Showing posts with label Jim Hardy. Show all posts
Showing posts with label Jim Hardy. Show all posts

Friday, May 10, 2019

Tip Top Comics #42, 46

We'll start again with Hawkshaw the Detective, not because I believe that you could really use a magnet to detect a concealed sword cane (or at least no ordinary-sized magnet), but because this is the first time I've ever seen "corporation" used as a slang term for a fat stomach (apparently that's a real thing).
 Is $15 reasonable for a watchdog in 1940, or is it a bargain?
I think I can relate to Phil Fumble. Maybe not literally, but I've had days that felt like this.

Anyway, it's interesting to see the number of threats you can encounter in a farm setting, from runaway pigs, biting geese, charging bulls, terrorizing hawks, swarming bees, racing dogs, and butting goats. Of them, pigs, bulls, dogs, and goats are statted for the game. I really don't think a goose, a hawk, or a bunch of bees is enough of a threat for Heroes.
This is the first new feature in Tip Top Comics since I started reading these! We know Hal Forrest from Tailspin Tommy, another aviator strip that wasn't very good. I suspect he got so much work in comics because his name was so close to Hal Foster, the legend behind the Prince Valiant comic strip.

Anyway, here we learn that the license number for planes (like VINs on cars) are hidden on the underside of wings and you can check with the Dept. of Commerce to find out who owns them (actually, I think we learned at least most of this from another strip before; I just don't remember the numbers being on the wings).
Two points here: one, if I'm really serious about making half-pints an official H&H Hero race, I need to think about setting more strict encumbrance restrictions on them than for full-grown adults. What's a good weight limit for a 10 year old? 50 lbs.?

And the other issue is the very real issue of child labor that I keep seeing in these strips (I almost brought this up earlier this week, with evidence from another strip). It seems like any unsavory character could get away with charging a kid just $1-2 a week.
I'm even more concerned about this short strip, and the cheap availability of poison in 1940. It might tempt players to go out and buy 50 cents worth of rat poison if it can make hoodlums sick, but this seems very un-Heroic behavior to me and should trigger a save vs. plot to carry out.
And, lastly, Ella Cinders teaches us that balcony seats are just 40 cents. And the robber shows us an uncommon stick-up method (I feel like I've seen that in a movie before, but I can't remember which!).

And that's it! I am done with Tip Top Comics for quite some time!  Woo! Next time, we go back to More Fun Comics and the debut of the Spectre!

(Scans courtesy of Comic Book Plus.)

Thursday, May 9, 2019

Tip Top Comics #32, 35, 42

Almost caught up and going to be done with Tip Top Comics soon!  Woo!

Pricing information: $2 gets you a boy's shirt. Not as high-quality a shirt as Frankie supposed, since it tears so easily, but this ties in with what I was talking about yesterday; keeping starting price points really low, but increasing the price along with quality.
We have recently seen a heroic black lifeguard in the pages of this comic book, but we have perhaps seen no black character as heroic as this racistly-drawn maid who risks her neck to protect Frankie and disciplines the villain in the end.
I included this story because a jewel that can share a preprogrammed phantasmal image showing why the jewel was given as a gift seems like a pretty neat magic item for the game.
I include this one because the Mobster Manual is going to have an entry for sphinxes and I was perplexed by this reference to sphinxes having to do with the number seven. I have done some cursory research and can find no evidence to back this one up -- unless it is an obscure reference to the theory once proposed that the answer to the Sphinx's Riddle ("What has four legs in the morning," etc.) is the philosopher's stone, and the philosopher's stone apparently has some numerical symbolism with seven.
Jumping ahead to March 1939 (vol. 3, no. 11), we rejoin Hawkshaw discovering a gas trap with an unusual -- and a bit unbelievable -- trigger. I would not think the balloons would be able to fall onto even the sharpest arrowheads hard enough to pop them, assuming the arrowheads stayed upright...although, maybe razor-sharp caltrops would work?
I was really expecting there to be something in that barrel before Pastey rolled it at the cops ... glue, oil, razor-sharp caltrops, maybe? I guess it didn't matter because, if a barrel is rolling fast enough and hits your wheel hard enough, maybe it could do this kind of damage...? This will need to be an obstacle in vehicular combat.
If you've ever wondered where monkey sidekicks in comic books come from, you could buy them in pet stores, according to Dick Moores.
For all your 1939 selfie needs, yes, cameras had timers back then.
And we return to Hawkshaw now a few months later (Oct. 1939, vol. 4, no. 6) because he's encountered some traps both mundane and hi-tech. A mundane trap is having trellises appear to be easy access to your hideouts' second story windows, but then rig the trellises so they are easy to push over, or to fall on their own. A hi-tech trap is to rig machinery to the window that passes current through it, shocking anyone who comes in for x amount of damage.

