Showing posts with label Jane Arden. Show all posts
Showing posts with label Jane Arden. Show all posts

Saturday, January 28, 2017

Feature Comics #26

I've talked before about how easy disguise needs to be in Hideouts & Hoodlums, and how easy it should be for Heroes to disguise themselves as mobsters. But here we see how easy it is for mobsters to disguise themselves as mobsters too!


Captain Fortune stops to woo a maiden in the street. Because he's such a lady's man? No, so she'll be moved to lie about seeing him! Given the conventions of the genre, it should only take a positive encounter reaction result to get a fair maiden to do that for you.



From Mickey Finn we learn that you could make up to $10 a day selling brushes door to door.



The Clock and this thug/robber tell us that this lone mobster managed to net $250,000 over three robberies. That's an awful lot of money to leave in a hideout as recoverable loot. I've tried before to deal with a solid demarcation between recoverable loot and claimable treasure, but the line remains frustratingly blurry, particularly with Heroes of different Alignments.


Back when I first read this story, I thought "Oh, how unusual -- a mysteryman knows hypnotism!" It was the first indication (there will be more) that The Clock doesn't fit just the mysteryman class. It was also an early example that the mysteryman class was varied enough and led to my adopting the concept of stunts for them instead of set skills.

By now, though, I've read every kind of character practice hypnotism and it's not so big a deal anymore...

This is Rance Kean's strip, but the real star of this page is the sharpshooting outlaw Dirk Purdue who managed to shoot half the mustache off a man through an open window.

Now, there is the fact that this only happened to a supporting cast member, was not crucial to a combat or a life-or-death situation, and so the Editor could choose to hand-wave game mechanics in instances like these and just say that happened. However, doing this sets a precedent for "impossible shots" being possible in your game and players will ask to try the same things eventually.

I would require a natural 20 on the attack roll for an impossible shot like that (giving a generous 5% chance of success).

This is from a filler page called Off-Side.  I include it mainly for the gag on the right, which is what I feel like whenever people around me are talking about sports.

This is a well-equipped Charlie Chan, with a miner's helmet and gas mask, but even those aren't enough to save him from a cave-in. Cave-ins are tricky, mechanics-wise. The damage from the falling weight alone should be enough to render Charlie unconscious, and then the continuing damage from having that weight on top of him should kill him. Perhaps a generous Editor would allow two saves here -- a save vs. missiles to avoid the initial falling damage and a save vs. science to avoid the continuing damage (assuming the rubble all became miraculously balanced over him).


Here, Charlie beats a dynamite stick in initiative and gets the chance to toss it away; dynamite sticks get thrown at the end of the turn, ignoring normal procedure for missiles, and don't go off until their opportunity in the next turn.

It's unclear what Kirk is doing, but it seems he's shooting the second dynamite stick in mid-air. While not an impossible shot, I'd be inclined to make a dynamite stick thrown in the dark to be AC 2 or even 1...

(Scans courtesy of Comic Book Plus)








Tuesday, December 6, 2016

Feature Comics #25

Feature Comics is still pretty adventure-lite at this point, so I don't have a lot to go over.

This is from Off the Record, my favorite gag filler. When I was growing up these were called shadow puppets; note how they're called "hand shadow tricks" here.

This is from The Clock. None of the original Heroes I've ran Hideouts & Hoodlums for so far have had secret lairs, per se, though one has a secret hangar for his planes. A secret lair is like a hideout for the good guys. When designing their own lairs, players will want to consider security, like being able to lock and bar the place, and whether it should be soundproof or not.



We know these as sunglasses. They're also known as polarized glasses, but they're called smoked glasses here in Dixie Dugan.


Jane Arden is posing as a thief -- highly appropriate considering my making a case earlier on this blog that Jane was one of the first Mysterymen.

The bracelet here is worth $60,000 -- which seems to be about a mid-range value for jewelry in the comics.

(Scans courtesy of Digital Comic Museum.)




