Showing posts with label Dark Horse. Show all posts
Showing posts with label Dark Horse. Show all posts
Monday, April 11, 2016
Usagi Yojimbo: Two Hundred Jizo
Two Hundred Jizo brings the Ronin Rabbit Usagi Yojimbo to his 29th collection of adventures by writer and artist Stan Sakai.
This volume includes the usual assortment of heroics and villains with those who live in this version of Feudal Japan trying their best to get by.
If you haven't read any Usagi Yojimbo in the past, the good news is this volume, like many, is relatively self contained and doesn't rely on following any long standing plot lines or resolutions. While not necessarily "done in one", many of the stores are quickly told.
In some aspects, that is very much like the old Marvel Comics "Conan" where the barbarian would wander from one adventure to the next with the whole issue of continuity becoming more embraced when years later Dark Horse would take over.
The black and white artwork of Stan Sakai is solid. His ability to use minimal amounts of line work does not hold back the flow of action on the page. And let me try to clarify, when I say minimal amount of line work, I'm noting that on the characters, not necessarily on the designs. Some of the clothing he draws has intense amount of detail to it.
If you want to read about samurai fighting bandits and playing detective, this collection has you covered. If your curious but want to know more, Dark Horse Comics has a multi-page preview over here: https://www.darkhorse.com/Books/28-442/Usagi-Yojimbo-Volume-29-Two-Hundred-Jizo-TPB
But what if you're hear for some Appendix N musings?
The Artist: This collection starts off with Usagi meeting Yoshi, a young man who has had teachings of art styles outside of Japan. Because Japan is very traditional at this time, the artist's own father has decided to have his son killed as opposed to allowing those teachings to spread.
This 'clash of cultures' is not one that occurs with guns and bombs. It is not an exchange of arrows and swords. It is a divergence of styles, teachings, and culture. Perhaps something far more insidious in it's reach.
How far would people go to keep things separate? Sometimes this is used by marketers as a ploy to push merchandise. I can't be the only one who remembers "Freedom Fries".
Other times it can be used to justify murder.
Buntori: Despite the focus on historical accuracy, Stan Sakai has used elements of the supernatural many times. In this instance, Usagi falls asleep outside and has a dream of two samurai fighting, one falling and suffering an unkind fate. When Usagi awakens, he takes care of that business. Stan's use of dreams to convey information is solid.
This isn't just a small time independent publisher thing though. The recent movie Batman v Superman uses several dream sequences to suggest things and to push the characters. Dreams allow the game access to locations that the characters may not physically have access too.
Murder At The Inn: Inspector Ishida makes a pleasant return visit here, fighting against bandits and is assisted by Usagi, who he meets by chance! The two take shelter in an Inn with the bandit leader their prisoner. After exchanging some pleasantries with some of the customers of the Inn, murder happens overnight!
I recently played in a game of Legend of the Five Rings with a similar incident, murder with a group of suspects.
When dealing with multiple non-player characters, it's vital to draw those characters clearly in the player's mind. Just having a name isn't necessarily going to be enough unless there has been some extensive role playing done to determine the nature of the NPC's character.
Cheat sheets of portrait cards can be vital here. Find an image from the vast horde of the Internet and print it out on some nice paper and use it to represent those characters. The visual cues will be a lot more memorable than some hastily done verbal description.
Two Hundred Jizo: Feudal Japan is a land with its own religion and its own mythology. That of Jizo is no exception to the rule. This time period of Japan also seems to be teeming over with bandits.
Despite the vitriol that it received, one of the things 4th edition did well was the "fallen" kingdoms, the "points of light" idea where society as a whole was not empire spanning but rather small clusters of civilization which easily lends itself to having a setting overrun with bandits.
If your setting has a lot of bandits, why? Are they a culture whose homeland is destroyed? Has the warrior class being displaced through peace? Has some calamity befallen a part of the setting creating waves of mass migration?
Ice Runners: Usagi becomes involved in situations by accident. He is often wandering onto a scene of some ongoing action.
In this case, some runners are bringing ice as a tribute to a lord to showcase how great their own lord is. These runners are under attack by "bandits" who are suspected of being hired by another lord who wishes to see the first lord fail and lose honor.
When showcasing the abilities of an organization, there are often those who seek to take the glory away from such an effort and cover themselves with it. When designing an adventure seed, keep in mind those that may not want characters to succeed if it casts themselves in a better light.
Shoyu: Sometimes you read something that makes you want to share that knowledge. Sometimes you want to incorporate this cool thing you've learned. Stan does this often with his writing. In this case, it's the creation of soy sauce and a feud between two crafters of the seasoning. Stan does so in a way that's organic and grows out of the situation and it works well.
A good way to 'feed' such information into a game is to have an NPC whose passionate about the subject matter and eager to show it off. They want to talk about the thing they love. They want to share that knowledge.
If you're running a Legend of the Five Rings game or an older game like the original Oriental Adventurers, Usagi Yojimbo continues to provide entertainment and inspiration.
Labels:
Adventure Seeds,
Dark Horse,
Stan Sakai,
Usagi Yojimbo
Saturday, April 11, 2015
H is For Howard
Back to the semi-regular A to Z Challenge.
H is for Howard.
Robert E Howard to be more specific.
On one hand, some people might think that Robert E Howard needs no nod, needs no recommendation, needs no introduction.
I would ask those people how they enjoy Robert's historical fiction. How they like his Western stories. What they think of his horror writing. How they like his boxing tales. Yes, a genre devoted to boxing! Hey, the 20s and 30s were a different time man, don't judge!
For some people, I don't want to generalize and say most, but for some, Robert E. Howard only comes to their mind thanks to the movies about Conan. With three movies under his belt and another supposedly on his way, Conan has earned a bit of that fame. No shame in that.
Some might have been introduced to Robert E Howard though one of the other movies including Kull or Solomon Kane. Neither of which actually has much to do with the material it was based on. Well, in that aspect at least the Conan movies share some similarities as much of the material in the movies has little to do with the fiction.
Outside of the movies, Robert E. Howard has benefited greatly from the efforts of +Dark Horse Comics who have not only kept Conan alive and relevant in today's market, but have also brought many of his lesser known characters, including the aforementioned Kull and Solomon Kane, to comics. Even better, they have reprinted many of the older books, including the magazines. This brings the older era of comics to a modern audience who otherwise would not have that historical context to enjoy. For an example of not Conan action, check out tehir Robert E. Howard's Savage Sword with a free preview here.
Equally important, not that long ago, Del Rey publishing brought back numerous stories and not just Conan. This allows those with an interest in one of the giants of many genres, not just sword and sorcery, but horror, history, pulp, and western, to get a taste of tense, action packed writing.
When I talk about a solid foundation, one of the benefits of reading material written long ago, is no matter what the author's intention, you also get a touch of the author's time. Robert E. Howard was no stranger to the recently ended horrors of slavery. He spoke with numerous people whose relatives had been freed in living memory. Whose relatives might have directly come from Africa. He knew the horrors of the boom town. The lure of money and the desolation of the wastes. His America was a different one that we currently live in.
Take some time and get to know Robert E. Howard beyond Conan, beyond Solomon Kane, and beyond Kull. You'll be glad you did.
Labels:
Comics,
Conan,
Dark Horse,
Del Rey,
Kull,
Movies,
Robert E. Howard,
Solomon Kane
Tuesday, March 3, 2015
Savage Sword of Conan Volume Nine
Dark Horse comics did fantasy fans, as well as comic fans, a huge service when they brought the old Savage Sword of Conan back into print. The only thing I question, as I usually do, is the choice of cover. It's not that this is a bad cover but rather that this volume includes a cover by artist Joe Jusko.
If I was publishing this? Oh yeah, that cover full color straight on.
Volume Nine has over five hundred pages of bone crushing action. Ernie Chan and John Buscema bring the Hyborian age to life like few before of after them. John in particular renders wide scenes that bring the reader fully into Conan's world.
While last volume introduced readers to the Devourer of Souls, here he makes his return. He is a glutton for turning men into worms so that they are easier to devour. His insatiable lust for souls thought, isn't his primary motivation. Rather, he desires to bring his people, a whole race of soul eaters, into Conan's world. The world that the Devourer of Souls hails from is low on this precious resource.
It's a good trick. To showcase someone hoarding something that they don't normally have access to. To show people who might have once been poor to eke out ever copper piece they can. To do work that others might not, even though they can afford not to do that work.
In this volume, the Devourer does manage to bring several of his kin to Conan's world. But even then, the Devourer himself stands different. It is he that wears the armor. It is he who has the winged helm and cape. It is he who uses magics to turn men into worms that may be devoured by his people.
He even names himself as Wrarrl of the Demon Helmet.
But whereas in the previous fight, Conan won through luck, this time, even as Conan initially is beaten down again by the Devourer, this time Conan actually has a plan. This time Conan is able to use deception to make the Devourer lower his guard.
There are also a few other colorful characters. While we get no Red Sonja and Conan this volume, we do get the Snow Raven. While mainly a thief, she's also no slouch with sword or bola and manages to get the upper hand on Conan not once, but twice in matters of thievery. Still, the last and final laugh of the issue goes to Conan who switches a bag of gems for a bag of stones.
While many of the standards here here, Conan being stronger than any man has a right to be, lasses and lords aplenty, there is some amusing banter as well.
"Good steel is scarce here! Give us your sword!"
"You've a fine sense of hmor Kushite! I admire that in a man!"
Then there's this little gem.
There are also numerous bits where Conan is working for one person, and the other people working for that person, are working against Conan's new employee and so Conan winds up facing double and sometimes triple betrayal as the person he's working for, seeing him kill the traitors, doesn't know that those were traitors and so casts Conan out!
There are also some reminders that Conan's era is far from civilized.
"I am but a poor priest of the Zambolian mysteries... why kill me?"
"Why not? You are old and blind and of no use to anyone!"
Yeah....
Be that as it may though, it does bring up some interesting scenarios. In one, Conan is offered a job as a palace guard but must "displace" one of the current members. Sounds almost like some of the old 1st edition Monk or Druid bits where there can only be so many of each rank.
To do this, Conan and another guard fight with staff on a stone bridge over a pit of long spears. To fall into the pit, the "Well of Spears", is to die. Suffice it to say it's not Conan who is knocked into the pit.
John Buscema, as usual, brings us into the world of the barbarian in it's vast scope. For example, the Temple of the Lion. The people who come it as mere ants before it's epic size. Men astride horses far far away form the temple and still, the temple looms like a mountain off in the distance.
As usual, there are a few choice bits for adventuring seeds that I think I'll steal.
Conan brings a fence an item of some small worth. The fence needs light to see it and appraise it right? Turns out that light in the window is an alert to guards who come by to capture those that the fence sells out in exchange for turning a blind eye to other things the fence does. That whole candle in the window bit is classic but I'll be damned if I've used it more than a handful of times in 20+ years of role playing.
In another tale, Conan's and his shipmates are lost at sea and tossed onto land. Here they come across a wicked queen whose cruelty to her people inspire rebellion. In exchange for plunder, of course Conan and his men are all too happy to help.
On one hand, the queen indulges the worst aspects of her court. There are orgies, gladiatorial combat, both against man against man, and man against beast, as well as outright slayings of people to savage apes.
On the other, the queen isn't actually human and those who've supposedly laid with her, well, they've been turned into demons that were ready to turn the town into a bloodhouse before Conan gets there and seals them in the labyrinth.
The use of illusion and other magic to take the form of an appealing enemy is a simple one. It's one I've used quite frequently because I swear despite almost everyone in my group being 40+ years old they still think they're in high school.
That use of illusion though goes both ways. For example, in one story, when Conan is washed upon shore, he is asked to kill a sorcerer who is keeping Kiriandra, a sorceress prisoner. Turns out that sorceress thought, isn't a real woman, but rather, a thing that the sorcerer created so that when Conan kills the sorcerer, she returns to a state of inhumanity
The Savage Sword of Conan is always a nice visual feast. At it's 500 pages, it's a great bargain. It's inclusion of monsters from various parts of the world into its own mythology to craft monsters powerful enough to challenge Conan, entertaining. If you're a fan of fantasy and a role player, these classics may not all have aged well, but there's a lot to find enticing about them.
If I was publishing this? Oh yeah, that cover full color straight on.
