kryptonian science to prove the dreams she has been having that suggest her dead husband Larry Lance is actually alive are true. Turns out it's really all Dr. Destiny's doing (he's a go-to villain for Conway, it seems), and the heroes enter a pocket dream realm to stop him. An interesting thing on display here is the convoluted backstory of Black Canary of the JLA being the Earth-Two character (active in WWII) who migrated to Earth-One after the death of her husband, then took up with Green Arrow on the rebound. The contemporaneous New Adventures of Superboy would suggest that Clark was a teen in the early 60s. If he's the same age as the other Earth-One heroes, then Black Canary must be like 20 years older than them. Also, Kryptonian science is apparently like magic. It can pretty much do anything. Black Canary might as well be visiting a wizard's remote tomorrow.

The "What Ever Happened To..." backup is about the Earth-Two Atom, as the conclusion of the Atom story last month. I still do know how swapping their powers briefly restores the cosmic imbalance of them not having the same power set, but that's why Mallo is a cosmic entity and I am not, I guess.


Flash #295: Solovar, leader of Gorilla City, is worried the concept of leisure time the gorillas have learned from humans is making them dumb and lazy. Also, there's an attempt by a sort of Symbionese Liberation Army-esque group to hold the gorilla delegation to the UN hostage that the Flash has to thwart. Solovar hatches a plan to make the whole world forget Gorilla City, and the Flash agrees to power the device. Meanwhile, Grodd escapes from gorilla jail by trickery. He co-opts the device to make everyone forget him! Fairly standard Bates/Heck stuff, but not bad. I like how they are running through the Rogue's Gallery.

The Firestorm backup has Professor Stein calling a 2 week moratorium on turning into Firestorm so he can actually go on an ocean expedition where they need a nuclear engineer. Robbie agrees, though he's frustrated going cold turkey from superheroics. Meanwhile, things go badly on the ship and Stein summons Firestorm.


Ghosts #97: The cover story by Kupperberg and Adams/Blasdell has Dr. Thirteen encountering the Spectre, and it blows his ghost-breaking mind! After exposing a seance's fakery, Thirteen is present when a rich soiree is crashed by the People's Freedom Army (that's two of these this week!). Intent on taking hostages, they wind up shooting some people. Eventually, the Spectre shows up and delivers a gruesome reckoning to the murderous revolutionaries, causing their bodies to run like water! Thirteen is appalled by the grimness of the punishment and confronts the Spectre, but the ghost of vengeance merely fades away. Thirteen swears to bring him to justice.

The other stories are lackluster. Mi Mai Kin and Mike Nasser have a famous "ghost-chaser" invited to a Civil War museum he has snubbed before by a Confederate ghost intent on improving museum visitorship. Mi Mai Kin returns, this time with Don Heck, for a story of a murder via bridge demolition. Ironically, the murderer is involved in the construction of the new bridge--and more involved than he could ever want when the ghost of the man he killed buries him alive in the concrete of one of the support pillars. Kasdan and Estrada bring us "Deep Six Phantom," a tale about a U-boat captain who kills one of his officers who threatens to reveal his smuggling, but then the ghost leads the boat to destruction at the hands of Allied warships.


Jonah Hex #45: Jonah Hex is getting married, and of course, it doesn't go smoothly. Town busybodies disapprove of Hex's reputation, his looks, and his Chinese bride. They try to get the realtor to stop the sale of property to Hex. Mei Ling's family doesn't approve of her marrying a white guy. Old enemies of Hex's see it as the perfect time to ambush him. The marriage goes off though, but Hex has to break his promise to Mei Ling and pick up his guns to shoot it out with his enemies who are threatening to burn down the town. Despite saving the townsfolk, he's now refused the property he was going to buy, and he and his new bride must move on.

Brian Savage, Scalphunter, returns as a backup feature by Conway and Ayers/Tanghal. Scalphunter meets an old buffalo hunter who know his father and talks to him about finding a place where he belongs. Then, he saves a Sioux youth from plunging over a cliff to his death with a rampaging buffalo heard. The young man invites Scalphunter back to his village. Maybe Savage will fit in better among the Sioux than the white men? We'll see.