Monday, October 17, 2016

Feature Comics #24

Today, I lap myself, sort of. Back in the Winter of 2012, I did a lengthy review of this very issue in the sixth issue of my ezine, The Trophy Case -- and that article was in many ways the prototype for what I've been doing here on this blog for almost two years now. So, rather than re-read this issue and try to glean new insights from it, I'm going to share what I wrote then in my "Comic Book World" column.

Over 68 pages, Feature Comics #24 gave you a whopping 22 features between 1 and 9 pages long. And, reading it, it gives me a bunch of ideas about how I could use this stuff in an H&H game.

The first feature, the longest of the bunch, is a Charlie Chan, complete-in-9-pages mystery.  Charlie Chan is drawn to resemble Warner Oland, the original actor to portray Charlie Chan in the movies. It seems a little creepy, actually, since this issue came out 13 months after Oland died, but given  Quality’s reputation of reprinting never- or obscurely-published comic strips, it is likely that this strip was done before Oland’s death.

The page layout and story pacing suggests this might once have been intended as a three-panel comic strip – perhaps a blessing in disguise for the short story, as it forces a slight advancement in the plot to happen every three panels. It is also fortunate that the plot is fairly simple and straightforward, as Chan has to decide which of the passengers around him on a ship is actually a master jewel thief named Grissac (which is not also the name of a Captain Marvel villain, but so should be).

The plot is straightforward in that there are few complications (Number One Son is conveniently
indisposed with sea-sickness for the whole story so we are never treated to a comic sub-plot) and
simple in that Chan makes several assumptions that just luckily turn out to be true (like how the
friends that he last met two years ago are beyond suspicion). It’s still a true mystery story, though,
with a satisfying resolution. The main clue did escape my attention as it whizzed past at the
rapid pace of the story. And, better still, it charmingly evokes the feel of the Charlie Chan films.

If I was running this scenario as an H&H adventure (I’ve seldom, in 28 years of gaming,
been lucky enough to have players who enjoy a mystery scenario, but hypothetically), I would
make a list of assumptions the players could make that are true and roll for one assumption for
each Hero -- like a rumor table, but with all true ones. Nothing bogs down a mystery scenario
more than players who are afraid of spending too much time on a dead end and, I suspect, this
approach would help narrow their options without making the scenario feel railroaded. I would also
take from this story the effect of its pacing and be prepared to have a character around the Heroes
voice a clue or helpful suggestion – or just have something happen around the Heroes, like a
knife thrown from the dark – at frequent intervals.

For a longer scenario, I might also take an old time movie, like a Charlie Chan film that my
players are unlikely to have seen or recall accurately, and steal from it like crazy.

Following the longest story in the issue is a one-page feature called “Off Side” that consists of
four, one-panel jokes. The jokes aren’t funny, but I suspect they aren’t meant to be. Instead of an
abrupt transition between features, these one-pagers serve as a sort of pallet cleanser, getting
you ready for the next story. Perhaps one reason there are no successful anthology comic books
anymore is that this technique has been forgotten. The abrupt transition forces the reader
to either ‘switch gears’ quickly or put down the comic book for a while and come back to it later,
while a successful comic book is devoured in one sitting.

That said, the next feature was not worth the pallet cleansing, being instead another three pages
of pallet cleansers bearing the name and character of Lala Palooza. Lala is an upper class society girl plagued by her comic relief, good-for-nothing, Wimpy-like, live-in brother Vincent.  Indeed, if Lala was ever actually the star of these one-pagers, she has long-since been eclipsed by Vincent’s shenanigans. Vincent fights and gambles when he’s not being idle and avoiding work, making it impossible to understand why Lala would put up with him – but I suppose that’s more thought than you’re supposed to invest in this. The past page of the three is the last, with the semi-clever notion of contrasting Vincent’s classy-sounding diary entries with how he really spends his day.

Rance Keane is Feature Comics’ resident cowboy. The plot is nothing original – a conman is pretending to be the inheritor of a ranch so he can sell it, but Rance can tell he’s a phony because the conman is dumb enough to use the wrong hand. What makes this story worth studying is that every character -- the sheriff, the old Indian, the cowhand -- has a history with Rance and we even learn who long he has known them. Every H&H Editor needs to put at least this much effort into planning how Supporting Cast Members know each other and how they figure into the Heroes’ back stories.
Rance would enjoy some better than average artwork in future issues, but none of it is on display yet in issue #24.