Volume Nine has over five hundred pages of bone crushing action. Ernie Chan and John Buscema bring the Hyborian age to life like few before of after them. John in particular renders wide scenes that bring the reader fully into Conan's world.
While last volume introduced readers to the Devourer of Souls, here he makes his return. He is a glutton for turning men into worms so that they are easier to devour. His insatiable lust for souls thought, isn't his primary motivation. Rather, he desires to bring his people, a whole race of soul eaters, into Conan's world. The world that the Devourer of Souls hails from is low on this precious resource.
It's a good trick. To showcase someone hoarding something that they don't normally have access to. To show people who might have once been poor to eke out ever copper piece they can. To do work that others might not, even though they can afford not to do that work.
In this volume, the Devourer does manage to bring several of his kin to Conan's world. But even then, the Devourer himself stands different. It is he that wears the armor. It is he who has the winged helm and cape. It is he who uses magics to turn men into worms that may be devoured by his people.
He even names himself as Wrarrl of the Demon Helmet.
But whereas in the previous fight, Conan won through luck, this time, even as Conan initially is beaten down again by the Devourer, this time Conan actually has a plan. This time Conan is able to use deception to make the Devourer lower his guard.
There are also a few other colorful characters. While we get no Red Sonja and Conan this volume, we do get the Snow Raven. While mainly a thief, she's also no slouch with sword or bola and manages to get the upper hand on Conan not once, but twice in matters of thievery. Still, the last and final laugh of the issue goes to Conan who switches a bag of gems for a bag of stones.
While many of the standards here here, Conan being stronger than any man has a right to be, lasses and lords aplenty, there is some amusing banter as well.
"Good steel is scarce here! Give us your sword!"
"You've a fine sense of hmor Kushite! I admire that in a man!"
Then there's this little gem.
There are also numerous bits where Conan is working for one person, and the other people working for that person, are working against Conan's new employee and so Conan winds up facing double and sometimes triple betrayal as the person he's working for, seeing him kill the traitors, doesn't know that those were traitors and so casts Conan out!
There are also some reminders that Conan's era is far from civilized.
"I am but a poor priest of the Zambolian mysteries... why kill me?"
"Why not? You are old and blind and of no use to anyone!"
Yeah....
Be that as it may though, it does bring up some interesting scenarios. In one, Conan is offered a job as a palace guard but must "displace" one of the current members. Sounds almost like some of the old 1st edition Monk or Druid bits where there can only be so many of each rank.
To do this, Conan and another guard fight with staff on a stone bridge over a pit of long spears. To fall into the pit, the "Well of Spears", is to die. Suffice it to say it's not Conan who is knocked into the pit.
John Buscema, as usual, brings us into the world of the barbarian in it's vast scope. For example, the Temple of the Lion. The people who come it as mere ants before it's epic size. Men astride horses far far away form the temple and still, the temple looms like a mountain off in the distance.
As usual, there are a few choice bits for adventuring seeds that I think I'll steal.
Conan brings a fence an item of some small worth. The fence needs light to see it and appraise it right? Turns out that light in the window is an alert to guards who come by to capture those that the fence sells out in exchange for turning a blind eye to other things the fence does. That whole candle in the window bit is classic but I'll be damned if I've used it more than a handful of times in 20+ years of role playing.
In another tale, Conan's and his shipmates are lost at sea and tossed onto land. Here they come across a wicked queen whose cruelty to her people inspire rebellion. In exchange for plunder, of course Conan and his men are all too happy to help.
On one hand, the queen indulges the worst aspects of her court. There are orgies, gladiatorial combat, both against man against man, and man against beast, as well as outright slayings of people to savage apes.
On the other, the queen isn't actually human and those who've supposedly laid with her, well, they've been turned into demons that were ready to turn the town into a bloodhouse before Conan gets there and seals them in the labyrinth.
The use of illusion and other magic to take the form of an appealing enemy is a simple one. It's one I've used quite frequently because I swear despite almost everyone in my group being 40+ years old they still think they're in high school.
That use of illusion though goes both ways. For example, in one story, when Conan is washed upon shore, he is asked to kill a sorcerer who is keeping Kiriandra, a sorceress prisoner. Turns out that sorceress thought, isn't a real woman, but rather, a thing that the sorcerer created so that when Conan kills the sorcerer, she returns to a state of inhumanity
The Savage Sword of Conan is always a nice visual feast. At it's 500 pages, it's a great bargain. It's inclusion of monsters from various parts of the world into its own mythology to craft monsters powerful enough to challenge Conan, entertaining. If you're a fan of fantasy and a role player, these classics may not all have aged well, but there's a lot to find enticing about them.
Labels:
Adventure Seeds,
Dark Horse,
Savage Sword of Conan
Monday, March 2, 2015
Savage Sword of Conan Volume Eight
The Savage Sword of Conan Volume Eight brings further adventures of Conan's time at Marvel as a magazine back into print thanks to the efforts of Dark Horse Comics.
The physical version clocks in at 500 pages. Yeah, it's a lot of barbarian in black and white for the money. We get art from many of the classic masters of the time including Gil Kane, John Buscema, and Ernie Chan among others.
Speaking of Ernie:
Ernie captures Conan quite well and I wish he'd been able to do more work in the main body of work itself. Still, I'm not going to look down on John or the others for their fantastic efforts.
This volume has a little something extra to it for me. On one hand, it's Conan. You know that it's going to have a lot of the standard features:
1. Conan is going to get sucker punched and knocked out at least once.
2. Conan is going to get captured and escape, at least once.
3. Conan is going to have many amorous companions.
But push past all that, and we actually have a thing rare for Conan. Enemies who survive more than one encounter with the barbarian.
This volume introduces us to the Devourer of Souls. This is one character that Marvel thought so impressive, that they brought a major storyline around him in the regular comic. He's also one of the few people to simply beat Conan down.
The bad news here? Is Conan is saved by outside agency. This to me defeats the purpose of Conan being overwhelmed by his foe because he is not responsible for saving himself. He doesn't have a trick. He doesn't have a plot. He doesn't use brain or strategy. Instead he essentially gets lucky.
It's like if the Game Master was like, "Man, I've rolled a lot of 20's here... The villain decides to move on and finish you off later!"
This is quite the contrast to Conan's encounter with Darius. With Conan's assistance, Darius finds three magical items, Gauntlets, Armor, and a Bow. All are vastly powerful. With them, Darius turns on Conan and almost kills the barbarian. In the rematch, Conan does use wit and maneuvering to finish off Darius. That's a nice change of pace.
Another new foe introduced, who we will see again, is Konar. The 'flip' to Konar is that he's Conan, or at least, a Conan or another world. The 'real' Conan finds himself dragged through the multiverse through a gap and when he arrives in his new world, much like one of the old Planetary Romances, is under a world with different suns. The country this Konar rules? Aquiloria. Sound familiar?
Conan fits in well but his counter eventually returns and the two battle. Conan sees no profit in fighting Konar to the death and retreats.
It's another case where the authors use outside influence to make things easier for the barbarian. I can see the player's and GM going, "Is this getting lame or is it just me? Alright, let's get back to the standard setting."
Surprisingly another villain returns. THis time it's Captain Bor'aqh Sharaq, a barachian corsair. Last seen being dragged into hell. He manages to escape and bring with him a powerful weapon but this being the Savage Sword of Conan not the Savage Sword of Sharaq, while it proves useful, it does not grant him that victory. Still, it was nice to see a foe make a series of returns. It gives a little more sense of continuity to the series.
One of the things I enjoy about this mammoth volumes, is that they often have a lot of ideas that would make for great adventurers.
The Gamesmen of Asgalun: Two 'brothers' are addicted to gambling and set the barbarian off on a wild goose chase to see if he'll succeed or die on their bet. Much like Trading Places in its simplicity.
Isle of the Hunter: Conan is taken to an isle guarded by a monstrous defender and is then hunted by the lord of that island for sport. Another commonly used theme seen in such as The Most Dangerous Game. This adaptation is made more complicated by those who hunt Conan from the mainland in addition to twins. Nothing is ever easy for the barbarian.
Labels:
Adventure Seeds,
Dark Horse,
NPCs,
Savage Sword of Conan
Friday, September 5, 2014
B.P.R.D. THe Reign of the Black Flame
One of the things I enjoy about digital products is the ability for the distributor to call a sale whenever they want. Oh, I want to put X on sale or Y on sale and bam! It happens! It doesn't require a whole new working of the distribution chain or anything. Just a few bits of coding to make say, The Bureau For Paranormal Research and Defense go from $1.99-$3.99 to .99 cents an issue.
And with that sale I picked up the last few arcs that I'd been missing, namely the Reign of the Black Flame.
For those who don't know, it's a difficult series to do a quick synopsis on. It started off kind of like Fringe or X-Files in that it was fairly normal people with a few oddballs here and there with some special abilities that were put into weird situations but as of late, those situations and those oddballs have both kicked it up by more than a notch or two.
It's a setting that shows mankind fighting in what may be it's last days. It's somewhat like Walking Dead in that society in many aspects has fallen down yet, but isn't completely forgotten. There are still guns and some bits of high-tech and depending on where you're at, perhaps even fellow humans. But it gets worse each story line.
In Reign of the Black Flame, the B.P.R.D. is sent into New York, which has gone completely dark. Strangely enough though, the corporation Zinco seemed to be hoarding supplies before everything went dark...
For a quick review, it's a powerful tale. It's one of my favorites as we see Liz hitting all of the 'awesome' buttons but countered by how terrible the setting is. We see some of the other characters like Iosif, an undead Russian commander, getting to flex their chops and seeing how things, even when they work towards the B.P.R.D.'s side, don't always mean victory.
In terms of gaming and inspiration...
Right off the bad it's an adventure seed. Imagine one of the great cities of a setting that is cut off from the rest of the setting. Imagine that there is so much going on in the character's own sphere of the world that for a year they can't get in to look at it, but during that time, no one is heard from in that city. Anyone that goes into the city doesn't come out. Sounds like a job for adventurers to me!
One of the things I like about the story right off the bat is the framing of it.
In terms of a campaign, it makes me think of effective ways to bring the impact of what's going on to the players.
The B.P.R.D. is walking into the ruins of the once thriving city and note that there are no bodies. One of the people in the group is a psychic, Fenix, who provides a quick bit of background. That the inhuman monsters have been hunting the remnants of humanity and devouring them whole. That in hospitals they are filled to overflowing. That many people decided to make a run for it in boats. In thousands of boats. And well, travel by boat in these dark times? Decidedly not a good idea. There is no method of procuring the "bigger boat" as previous attempts to enter the city with submarines and battleships have shown these vessels destroyed by the water serpents and other aquatic horrors.
But one of the mundane explanations that slips through? "I'd say a lot of cans of dog food haven't been opened around here lately." Yes, normal dogs following a group of armed soldiers look to be fairly well feed.
During the investigations early, another framing piece comes in. The group spots a group of people in a park but when they get there, these people are all suicides. They came to the park so that they wouldn't be alone when they died.
Mind you, it goes against the numerous reasons why there were no bodies earlier. It's not like an explanation is ever provided as to why say, the dogs don't eat the bodies or why the various monsters don't swallow the corpses whole, but as a piece showcasing how hopeless and powerless the normal people are? It's powerful.
In terms of tone being set, the characters see numerous monsters laying eggs or taking up massive amounts of physical space but not doing much. they become set pieces against the backdrop of horror without actually interacting with the characters. These pieces help set and maintain the tone of horror and hopelessness.
On the side of the B.P.R.D., there is also the loss of the tanks and other heavy weapons. Some bemoan this fact until the leader points out a huge monstrosity that takes up much of a bay. "What good is a tank against that?" he asks. "Our mission requires stealth. Lacking that, no armament can help us." It's a good example of a group of specialists sent into enemy territory to find out what's happening.
In terms of 'positive' things happening? The group captures Leopold, a former servant of Rasputin who strives to make his way, on the side of devils mind you, in this new world. Still, he's unhappy with how he's treated and quickly spills his guts to the B.P.R.D. in terms of what he knows and provides a handy source of information.
Having such a character, one who is willing to defect to the character's side given half a chance, is a useful tool to provide information to the characters who may otherwise be missing it.
One of my favorite bits? The fight between Liz and the Black Flame. Liz has long been shown to be a powerhouse whose upper limits really haven't been tapped. The Black Flame? An old foe brought back from the grips of the Old Ones themselves. His connection and abilities in his new incarnation haven't been tested but Liz does manage to test them.
