Wednesday, April 29, 2020

Wednesday Comics: Fourth World Re-Read

I have not read the entirety of Jack Kirby's run on his so-called "Fourth World" titles at DC in the 1970s (Forever People, Mister Miracle,  and New Gods, and ok, it starts in Jimmy Olsen, but I'm not reading that) since the black and white collections of 1999, so I seemed like the right time.

These titles were supposedly an attempt to write a new mythology for the modern age, an idea Kirby had had at Marvel, but never got to execute. The titles are interrelated but not strongly interlinked (not unlike Morrison's Seven Soldiers over 30 years later). Last night I read Mister Miracle #3 and 4 both published in 1971.

Mister Miracle tells the story of Scott Free, a man form another world, who befriends, and then assumes the stage persona of an aging escape artist known as Mister Miracle. While Free's athletic and escape abilities are impressive, he accomplishes most of his escapes by using advanced alien technology. Scott Free is being hunted by agents of the planet Apokolips. So far, we've seen their human, organized crime agents, Intergang, and the monstrous orphanage matron, Granny Goodness.

Issue #3 introduces us to Doctor Bedlam. Bedlam is a being of pure thought, and very malign thought at that. His psychic assault upon Mister Miracle and his assistant, Oberon, is almost Satanic (or maybe Outer God-like) in intensity--only Free's "Mother Box" device protects them.


Bedlam draws Free into a trap in an office building. After a confrontation with what is essentially an android body possessed by Bedlam, Free must make his way through 50 floors of people turned into violent suffers of psychosis by Bedlam's "paranoia pills."

Bedlam is a great concept, particularly within the Apokolipsian pantheon, who all are some sort of aspect of oppression. His name comes from the nickname of Bethlehem Royal Hospital, which at one time represented the most frightening and dehumanizing aspects of mental asylums. Bedlam seems a personification of the snakepit asylum. He is almost literal madness in human form, or rather in the form of a number of faceless automata--suggesting the evil of systems, not individual actors.

Free's escape through 50 stories is likewise a great story conceit that would work well today. The choice of a single office building and an urban setting as opposed to some sort of small town or even city street, seems to suggest the deleterious effects mental effects of corporate employment, or maybe the paranoia induced by office politics. It's not hard to see Kirby's experiences at Marvel as informing these choices.

As good as it all is, Kirby seems to have a dilemma as to how to deal with the amazing feats of his super-escape artist. The "trick" of the last three of Mister Miracle's daring escapes are related to Oberon as he and Scott make dinner and all involve the use of one really versatile device. Oberon's response seems to sort of lampshade the shakiness of it all:


The other weak spot is a couple of panels of Big Barda (who is introduced this issue). Perhaps is was the inker (Vince Colletta) that let him down, but I suspect being a one man band essentially on some many titles just sometimes led to him being rushed.

Monday, April 27, 2020

Harnessing the Power of Grayskull


My recent posts about the world of Masters of the Universe, had me thinking about how I would run a MOTU type game. Given the multiple canons, it's a matter of choosing and refining. This is what I've got:

Mineternia Plus. As I've discussed previously, the earlier minicomics included with the toys, before Prince Adam and before the Filmation cartoon (what fans call Mineternia or the "Savage Canon") place the action in a post-apocalyptic, science fantasy world with something of the aesthetic of 80s barbarian films, mixed with that of 70s barbarian comics. There have been a number of cool or interesting additions to MOTU since, and the world detailed in only a few abbreviated storybooks in a toyline is pretty barebones, so this canon would only be the jumping off point.

Sword & Sandal. MOTU has the mostly austere terrain and musclebound heroes of 80s barbarian films, but the world seems to call for a bit more "PG" approach, so I think another sort of musclebound hero genre is a good reference, the peplum film. Protagonists would largely be wondering do-gooders, like the Herculeses, Goliaths, Macistes, and Ursuses of these films.


A Sufficiently Advanced Technology... MOTU is science fantasy, but its tech (particularly if you discount the cartoon and some toy boxart) seems to be one-off rather than mass produced stuff. Even if we allow it's all salvage from ancient caches, it shouldn't be down to each individual with unique tech like it seems to be. I think MOTU technology is more like magic items (maybe it even runs off magic after a fashion). Individuals can only "attune" to so many items at a time.

More Henchmen, More Underbosses. The MOTU of the comics and the cartoons that follow winds up working like a superhero comics, where Skeletor and his cronies are defeated, but allowed to escape to fight another day--or in the cartoons occasionally put in jail! In keeping with a more fantasy fiction vibe, more henchmen would die. To give name villains more of a chance, Skeletor should be at something of a remove, and even his traditional underlings should command gangs. Taking out a name villain should generally be something of an accomplishment.

Sunday, April 26, 2020

Misconceptions About Sword & Sorcery Relevant to Gaming


I had in mind maybe to write a post about the elements of the fantasy subgenre Sword & Sorcery that might be useful to think about it trying to capture that feel in gaming, but after noticing there are a number of blog/forum posts on that topic, I thought the most original thing I could do in point out where I believe they go wrong, or at least overstate things. This contains slight spoilers for a bunch of stories 30 or more years old.

