An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Wednesday, March 22, 2023
Fight Comics #4 - pt. 2
Wednesday, January 4, 2023
Amazing Man Comics #11 - part 1
Now that I'm finally publishing Amazing Man (see Funny Picture Stories #7 - on sale now!), covering this story might not only seem biased, but posting pages seems like it might hurt future sales - but oh well!
There are some big changes this issue, starting with how Aman seems to have dropped his first name, John. Gone also is the interesting struggle in John Aman between hero and antihero; the Council of Seven has decided these stories need to be a lot more straightforward from now on.We begin to get some explanation here about why Aman is being dressed up like John Carter of Mars. Having an indestructible costume would normally be some comfort, but maybe Aman is secretly wishing it covered up enough of him to offer more protection? For that matter, how much should an indesctruble costume protect him? In the 2nd edition rulebook, I have indestructible costumes being statted as Armor Class 2 (and remember, lower is better). My description wisely does not describe how much of the body needs to be covered by the costume, so maybe these straps and sternum hield are enough? Is what a costume looks like really no more than flavor text?
Has the purification ritual protected Aman from the Great Question's influence, or did Aman make his saving throw vs. charm?
I appreciate that Amazing Man has the subtlety, that you don't see often in superheroes, to climb a wall and oberve the bad guys unnoticed. Because he's climbing vines, I would probably still make the player roll a skill check, but at a large bonus.
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Saturday, April 9, 2022
Thrilling Comics #3 - pt. 1
That is a lot of attackers coming at Doc, but he does have a tactical advantage of bottlenecking them on the same side of the railing.
More interesting to me is the last panel, with all the hideout dressing in the corner. There's a box, a pail, a coffer, a barrel, a chest, a...couch? A drip pan for oil changes? It's harder to tell with the smaller objects.
Trap doors with slides to lower levels? How D&D-like! A room filled with coffins? Also D&D-like! We only differ when the action moves away from the hideout to a new locale -- though cargo ships can also be hideouts!Shielding himself from fire is easy, that's just the power Fire Resistance at work. But shielding or blocking someone else with his own body...that requires a different mechanic, one that is universal in application and not specific to a certain power -- since there are many circumstances in a H&H game when the Heroes might need to shield people.
Sunday, February 13, 2022
Fantastic Comics #5 - pt. 3
"Stay away from this fight, Alice!"
"What, are you kidding me? I just killed two guys on my way here, while you were being tortured so long your hair grew out!
It turns out to be a very awkward family reunion, that Alice mortally wounded the man who turned out to be her dad.
Sunday, November 14, 2021
Zip Comics #3 - pt. 1
"Notorious" is an odd term to use here. Steel isn't wanted by the law that I recall from issues 1 and 2, so I think what she means here is "famous" or "most talked about."
Brazonia is Brazil, that's an easy one. Orio is a little trickier, since BrasÃlia is the capital of Brazil. It's certainly unusual, from a RPG campaign perspective, to send your Heroes to another continent already on their third adventure, but there's certainly strong precedent for it, going back to Superman's trip to South America in his second story. Biro's Steel Sterling is very much intended to be his answer to Superman, with the invention of the twin used to solve the question of how the maskless superhero goes without being discovered, and Steel conquering South America around the same time in his career.I can't figure out what city "Colosso" might represent; it doesn't match any of the big city names in Brazil I know.
I'm not sure what tactical advantage the protective circle would have...but tank pilots can make mistakes and this was clearly a mistake, grouping up like that.
Wednesday, October 13, 2021
Top-Notch Comics #4 - pt. 4
Finding a grenade in your plane seems like a dangerous idea, but in a campaign where trophy items are randomly dropped this makes more sense.
You'd guess that pit was, what? Sixty feet deep based on the drawings? It seems unlikely that the boss could survive that fall, but Bob could just teleport down there and check. But this is a comic book story, so Bob would have to save vs. plot to interfere with a villain plunging to her death.
Walt (it's hard to believe that his real name isn't Bob) goes to great pains here to hide Bob Phantom's involvement in the case, and this seems like it would be up to the personal preference of the player. Maybe it's just as well that there's no Popularity or Reputation mechanic in H&H, because it would hurt the players wanting their characters to act more anonymously.
In 1919, it was renamed in honor of President Theodore Roosevelt's son, Quentin, who was killed in air combat during World War I.
Roosevelt Field was the takeoff point for many historic flights in the early history of aviation, including Charles Lindbergh's 1927 solo transatlantic flight."











