It's a great fight because it shows Liz at the peak of her game. She's confident in her abilities. She uses her powers at full throttle. It brings a level of upper level power that has long been missing from the series. The good news is that as an opponent, the Black Flame is far beyond what he used to be and is in essence, a channel to the Old Ones whose tied into all life, or at least all life in the city and in this instance, without destroying the city and all her friends within it at the same time, Liz is unable to claim victory.
One of the things I like, is that the story show cases a number of characters that have vastly different abilities. If you as a Game Master have ever run a super hero game or a Rifts campaign, you may have had the pleasure of dealing with characters of vastly different power levels. In some instances it's easy to hand wave the differences. In Champions for example, 12d6 can come from a 20 STR, an offensive Strike, and a few levels of martial arts to match a laser blast that does 12d6. In other games like Rifts... the effect isn't something that matters to the affect. Getting hit for 180 M.D.C. when you're a S.D.C. creature isn't a good thing for example.
But here we see those different power levels each doing their own thing. It actually requires a bit of 'splitting' the party in that the power house characters, like say a Cosmo Knight, go specifically for the big bad who doesn't bother to associate with minions or have any guards because hell, he's the big bad. It allows the special players who may not be Cosmo Knights but are still powerful to pump out the damage on a significant level even if they can't touch the next level of villain but at least one member of the party can.
B.P.R.D. is one of those titles that while being modern and horror and supernatural based, is strong enough that no matter what type of campaign you're running you should be able to find inspiration for characters, adventure seeds, monsters, and all sorts of other good things.
The book is available from Amazon now for under $16 bones and is well worth reading.
And with that sale I picked up the last few arcs that I'd been missing, namely the Reign of the Black Flame.
For those who don't know, it's a difficult series to do a quick synopsis on. It started off kind of like Fringe or X-Files in that it was fairly normal people with a few oddballs here and there with some special abilities that were put into weird situations but as of late, those situations and those oddballs have both kicked it up by more than a notch or two.
It's a setting that shows mankind fighting in what may be it's last days. It's somewhat like Walking Dead in that society in many aspects has fallen down yet, but isn't completely forgotten. There are still guns and some bits of high-tech and depending on where you're at, perhaps even fellow humans. But it gets worse each story line.
In Reign of the Black Flame, the B.P.R.D. is sent into New York, which has gone completely dark. Strangely enough though, the corporation Zinco seemed to be hoarding supplies before everything went dark...
For a quick review, it's a powerful tale. It's one of my favorites as we see Liz hitting all of the 'awesome' buttons but countered by how terrible the setting is. We see some of the other characters like Iosif, an undead Russian commander, getting to flex their chops and seeing how things, even when they work towards the B.P.R.D.'s side, don't always mean victory.
In terms of gaming and inspiration...
Right off the bad it's an adventure seed. Imagine one of the great cities of a setting that is cut off from the rest of the setting. Imagine that there is so much going on in the character's own sphere of the world that for a year they can't get in to look at it, but during that time, no one is heard from in that city. Anyone that goes into the city doesn't come out. Sounds like a job for adventurers to me!
One of the things I like about the story right off the bat is the framing of it.
In terms of a campaign, it makes me think of effective ways to bring the impact of what's going on to the players.
The B.P.R.D. is walking into the ruins of the once thriving city and note that there are no bodies. One of the people in the group is a psychic, Fenix, who provides a quick bit of background. That the inhuman monsters have been hunting the remnants of humanity and devouring them whole. That in hospitals they are filled to overflowing. That many people decided to make a run for it in boats. In thousands of boats. And well, travel by boat in these dark times? Decidedly not a good idea. There is no method of procuring the "bigger boat" as previous attempts to enter the city with submarines and battleships have shown these vessels destroyed by the water serpents and other aquatic horrors.
But one of the mundane explanations that slips through? "I'd say a lot of cans of dog food haven't been opened around here lately." Yes, normal dogs following a group of armed soldiers look to be fairly well feed.
During the investigations early, another framing piece comes in. The group spots a group of people in a park but when they get there, these people are all suicides. They came to the park so that they wouldn't be alone when they died.
Mind you, it goes against the numerous reasons why there were no bodies earlier. It's not like an explanation is ever provided as to why say, the dogs don't eat the bodies or why the various monsters don't swallow the corpses whole, but as a piece showcasing how hopeless and powerless the normal people are? It's powerful.
In terms of tone being set, the characters see numerous monsters laying eggs or taking up massive amounts of physical space but not doing much. they become set pieces against the backdrop of horror without actually interacting with the characters. These pieces help set and maintain the tone of horror and hopelessness.
On the side of the B.P.R.D., there is also the loss of the tanks and other heavy weapons. Some bemoan this fact until the leader points out a huge monstrosity that takes up much of a bay. "What good is a tank against that?" he asks. "Our mission requires stealth. Lacking that, no armament can help us." It's a good example of a group of specialists sent into enemy territory to find out what's happening.
In terms of 'positive' things happening? The group captures Leopold, a former servant of Rasputin who strives to make his way, on the side of devils mind you, in this new world. Still, he's unhappy with how he's treated and quickly spills his guts to the B.P.R.D. in terms of what he knows and provides a handy source of information.
Having such a character, one who is willing to defect to the character's side given half a chance, is a useful tool to provide information to the characters who may otherwise be missing it.
One of my favorite bits? The fight between Liz and the Black Flame. Liz has long been shown to be a powerhouse whose upper limits really haven't been tapped. The Black Flame? An old foe brought back from the grips of the Old Ones themselves. His connection and abilities in his new incarnation haven't been tested but Liz does manage to test them.
It's a great fight because it shows Liz at the peak of her game. She's confident in her abilities. She uses her powers at full throttle. It brings a level of upper level power that has long been missing from the series. The good news is that as an opponent, the Black Flame is far beyond what he used to be and is in essence, a channel to the Old Ones whose tied into all life, or at least all life in the city and in this instance, without destroying the city and all her friends within it at the same time, Liz is unable to claim victory.
One of the things I like, is that the story show cases a number of characters that have vastly different abilities. If you as a Game Master have ever run a super hero game or a Rifts campaign, you may have had the pleasure of dealing with characters of vastly different power levels. In some instances it's easy to hand wave the differences. In Champions for example, 12d6 can come from a 20 STR, an offensive Strike, and a few levels of martial arts to match a laser blast that does 12d6. In other games like Rifts... the effect isn't something that matters to the affect. Getting hit for 180 M.D.C. when you're a S.D.C. creature isn't a good thing for example.
But here we see those different power levels each doing their own thing. It actually requires a bit of 'splitting' the party in that the power house characters, like say a Cosmo Knight, go specifically for the big bad who doesn't bother to associate with minions or have any guards because hell, he's the big bad. It allows the special players who may not be Cosmo Knights but are still powerful to pump out the damage on a significant level even if they can't touch the next level of villain but at least one member of the party can.
B.P.R.D. is one of those titles that while being modern and horror and supernatural based, is strong enough that no matter what type of campaign you're running you should be able to find inspiration for characters, adventure seeds, monsters, and all sorts of other good things.
The book is available from Amazon now for under $16 bones and is well worth reading.
Labels:
Adventure Seeds,
B.P.R.D.,
Dark Horse,
Hellboy,
Mike Mignola
Monday, August 4, 2014
Savage Sword of Conan Volume Seven
Again, as I read through these old classics, I have to give a nod of thanks to +Dark Horse Comics . Not only did they make buying these long out of print magazine compilations possible, but they also put out a huge digital package that made buying all of them affordable.
This is another huge volume, collecting issues 72-84 with art by the likes of John Buscema and others. John's art tends to be larger than life and it's another excellent example of an artist who shames a lot of the current crop in the field these days.
Don't misunderstand me, that's not even a 'good' full page spread by John, but it's another example of how John was able to make so much of the setting pop for the casual reader.
In terms of the cover, I hate to say it, but AGAIN I think Dark Horse blew it. When you have not one, but TWO covers done by Joe Jusko, what the hell would you pick the one they did for? I mean look at this one.
Now that's a Conan at his barbaric level. Axe dripping blood, shield overflowing with arrows and that look? Oh yeah, that's not a look you want coming after you.
And the art in and of itself, with all of the covers reproduced internally, although only in black and white, is one of the best reasons to own the book. It provides a lot of visual inspiration.
The 'bad' news of this volume? Like previous volumes, it's only the Conan direct stories that are printed. Some of the covers hint at some of the other material that was included in the magazines but alas, those sections have been lost to the ravages of licensing.
Many of the stories within are so 'simple' that they could easily work as one shot adventures. For example, Conan seeks to steal the treasure from a temple. The statue is of course alive!
Conan seeks out the lost heir for a throne. Turns out that one he was lead to is nothing more than a cat's pawn to lead people away from the true heir!
Conan seeks out some female company in an Inn (several times) and it leads to violence!
Conan comes across a member of an elder race that is drying! Can Conan survive the intrigues of such a creature?
Conan helps fulfill a dying king's wish by collecting a variety of components for a statue. Each of which is guarded by a unique monster!
As always, some of the stories are stronger than others. There is an effort made to give Conan a recurring foe but it feels weak, especially when we've seen this sort of thing done before. Conan's enemy is defeated by a hand other than his, and look! That son of a bitch is still alive issues later!
One of the most interesting things about Conan though, in terms of world building, is that the authors really don't care.
I don't mean that like anything at all is possible, but there are scenes where Conan meets a pair of cyclops and it's like, 'Yeah, no big. I'm Conan after all'.
Other situations involve him fighting against an alien race that is out to feed his blood to giant mount sized vampire bats and again, it's like, "Well, these aren't the first aliens I've dealt with."
And still others Conan meets some weird creature that appears to be one of a kind and it's often, "Wizard did it."
It's a good sign that perhaps when building up these worlds and settings that fun is more important then internal consistency.
This is another huge volume, collecting issues 72-84 with art by the likes of John Buscema and others. John's art tends to be larger than life and it's another excellent example of an artist who shames a lot of the current crop in the field these days.
Don't misunderstand me, that's not even a 'good' full page spread by John, but it's another example of how John was able to make so much of the setting pop for the casual reader.
In terms of the cover, I hate to say it, but AGAIN I think Dark Horse blew it. When you have not one, but TWO covers done by Joe Jusko, what the hell would you pick the one they did for? I mean look at this one.
Now that's a Conan at his barbaric level. Axe dripping blood, shield overflowing with arrows and that look? Oh yeah, that's not a look you want coming after you.
And the art in and of itself, with all of the covers reproduced internally, although only in black and white, is one of the best reasons to own the book. It provides a lot of visual inspiration.
The 'bad' news of this volume? Like previous volumes, it's only the Conan direct stories that are printed. Some of the covers hint at some of the other material that was included in the magazines but alas, those sections have been lost to the ravages of licensing.
Many of the stories within are so 'simple' that they could easily work as one shot adventures. For example, Conan seeks to steal the treasure from a temple. The statue is of course alive!
Conan seeks out the lost heir for a throne. Turns out that one he was lead to is nothing more than a cat's pawn to lead people away from the true heir!
Conan seeks out some female company in an Inn (several times) and it leads to violence!
Conan comes across a member of an elder race that is drying! Can Conan survive the intrigues of such a creature?
Conan helps fulfill a dying king's wish by collecting a variety of components for a statue. Each of which is guarded by a unique monster!
As always, some of the stories are stronger than others. There is an effort made to give Conan a recurring foe but it feels weak, especially when we've seen this sort of thing done before. Conan's enemy is defeated by a hand other than his, and look! That son of a bitch is still alive issues later!
One of the most interesting things about Conan though, in terms of world building, is that the authors really don't care.
I don't mean that like anything at all is possible, but there are scenes where Conan meets a pair of cyclops and it's like, 'Yeah, no big. I'm Conan after all'.
Other situations involve him fighting against an alien race that is out to feed his blood to giant mount sized vampire bats and again, it's like, "Well, these aren't the first aliens I've dealt with."
And still others Conan meets some weird creature that appears to be one of a kind and it's often, "Wizard did it."
It's a good sign that perhaps when building up these worlds and settings that fun is more important then internal consistency.