The following two pages are more pallet-cleaning comic strip reprints. ‘Toddy’ is about a Dennis the Menace-like young scrapper who clearly makes his mother miserable. ‘Mortimer Mum’ is less clear. In one half-page installment, Mortimer becomes a ‘mum’ when he finds a baby in a basket on his doorstep, but the following installment is a short joke at Mortimer’s expense with no baby in sight.

Two pages of comic strip reprints of ‘Jane Arden’ follow, spread out over four pages. It’s hard to say what Jane is. Each page of her strip ends in a paper doll of Jane or one her friends with some outfits to dress them up in (go on, kids, cut up your comic books!) so it would seem she’s a model, but the police are asking her to go undercover for them at the beginning of this adventure. The plot is similar to the Charlie Chan story, but this time Jane needs to find a jewel thief by locating his fence, rather than picking him out from a crowd of suspects. There’s not much to recommend about Jane Arden for H&H, though perhaps one could make an argument for using paper dolls as miniatures. The artwork on Jane Arden is quite good and usually the best work in Feature Comics since Will Eisner’s Black X
moved to Smash Comics.

At the bottom of each page of Jane Arden is a shorter strip called Lena Pry, a very poor quality Li’l Abner clone. The less said about it the better.  The two-page ‘Big Top’ is a straightforward soap opera, but with all the visual appeal of the circus. It anticipates the movie The Greatest Show on Earth by 14 years, but is otherwise of little use to gamers.

Another page of ‘Off Side’ follows with one good visual joke out of five attempts. This time the pallet cleanser is there to get you ready for ‘The Clock Strikes’. This was Feature Comics’ big draw until Doll Man debuted. Bought from his previous publisher, Centaur, The Clock is not only widely credited for being the first original masked character in comic books and for being the “missing link” between the pulp heroes and the superhero genre, but also must hold a record for the sheer number of titles he jumped around between two companies. That said, it is also easy to see how The Clock would up languishing in obscurity, with the fault almost entirely being in the hands of his creator, George Brenner. A subpar artist, Brenner would seldom draw any kind of action scene, would trace old panels as often as he could, and one time committed the unpardonable sin of reusing the entire art from an earlier issue with only the word balloons changing.

In this installment, Brian O’Brian (usually spelled O’Brien) drops in on his friend, Police Captain Kane (hint for H&H players: police contacts are great for picking up plot hooks!), and learns of a swindler who is about to get away scott free because the witness against him has been murdered. The police have nothing other than circumstantial evidence linking the swindler to the crime, who has an alibi to boot. Still, that doesn’t keep Brian from suspecting him and he mails him one of The Clock’s business cards with the threat that he will show up at midnight. The swindler, frightened, summons all his accomplices to help protect him. This is all the proof The Clock was waiting for, as he needed to catch the swindler and the real killer in the same room to prove their collusion. He then paralyzes
all three mobsters present with nerve pinches so the police will find them together. How a good
lawyer wouldn’t manage to get them off on evidence like that is never explained, but in a five-page story you can’t expect an episode of Law & Order.

The best lesson the H&H Editor can take from this is not to get too hung-up on the reality of how the law works. Flimsy evidence and the admissibility of evidence gathered by vigilantes are staples of the genre. And in most cases, that’s all it takes. Except for a few popular supervillains, most bad guys who get arrested are never heard from again.

The following pallet cleanser is a half-page of ‘Rude Goldberg’s Side Show’, a quarter-page of
‘Candid Cartoons’ and a quarter-page of rhyming ‘Twisted Tales’. Rude Goldberg’s witty inventions
are rightfully famous and this issue’s mosquito killer is no exception (the mosquito, having dulled
the tip of its proboscis on a false leg, will surely head to the nearest emery wheel to re-sharpen it…).

The next four pages are dedicated to the ‘Joe Palooka’ syndicated comic strip. Joe is a boxer from Brooklyn(though we never see him boxing in this issue) who isn’t well-educated, but his innocence highlights the hypocrisy of everyone smarter around him. It’s a charming strip.

