Showing posts with label Joe Palooka. Show all posts
Showing posts with label Joe Palooka. Show all posts

Tuesday, August 28, 2018

Feature Comics #28

Phew! Some of the copy of this issue from Quality is of, well, poor quality!

From this page of Joe Palooka that I can read, I see some prices listed. Now, I am highly skeptical of the $3 offer for a used camper -- I suspect Ham Fisher had a really bad experience with campers -- but more interesting to me is Knobby's accepted offer of $10 for car repairs. So much cheaper than today!
I started out thinking that Porto Bello was a joke about mushrooms, but it turns out that Porto Bello is/was a real place in Panama. Panama was controlled by Spain when this took place, but note how not only does everyone there talk in English, but even the signs are written in English.

The phrase "pike ye the dandy" is an unusual one, as I've never seen "pike" used to mean trip before, but it clearly does here.
Ripping right through this issue, we're on Rance Keane already. And speaking of tripping....Even braced, I have trouble believing that Rance could trip a horse like that; surely, the horse's strength and mass would just pull Rance off the roof. In this instance, I would treat it as an opposed grappling attack, even though Rance is not in melee range. If the horse wins, Rance gets pulled off the roof and lands for 1-6 points of damage; if Rance wins, the horse gets pulled over and is prone. I might even give the horse a +2 situational modifier.

I haven't featured The Bungle Family in a while. Here we see George Bungle taking two good smacks to the kisser, each of which should be doing 1-3 points of damage, and walking away from them. He must be a bit of a scrapper; possibly a 1st level fighter with max (or near-max) hit points.

The ineffectiveness of bare knuckle punching in Hideouts & Hoodlums' current edition bothers me. It's realistic, but leads to no one wanting to fight without weapons. I've been thinking about introducing graduated punching damage, so that they do 1-4 points of damage starting at 2nd level, 1-6 points starting at 4th level, 1-8 points starting at 6th level, and so on.

This is The Clock.  We've seen Heroes be able to boss around beat cops before, but never with an excuse this flimsy -- based purely on having been Captain Kane's driver, The Clock is able to wander around the crime scene and pocket evidence.


With little confidence in their new feature Dollman, we find this installment pushed towards the back of the book. The "monsterous machine" is an aquatic tank.


This is why I don't like rats -- you never know when they might have dynamite strapped to them. This would also make for a really dangerous encounter!



This is Reynolds of the Mountains. The bright light blinds them during a surprise attack. Then they lose initiative and receive lucky head blows. Had they won initiative, they could have still tried to attack first, but would have done so at a penalty.


Most of this checks out. The floor board is an improvised club, so that does 1-3 points of damage, but that's enough to trigger a disarm check. More curious is how Reynolds misses Sam. Even assuming Sam is at medium range (that's -2), Sam is wearing no armor, has no cover, and isn't moving fast enough in an accelerating speedboat to get more bonuses -- that gives Sam only slightly worse than 50/50 chances of hitting, better if he's higher level already. I guess he just really got an unlucky die roll!

(Scans courtesy of Comic Book Plus.)

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!)

Friday, May 20, 2016

Feature Funnies #19

Hideouts & Hoodlums' combat rules do need to take special maneuvers into some consideration, but I am very hesitant to allow a combat move like this neck twist (demonstrated in Joe Palooka), which bypasses the hit point mechanic and automatically* removes a combatant from play (*and, yes, I realize that it wouldn't really be automatic if a saving throw was allowed). It seems too much like the superhero power Sleeping Nerve Pinch to allow just anyone to use.

This next page serves as an example of why I don't want too realistic a combat system for H&H, but for a different reason. While super-neck twists could end a fight faster, complications incurred in addition to hit point loss -- like blurred vision -- would slow fights down and put combatants at an increased disadvantage the more they are already losing. It may be more realistic, but it does not make for epic fight scenes where the good guy, on the ropes, keeps fighting in peak form all the way up to the end. Further, such an additional penalty might scare players off from risking hit point loss during combat at all.