Labels:
Adventure Seeds,
Dark Horse,
Savage Sword of Conan
Sunday, July 13, 2014
Savage Sword of Conan Volume Six
This is the last of book of the Savage Sword of Conan that I own in physical print as well as digital copy. Dark Horse did a fantastic sale not too long ago on the Savage Sword of Conan where the whole bundle was a little under $90 bones for like sixteen volumes of black and white nostalgia.
This volume, like many in the series, is a massive tome that clocks in at well over five hundred pages. Roy Thomas, Michael Fleisher and Bruce Jones are the main writers this time around, and included the Conan gold standard of artists, John Buscema, as well as Gil Kane, Ernie COlon, and one of my favorites, Ernie Chan.
This volume collects issue #61-#71 and retails for $19.99, although Amazon has it for $14.04. Those who want to see a free preview of this collection, can check out the Dark Horse website.
This volume tends to be heavy of the 'solo' stories with done in one tales. These usually pit Conan against the wizardry or military might of someone who thinks they know better than the barbarian and well, they usually don't live to regreat it. Some of my favorite bits that come through the title, tend to overlap with material I'm looking at in terms of RPG gaming right now.
For example, in one of the tales, Conan is sent to seek out the secrets of the sorcerer Tamar-Shar Khun. He is sent there because the sorcerer is supposed to "devised a means of making both crops and beasts grow swiftly to sizes most wondrous." And that's needed because the king conan is serving is in a country where famine is upon the land. That whole bit could easily be from any Dungeons and Dragons campaign.
But in terms of gaming, I'm reading the sourcebook, Seclusium of Orphone of the Three Visions, a sourcebook for Lamentations of the Flame Princes, and it's about wizard's domiciles. Kind of reminds me of the old bits from The Complete Wizard's Handbook back in the day. But it reminds me of it because of some of the things that Seclusium talks about, correspond to what happens in the lair of Tamar-Shar Khun. There are magic and mundane traps, guardians of supernatural and standard variety. It's a nice pace and it's done in one issue! Great stuff.
Similar but of more 'high magic' is when Conan is part of a caravan bringing gifts to the alien entity Giyune of the Three Eyes. Here is another ancient power with his own unique lair and unique aspects of the lair that can challenge even the most resourceful characters.
Another thing that occurs, is that the 'bit players' are there to essentially die in order to warn Conan of danger. For example, Zerbo is a giant of a man, but a terrible fighter. When he fails to kill Conan over jealousy, he warns Conan that the queen is after his life and shortly dies thereafter. Next up, Conan's love at the time, is also cruelly handled and dies of torture, but not before affirming what Conan already knows.
Slogans: This is one I've hit before. I've mentioned that a good battle cry is a signature for characters and is often used in super hero comics ranging from Avengers Assemble to It's Clobbering Time to the more simplistic Hulk Smash. Here though, it seems that the gods are the ones to call on. This ranges from Favors of Kilili, By The Holy Eyes of Mitra, Merciful Mother of Mitra, Loins of Ishtar, to.. well, let's just do a quick table:
1. In Crom's Name
2. Crom's Devils
3. Crom and Mitra!
4. By The bones of Crom!
5.By the bears of Crom!
6. By Crom!
Thee are probably a few more I could have grabbed but I thought those sufficient.
One of the most interesting things to me, is that the authors have no problem abandoning a storyline before it's conclusion. Conan, as a pirate leader, takes a merchant vessel's cargo, and one of the ladies of the ship, tells Conan that she knows where there is treasure to be found. Before that story goes anywhere, the crew mutinies and the ship is sunk and Conan, in the same tale, is off to an ancient tribe of immortal Amazon's. Perhaps that tale picks up later but I found it interesting. It was like the author said, "Are people enjoying this? Nah, let's move the action."
There are also some bits that Conan never learns, but that the author is kind enough to provide the reader. For example, Black Cloaks of Ophir, features two military groups, the Black Cloaks and the Iron Maiden Corps. They seeks to have power over the people like Thanus, the Hyborian who first founded Ophir. Turns out that Thanus was buried alive and became a huge ghoul, feeding off the family as they were buried in the same crypts that he was. A neat little twist to things that Conan never learns, but the reader is cued in on.
Some writers will also talk of 'killing your babies'. Find something in the setting and smashing it. Conan is responsible for the destruction of an Amazon society, and does damage to a group of man bat's society. Both are fantastic and fit into the 'weird' aspects of the sword and sorcery age, both isolated from the rest of the world by distance or special means. Both easily added to any game and just as easily destroyed.
Again, for the art and for the various bits that can easily be lifted for any role playing game, I highly recommend the Savage Sword of Conan.
This volume, like many in the series, is a massive tome that clocks in at well over five hundred pages. Roy Thomas, Michael Fleisher and Bruce Jones are the main writers this time around, and included the Conan gold standard of artists, John Buscema, as well as Gil Kane, Ernie COlon, and one of my favorites, Ernie Chan.
This volume collects issue #61-#71 and retails for $19.99, although Amazon has it for $14.04. Those who want to see a free preview of this collection, can check out the Dark Horse website.
This volume tends to be heavy of the 'solo' stories with done in one tales. These usually pit Conan against the wizardry or military might of someone who thinks they know better than the barbarian and well, they usually don't live to regreat it. Some of my favorite bits that come through the title, tend to overlap with material I'm looking at in terms of RPG gaming right now.
For example, in one of the tales, Conan is sent to seek out the secrets of the sorcerer Tamar-Shar Khun. He is sent there because the sorcerer is supposed to "devised a means of making both crops and beasts grow swiftly to sizes most wondrous." And that's needed because the king conan is serving is in a country where famine is upon the land. That whole bit could easily be from any Dungeons and Dragons campaign.
But in terms of gaming, I'm reading the sourcebook, Seclusium of Orphone of the Three Visions, a sourcebook for Lamentations of the Flame Princes, and it's about wizard's domiciles. Kind of reminds me of the old bits from The Complete Wizard's Handbook back in the day. But it reminds me of it because of some of the things that Seclusium talks about, correspond to what happens in the lair of Tamar-Shar Khun. There are magic and mundane traps, guardians of supernatural and standard variety. It's a nice pace and it's done in one issue! Great stuff.
Similar but of more 'high magic' is when Conan is part of a caravan bringing gifts to the alien entity Giyune of the Three Eyes. Here is another ancient power with his own unique lair and unique aspects of the lair that can challenge even the most resourceful characters.
Another thing that occurs, is that the 'bit players' are there to essentially die in order to warn Conan of danger. For example, Zerbo is a giant of a man, but a terrible fighter. When he fails to kill Conan over jealousy, he warns Conan that the queen is after his life and shortly dies thereafter. Next up, Conan's love at the time, is also cruelly handled and dies of torture, but not before affirming what Conan already knows.
Slogans: This is one I've hit before. I've mentioned that a good battle cry is a signature for characters and is often used in super hero comics ranging from Avengers Assemble to It's Clobbering Time to the more simplistic Hulk Smash. Here though, it seems that the gods are the ones to call on. This ranges from Favors of Kilili, By The Holy Eyes of Mitra, Merciful Mother of Mitra, Loins of Ishtar, to.. well, let's just do a quick table:
1. In Crom's Name
2. Crom's Devils
3. Crom and Mitra!
4. By The bones of Crom!
5.By the bears of Crom!
6. By Crom!
Thee are probably a few more I could have grabbed but I thought those sufficient.
One of the most interesting things to me, is that the authors have no problem abandoning a storyline before it's conclusion. Conan, as a pirate leader, takes a merchant vessel's cargo, and one of the ladies of the ship, tells Conan that she knows where there is treasure to be found. Before that story goes anywhere, the crew mutinies and the ship is sunk and Conan, in the same tale, is off to an ancient tribe of immortal Amazon's. Perhaps that tale picks up later but I found it interesting. It was like the author said, "Are people enjoying this? Nah, let's move the action."
There are also some bits that Conan never learns, but that the author is kind enough to provide the reader. For example, Black Cloaks of Ophir, features two military groups, the Black Cloaks and the Iron Maiden Corps. They seeks to have power over the people like Thanus, the Hyborian who first founded Ophir. Turns out that Thanus was buried alive and became a huge ghoul, feeding off the family as they were buried in the same crypts that he was. A neat little twist to things that Conan never learns, but the reader is cued in on.
Some writers will also talk of 'killing your babies'. Find something in the setting and smashing it. Conan is responsible for the destruction of an Amazon society, and does damage to a group of man bat's society. Both are fantastic and fit into the 'weird' aspects of the sword and sorcery age, both isolated from the rest of the world by distance or special means. Both easily added to any game and just as easily destroyed.
Again, for the art and for the various bits that can easily be lifted for any role playing game, I highly recommend the Savage Sword of Conan.
Sunday, July 6, 2014
Savage Sword of Conan Volume Five
Just an FYI, I'm probably going to hit all the volumes of the Savage Sword of Conan compilations. I own the first six physically and all of them electronically. Dark Horse did a sale not too long ago on the whole bundle where you got the entire run for under $100 bones. Personally I'd rather have the physical copies, but due to the sheer size of the books, I stopped at volume six. Just no where to put them. As a matter of fact, as I've been reviewing them now, I've been putting them into a box to take to storage. Ah, if only I had massive wealth to spoil myself with a massive house with massive basement for physical storage of such products.
As in previous volumes, there are a plethora of artistic giants in this volume. Many of the tales are illustrated by the master of all things comic Conan, John Buscema, but we also have some by Kerry Gammill and Tony de Zuniga among others.
This is another massive volume that collects the Savage Sword of Conan, at least the Conan tales, from 49 to 60. It clocks in at 544 pages, but the last few are ads for various comics and busts and other bits of Conan miscellanea. Amazon has this one for under $15, clocking in at $14.96.
One of the longest tales, lasting several issues, is an adaptation of Conan the Liberator and a few more issues dedicated to Sword of Skelos. These were comics I read back in the Frank Fazetta cover days of Ace Publications. Well, let me amend that. I bought them second hand in the early eighties as I think the original covers were well before my time.
I know that historically that the add ons to the Conan mythos get a lot of flack but for my original reading? It fit like a glove and worked well. It keeps the whole series together up to the twelfth volume, at which point future volumes dropped the Fazetta covers and wandered all over the place despite having the same numbering. Like looking at my shelf, I can see The Sword of Skeleos is Volume 15.
In terms of inspiration, well, the art in black and white, is very powerful and very old school. It's also very ancient in terms of how it depicts everything. Most buildings appear to be rough cut from rock and barely made habitable. The time it takes people to learn things from afar is weeks, months, or never. Reputations may follow a character from town to town, but nation to nation? Perhaps...
For the cover? Dark Horse, in my opinion, dropped the ball here. If you flip it over, you see the back cover which has part of the cover where Conan has bloodied sword in one hand and crown in that other. It's very powerful and would've been a better choice for this volume.
Like many other compilations of Conan, the chronology only follows the current story. There's no guarantee that the next issue in the volume will continue on with that pattern. Instead it reads like some broken account of Conan's life but usually they'll preface it with something along the lines of, "And here's a tale from Conan's days as a XXXXX."
In terms of my bullet point lists?
1. The Wheel of Destiny is not kind: During the adaptation of Conan the Liberator, Conan suffers many setbacks and loses his army, yeah, an army of ten thousand strong, to traps and magic and spying and betrayal. It's a good look at how even someone as powerful, well known, and respected as Conan can suffer setback after setback and still move forward. If you're players are so sensitive to defeat and temporary setbacks, you have to ask yourself if that's the group for you.
Mind you, the game system has to take part of that blame too. For example, I've been playing a lot of Warhammer FRPG and I've mentioned that it's got a lot of swing in it's combat. I've mentioned that it's a little easier in second edition as opposed to first edition due to the use of Fortune Points. Part of that is counted because xp doesn't buy as much as it used to and the ultimate safety net of Fate points is still around.
If Conan were in Warhammer FRPG, he'd have burnt through several Fate points. For example, there is one scene where he's poisoned by Alcina, a 'wench' he picks up at a local tavern, and left for dead. Poisoned and left for dead. Only magic and a skilled healer manage to save him but it's a perfect example of Fate points in use in the comics medium.