‘They’re Still Talking’ is a one-page pallet cleanser drawn in the ‘Ripley’s Believe It Or Not’
style, but with a sports theme.

The next four-page feature is ‘Gallant Knight’, a Prince Valiant-lite story of the paladins of
Charlemagne. Sir Raymond of Navaria has just won a duel with a Tartar spy, but is still lost in the
Enchanted Forest until he comes across a lone maiden at a bridge who offers him water. The maiden is an “enchantress”, but only in the magic-lite sense that the water is drugged. Easily subdued by soldiers who were hiding nearby, Raymond is dragged off to the court of the unimaginatively named Land of Shadows where he is made a slave.

Meanwhile, Sir Neville goes in search of Raymond only to encounter the same maiden, but luckily thinks he’s too busy to drink the water and has to be dragged down by greater numbers by the soldiers in hiding. Later, Raymond passes Neville’s cell and warns him that all the food and drink is drugged to keep the slaves weak. By not eating, Neville is able to stay strong enough to overcome the guards until he finds someone with a whole pot-full of “potion” that will serve as an antidote to the drug.

With the rest of the slaves freed, the King of the Land of Shadows is quickly overthrown. Raymond stays behind and Neville rides away as this serial draws to its not-too satisfying conclusion, with a note at the bottom that next month will feature the new adventures of Captain Fortune.   No explanation is given as to why these Frenchmen have such English names.


The following pallet cleanser is another page of ‘Rude Goldberg’s Side Show’, ‘Candid Cartoons’, and ‘Twisted Tales’, with the first of the three being the only reason to pause on this page.

The next three pages come from another syndicated comic strip called ‘Dixie Dugan’.  ‘Dixie Dugan’ seems to be a soap opera with a strong vein of comedy thanks to her Pa, a sort of domesticated Captain Haddock. The art is on par with ‘Jane Arden’. At the top of each page is a short strip staring “Good Deed” Dotty, done in an entirely different style. Sort of a homely Little Audrey, Dotty is about as whimsical as you can get in three panels.

‘Slim and Tubby’ is an unusual two-page feature. It’s set on a dude ranch and you’d think
it’s a Western, but it’s really a soap opera. Slim and Tubby are ranch hands, but they’re more like
spectators to the drama going on between the guests on the ranch. The theme of this issue’s installment is boxing, with two guests at the ranch being boxers; one is a bully and the other wants
to teach the first one a lesson by training one of the cowhands (not Slim or Tubby, but a tougher
hand named Benton) to box him.


“Wind screamed through the taut rigging like angry ghouls,” begins the two-page text story “Devil’s Head”. All comic books had a couple of pages of text story back then so they could be sold at cheaper magazine rates. This is a simple, but heartwarming tale about two brothers, one tough and one timid, and the inner strength the former learns of too late from the latter. However, what really makes this story stand out is the overblown prose which, if taken literally, would make for an exciting H&H adventure about a ship beset by ghouls and demons during a storm.

The next syndicated feature is four pages of ‘Ned Brant’ comic strips. Ned is a high school/college football coach who takes some of his players along with him adventures. Because the art is pretty sketchy, it is hard to say what exact age the players are supposed to be. One of them has a rich father who believes mobsters are looting one of his gold mines. He is right, but the coach and players find the secret tunnel to where the gold is being kept and ambush the mobsters.

What makes this H&H-relevant is the temporary Supporting Cast Members – for this adventure only, the regular cast is accompanied by two unnamed government agents. The author uses them exactly right, keeping them around to eliminate false leads while keeping them away from the action until the heroes have had a chance to shine. In this case, had the government agents not been there to check out the tire tracks, the heroes might have followed them and wound up being miles away when the
mobsters doubled back for their gold.

Two pages of ‘The Bungle Family’ follows, a syndicated comic strip about George Bungle and
his domestic adventures of getting so into a radio program that he literally sticks his head inside the
radio, or catching so many fish he sinks his boat and then no one will believe him. It’s light-weight
comedy done in a cartoony style, but the imaginary radio show, “Daggers of Doom” actually sounds more interesting. The artist has a gift for drawing clothing patterns. Each page of ‘The Bungle Family’ is accompanied by a cute two-panel strip called ‘Little Brother’ and a one-panel strip called ‘Another Day Shot’ that misses two chances to be funny.