It turns out not to be a real banshee haunting Lena Pry and Daniel, so I won't be adding that mobster-type to H&H yet, but this story never does explain, over the following pages, how the "banshee" survived being shot in the head. Fake undead still needs to become a mobster-type (not sure if I'll call them "fake undead" though), and maybe they should have some measure of real undead's special defenses until unmasked?


Although comedic, Archie O'Toole is still an adventure strip and could serve as the basis of a light-hearted campaign. I definitely think Count Morris Hackula of Brooklyn would make for a fun encounter. Here we see the traditional vampire power of being able to turn into a bat (and could this be ghosted by Will Eisner? Countess Hackula looks an awful lot like one of his femme fatales...). Except, on the next page, we learn that the Countess isn't really a vampire, but a jitterbug. When she bites you, you go mad and don't want to do anything but dance. It's a ...somewhat intriguing notion, though I don't know if I'll be adding jitterbugs to the mobster section anytime soon.

You never know with these non-fiction pages how non-fiction-y they really are. This one is As Strange as It Seems, and while I'm not sure how representative that really is of West Indies fashion in the 1930s, it's the first panel I've seen set in the West Indies in modern times. I just recently ran two H&H scenarios in that part of the world and had to rely on real world research to guess at what it was like.

True or not, I like the idea of "living lanterns" being a regional thing there and, if one of those scenarios ever sees print, I might add this in for color.

I could also see an exciting story where the hero finds himself in a horse race with little or no rules...

This is Espionage, by Eisner. I normally feel I can trust Eisner to have done his homework, but I'm a little incredulous this time that you could get a working plane in the cargo hold of a ship and not be asked for an inspection (though I suppose the machine guns could have been hidden elsewhere during inspections?). I'm also a little ...surprised that Black X keeps something in his wallet that identifies him as spy.


Speaking of things that surprise me, if a lariat is really able to stop a tiger, as shown here in Big Top, then why even bother using other weapons? Special maneuvers with lassoing is going to need more thought.


Here's an idea for incorporating war tactics and strategy into a game without war -- stage it as two "armies" of half-pints having a snowball fight, so that no one gets hurt in the scenario (well, unless one side fights dirty and switches to ice balls...).


This is from Off the Record. The first gag I think is pretty funny -- and the second one is another goat joke! Am I going to have to go back to tracking how many goat jokes I've seen so far?

(Scans courtesy of Digital Comic Museum)













Thursday, March 17, 2016

Feature Funnies #16

Forgive the graininess and (this pun) quality, but I wanted to share at least a portion of this page of Joe Palooka so I could share this idea of a "sandbox" setting for Hideouts & Hoodlums.  For those not up on all their gaming terminology, a "sandbox" setting is an open setting prepared in advance for a campaign. The adventures are keyed to set locations or set events and are only encountered if the players choose to go that way. The whole sandbox is open to play.

Now, I am on record as hating the term "sandbox", but the idea itself still intrigues me. What would a sandbox setting for H&H be like?  Well, I imagine it could be a city-based campaign -- sort of a modern-day version of Citystate of the Invincible Overlord, with a high chance of certain types of encounters on certain streets.  So, if you want down this one street like Joe Palooka did, it would be a good place for running into wandering hoodlums.

The Gallant Knight fell in a pit trap with a slight twist, a secret door in the side that lets a "great" black panther into the pit. Great is a superlative that doesn't have any game mechanic value in H&H, but perhaps it could be considered a large panther (5 HD?).



Code breakers in real life require a lot of intelligence and skill. In comic books, as this installment of The Clock Strikes reminds us, the only ability you may need is being good at unscrambling words. Of course, this is a lot easier a code to spring on your players without making them hate you too much.


I haven't got to post a map in awhile. While Low Lake seems an intriguingly named local (why is it so low?), the real mystery seems to be why so many roads converge in such a lonely stretch of woods.