But why mention that it's a matter of game system? Again, all my opinion here mind you. In basic, first, and second edition of Advanced Dungeons and Dragons, magic items didn't necessarily come by the level to assure that the players had power levels of X, Y, and Z. This built the expectation in 3rd and 4th that the characters have to have such items and means at their use. It was so ingrained that there were optional systems to strip the magic out by making the characters MORE inherently powerful. This is the expectation.
Mind you, in a group of friends and close acquaintances, you can do whatever you want, but if you don't let people know that expectations X, Y, and Z don't apply to your world, being captured and sold into slavery even if only for a brief time and stripped of their items, especially for say the Mages, as opposed to the Monks? Grumbling may be heard around the table.
2. Know Your Setting: One thing I didn't like about the whole Liberator thing? The full blown introduction of Satyrs as a race, harvested for their 'magical' blood. In say, the world of Elric, Corum, or any of the numerous Dungeons and Dragons setting, I would't have batted an eye. In the Conan setting? It jars. If you're skilled enough as a game master or have a group open enough not to care that much about cannon, then run with whatever you want. The interesting thing? I don't recall any reference to the Satyrs in any other Conan story, even those after his crown is achieved.
3. Big Stakes Big Risks: Conan notes that if he fails in his whole liberation thing, he's done. Too many people at this point have heard of Conan whose been everything from a general in several armies, to a pirate, to a leader of numerous bandit groups both in the desert and in the city. By taking up arms and leadership against a king, Conan is putting his name out there in such a big way that failure will result in him, even if he fails but survives, having no where to run when its over.
4. Flawed Villains: Right now I'm reading the first book in the Dragon King Saga by Stephen Lawhead, in the Halls of the Dragon King. One of the villains is actually laughing at his own evil plots. Oh the inhumanity of the cheese there. Here, we have several skilled villains in opposition to Conan but they are not perfect. For example, the assassin who tries to poison Conan didn't bother to check to see if he was dead? That assassin's master doesn't count on Conan's long history with magic and a trap designed to kill Conan fails. It's okay to have formidable foes, but make sure that they have their own failings.
5. Satisfying Conclusion: Now this could just be a result of where this adaption ends and that it takes off not into the life of King Conan, but the wizard whose working behind the throne, Thulandra Thuu, after several issues and attempts on Conan's life, runs away with magic. It's like if the players were using Teleportation to escape a battle and then next adventure was just into a completely random dungeon. "Man, glad we escape the lich and his minions. Oh well, into the dragon's lair!" It was entirely unsatisfying to me as a reader to see the build up of Conan and the gathering of his allies only to have the pinnacle fight end on, at best a draw.
6. Respectable Reputations: One of the reasons Conan is able to do so much as a general against a king, is that he has a reputation that stretches back decades at this point. Those in the army who may look at him and initially see 'a barbarian' then recall that oh yeah, this guy has done A, B, and C. It's said that he's fought against sorcerers many times so if he says there's something wrong in the pass up ahead, I'm not arguing with him. Having the Non-Player Characters respect the profession of the players and the reputation that they've built up in game is a great way to showcase the player's impact on the world. Sure, when they started off it may have been brawls in the tavern when someone questioned their competency, but now? People are listening to them and adjusting their own plans based on what the players are saying.
7. Crazy Town: In an old Warhammer FRPG adventure, I think it's Night at the Three Feathers, the characters are at an Inn and there are a random number of things that the characters can get involved in and it can be played several different ways and manners. In the Sorcerer and the Soul, adapted from Conan and the Sorcery by Andrew J. Offutt, Conan, after one of those bar brawls, is on a ledge and hears of a planned robbery of an item of great importance, the Eye of Erlick, and thinks to go ahead of them.
But as he leaves, he doesn't hear them change the time and date that they're going, and Conan runs into them, and other thieves as well. It makes for a nice chaotic mess and winds up more chaotic then initially thought possible for a 'simple' job. It also winds up with Conan tasting Fate's harsh lash again as he loses his soul to a wizard who then uses this leverage to get Conan to do his dirty work. Try to mix it up when the players think that they have all the answers.
8. Non-Player Characters are people too: Conan is joined in his rebellion against the king by the king's own elite personal guard, the Black Dragons, because the King is insane and has sacrificed the captain's daughter to try and gain immortality but hey, no harm no foul right? Not quite. Giving NPC's family members that they will seek to avenge, their own passions and their own goals, allows the players to have more of an insight into the world and more options to interact with it. Allied with some henchmen and cast fireball into a crowd at market time and kill those henchmen's family members? Yeah... sleep with one eye open!
Again, while I know that black and white comics, and non-canonical tales of everyone's favorite barbarian aren't for everyone, the low price point, the massive page count, and the 'romp' of different eras and takes on Conan make it well worth reading.
As in previous volumes, there are a plethora of artistic giants in this volume. Many of the tales are illustrated by the master of all things comic Conan, John Buscema, but we also have some by Kerry Gammill and Tony de Zuniga among others.
This is another massive volume that collects the Savage Sword of Conan, at least the Conan tales, from 49 to 60. It clocks in at 544 pages, but the last few are ads for various comics and busts and other bits of Conan miscellanea. Amazon has this one for under $15, clocking in at $14.96.
One of the longest tales, lasting several issues, is an adaptation of Conan the Liberator and a few more issues dedicated to Sword of Skelos. These were comics I read back in the Frank Fazetta cover days of Ace Publications. Well, let me amend that. I bought them second hand in the early eighties as I think the original covers were well before my time.
I know that historically that the add ons to the Conan mythos get a lot of flack but for my original reading? It fit like a glove and worked well. It keeps the whole series together up to the twelfth volume, at which point future volumes dropped the Fazetta covers and wandered all over the place despite having the same numbering. Like looking at my shelf, I can see The Sword of Skeleos is Volume 15.
In terms of inspiration, well, the art in black and white, is very powerful and very old school. It's also very ancient in terms of how it depicts everything. Most buildings appear to be rough cut from rock and barely made habitable. The time it takes people to learn things from afar is weeks, months, or never. Reputations may follow a character from town to town, but nation to nation? Perhaps...
For the cover? Dark Horse, in my opinion, dropped the ball here. If you flip it over, you see the back cover which has part of the cover where Conan has bloodied sword in one hand and crown in that other. It's very powerful and would've been a better choice for this volume.
Like many other compilations of Conan, the chronology only follows the current story. There's no guarantee that the next issue in the volume will continue on with that pattern. Instead it reads like some broken account of Conan's life but usually they'll preface it with something along the lines of, "And here's a tale from Conan's days as a XXXXX."
In terms of my bullet point lists?
1. The Wheel of Destiny is not kind: During the adaptation of Conan the Liberator, Conan suffers many setbacks and loses his army, yeah, an army of ten thousand strong, to traps and magic and spying and betrayal. It's a good look at how even someone as powerful, well known, and respected as Conan can suffer setback after setback and still move forward. If you're players are so sensitive to defeat and temporary setbacks, you have to ask yourself if that's the group for you.
Mind you, the game system has to take part of that blame too. For example, I've been playing a lot of Warhammer FRPG and I've mentioned that it's got a lot of swing in it's combat. I've mentioned that it's a little easier in second edition as opposed to first edition due to the use of Fortune Points. Part of that is counted because xp doesn't buy as much as it used to and the ultimate safety net of Fate points is still around.
If Conan were in Warhammer FRPG, he'd have burnt through several Fate points. For example, there is one scene where he's poisoned by Alcina, a 'wench' he picks up at a local tavern, and left for dead. Poisoned and left for dead. Only magic and a skilled healer manage to save him but it's a perfect example of Fate points in use in the comics medium.
But why mention that it's a matter of game system? Again, all my opinion here mind you. In basic, first, and second edition of Advanced Dungeons and Dragons, magic items didn't necessarily come by the level to assure that the players had power levels of X, Y, and Z. This built the expectation in 3rd and 4th that the characters have to have such items and means at their use. It was so ingrained that there were optional systems to strip the magic out by making the characters MORE inherently powerful. This is the expectation.
Mind you, in a group of friends and close acquaintances, you can do whatever you want, but if you don't let people know that expectations X, Y, and Z don't apply to your world, being captured and sold into slavery even if only for a brief time and stripped of their items, especially for say the Mages, as opposed to the Monks? Grumbling may be heard around the table.
2. Know Your Setting: One thing I didn't like about the whole Liberator thing? The full blown introduction of Satyrs as a race, harvested for their 'magical' blood. In say, the world of Elric, Corum, or any of the numerous Dungeons and Dragons setting, I would't have batted an eye. In the Conan setting? It jars. If you're skilled enough as a game master or have a group open enough not to care that much about cannon, then run with whatever you want. The interesting thing? I don't recall any reference to the Satyrs in any other Conan story, even those after his crown is achieved.
3. Big Stakes Big Risks: Conan notes that if he fails in his whole liberation thing, he's done. Too many people at this point have heard of Conan whose been everything from a general in several armies, to a pirate, to a leader of numerous bandit groups both in the desert and in the city. By taking up arms and leadership against a king, Conan is putting his name out there in such a big way that failure will result in him, even if he fails but survives, having no where to run when its over.
4. Flawed Villains: Right now I'm reading the first book in the Dragon King Saga by Stephen Lawhead, in the Halls of the Dragon King. One of the villains is actually laughing at his own evil plots. Oh the inhumanity of the cheese there. Here, we have several skilled villains in opposition to Conan but they are not perfect. For example, the assassin who tries to poison Conan didn't bother to check to see if he was dead? That assassin's master doesn't count on Conan's long history with magic and a trap designed to kill Conan fails. It's okay to have formidable foes, but make sure that they have their own failings.
5. Satisfying Conclusion: Now this could just be a result of where this adaption ends and that it takes off not into the life of King Conan, but the wizard whose working behind the throne, Thulandra Thuu, after several issues and attempts on Conan's life, runs away with magic. It's like if the players were using Teleportation to escape a battle and then next adventure was just into a completely random dungeon. "Man, glad we escape the lich and his minions. Oh well, into the dragon's lair!" It was entirely unsatisfying to me as a reader to see the build up of Conan and the gathering of his allies only to have the pinnacle fight end on, at best a draw.
6. Respectable Reputations: One of the reasons Conan is able to do so much as a general against a king, is that he has a reputation that stretches back decades at this point. Those in the army who may look at him and initially see 'a barbarian' then recall that oh yeah, this guy has done A, B, and C. It's said that he's fought against sorcerers many times so if he says there's something wrong in the pass up ahead, I'm not arguing with him. Having the Non-Player Characters respect the profession of the players and the reputation that they've built up in game is a great way to showcase the player's impact on the world. Sure, when they started off it may have been brawls in the tavern when someone questioned their competency, but now? People are listening to them and adjusting their own plans based on what the players are saying.
7. Crazy Town: In an old Warhammer FRPG adventure, I think it's Night at the Three Feathers, the characters are at an Inn and there are a random number of things that the characters can get involved in and it can be played several different ways and manners. In the Sorcerer and the Soul, adapted from Conan and the Sorcery by Andrew J. Offutt, Conan, after one of those bar brawls, is on a ledge and hears of a planned robbery of an item of great importance, the Eye of Erlick, and thinks to go ahead of them.
But as he leaves, he doesn't hear them change the time and date that they're going, and Conan runs into them, and other thieves as well. It makes for a nice chaotic mess and winds up more chaotic then initially thought possible for a 'simple' job. It also winds up with Conan tasting Fate's harsh lash again as he loses his soul to a wizard who then uses this leverage to get Conan to do his dirty work. Try to mix it up when the players think that they have all the answers.
8. Non-Player Characters are people too: Conan is joined in his rebellion against the king by the king's own elite personal guard, the Black Dragons, because the King is insane and has sacrificed the captain's daughter to try and gain immortality but hey, no harm no foul right? Not quite. Giving NPC's family members that they will seek to avenge, their own passions and their own goals, allows the players to have more of an insight into the world and more options to interact with it. Allied with some henchmen and cast fireball into a crowd at market time and kill those henchmen's family members? Yeah... sleep with one eye open!
Again, while I know that black and white comics, and non-canonical tales of everyone's favorite barbarian aren't for everyone, the low price point, the massive page count, and the 'romp' of different eras and takes on Conan make it well worth reading.
Labels:
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Savage Sword of Conan
Friday, July 4, 2014
Savage Sword of Conan Volume Four
This volume collections material from the Savage Sword of Conan the Barbarian #37 to #48. The Savage Sword of Conan Volume Four is strangely an even $15.00 from Amazon right now and is 536 pages. That's an amazing amount of black and white sword and sorcery per page there.