The next feature is the four-page ‘Reynolds of the Mounted’. This installment is unusual for starting in medias res, jumping into the action without even an explanatory caption. A killer is out for revenge against a village of fur traders.  The effort to bring the killer to justice requires an ensemble cast, with Reynolds assisted by fellow Mounties Bob and Tom and pilot Bert. 

Reynolds is a low-level Fighter; the only time he goes solo, he is knocked out right away. The story has a randomness to it that makes it seem like it was a RPG transcript as well; you would expect Reynolds to deliver the final blow to the bad guy since it is his strip, but Bob is the one who hits the bad guy – with a crashing plane. It’s like Bob blew a saving throw, but the Editor took pity on him and turned his fail into a win. Also worth pointing out to H&H Editors is the role weather plays in the story. Reynolds wants to play it safe and wait for Tom and Bob to come back to him with dynamite, but no Editor would want the low-level Heroes having over-kill like that. So the weather just happens to turn dangerously cold, forcing Reynolds to act rashly or take cold damage.

A one-page pallet cleanser of six panels of mildly amusing ‘Off the Record’ follows.

The last feature is four pages of the syndicated humor strip ‘Mickey Finn’. Mickey is a cop, but this is as much a police procedural as Car 54, Where Are You? half the time, he is just watching his dim-witted Uncle Phil getting into trouble. At the top of each page is a three-panel strip called ‘Nippie’. Nippie is a boy who always does things wrong, but not in a particularly funny way.

One thing the old anthology books apparently did not always do was leave off with something
exciting. I can appreciate the difficulty of balancing humor and adventure, as well as the more important need of hooking the reader with a strong first story. Indeed, this too would be a lesson for the H&H Editor. Each scene in his scenario should be like a Golden Age anthology title, with a strong opening scene to hook them, a good balance of adventure and humor, and scenes that move through the scenario briskly.

(You can read the issue yourself here!)

Sunday, June 5, 2016

Feature Funnies #20

This is from Espionage, featuring Black X!  Black X knows better than to pass up a plot hook, even if just casually shared over coffee. After that, his strategy of tricking the hiring manager into thinking they know each other was a good one, and must have only failed because the guy made his save vs. plot to see through it. Blackmail is clearly Black X's plan B, but the guy makes another save and isn't cowed by the threat.

What I really don't get is the leap in logic that the blackmailer could only be Black X. Way to use player knowledge, Editor!

Jane Arden is lucky to live in times when a man is willing to risk his livelihood for a $5 bribe. I seriously doubt she could have pulled off so much for so little today.



If you can get past that middle tier, I want you to look at the bottom left panel of Archie O'Toole here. That wicked layout is your proof that this is a Will Eisner job. I'm not sure how to map that castle, but I like how the uppermost level is on top of the middle level, sitting in a big box in the middle of the lower level.  Or at least, I think that's what I'm looking at!


The story makes it clear that these three brothers are ghosts. So what can they do? They have a chance of inducing fear, can turn invisible (I think), and can alter their form. They can also be quite reasonable (not all are Chaotic?).


Okay, Reynolds of the Mounted says that's a giant grizzly, but is that hyperbole or are we looking at needing to add giant bears to Hideouts & Hoodlums?  Are we going to need 10 Hit Die bears?  Yikes!


Okay...I'm not sure if I support this "Landslide!" trick having an effect on game mechanics, because I could see players over-exploiting this.  Still...it kinda makes sense to have it do something. Maybe, if your opponent misses a save vs. plot, he loses initiative for that turn (but can't be tricked again during that combat).




The Clock demonstrates the important of carrying around a flashlight, even if you're a mid-level Hero!



No, Dixie Dugan isn't a furry! I'm not sure how often Heroes are going to be buying Easter Bunny outfits, but maybe $50 is a good estimate for a low-end superhero costume?

