Showing posts with label Daisybelle. Show all posts
Showing posts with label Daisybelle. Show all posts

Saturday, July 28, 2018

All-American Comics #8 - pt. 2

Continuing #8...

For comedic effect, Mutt of Mutt & Jeff is able to ignore below freezing temperatures through force of will, as soon as it allows him to ogle women. It makes sense to allow a saving throw vs. science to avoid some environmental factors, though once the temperature becomes extreme enough to start doing points of damage, I would stop relying on this practice.

I have previously written about how strangely common goats are in early comic book humor. In this issue's Daisybelle, three men are unable to push one goat against its will and it has to be moved by a tow truck. Now, it may be that the Editor was treating this as combat and making them all roll to hit before rolling for damage and then converting that into feet pushed, but they just keep missing their target number vs. the goat's Armor Class. But all this makes me think that maybe even 1+1 Hit Dice is conservative for how tough comic book goats should be treated.

Mystery Men of Mars becomes the more generic Adventures in the Unknown in this issue. Ted and Alan travel to Spottiscourt, Virginia, which sounds like a real place, but if it is, I can't find it. We learn that not only did their robot trophy's brain rust, but the entire body corroded and turned to ash -- much like drow magic items do in D&D when exposed to sunlight. Their second adventure follows the pattern of the first, but this time a scientist offers to take them to the prehistoric past in a time machine rather than to Mars in a spaceship. Appropriate for a time travel adventure, we know the date on which they leave for the past, October 24, 1939.

In The Adventures of Popsicle Pete, Pete and his friends are able to fix up a broken radio, suggesting to me that electronics is a basic-level skill in 1939. We also learn that the license to open a radio station cost $100.

Scribbly's humor tends to be hit and miss, but maybe the best joke yet is this exchange, after Scribbly is sent to the principal's office for drawing an unflattering picture of his teacher.

Principal: That's awful! It doesn't look like you at all! It looks like a pig!

Teacher: Well? Aren't you going to say something about it?

Principal: Oh, my!  I certainly will!  Young man...this is terrible!  The next time you draw a pig, remember to make it look more like your teacher!

In Ben Webster, Professor Mattix returns and smashes the last thought recorder, having decided that it is an "agency for trouble" after spies tried to get it. Using shaky science the author doesn't even try to explain, it is claimed that only one thought recorder can ever be built following the same design. But that doesn't insult our intelligence nearly as bad as Ben Webster creator Edwin Alger's bizarrely racist depiction of black servants, drawing them to look more like bears than humans.


(Read at fullcomic.pro)










Saturday, April 2, 2016

Popular Comics #37

This is the first issue from February 1939 to be looked at, and it's from Dell. By now, Dell's best features had moved to Crackajack Funnies and Super Comics, but this issue still has material worth discussing.

I just like that there's a trapdoor hatch on the roof; it seems like a good detail for a mobster hideout. It's also a smart tactic for villains to hold hostages like this -- forces the players to think instead of just rushing into combat.

Don Dixon must be a pretty high level Fighter by now, as he encounters large crocodiles here and takes one out with just a dagger.

Large crocodiles (if they are "large", maybe they have 4-5 Hit Dice) have both a bite and a tail attack; the tail attack can be used to tip over a small boat.


Now Don is making short work of natives, but the one thing Don can't do is sneak up on them. I'm thinking of giving natives only a 1 in 6 chance of being surprised.


Daisybelle is a pretty slight joke strip, but I am intrigued by the notion of giving out a literally indestructible fountain pen as a trophy item-gag gift, but then seeing how creatively the players can come up with uses for it.


The lesson for Editors here is to give the players a chance to spot a clue about a planned ambush before springing it on them, particularly if it's going to be a particularly brutal encounter if the Heroes are surprised.

(Scans courtesy of Digital Comic Museum)

Thursday, August 13, 2015

The Funnies #15

We've made it to December 1937!

Tad's player is taking a huge risk here, shooting at a snake, while his friend is standing directly on the other side of the snake. Given the circumstances shown here -- and provided Tad's player understands those circumstances, and still chooses to shoot -- I would give the bullet a good chance of hitting his friend if the shot missed the snake (maybe a +1 situational modifier to hit).

Captain Easy is like a comic strip tutorial for playing Hideouts & Hoodlums.  Here, Easy shows you how to create your own plot hook characters!




Scribbly's Mom shows us that, even when a mobster encounter begins hostile, you can still ask the Editor for another encounter reaction check (finally -- finally! -- I found an excuse to showcase a page of Sheldon Mayer's remarkable Scribbly!)


Goat joke!  I've lost track of how many goat jokes we've had so far...



And lastly -- I'm not sure if this was a real thing or not, because we typically haven't seen $100 fines for anything so far in the comics, but according to Daisybelle you could get a $100 fine for picking up a hitchhiker on a highway.
(Scans courtesy of Digital Comic Museum)



Wednesday, July 22, 2015

The Funnies #13

If TV shows aren't lying to me, then Dan Dunn is using a legitimate police "trick" here, ignoring the obvious smuggling charges because it's not his department.

Having a law enforcement officer present can be a handy incentive for getting mobsters to talk. How much they reveal is always up to the Editor, and it doesn't always have to be as specific as this ship captain is here, about the secret door.

But here...Dan seems to be on some pretty shaky legal ground here. I'm not an expert on what the rights were of police captives in the 1930s, but I'm pretty sure you weren't supposed to beat them up and drug them.  That's not to say that your Neutral and Chaotic Heroes couldn't possibly do this to prisoners...







Captain Easy always offers a wealth of playing tips. Here, we learn the value of prearranging a simple code between Heroes, so you can safely write messages to each other, even when captured!



Even though we get a great overhead shot on this page, it doesn't reveal too much about the hideout. We do learn that the clever mobsters have concealed doors leading to adjoining buildings, so that they can escape more easily.

These mobsters also have a pretty fancy car, that has a smokescreen ejector and is bulletproof as well (that's revealed on the next page). Bulletproof cars and smokescreen ejectors can be found in Book II: Mobsters & Trophies.


Another player tip is to remember how old-time doors used to have transoms above them. They're a good way to peek into the next room, or drop gas bombs into the next room. But bear in mind that the bad guys can use them against you too!



Somehow I missed this stunt when I was designing the Aviator class for The Trophy Case v. 1 #6-7, but there should be a barrel roll stunt that allows you to force someone to fall off the surface of your plane, or out of the passenger seat, if not strapped in.


Five cents for a root beer seems like useful information, but really I'm just interested in this Daisybelle strip because, if I was ever tempted to open my own hot dog stand, it would like just like this.



A fortune telling booth is actually a trophy item listed in Book II -- though it's not much of a trophy item if it works this poorly.


(Scans courtesy of Digital Comic Museum)