Magic is Inherently Corrupting. I think this belief comes from the fact that most sorcerers/wizards that show up in Sword & Sorcery are evil, but the textual evidence evidence that magical power is more corrupting than regular old power is slim. Howard's The Hour of the Dragon features good magic-users in the form of priests of Asura (maybe they are clerics?) and a witch. Gray Mouser's original mentor Glavas Rho in "The Unholy Grail" is a "good" wizard. Pelias in "The Scarlet Citadel" and Fafhrd's and Gray Mouser's mentors Sheelba and Ningauble are at least helpful and not obviously evil.

Heroes Are Amoral. While many a Sword & Sorcery hero engages in the sort of larceny and possibly murder that D&D characters are known for and some would be aptly termed anti-heroes (Karl Edward Wagner's Kane might at times be a villain protagonist), most aren't sociopaths--or at least they are less so than a lot of D&D characters. In "Two Suns Setting," Kane not only doesn't double cross Dwassllir, but he doesn't even take the treasure when it wouldn't have mattered. He even tries to save one of his subordinates who's in anaphylactic shock in Bloodstone. Conan saves more than one damsel in distress and seems to care for the people of Aquilonia when he's its king.


The Stakes Are Small. In general, S&S isn't about the epic, but this is not always the case. The Hour of the Dragon is about the fate of kingdoms, and suggests the entire world may be imperiled if Xaltotun succeeds in resurrecting Acheron. Kane is often out to conquer the world. Imaro's saga has some epic tendencies.

The Gods Are Uncaring or Evil. Most gods showing up in person in Sword & Sorcery tend to, well, monsters--but certainly not all. In the Conan stories neither Mitra or Asura are certainly not evil, and Mitra even makes an appearance in "Black Colossus." The gods in a number of Fafhrd and Gray Mouser stories seem over-involved, if anything.

Friday, April 24, 2020

Sinbad's Seventh Voyage Mapped


"Unfathomable" Jason Sholtis clued me in to this cool map from the Dell Comics' adaptation of The 7th Voyage of Sinbad. It seems perfect for an adventure or island crawl.

Thursday, April 23, 2020

Hero Forge in Color

The beta of the color version of Hero Forge is available to those of us that backed the Kickstarter, and I have been having fun playing with it. It really has a lot of options. Here are some of things I've done so far:


This is a Demonlander (Tiefling) Sorcerer from my Land of Azurth campaign.


Here's another character from that campaign. He has a shield with a hole to a void between dimension affixed to it. Maybe once the decals are added, I'll have a better way to represent that.


This is a recreation of an 80s Remco action figure, The Jewel Thief (part of there Conan line). The toy was made of translucent plastic, so I gave his body a red jewel color/texture, which turned out pretty well but may not come through so well in the picture.

I'm interested to see what the color will look like printed for the characters from my game.

Monday, April 20, 2020

Strange Days and Nights in Shkizz

Our 5e Azurth game continued last night with the party still on the road to the Sapphire City at the center of the Land of Azurth. After several days on the road, they were now near the northern border of Yanth Country. Tired of sleeping by the roadside, they decided to spend the night in the sound of Shkizz. Kully has heard through on the bard circuit that Shkizz is a really boring town, but a safe one.

Emblazoned on Shkizz's walls are the motto: "Blandness is Next to Godliness." The party finds out the town tries their hardest to live that by that creed. All the food is bland, the clothes unisex and colorless, and there is no alcohol to be had.

The party gets rooms at the Tranquil Glenn Inn, where they are in bed by curfew. Several hours after they are in bed (but not sleeping, suspicious of this town), they are awakened by sounds of merrymaking, and wild abandon. The people of Shkizz have traded their drab clothes for colorful carnival attire (when they are wearing clothes at all), consuming massive amounts of alcohol, and generally engaging in wanton hedonism and even criminality.

The party doesn't understand what's going on, but they do a little drinking and play some music to blend in. After a few hours, the revelers were either passed out, concussed, or secluded for amorous activities. The party took up strategic hiding places to see what happened next. As dawn begin to break, hungover workers arrive in their daytime attire to clean up the the detritus of the night's debauchery.

When the party tried to question the townsfolk they were met by icy stares--and then they were approached by guardsmen who arrested them for not disturbing the peace the night before! They were swiftly taken before a judge and found guilty of not committing any number of crimes. They're sentenced to two days in jail.

The party plans to break out at night time, thus committing a crime and obeying Shkizz's rules, but before they do, they see robed figures descending down a hidden stair in the back of the court building.

Their curiosity piqued, once they escape, they follow the mysterious figures below.

Sunday, April 19, 2020

Weird Revisited: Over There


Take the fairyland across the border of Lud-in-the-Mist or A Fall of Stardust. In between it and the "real world" there is a wall or barrier-- let's say an "Anti-Alien Protection Rampart" in official terminology. Instead of England on the real world side there's East Berlin and the GDR or some sutble Eastern Bloc stand-in. Drüben indeed.

While "Workers of the World, Unite Against the Faerie!" would be interesting enough, recasting the fairy presence with some Zone phenomena-like details out of Roadside Picnic and a bit of the seductiveness of the Festival from Singularity Sky: "Entertain us and we will give you want you want." Faerie should be weird and horrifying but also weird and wondrous--in a horrific way, naturally. Miracles, wonders, and abominations.

Of course, the authorities don't want anybody having interaction with the faerie, much less smuggling in their reality-warping, magical tech--and maybe they have a point. But if PCs did the smart thing they wouldn't be adventurers, would they?