Like many collections of Conan, at least in the magazine, there is little overall continuity. For example, one tale ends with Conan in chains, captured b y the undead legions of Hyperborea. Dropped completely for the next story as that one takes place at a different point in Conan's life. For people used to reading today's hyper dense continuity comics, it may be a little jarring but I didn't have any issues with it.
One of the strange things, for someone whose read a lot of Conan as I have, and much of it by different authors, is that some of the same stories are repeated with changes. For instance, I picked up some of the collections of the Robert E. Howard library that included the Black Stranger. Here, that tale is told as The Treasure of Tranicos. Strangely enough, it works well in the comic despite the many changes, because it fits more into the continuity of the story in the comics. I'm sure purist would gnash their teeth at that.
As always, the Savage Sword of Conan continues to provide with tons of ideas, if only visual inspiration, for running more 'primitive' games. Rare is the appearance of any type of armor, and full plate and knights? Even rarer if at all.
Art: This book boasts some great artists again. One of the main streams is John Buscema who work on the comic and the magazine gave it a tremendous feel and power. The man was ahead of his time and back in the day, if a comic had him, George Perez, or John Byrne on it, that was a good indication that it would be a comic I would read. Having said that, Ernie Chan did some full page spreads for the interior and man, if there is an artist who's been undervalued in my time, it would be him, among many others.
Hordes vs Heroes: Conan is often times surrounded by a crew of pirates or units of soldiers. These lead to massive fights, often against greater odds, as he battles other pirates or other soldiers from foreign countries. However, there are many times, often within these same tales, where Conan is, due to his specific background and skill set, the only one able to perform a certain task. This puts him at the center of the action.
The Hordes are often sometimes monsters that are easily killed such as freshly awakened vampire ghouls that don't move quickly or an army storming a ruined keep that are held at bay through the few openings by the defenders. Think of the movie Willow and Mad Martigan's fight at the keep. Providing numerous weaker enemies while giving the players an advantage that limits the number of attackers can make the heroes giants among men, but keep in mind that it takes time to roll the dice and even the 'heroics' of mass slaughter can get boring quickly.
Skill Challenges: There is a scene where Conan is attacked by a stone toad with gem eyes. It's impervious to physical harm. Conan leads it along a cliff and dodges out of the way when it attacks and down into the sea it goes, sinking to the bottom because of it's stone hide. In some great scenes, the hero wins not by slashing and hacking, but by sound tactics. For example, the end fight of How To Train Your Dragon? Where our young hero and his dragon are, in terms of sheer power clearly outmatched but still manage to achieve victory?
Slavery: Conan winds up a slave several times but I think only once in this volume. The problem with this type of captivity though, is that it often requires players to give up their equipment. In games like Dungeons and Dragons 3rd and 4th edition, where the math is branched at the characters actually having those items, it can make this type of scenario more difficult. If using slavery, insure either that the enemies are of a lower level than the players would be by standards, or that the players have opportunities to pick up other material to compensate for it. Providing players with options to escape the slavery quickly can also move the game along for groups that dither about things.
Named Items: Much like I've mentioned with naming gemstones to give them a unique feature, names are powerful things in providing detail and background to items. With one certain Stygian Priest of Set here, we're introduced to the Cobra Crown, the Black Ring, and the Book of Skelos. These items have tremendous value, but often only to those that actually understand what it is they are looking at. For example, a pirate is knee deep in gem and coin and the priest pushes past him, "did you not notice the book beneath the sacks-- its cover bound in the hide of some great reptile such as walked the earth eons ago!?"
With over five hundred pages of reading material and art to please the eye, if you can't find any inspiration from the Savage Sword of Conan you're doing it wrong.
Labels:
Adventure Seeds,
Dark Horse,
Savage Sword of Conan
Monday, June 30, 2014
Savage Sword of Conan Volume Three
I've mentioned it before, but again, Dark Horse did the world of comics and fans of sword and sorcery a huge service by bringing out the old black and white Savage Sword of Conan in these massively oversized compendiums for a great price. The works have been out of print for decades and while it's disappointing to see that it's only the Conan tales appearing in these volumes, for example, some covers reproduced inside boast of Solomon Kane or Red Sonja, we only get the Cimmerian.
But that's okay. At this price point and for material that's hard to get ahold of otherwise? It's a great deal.
This volume brings several classic adaptations from novel to comic format as well as many flashback pieces. One of the interesting things about the Savage Sword, as opposed to save, the Marvel Comic running at approximately the same time, is that the Savage Sword isn't necessarily being told in order. Many of the tales are done in one or at best, two shots and then its onto the next one. This volume for example, even does the Scarlet Citadel, which features Conan in his King mode.
For those keeping track, this volume includes 25-31 of the Conan stories. It has illustrations by some of the greats of the comic genre too ranging from Barry Windsor-Smith, John Buscema, Alfredo Alcala, Jim Starlin, Al Milgrom, Pablo Marcos, and Walter Simonson among others. No offense to Dark Horse's modern take on the comic, but this is one of the reasons why it's sometimes looked at like a pale image of it's former glory days. Walter Simonson? John Buscema? Jim Starlin? Some of these are STILL big names in the industry.
The volume is 554 pages with a cover price of $19.99, although Amazon has it on sale for $14.24.
Below I'll be hitting some of the things I continue to enjoy about these tales and why the Savage Sword of Conan acts as such an 'Appendix N' hit for me.
1. Named Gems: One of the longer tales in this collection is the Jewels of Gwahlur. Another is The Blood of the Gods. Each a set of gems that are priceless and unique. These named gems give the setting more character and history as each of the gems have their own stories associated with them.
2. Recurring Foes: Olgerd is a foe of Conan who makes his third appearance in this volume. In his previous one, the 'Sleeper of the Sands' took him down into the desert hell with him. We never learn how he escaped. It's almost 'super hero' like in that if there's no body, don't assume that the foe is dead.
3. Languages: The authors rarely fail to make mention of the numerous languages that the people speak in the setting. There are times when speaking with one faction they'll try to hide their true intentions by speaking to their own allies in another language. This brings further depth to the reading and can be a great use in any campaign. The only problem is that usually languages take some heady resources that are often better spent on fighting ability as opposed to something that can just be picked up.
4. Change Meetings: In Hawks of Shem, the tale starts when Conan is accused of following a soldier who turns and attacks him thinking that Conan is an assassin. The real assassins attack shortly thereafter and the two become allies. Having characters be mistaken for someone else is a good way to keep the characters on their toes. In one Dungeons and Dragons game I ran, the party had a Necromancer from the Diablo book with bone armor. They approached a fort that, unknown to the party mind you, had recently come under attack by ghouls, skeletons, and other undead horrors, so they immediately started firing on the characters until the characters could convince them that they were not there to fight.
5. Quick Change: Tribes, armies, cities, and gods rise and fall at the drop of the hat in Conan's world. A king may think himself an actual god and try to fly. An entity that has lain dormant for thousands of years may rise and devour a city. Armies are betrayed by their generals. Things are constantly in a state of flux.
6. Amara: That's Conan's pirate raiding name, "the lion". It's a name that Conan is associated with only by those in the know while others only know of one or the other and when they put the two together, it's not always a good thing for Conan. Having an alias, especially one that lasts for a while and has specific meaning to a group of people, provides characters with further bits than just their original name. Elric for instance, outside of being known as a Kinslayer, is often called the White Wolf.
But that's okay. At this price point and for material that's hard to get ahold of otherwise? It's a great deal.
This volume brings several classic adaptations from novel to comic format as well as many flashback pieces. One of the interesting things about the Savage Sword, as opposed to save, the Marvel Comic running at approximately the same time, is that the Savage Sword isn't necessarily being told in order. Many of the tales are done in one or at best, two shots and then its onto the next one. This volume for example, even does the Scarlet Citadel, which features Conan in his King mode.
For those keeping track, this volume includes 25-31 of the Conan stories. It has illustrations by some of the greats of the comic genre too ranging from Barry Windsor-Smith, John Buscema, Alfredo Alcala, Jim Starlin, Al Milgrom, Pablo Marcos, and Walter Simonson among others. No offense to Dark Horse's modern take on the comic, but this is one of the reasons why it's sometimes looked at like a pale image of it's former glory days. Walter Simonson? John Buscema? Jim Starlin? Some of these are STILL big names in the industry.
The volume is 554 pages with a cover price of $19.99, although Amazon has it on sale for $14.24.
Below I'll be hitting some of the things I continue to enjoy about these tales and why the Savage Sword of Conan acts as such an 'Appendix N' hit for me.
1. Named Gems: One of the longer tales in this collection is the Jewels of Gwahlur. Another is The Blood of the Gods. Each a set of gems that are priceless and unique. These named gems give the setting more character and history as each of the gems have their own stories associated with them.
2. Recurring Foes: Olgerd is a foe of Conan who makes his third appearance in this volume. In his previous one, the 'Sleeper of the Sands' took him down into the desert hell with him. We never learn how he escaped. It's almost 'super hero' like in that if there's no body, don't assume that the foe is dead.
3. Languages: The authors rarely fail to make mention of the numerous languages that the people speak in the setting. There are times when speaking with one faction they'll try to hide their true intentions by speaking to their own allies in another language. This brings further depth to the reading and can be a great use in any campaign. The only problem is that usually languages take some heady resources that are often better spent on fighting ability as opposed to something that can just be picked up.
4. Change Meetings: In Hawks of Shem, the tale starts when Conan is accused of following a soldier who turns and attacks him thinking that Conan is an assassin. The real assassins attack shortly thereafter and the two become allies. Having characters be mistaken for someone else is a good way to keep the characters on their toes. In one Dungeons and Dragons game I ran, the party had a Necromancer from the Diablo book with bone armor. They approached a fort that, unknown to the party mind you, had recently come under attack by ghouls, skeletons, and other undead horrors, so they immediately started firing on the characters until the characters could convince them that they were not there to fight.
5. Quick Change: Tribes, armies, cities, and gods rise and fall at the drop of the hat in Conan's world. A king may think himself an actual god and try to fly. An entity that has lain dormant for thousands of years may rise and devour a city. Armies are betrayed by their generals. Things are constantly in a state of flux.
6. Amara: That's Conan's pirate raiding name, "the lion". It's a name that Conan is associated with only by those in the know while others only know of one or the other and when they put the two together, it's not always a good thing for Conan. Having an alias, especially one that lasts for a while and has specific meaning to a group of people, provides characters with further bits than just their original name. Elric for instance, outside of being known as a Kinslayer, is often called the White Wolf.
Sunday, March 23, 2014
Captain Midnight Volume 1: On the Run
Not too long ago, +Dark Horse Comics had the first nine issues of Captain Midnight on sale for $2.99 in digital format. Written by Joshua Williamson and illustrated by Victor Ibanez, Pere Perez and Fernando Dagnino. The first few issues are very self contained and hint at a larger world while not overwhelming new readers.
Now me? I personally knew nothing about Captain Midnight. I was completely unaware of his vast swathes of history which are summed up much better on the Wiki over here than I could hope to do.
The art reminds me of Neal Adams. It's not a comparison I make lightly as Neal is a treasure for the comic book world. Thankfully +Dark Horse Comics does a lot of preview material on their website so you don't have to take my word for it. For example, if you wanted to see some pages from the first issue, go here. The colors are vivid and eye catching being easy to read and view on a computer. Hell, I read mine on my Gateway monitor. They don't even make Gateway monitors anymore!
The Dark Horse take on Captain Midnight is part homage to Captain America and part nod to the old serials. His introduction is straight from the fields of World War 2 and in that aspect, he finds himself a man out of time whose nemesis, I kid you not, Fury Shark, has taken his technology and is corrupting its original purpose and use.
There is a bit of a spy and mystery element to the series as well. Black Sky is introduced as little more than a name and a rumor but turns out to have old ties to Captain Midnight himself.
The first nine issues break off into self contained stories that don't tag much into the larger super hero world that Dark Horse is building. This is a good thing because it keeps things nice and simple for new readers.
The run is a bit rough for me though. Captain Midnight fits too well into the new world. It's like he's so far ahead of his own time that his acclimation to modern times is near instant. The problem though turns out in how that's portrayed. For example, when discussing the internet, he 'doesn't trust it' and instead relies on newsprint. Eh? That's not man out of time, that's just an old person.