Monday, November 1, 2021

Horrors from the Past


I really should have posted this on Halloween, but entertaining horror is still entertaining horror, right? All last week the Radio Classics channel on satellite radio was a running a series of horror episodes from the Golden Age of radio. Here are a few of the best I heard:

"Three Skeleton Key": A lighthouse off French Guyana is overrun by thousands of rats from a wrecked derelict. Stars Vincent Price.

"House in Cypress Canyon": A strange tale of something bestial lurking in a new, post-war subdivision.

"Poltergeist": No relation to the film of the same name, other than being a tale of a malign spirit moved to horrible vengeance by a desecration of a graveyard.

"Behind the Locked Door": A sort of Lovecraftian horror story about some discovered in a cave near Lake Mead.

"The Shadow People": They can't be seen in the light, but a young woman finds out their deadly reality. 

Friday, October 29, 2021

Talislanta in the Dying Earth RPG

Still cogitating on Talislanta in Pelgrane Press' Dying Earth rpg, I tried out character creation of a character from the Chronicles of Talislanta: Crystabal, the Cymrillian/Saristan self-styled "rogue magician." Here's what I came up with:

Abilities:
Persuade (Charming) 10
Rebuff (Wary) 8
Attack (Finesse) 9
Defense (Parry) 9
Health 8
Magic (Curious) 9

Appraisal 2, Athletics 3, Etiquette 2, Gambling 3, Perception 4, Pedantry 2, Riding 2, Seduction 2, Stealth 3, Wherewithal 2 
Wealth 2
Resistances: Avarice 2, Indolence 5, Gourmandism 4, Pettifoggery *[infinite]

Possessions: High-collared cloak, breeches and tunic; dyed leather boots; leather-bound spell book; rapier; pouch; shoulder bag; 2 magical trinkets; equs steed; 50 gold lumens worth in assorted coinage.

I had had the thought of just using the archetypes from 4e as the scale of abilities is pretty close to that of Dying Earth. Unfortunately, it isn't close enough--and Dying Earth's scale doesn't seem to be consistent across abilities, at least as far as I can determine looking at NPCs. This means a lot more just re-creating the archetypes, which isn't hard given the relative simplicity of the systems, but more work than I was hoping for. Of course, one could just ditch adaptation and interpret the Talislanta setting alone in the Dying Earth game, but I worry that would lose much of the flavor the archetypes provide (and make chargen take longer).

Another issue is spells. In Talislanta 1st-3rd editions, basic spells are rare broad and generically named, but advanced spells are more specific and have Vancian names. In DE, all spells are specific and have Vancian names. I'm inclined to just use DE spells, renaming some of them eponyms with the names of famous Talislantan mages, using the Tal advanced spells as a model.

Thursday, October 28, 2021

Encounter with the Cyan Sorceress


Our Land of Azurth 5e game continued on September 16 and again last Sunday. The party passed through the door opened by the sleep walkers and into an older structure. Just beyond the door, they encountered an animal like a great cat with a ball of energy for a head. The party fought with it, and though it had some unusual powers, put it down reasonably quickly.

They moved into a larger passage where a humming sound presaged the passing of something at high speed. During the rest of the time in this central tunnel the thing periodically passed at unpredictable intervals. They had to be careful and stay out of its way.

Crossing the dangerous "highway" they came into a room full of strange, junk machinery--and another (or perhaps the same) energy-headed cat. They fought it again, and realized finally it would stay did until they shocked it with lightning. 

More weird rooms followed that one. There were several with sarcophagi where beings seemed to be in various states of growth around old bones. Dagmar touched the semi-solid green stuff in a vat and got sucked in and would have drowned, had they not pulled themselves out. A strange, cybernetic undead attacked them, but they stopped it with the first of the trinkets they had managed to figure out how to use.



Eventually they came to a room where some of the hapless, captured townsfolk were being turned into more such creatures. When they moved to free them, the Cyan Sorceress appeared. She revealed that she was one of the Chromic Witches, in the same coven as the Magenta Mage they met back on the Candy Isle. The Sorceress's speech seemed halting, and occasionally she was confused, suggesting to the party she was being controlled by someone. She also mentioned a book as being important which Waylon guessed (rightly) was the Wondrous Wizard of Azurth. The group tried to apprehend her, but she teleported away.