(Scans courtesy of Comic Book Plus.)

Wednesday, May 8, 2019

Tip Top Comics #30, 32

Today's entry might be mostly price examples, but we'll get to game mechanics later on.

First, in Fritzi Ritz, Nancy finds a wishing stone that doesn't work for her -- but this made me think about wishes, or just powerful magic in general, and the issue of how common these things should be in a Hideouts & Hoodlums campaign. Should a wishing stone be just randomly hidden in plain view in the urban setting, that the Heroes may or may not find? Or
should it be at the end of a long quest involving beating dragons and giants?

In the next page, Fritzi rents a canoe for $3, and that does seem like a lot, because Ella Cinders was able to rent both a boat and aquaplane for just $3 per 15 minutes three issues ago. Now, maybe Fritzi can keep the canoe much longer, but the point to remember here is that you can't separate Heroes from the money they've been accumulating with high starting price points,
because that's not how things worked in the '30s and '40s. You didn't just go up to a guy with a canoe and offer him $100 to buy it outright; he'd look at you funny like you were up to no good, or trying to pull one over on him.

Also, on the subject of pricing, Frankie Doodle buys baloney by the nickel and buns are two for a nickel at the grocery store.
I can never tell if the dates are legitimate or just made-up, but How It Began seems to be legit when it gives us things like a timeline for bullfighting -- which could be handy during a time travel adventure. You wouldn't want to plan a bullfighting scene in a 1350 scenario and have a smart player telling you that bullfighting wasn't happening then.
Electric toasters for just 69 cents. Granted, it's a special sale price, but still...
We're now jumping ahead to vol. 3, no. 8 (Dec. 1938).

We do have a game mechanics issue to discuss on this one. The grappling rules, as they currently stand, require both the attacker and defender to spend the whole combat turn making grappling attempts at each other; the only time a bonus action is inserted is when the victim wins initiative before the grappling combat starts. But here, the Professor is able to get "bonus actions" of slipping capsules out of his belt and rubbing them under noses during grappling. Or is he? He doesn't manage to when facing a Hero in battle, and I've already established that the Editor can hand-wave combat rules applying to non-Heroes.

As to the wrestling moves: the "aeroplane spin" is a simple throw. I don't have a good equivalent for the drop kick, but I don't think I would count that as a grappling move anyway; kicking is just another form of unarmed combat and I treat it no differently than punching.

I'm not going to bother showing you how Jim Hardy finds the clue that there's a secret door by the half-footprints right up against the wall, and I'm going to spare you how Dick Moores consistently spells clue as "clew", but I did want to show you this page because of the example of how the catch for opening a secret door can be hidden in plain sight. Also, the novelty diner as hideout was an idea I thought worth sharing.
Here we see that animal attacks can disarm as well as attacks from people (indeed, just a page earlier, a mountain lion swats Bill's rifle from his hands in almost identical fashion).

Large eagles might need to get statted at some point, as this one is strong enough to partially raise a young man into the air. It's tricky to do and stick to my formula of 1 hp = 30 lbs, since the largest eagles in real life are no more than 17 lbs.

And now we come full circle back to Fritzi Ritz, with an idea you can use in your hideouts -- a trophy room where all the animals are stuffed, except for one real one hiding among the others, that can really attack!

(Scans courtesy of Comic Book Plus.)

Tuesday, April 30, 2019

Tip Top Comics #23, 24, 26

Jim Hardy is really taking over Tip Top Comics around this time, as other features like Peter Pat get wrapped up. Further down this page you'll see one page where Jim Hardy is intentionally dressed like Dick Tracy -- and suddenly the inspiration for this strip is crystal clear, even why he picks up a Junior-like sidekick in this storyline. And it turns out that Dick Moores was once Chester Gould's assistant on Dick Tracy, confirming my guess.