I would have to say, if I were the Editor running this game, that the Clock's player is being awfully reckless and doesn't care if his Hero lives or dies. While I should probably have a good long talk with him about why he's so unhappy with the campaign after this session, in this instance I would forget about trying to computate how many dice of damage to roll based on the speed of the cars, minus the amount of dice the cars would absorb, and just have all occupants save vs. science to jump out in time or die.

In this installment of Espionage is the debut of Black X's manservant, Batu. As I discussed in Supplement IV: Captains, Magicians, and Incredible Men, Batu is a good candidate for having psionics, and definitely the first non-Magic-User psionic in comic books.




I've shown pit traps before that combine with flooding traps, but they usually imply some complex plumbing going on behind the scenes to flood the pit. Here we see the au natural option of dumping your foes into a subterranean cavern that floods with tide water. Of course, then the time of day makes a big difference in how dangerous this trap is.


I'll spare you the whole story, as it's not very good, but the set-up here is the old chestnut of the voice in the statue talking to the gullible natives and making them give over their treasure. The wrinkle here is that there's actually a bit of a hideout here -- a concealed cave that connects to a cabin, with a tunnel that leads under the cabin and back to the big hollow totem, which has a secret door entrance in it.

(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, January 14, 2016

Feature Funnies #13

Oh, Joe Palooka, must you descend into hurtful stereotypes after so many installments of charming situation comedy? The next page really takes redneck stereotyping to an extreme, so I'm unsure what to make of this page's issue of child brides. Was older men marrying 11 year old girls really something that went on in the South in the 1930s, or is this just more stereotyping?




Now, this doesn't disappoint.  This is the first page of Will Eisner's feature Espionage, starring the suave secret agent Black X.  I personally consider this his strongest creation, before The Spirit.

Note the unusual addition of a date -- Sunday, December 23rd. Consulting a perpetual calendar, I see that the only year this story could have taken place was 1934, making Black X the oldest original character to be looked at on this blog!

Also note that, just because Black X is connected to the U.S. Espionage Division doesn't mean he has unlimited resources. Like Mission Impossible (over 20 years later), Black X can expect no aid if he gets caught.  Every Hideouts & Hoodlums Editor will have to think hard about how far he's willing to go to keep pulling the Heroes' out of trouble when they get themselves into it, or let them face the consequences.

 This one made me laugh...


From Archie O'Toole...is this the first use of spring-loaded shoes in comic books? This is a minor trophy item that should allow a Hero to double his leaping ability (normal leaping, not alien or Superhero enhanced leaping).

This also looks a lot like a slick hoodlum and a thug working against the king here.


The Clock keeps a detailed file on important people, with newspaper clippings going back 28 years. In-game, it could often be helpful if Heroes were willing to do research like this in their downtime, as it will keep them from having to spend too much during a scenario doing vital research.

Player-wise, it's just a good idea to take notes about every name you hear during the campaign.


The Clock drives a convertible! I can't think of a single advantage to a Hero to driving a convertible, can you?

I may have spoken about this before, but for shadowing/trailing someone, I would roll for surprise to determine if you can trail someone without being noticed. Then there's always a chance of you being the one surprised and the trailee becomes the trailer!

Looking through keyholes is a smart move for Heroes. It can suck for the Editor, having his surprises ruined.

It's the Editor's job to stock his campaign with mobsters for the Heroes to confront, but not his job to tell the players how to deal with those mobsters. Players may see an ethical dilemma where the Editor never intended one and act accordingly -- or go in with guns blazing and asking no questions. The Editor can have consequences for those actions, like if the Clock breaks the law by letting a thief keep some of the money he stole, but he should never say, no, you can't do that.

(Scans courtesy of Digital Comic Museum)





Tuesday, November 17, 2015

Feature Funnies #10

Ah, a pleasant walk in the park with two big dogs...all well and good until you start getting dragged for points of damage!  Yesterday's post brought up the subject of being pulled off your feet in combat, but today's Joe Palooka makes me wonder if there is a lower threshold for what should be able to pull you off your feet? In other words, does it need to be two dogs dragging Knobby, or could one dog have done it?