The authors had some real opportunity to take a man out of time, his clothing, his outlook on race relations, his outlook on the opposite sex, pollution, environmentalist issues, and hell, even the borders of the world compared to WWII, heck, the various results of WWII and run with it.
Instead we get a person whose dedication to good and justice is only slightly flawed through his unwillignness to 'follow orders' such as when he's initially introduced to modern times and he MUST go out and see the modern world.
On one hand, I'll admit that I'm tired of seeing 'heroes with mud' on their feet so to speak. Not every take on a character has to involve them being some homophobic, woman hating racist. On the other hand, it's such a wash that it leaves Captain Midnight very little to distinguish himself from other heroes. It's a problem that even DC has faced with many of its own characters who were often too powerful for their own good.
The good news is that the action is fast and furious. In a matter of nine issues Captain Midnight battles numerous foes, including Skyman, an inheritor of the Captain's own technology. Apparently there is a new Skyman who has his own comic but I haven't delved into that character yet. The battle though, between Captain Midnight and Skyman, is reminiscent of Captain America, the 'original', fighting against the 50's Captain America whose outlook and attitudes did not translated well to the modern world. It's a good scene and isn't afraid to blow things up real nice.
Another benefit for potential future stories involving Captain Midnight, outside of any 'dream' or alternative reality takes of Captain Midnight meeting some of Mike Magnolia's World War II creations, is that because he is an established character from that time, there are all sorts of 'flashbacks' that the company can use to introduce all sorts of crazy stuff to the story.
The first volume of Captain Midnight is available from Dark Horse comics at the link earlier here, as well as Amazon.com for $11.32 in paperback format. Note that Dark Horse has also published a lot of the older material in various omnibus editions in hardcover so collectors of the older material can hunt down Volume 1: Battles the Nazis, for $34.10 or Volume 2: Captain Midnight Saves the World for $38.99.
For those who follow comics closer, any readers of Captain Midnight? Any other favorites out there that stand out among the crowd? For me, if it's an inexpensive trip, like this collection initially was when I purchased it, I've got no problem plunking down the funds for it.
Now me? I personally knew nothing about Captain Midnight. I was completely unaware of his vast swathes of history which are summed up much better on the Wiki over here than I could hope to do.
The art reminds me of Neal Adams. It's not a comparison I make lightly as Neal is a treasure for the comic book world. Thankfully +Dark Horse Comics does a lot of preview material on their website so you don't have to take my word for it. For example, if you wanted to see some pages from the first issue, go here. The colors are vivid and eye catching being easy to read and view on a computer. Hell, I read mine on my Gateway monitor. They don't even make Gateway monitors anymore!
The Dark Horse take on Captain Midnight is part homage to Captain America and part nod to the old serials. His introduction is straight from the fields of World War 2 and in that aspect, he finds himself a man out of time whose nemesis, I kid you not, Fury Shark, has taken his technology and is corrupting its original purpose and use.
There is a bit of a spy and mystery element to the series as well. Black Sky is introduced as little more than a name and a rumor but turns out to have old ties to Captain Midnight himself.
The first nine issues break off into self contained stories that don't tag much into the larger super hero world that Dark Horse is building. This is a good thing because it keeps things nice and simple for new readers.
The run is a bit rough for me though. Captain Midnight fits too well into the new world. It's like he's so far ahead of his own time that his acclimation to modern times is near instant. The problem though turns out in how that's portrayed. For example, when discussing the internet, he 'doesn't trust it' and instead relies on newsprint. Eh? That's not man out of time, that's just an old person.
The authors had some real opportunity to take a man out of time, his clothing, his outlook on race relations, his outlook on the opposite sex, pollution, environmentalist issues, and hell, even the borders of the world compared to WWII, heck, the various results of WWII and run with it.
Instead we get a person whose dedication to good and justice is only slightly flawed through his unwillignness to 'follow orders' such as when he's initially introduced to modern times and he MUST go out and see the modern world.
On one hand, I'll admit that I'm tired of seeing 'heroes with mud' on their feet so to speak. Not every take on a character has to involve them being some homophobic, woman hating racist. On the other hand, it's such a wash that it leaves Captain Midnight very little to distinguish himself from other heroes. It's a problem that even DC has faced with many of its own characters who were often too powerful for their own good.
The good news is that the action is fast and furious. In a matter of nine issues Captain Midnight battles numerous foes, including Skyman, an inheritor of the Captain's own technology. Apparently there is a new Skyman who has his own comic but I haven't delved into that character yet. The battle though, between Captain Midnight and Skyman, is reminiscent of Captain America, the 'original', fighting against the 50's Captain America whose outlook and attitudes did not translated well to the modern world. It's a good scene and isn't afraid to blow things up real nice.
Another benefit for potential future stories involving Captain Midnight, outside of any 'dream' or alternative reality takes of Captain Midnight meeting some of Mike Magnolia's World War II creations, is that because he is an established character from that time, there are all sorts of 'flashbacks' that the company can use to introduce all sorts of crazy stuff to the story.
The first volume of Captain Midnight is available from Dark Horse comics at the link earlier here, as well as Amazon.com for $11.32 in paperback format. Note that Dark Horse has also published a lot of the older material in various omnibus editions in hardcover so collectors of the older material can hunt down Volume 1: Battles the Nazis, for $34.10 or Volume 2: Captain Midnight Saves the World for $38.99.
For those who follow comics closer, any readers of Captain Midnight? Any other favorites out there that stand out among the crowd? For me, if it's an inexpensive trip, like this collection initially was when I purchased it, I've got no problem plunking down the funds for it.
Wednesday, March 12, 2014
Amazon and Dark Horse Comic Sales
Those who've read my blog here know that I enjoy comic books. Due to physical limitations in terms of housing though, a lot of comics I buy these days are in digital format.
Today only I believe, Amazon has several graphic novels on sale to get you into the DC New 52 series for a low price. Good stuff if you enjoy comics or wanted to see what was 'new' at the time.
Green Lantern: Jokes on you sucker! Remember how I said 'New 52'? Turns out that DC has some intelligence and didn't reset everything. Green Lantern and Batman got to essentially keep going with what they were doing to begin with. Still, this collection of the first arc is by Geoff Johns whose well known and opinions of him are easy to find.
Wonder Woman vol 1: Blood: Everyone is taken by how awesome her new origin is. I think she's now the daughter of Zeus or something. For me that's more blah than her old origin. Her old origin was used a few times in interesting ways. Having super powers because you're the scion of some one? M'eh. It's worked for Thor for hundreds of issues so clearly there can be validity to the process.
Aquaman Vol 1: The Tench. Okay, I know, "He talks to fish!". It's still funny to me. Aquaman can be more than that and often is, but between him and Submariner, overall Subby wins. The later is a often a colossal bastard whose ego gets him into all sorts of trouble. Aquaman is the guy whose son died and is otherwise a nice guy. Except when they make him 90's vicious. There was a brief sword and sorcery run but I think they pretty much nuked that into oblivion. Aquaman as he's done would probably be a better fit in his own setting as opposed to the DC one. It's all like, "Yeah, but Superman!" Poor bastard.
Justice League vol 1: Origin. I already own this one. Fantastic art by Jim Lee but really feeling the crapitude of 'The New 52'. Other people love it so take my opinion here with a grain of salt.
Justice League Dark vol 1: In the Dark. Okay, I got nothing here. I bought it for $2.99 because hell, I'll try most things for an introductory price but really? Did DC see Marvel absolutely stomping them with dozens of Avengers and X-Men titles and was like, "Hey, Justice League rolls off the tongue right? Right?"
Shazam Vol 1. I feel bad for DC here. It's like they can never do this character justice. He's had some great stories like one of the retellings of his first meeting with Superman, or his time with the Justice Society of America, but when you have Superman, and your ownership of Shazam came about directly because you claimed he was a copy of Superman, what's left for Shazam do to? Still, for $2.99 I wanted to see what Geoff Johns did with him. Man, is that guy on everything these days?
Superman: Action Comics Vol 1. Superman and the Men of Steel. Grant Morrison tackles Superman and his 'new' origin or at least his new stylings. It was a nice change of pace even though, like Spider Man, it nullified his marriage to Lois Lane. Still, it, like Spider Man's annulment, has lead to some interesting stories and they start here.
Green Arrow Vol 1. The Midas Touch. Haven't read it yet, but for $2.99 I'm there. With the popularity of the television show Arrow, I'm surprised that DC hasn't been pushing this character more.
But not all comics hail from DC comics! In terms of Dark Horse, every now and again they put their Star Wars comics on 'blow out' prices. I'm a little worried about it but I believe there has been mention that while they will stop selling them, you will be able to access them.
Darth Vader XL Bundle: A ton of comics featuring Darth Vader aka Anakin Skywalker for $24.95.
Captain Midnight Bundle: 255 pages of pulp science brought into modern day times? For $2.99, I bought it and will check it out. That's a hard deal to pass up for a comic fan. Individual issues have previews of the material, so for example, if you go here: https://digital.darkhorse.com/profile/3479.captain-midnight-1-felipe-massafera-cover/ , you'll see the preview avialable for that issue and can use those previews to decide if it's worth the $2.99.
Keep those sales coming you magnificent bastards! Memory is cheap these days and I can always download more!
For those who've already read this comics, any particular favorites? Any that you'd look at this list and warn people away from?
As usual, if you know anyone that would benefit from the sale here, +1 and share it among the peeps. Save the comic fans a few $$$$.
Today only I believe, Amazon has several graphic novels on sale to get you into the DC New 52 series for a low price. Good stuff if you enjoy comics or wanted to see what was 'new' at the time.
Green Lantern: Jokes on you sucker! Remember how I said 'New 52'? Turns out that DC has some intelligence and didn't reset everything. Green Lantern and Batman got to essentially keep going with what they were doing to begin with. Still, this collection of the first arc is by Geoff Johns whose well known and opinions of him are easy to find.
Wonder Woman vol 1: Blood: Everyone is taken by how awesome her new origin is. I think she's now the daughter of Zeus or something. For me that's more blah than her old origin. Her old origin was used a few times in interesting ways. Having super powers because you're the scion of some one? M'eh. It's worked for Thor for hundreds of issues so clearly there can be validity to the process.
Aquaman Vol 1: The Tench. Okay, I know, "He talks to fish!". It's still funny to me. Aquaman can be more than that and often is, but between him and Submariner, overall Subby wins. The later is a often a colossal bastard whose ego gets him into all sorts of trouble. Aquaman is the guy whose son died and is otherwise a nice guy. Except when they make him 90's vicious. There was a brief sword and sorcery run but I think they pretty much nuked that into oblivion. Aquaman as he's done would probably be a better fit in his own setting as opposed to the DC one. It's all like, "Yeah, but Superman!" Poor bastard.
Justice League vol 1: Origin. I already own this one. Fantastic art by Jim Lee but really feeling the crapitude of 'The New 52'. Other people love it so take my opinion here with a grain of salt.
Justice League Dark vol 1: In the Dark. Okay, I got nothing here. I bought it for $2.99 because hell, I'll try most things for an introductory price but really? Did DC see Marvel absolutely stomping them with dozens of Avengers and X-Men titles and was like, "Hey, Justice League rolls off the tongue right? Right?"
Shazam Vol 1. I feel bad for DC here. It's like they can never do this character justice. He's had some great stories like one of the retellings of his first meeting with Superman, or his time with the Justice Society of America, but when you have Superman, and your ownership of Shazam came about directly because you claimed he was a copy of Superman, what's left for Shazam do to? Still, for $2.99 I wanted to see what Geoff Johns did with him. Man, is that guy on everything these days?
Superman: Action Comics Vol 1. Superman and the Men of Steel. Grant Morrison tackles Superman and his 'new' origin or at least his new stylings. It was a nice change of pace even though, like Spider Man, it nullified his marriage to Lois Lane. Still, it, like Spider Man's annulment, has lead to some interesting stories and they start here.
Green Arrow Vol 1. The Midas Touch. Haven't read it yet, but for $2.99 I'm there. With the popularity of the television show Arrow, I'm surprised that DC hasn't been pushing this character more.