This is from vol. 2, no. 11 (Mar. 1938)...

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Game notes: There are three ways that someone can be killed by hitting them with a vehicle in Hideouts & Hoodlums.  One, the Editor can simply change the mood
level of the campaign to be more lethal (this was discussed
more in 1st edition). Two, the Editor can rule that non-Heroes, or at least unnamed non-Hero characters, can be killed instantly. Three, the Editor could rule that hitting the victim knocks him unconscious, and then running him over is a separate attack that does additional, killing damage.

It seems unlikely that The Kid (I don't think he has a name yet) is tactically inclined enough to transfer damage into pushing attacks to try and knock the hoodlums off the train. There may be environmental factors in play, like the pitching and swaying of the train, that make the Editor declare that any damage necessitates a save vs. science or be thrown from the train, making combat as challenging for Jim as it is for the hoodlums.

In Little Mary Mixup, we see rabbits can be bought for $1 each. I'm not sure what good rabbits will do for the average Hero, though maybe a magic-user would like one for pulling out of his hat?
There are some tips here for keeping the challenge level not too high for solo play and low-level Heroes: keep hit points low on bad guys, even if they have more than 1 Hit Die. Be prepared to give away modifiers you would not normally give out, like maybe an Armor Class bonus for swinging on a rope while being attacked with missile weapons.

If running a game for half-pint Heroes, you could cut them some slack on skill checks like balancing on a beam, since that should be easy for them given their small size and low center of balance. But still reward them for coming up with grownup ideas, like juryrigging grappling hooks out of rocks.
How It Began proves useful filler again. I don't know where it got this idea about a charming dragon with emerald eyes from, but now I want to stat an emerald dragon for H&H really bad!
We come back around to Jim Hardy again in v. 2, no. 12 (Apr. 1938). The issue here is, would a steel door stop an explosion that can blow up an entire wooden building? It's almost an academic question, because it's not necessary that the steel door works; all we know is that the hoodlums think it will work. I don't think it would...
Now we're in vol. 3, no. 2 (June 1938) already, and this is that page I mentioned with the Dick Tracy outfit on Jim. We also learn here that a bouquet of roses cost $3.50.
Checking in on The Captain and the Kids again, I'm struck by the unusual situation of the mount turning around and biting its rider. I doubt that happens often, but it's worth bearing in mind that when trying out a new mount, the Editor should always make an encounter reaction roll for it to see how it reacts.
Curiously, the circus man says Blackie is going to get a two-bit (25-cent) ticket, but later he's sitting in the reserved seating where the seats cost $2.50. That's a really big range of pricing, like if I could go to the movies today and choose between $5 seating and $50 seating.

(Scans courtesy of Comic Book Plus.)

Monday, April 29, 2019

Tip Top Comics #22, 23

Or, v. 2, no. 10 and 11, from Feb. and Mar. 1938.

And we'll start with The Captain and the Kids, one of, if not the oldest, comic strip to be republished in comic book form, having begun back in 1914 (though called Hans und Fritz until 1918). For such a superficially Germanic feature, it's odd how long the strip was based in various parts of Africa.

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Game notes: Well...um...still trying to wrap my head around gluing pants to a tree. Would it really be easier to climb out of the pants rather than rip the pants? Climbing out of your pants is normally too easy to roll for, but under these


conditions, I would treat it as an expert skill check just to not tear them accidentally. And wrecking a pair of pants would be much easier than wrecking a door -- same mechanic, but with a +1 or +2 bonus.

Then there's the other issue of running with a barrel over your head and not falling over. Save vs. science to keep your balance? But how often to force rolls? I guess that depends on terrain - maybe once every 360' on level terrain, but every 180' on lightly wooded, flat terrain?

On to Jim Hardy. I'm not interesting in game mechanics for torture, as I've said here before, but I share this page because of the efforts to use a tool to break down the door, which begs the question, should that plank of wood give him some kind of bonus? If Jim had a big sledge hammer in his hands, I'd consider a +1, but awkwardly hitting the door with a wooden
plank in his hands? I think he's more likely to give himself a splinter than to knock that door down.