I'm thinking someone should have a chance to pull a target with up to 3 times his hit points off his feet. A small dog would have no chance of pulling a grown man off his feet, but a giant rat might. That same giant rat would likely not be able to pull a 2nd-level Hero off his feet. 

This is from Off the Record. I thought it was really funny.



I never thought I would be featuring Lena Pry, and probably shouldn't here. I mean...if Hideouts & Hoodlums is to reach as broad an audience as possible, I shouldn't engage in the very negative stereotypes I point out on this very blog, right?  So if I was tempted to include a hillbilly mobster type that is permanently confused and shoots shotguns at random targets...I should just ignore that impulse, right?


I include these panels from Gallant Knight because I want to pose the question -- should fire have any additional effects than regular damage? Weapon damage does not take into account any residual effects, like bleeding, so it seems wrong to take residual effects like being set on fire into account.  Plus you just don't see many instances of people burning to death in comic books.

You do, at least here, see fire having a stunning effect, similar to how weapons sometimes just seem to stun people. So maybe H&H needs a game mechanic for any type of damage having a chance of additionally stunning the victim for 1 turn. Maybe there should always be a save vs. science?

Twelve days ago, I used a Dixie Dugan strip to support my supposition that people were accustomed to walking everywhere in the 1930s. I failed to remember how far back America's love affair with the automobile goes and, while this page of Dixie Dugan is probably exaggerated, it does go far in refuting my supposition. The urban streets were definitely still full of cars in the 1930s (or at least they were on weekends!).

I have no reason to post this page of Dixie Dugan, though, except that it's hot.

(Scans courtesy of Digital Comic Museum)




Thursday, November 5, 2015

Feature Funnies #9

Hey, it's my blog to do with what I want -- so sometimes it's not all about Hideouts & Hoodlums.  This page of Joe Palooka I'm just sharing because it's so funny...and maybe I can relate a little...


This, on the other hand, is a bit of a sore subject for me. It's a proven fact that torture does not produce reliable information, yet it always seems to work when Heroes like The Clock want to use it. It's one of those areas, like racism, that is a tough call -- how far are you willing to go to emulate the comic books, even if it encourages non-heroic actions?



This cane with a spring-loaded trick head was mentioned in the Clock entry for Supplement IV: Captains, Magicans, & Incredible Men.



Will Eisner's Hawks of the Seas has been running for awhile now at this point and is starting its second story line, but I've never found an excuse to feature it until now. The new magic item is a Locket of Warning, that plays music whenever the owner is in danger (read: immunity to surprise).



It's often the non-adventurous strips, like Dixie Dugan, that give us the best idea of what life was like in the late 1930s. Note how Dixie's date balks at an 8-course meal for just $3 -- what sounds amazingly inexpensive to us now, wishes for the 50-cent dinner, but then lucks into a hot dog place selling everything for 5 cents each. Now, I'm not sure how many fancy hotels had to sell their in-house restaurants to hot dog vendors back then, but it does seem plausible to me that fancy eateries were going out of business often.

More subtle -- and more interesting -- is the fact that they are walking home from the beach, apparently having to cross the entire town to do so, and that's not even an issue either of them are worried about. The fact that her date can't afford better transportation doesn't even come up as part of the joke. This tells me that a lot more people were just used to walking to get to where they needed to go back then.

This is from Off the Record and, while funny, I think the interesting thing about it is that the girlfriend sitting on his lap in front of the parents is not part of the joke. Was it really socially acceptable in the 1930s to have your girlfriend sit on your lap?



Though lotteries were technically illegal in the 1930s, this "bank night" at the movie theater sounds an awful lot like a lottery...



This page of Mickey Finn seems to confirm a question I had last month about carnival rides in the 1930s. Apparently, an open spin-around ride was a real thing. I wonder how many people got hurt on those!



Lastly, from the back cover, this ad shows how available firecrackers were to anyone, for just $3. Firecrackers are, of course, excellent tools for diversions in any H&H scenario.



(Scans courtesy of Comic Book Plus)