(Scans courtesy of Digital Comic Museum)









Monday, February 22, 2016

Feature Funnies #15

Continuing through the last published titles cover dated December 1938, we come back around to the flagship title of Quality Comics and a page of Joe Palooka. Is this evidence that falling damage needs to round up to 10', instead of starting at 10'?  Unless that's a really deep pool?


The Jane Arden strip was a lot like the Federal Trade Commission, educating the public about scams.  Here, the scam is a slick hoodlum who appears to have a cashier's check he needs cashed offers someone a commission to cash it for him, but the check is a forgery he wants to trade for real money.



Here's a thought -- black cats as a mobster type? It seems a common enough trope to have black cats crossing people's paths and, indirectly or not, causing bad luck. The bad luck might be a -1 to all rolls for the next 1d4 hours, while the cat might have 1-2 hit points.

This is The Clock, and the trope here is that the Law always overreacts when a Hero is suspected of a crime and goes after the Hero harder than they ever seem to do to criminals. Of course, the real reason behind this is so the Hero can go up against Lawful opponents for a change of pace.


Malta is an example of a slick hoodlum. The charm ability of the slick hoodlum might be easily misunderstood; it's less like hypnosis or mind control and more like the ability to tempt the Hero -- either tempt him to take a bribe, simply let the hoodlum go, or go along with some plan. The Clock clearly made his saving throw.


Will Eisner seems to have had his hand on the pulse of American society, circa 1938, on where they stood on going to war. This will change later, of course.



Several things about this page of Espionage, starring Black X.  One -- should Heroes have an easier time seeing through disguises than others? Maybe only spies?

Two, that's a pretty cool encounter area -- a secret door in the back of an office that leads to outdoor steps that one can take down to a concealed dock.

Three, living shields -- how would that work? For one, I would require a non-Fighter to make a save vs. plot to use someone else as a living shield, the same as if they had tried to fire at the victim themselves. Then, I would treat the living shield as soft cover. Then, only if the attack missed by 1 or 2 would I treat it as a hit on the living shield. I would not encourage this by making it too effective.


This is from Mickey Finn and doesn't really have anything to do with Hideouts & Hoodlums -- but I have never liked escalators and always imagine something like that happening to me on them.

(Scans courtesy of Digital Comic Museum)


Thursday, February 4, 2016

Feature Funnies #14

Jane Arden's advice to players: when checking a document to see if it's a forgery, make sure to check the feel of the paper as well.


This is "Off the Record" gag filler, some of the most consistently funny gag filler I've read in these early comic books. They're not all winners, but the upper left and lower right really amuse me.



This page of Archie O'Toole isn't really Hideouts & Hoodlums-pertinent -- but I think it's got a great message to it that bears sharing.



I can imagine a Halloween-themed scenario for first-level Heroes where they just have to get across town, a town filled with half-pints armed with improvised saps (socks filled with flour -- 1-2 points of damage?). If things escalate, they might start throwing rocks for 1-3 points of damage. Halloween was a much wilder night back then. Note the look of 1930s-era costumes.


This is from Will Eisner's Espionage. There is no game mechanic for fame in H&H. Unless they happen to be spies, it is entirely up to them how much credit and publicity they want to pursue for the good deeds they do. All of this should be handled through role-playing.

(Scans courtesy of Comic Book Plus)




Tuesday, October 20, 2015

Feature Funnies #8 - pt. 2

Speaking of games (as I did in yesterday's post), an entire Hideouts & Hoodlums session could consist of working on a logic puzzle/investigation, like this one Jane Arden is solving.  I've only included the ending here to a story that's neatly resolved in three pages, but it's a "locked box" (as opposed to a locked room) mystery.



Verily, there are no rules for jousting in H&H, per se, but the sundering of shields could be handled by the non-superhero wrecking things rule, and unhorsing a rider would just be an extra save vs. science added to normal combat.



I was able to glean a surprising amount of nuances of characterization and backstory from the subtle workings of George Brenner on The Clock, when I wrote his entry for Supplement IV: Captains, Magicians, and Incredible Men, but even I forget if I ever noticed The Clock having a dad, who knows his secret.  This is really unusual, given how future generations of superheros will bend over backwards to fool their families and hide their secret pastimes.