And then there's the other issue, of how he sees the rocks piled behind the door, even though he couldn't budge the door an inch just a panel earlier. I can't explain that one, but I can explain that the rocks would make it much harder to wreck through the door. Essentially, it is not a door anymore, but a stone wall, much harder to wreck.

In the debut of Frankie Doodle on this blog, we see some new prices -- 98 cents for boys sweaters (gosh!), boys overcoats for ...is that $4.98? And, of course, the joke is that Frankie fails to see sodas are 5 cents.
Chris Crusty learns the advantage - and disadvantage - of wearing a fake deputy badge. I suspect Heroes would not object to this disadvantage, though, and would welcome the chance for danger that it brings. Lawful Heroes would need to save vs. plot to carry badges they know are phonies.
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No real game content here, but I never knew the origin of the word tuxedo before. Remarkable!


And now, we return to Peter Pat, which I had initially enjoyed for its dramatic story, but it really strains credulity for the amount of stuff this little boy can do. I mean, he's like an Olympic-level athlete sometimes.

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Here we have a different kind of ape man. Usually, ape men are just men drawn to look more like apes, and is sometimes dangerously close to just looking like a racist caricature. This ape man is most definitely a gorilla, yet one with human intelligence (and modesty).

We know Peter was at least 10' high in the tree, because you need to fall at least 10' to take falling damage.
Here, our little Olympian uses a trip attack, and then gets tripped, all on the same page, making this the first time I've seen tripping happen twice in the same combat.

Peter also establishes that you can pick up two dropped items in the same melee turn.

And we learn this ape man can talk!
I shared this page because boxing a kangaroo for $5 seems like it would be a fun first scenario for 1st-level Heroes, and give them a good sense for how vulnerable they are at the beginning of their careers.
I have room enough for one page from the next issue I have access to, and it brings us back around to The Captain and the Kids again, this time giving me two ideas for a trap. One is, someone opens the door, and the log swings down and hits the person in the doorway. The other idea -- and it's more in line with what you see in this page -- is that the log swings down, hits a cutout in the door, and the cutout comes out and strikes the person in front of the door. The first version could do a lot of damage, depending on how heavy the log is. The second version would do less damage, as a lot of kinetic energy would get lost in the transference to the cutout, and I'd have that do maybe 1-4 points of damage.

(Scans courtesy of Comic Book Plus.)

Friday, April 26, 2019

Tip Top Comics #12, 17

Racing hydroplanes are trophy items in Hideouts & Hoodlums, but this would have been a good illustration for one, had I seen it sooner.
This is the second time Bill's tactics involve fire. Are you a pyro, Bill? A ring of fire could force animals to make morale saves to go through it, which would still do damage to them.
Don't mess with Indian medicine men (shamen would be the more appropriate term). Control Weather is a 7th level spell, so that magic-user is at least 13th level! Unless it was just a coincidence, of course...
 Outdoor snow is treacherous terrain, full of (snow-)covered pit traps.
Now we're going to jump into issue #17 (Sept. 1937), and this is also the debut of Jim Hardy on this blog. Those hoodlums in the bottom right hand corner have two suggestions for good places to look for hidden treasure. The wall safe concealed behind the painting is so cliche, but buried in the shed is someplace to remember.
I continue to be surprised by how often cowboys climb, and it's what convinced me early on that cowboys should just be mysterymen.

Barrels of gunpowder can wreck an entire building; it looks like the truck category to me. And, yes, sometimes the Editor just has to wing which category to use for wrecking things, despite there being a fair amount of examples listed.
I included this strip because I wanted to highlight how, in a H&H campaign, treasure could be "buried" around you wherever you go. Not quite at Zelda-level, where you might get a gem for every blade of grass you cut, but still...it never hurts to search around.
I'm intrigued by these toy people as a sort of intelligent golem (or would living statues be closer?). Billy punches one out easily, so they can't be tough, right? Only, what level would Billy be as a magic-user? 2nd level? So maybe the toy people are 1+1 HD.
No strange monsters this time in Peter Pat, though we see our madman is so mad -- he has no clothes! We also see how treasure can be used as a lure to make Heroes move towards traps, and sometimes it pays to have a trigger -- even if it's a big obvious lever -- in the room so the trap can be activated manually. Often, it's best to let the players' curiosity get the better of them and have them activate the traps themselves!

(Scans courtesy of Comic Book Plus.)