But not all comics hail from DC comics! In terms of Dark Horse, every now and again they put their Star Wars comics on 'blow out' prices. I'm a little worried about it but I believe there has been mention that while they will stop selling them, you will be able to access them.
Darth Vader XL Bundle: A ton of comics featuring Darth Vader aka Anakin Skywalker for $24.95.
Captain Midnight Bundle: 255 pages of pulp science brought into modern day times? For $2.99, I bought it and will check it out. That's a hard deal to pass up for a comic fan. Individual issues have previews of the material, so for example, if you go here: https://digital.darkhorse.com/profile/3479.captain-midnight-1-felipe-massafera-cover/ , you'll see the preview avialable for that issue and can use those previews to decide if it's worth the $2.99.
Keep those sales coming you magnificent bastards! Memory is cheap these days and I can always download more!
For those who've already read this comics, any particular favorites? Any that you'd look at this list and warn people away from?
As usual, if you know anyone that would benefit from the sale here, +1 and share it among the peeps. Save the comic fans a few $$$$.
Labels:
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DC,
Graphic Novels,
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Monday, January 13, 2014
47 Ronin by Mike Richardson Stan Sakai
Dark Horse comics publishes a lot of non-superhero comics that I enjoy. Last year during the old 'Black Friday' bit, they have their annual half-off sale. I picked up the 47 Ronin in digital comic format. Written by Mike Richardson and illustrated by Stan Sakai, I wasn't quite sure what to expect.
Mind you, that's not true in the art department. I've written about Stan Sakai and his long eared wandering ronin Usagi Yojimbo many times before. But Mike RIchardson wasn't as familiar to me. Still, it's a fairly well known historical tale, and Dark Horse's website is generally nice in that they often have a multiple page preview for all the digital comics they sell. Looking through those previews, I felt pretty secure that it would be a 'safe buy'.
And it was.
47 Ronin provides a much more grounded and historical version of events that Keanu Reeves recently brought back to theaters in a semi-fantasy, semi-westernized style.
Here there is no magic needed for the assault. Here there is no need for a half-breed of magical nature to assist in the taking of vengeance. Here there is no love story. Or at least no love story between a princess and her servant.
Instead we see 47 loyal ronin, loyal beyond all sense of the word, who are determined to avenge what they see as a wrongdoing to their lord regardless of the personal cost. This cost comes in many forms ranging from their personal honor, to their status that they could have had even as ronin. As they know this is a death sentence, it also costs those who decided to have families that opportunity to live outside their lord.
It's well told and takes its time. We see the general plan and the specifics that each character goes through. We see the fall from grace, we see the rise of a force capable of laying siege to a powerful merchant. We see the end result which is almost universally the same.
Mike Richardson did a fantastic job in the telling of 47 Ronin and I'll be keeping an eye out for anything else he does of this nature even as I wait for the next graphic novel of Usagi Yojimbo by Stan Sakai, which according to Amazon, is a while in coming and is title, Usagi Yojimbo Volume 28: Red Scorpion.
All good and well said, but what does that have to do with role playing?
1. Lead by Example: One of the things I unfortunately see often as both a player and a GM, is that the GM has expectation X and the players have expectation Y. Sometimes this happens even after they talk about the concepts of the game. This generally happens a lot with superhero settings. Older readers often think that the games are going to reflect the comics where characters are generally law-abiding heroes who don't kill. Younger ones who grew up with Image in the 90's, or heck, even with movies, don't necessarily see anything wrong with massive property damage, lose of civilian life, or killing your enemies en mass. By providng material, either in movies or in other media, such as comics, the players and game master can have a clearer understanding of what they are expecting the game to actually play as. If someone said, "I want to play 47 Ronin" and meant the latest movie as opposed to someone who read the historical based comic, there would be some issues.
2. Lawful Villains have allies: Sometimes you just want to take your katana and strike a merchant dog down in the presence of the shogun. Well, that's not necessarily a good idea because that villain has a son married into a very powerful family and hey, even if he deserved to be struck down from behind like a dog, those other people aren't going to have their name, and their honor dragged through the mud. Their not going ot take the chance that someone will be sympathetic to the poor good guy's tale of woe and suffering. No, their going to buy that guy with every force at their disposal as quickly and inhumanely as possible. When designing your villains, don't forget their network.
This network may not even be one that they sought out. For example, a rogue elf may have a half elf son who feels determined to protect his father regardless of the cost and that half elf is married into a very powerful merchant family who can hire the most dangerous defenders and mercenaries in the land. In a fantasy RPG, that might even include assassins to hunt the players down before they get their bearings.
At that point, what would characters do? The source of their enemy's power isn't actually the enemy, but perhaps a non-evil individual who simply doesn't want to see his relative killed.
3. Suicide Mission: Sometimes you have to take one for the team. Sometimes the team has to take one for the boss. If there is absolutely no chance of winning, or at least living and winning, this should be something that is clear to the players at the start of the campaign. If the GM has poisoned the characters and they only have X amount of hours to live, a popular plot device, or that if the players going on with their course of action because that's what they're meant to do, such as say Rosach from the Watchmen, they should know ahead of time that it's death to do so.
This doesn't mean a bad role playing session though. It might be best for a one shot or a limited campaign, but there can be powerful action scenes, there can be allies gained and lost, there can be vast treasures gambled and earned. It's just your going to die.
Knowing that ahead of time may make some players bold. It may give them role playing opportunities that they've never engaged in before.
47 Ronin by Mike Richardson and Stan Sakai has a lot going for it and is well worth a read.
47 Ronin is available at Dark Horse over here in electronic format with the individual issues running about $3.99 each, each one with a preview, and is available from Amazon.com over here in hardcover format for $14.99, a $5.00 savings form the cover price.
For those who've read the Dark Horse comic, do you have a particular scene that stands out? A particular bit that you'd like to bring to your RPG?
For those who've read other accounts of the 47 Ronin, is there a particular version you'd recommend? I picked up two of them immediately after seeing the movie in kindle format, and have an old hardcover with other stories in it, as well an Osprey book I want to get to.
The 47 Ronin is a tale with a lot of elements to it that historically bears retelling in one form or another.
Sunday, November 24, 2013
Berserk 37 by Kentaro Miura
While Berserk by Kentaro Miura has not come to an end in the manga version, it has slowed considerably. This volume, afaik, is the last one we'll see in a while. Ironically enough, the movies have been moving forward. Hopefully we'll see more Berserk and of Guts in that field while the manga lays fallow.
This volume concludes the 'Sea God' story and brings in more magic and more visibility to the changes that have rocked the world since "the Wind" event where a strange wind blew through the land and heralded the age of magic and monsters returning to the world.
The art is up to Kentaro Miura's usual high standards. He, George Pereze and John Buscema all have a great timeless talent and I hope that if Berserk is on hold for a while that we'll be seeing his work in some other forms. Perhaps even an art book or something.
In terms of gaming?
1. Judge not by size. When Guts is 'fighting' the Sea God, he's fighting an island. Like several other similar situations where the character's size is of such insignificance, Guts is able to deal damage based on a weak point of the creature, in this case, it's heart. Designing such an opponent is like designing a dungeon. There are 'anti-bodies', various monsters that make their home there, there are parasites, there are creatures too small for the entity to notice. There are also natural hazards like stomach acid, drowning in blood and other unpleasant bits.
2. Red herrings: Guts is aided in this volume by Merrow and by a magical child. It's strongly been hinted, or at least argued online, that the child is Guts and Caska's child that is only able to reach the mortal world during the period of the full moon. This volume throws a wrench into that theory though as we're given two other options. The first is that the character seeking the elves to restore Caska, have been given a guide. The other is that the boy is a manifestation of King Hanafubuku. I'm sticking with it being Gut's and Caska's child.
3. Blow up the Outside World: Because Guts is at sea on a voyage, he doesn't know what's happened to the mainland. With all of the magic and monsters roaming freely through the land, man has retreated to shelter under Griffith's new country. Growing from outside the country are huge arcs of crystal called "Wing Stones" due to their appearance like wings. These keep out the 'wild' monsters and keep the humans and the Apostles, demonic creatures that serve Griffith, 'safe'. The real question is are the humans safe from the Apostles long term?
In addition to these Wing Stones, there is also the World Spiral Tree, an object so huge that it casts its branches over mountains and its visible against the moon when it first rises.
Lastly, we have the newly raised, in whole through magic and ritual, city of Falconia, a city where harvest season never ends, allowing people to continue to survive as well, people. Food and shelter are now not issues and they can continue to bring in outsiders.
These elements are a far cry from where the series has been prior to the Wind incident. In the past there were elements of ancient India and the Dark Ages of Europe. All that is potentially washed away but what it's replaced with is not certain. Only by effecting HUGE change can this be done.
Now I can hear some people saying, "I could swear that you didn't like it when WoTC blew up the Forgotten Realms." and yes, that is true but that's because of the manner in which it happened. There was no opportunity for the players to experience the events as they happened but rather, they get to play in the aftermath of that, and in many cases, the setting, at least in the novels I read, read much the same with a few nods to the vast changes. And when I say nods, that's what I mean. For example, Dragonborn? Not in the novels I read. Real effects to magic and the Spellplague? Again, nods to it, but effectively no. The whole point of putting the setting in that far reach having little impact on the characters.
Putting the characters IN the middle of that action however? Completely different beast.
Berserk 37 may be a temporary close to the story of Guts, but it's visual impact remains long after the last page is turned.
This volume concludes the 'Sea God' story and brings in more magic and more visibility to the changes that have rocked the world since "the Wind" event where a strange wind blew through the land and heralded the age of magic and monsters returning to the world.
The art is up to Kentaro Miura's usual high standards. He, George Pereze and John Buscema all have a great timeless talent and I hope that if Berserk is on hold for a while that we'll be seeing his work in some other forms. Perhaps even an art book or something.
In terms of gaming?
1. Judge not by size. When Guts is 'fighting' the Sea God, he's fighting an island. Like several other similar situations where the character's size is of such insignificance, Guts is able to deal damage based on a weak point of the creature, in this case, it's heart. Designing such an opponent is like designing a dungeon. There are 'anti-bodies', various monsters that make their home there, there are parasites, there are creatures too small for the entity to notice. There are also natural hazards like stomach acid, drowning in blood and other unpleasant bits.
2. Red herrings: Guts is aided in this volume by Merrow and by a magical child. It's strongly been hinted, or at least argued online, that the child is Guts and Caska's child that is only able to reach the mortal world during the period of the full moon. This volume throws a wrench into that theory though as we're given two other options. The first is that the character seeking the elves to restore Caska, have been given a guide. The other is that the boy is a manifestation of King Hanafubuku. I'm sticking with it being Gut's and Caska's child.
3. Blow up the Outside World: Because Guts is at sea on a voyage, he doesn't know what's happened to the mainland. With all of the magic and monsters roaming freely through the land, man has retreated to shelter under Griffith's new country. Growing from outside the country are huge arcs of crystal called "Wing Stones" due to their appearance like wings. These keep out the 'wild' monsters and keep the humans and the Apostles, demonic creatures that serve Griffith, 'safe'. The real question is are the humans safe from the Apostles long term?
In addition to these Wing Stones, there is also the World Spiral Tree, an object so huge that it casts its branches over mountains and its visible against the moon when it first rises.
Lastly, we have the newly raised, in whole through magic and ritual, city of Falconia, a city where harvest season never ends, allowing people to continue to survive as well, people. Food and shelter are now not issues and they can continue to bring in outsiders.
These elements are a far cry from where the series has been prior to the Wind incident. In the past there were elements of ancient India and the Dark Ages of Europe. All that is potentially washed away but what it's replaced with is not certain. Only by effecting HUGE change can this be done.
Now I can hear some people saying, "I could swear that you didn't like it when WoTC blew up the Forgotten Realms." and yes, that is true but that's because of the manner in which it happened. There was no opportunity for the players to experience the events as they happened but rather, they get to play in the aftermath of that, and in many cases, the setting, at least in the novels I read, read much the same with a few nods to the vast changes. And when I say nods, that's what I mean. For example, Dragonborn? Not in the novels I read. Real effects to magic and the Spellplague? Again, nods to it, but effectively no. The whole point of putting the setting in that far reach having little impact on the characters.
Putting the characters IN the middle of that action however? Completely different beast.
Berserk 37 may be a temporary close to the story of Guts, but it's visual impact remains long after the last page is turned.
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