It also raises an Experience Points issue, for Editors who are good at awarding XP for including Supporting Cast Members in scenarios -- do family members count as SCMs?   I would be inclined to say not. SCMs should have to be earned, by lucky dice rolls or good role-playing (though the official rules only recognize lucky dice rolls), not mothers and fathers and siblings that everyone could get to start with. I can just imagine someone trying to game the system by wanting to start with four siblings and a dozen cousins that they visit each game session...though, in truth, no one has really tried to do that yet.

At first, it seems pretty cool that The Clock has a secret lair with a bulletproof glass wall he can sit behind while he interviews guests, and the opaqueness of the glass kind of makes sense too, to conceal his identity...or would, if he wasn't still wearing his mask behind the glass. Aren't masks supposed to be all good guys need to conceal their identities? That's like the most basic trope of the genre. I'm starting to expect the opaqueness is a cheat to keep from drawing full figures. George Brenner uses lots of tricks like that, like close-ups of people just standing around talking, and shots of rooms where the lights have gone out.

Bulletproof glass walls have got to be pretty expensive, too. And he would only be able to use this place once, because the police captain would just come back and raid the place later otherwise.  So I don't recommend them unless your Heroes have a lot of money to throw around.

(Scans courtesy of Digital Comic Museum)



Saturday, October 10, 2015

Feature Funnies #7

I've not much to talk about from this issue, which is just as well given how fuzzy the digital copy I have access to is.

We revisit Jane Arden for the first time in awhile. Here, she teaches us that nudist camps were apparently a thing back in the 1930s.


You'd think this wouldn't work as often, hitching rides on the backs of cars. Bumps in the road never jar them loose. No one in passing cars ever points to them and give them away. As unlikely as it seems, this should probably always be an auto-success for Heroes.



And I think this gag is pretty funny...


(Scans courtesy of Comic Book Plus)

Wednesday, August 19, 2015

Feature Funnies #3

I took a few days off there, but I'm back and so is Joe Palooka! Here's a great economics lesson on how far you could stretch $65 back in the 1930s.



Genres are good. They confine characters with similar motifs and tropes into easily defined categories. Genres are a good fit for a class-based game system, if each genre is treated as a class.

The Clock liked to test the boundaries of his genre. He is usually a Fighter or a Mysteryman. But sometimes he used hypnosis like a Superhero, and in this story he seems an awful lot like an Aviator. It's not good for a class-based game if Heroes can casually borrow from other classes' skill sets.

I present this as further evidence that stunts need to be opened up to all classes.

Doing good deeds, I have advised elsewhere, is an easy and potentially steady source for XP in H&H.  Here, Jane Arden reminds us that there can be in-game rewards for doing good deeds as well. Indeed, every good deed is a potential plot hook, if handled creatively.



$26.10 for a doll.



(Scans courtesy of Digital Comic Museum)










Sunday, July 19, 2015

Famous Funnies #38

We all know how injuries work for Heroes in Hideouts & Hoodlums -- you lose hit points until, if you're not lucky, you run out -- and that's it, with no complications. But that doesn't mean that non-Heroes can't have complications, like broken legs that need special attention, as we see here in the new feature Roy Powers, Eagle Scout.




This one has nothing to do with H&H; I include it only because I think it's the funniest gag filler I've read in a long time.




It's worth noting here that "lottery joints" used to be a thing. That's right, instead of playing the lottery at your local gas station, you'd have to sneak into the dingy backroom of some disreputable saloon.

Speaking of disreputable...I find reading War on Crime particularly enjoyable because so much of it happened in Chicagoland. I know Chicagoland. In fact, I know where the Ontarioville used to be that is referred to here!


Here's a low-powered magic item: the magic torch. Touch the end of it and it bursts into flame on its own. It's easily blown out, but can be re-lit with just another touch, and is never hot to the touch when not lit.
And I included this page of Jane Arden because that's a pretty clever trick for avoiding being caught following someone in a taxi. That Jane is a quick thinker!




Goat joke!

(Scans courtesy of Digital Comic Museum)