Showing posts with label Steve Malone District Attorney. Show all posts
Showing posts with label Steve Malone District Attorney. Show all posts

Saturday, January 23, 2021

Detective Comics #37 - pt. 3

Speed Saunders starts out in odd territory; Speed has been busted down to a beat cop in the suburbs since we last saw him, after being framed as a drunk. This is extra odd because Speed was never a police officer before! He also has a new friend, Patsy Ross. Speed has sunk so low that he doesn't see a way out of this without Patsy's encouragement, becoming his partner as he takes down enough mobsters to get his old job back. It's a really big departure for the feature, practically a reboot. 

You can do that with your Hideouts & Hoodlums heroes too, if everyone agrees. You also have to agree if you want to restart from zero experience points or from some point higher. 

Steve Malone, District Attorney gets involved when a woman is kidnapped for $50,000 ransom. The kidnappers aren't very experienced at this; they write out the random letter by hand. One of the kidnappers uses the phrase "No dope" to mean, "no kidding." 

There is a huge plot hole in the story where Steve plans to find the kidnappers by searching the woods he thinks they might be hiding by plane at night, and parachutes down by the first light he sees in that area. It turns out to be the kidnappers' hideout on the first try, but there is no reason why that should be the case; there could be any number of people with cabins in the woods, and they would naturally have their lights on if it's night.

This story turns really dark; not only do the kidnappers plan to kill the woman once they get the money, but it seems like one of them plans to rape her first before Steve shows up. I've never seen that in a golden age story before, and I don't like it.

Steve conveniently lost his gun when he landed (Oh, I haven't even brought up how low his chances of landing safely in the woods at night should have been!), but that's okay because these are low-hit die hoodlums and guns aren't that effective in their hands. Oops, Steve almost loses anyway, and the kidnapped young lady has to save him by setting the building on fire (it distracts the hoodlums, naturally!). 

Cliff Crosby is a reporter who gets a scoop over the phone - a moll/vamp wants to rat out her partner for the kidnapping of a judge (lots of these anthologies would have theme issues where the stories are all similar). The moll jabs paper into the phone to keep the connection open -- because phones used to work like that. Cliff, instead of being worried for her safety when he hears her partner confront her, brags about what a scoop this is going to be for him. Smooth, Cliff...

Cliff hears the mobsters threaten his moll on the phone, and he's still just threatening her when he shows up after...driving across town? Finding a parking space in the city? 

The mobsters are slavers! Cliff tricks them by saying he needs to call his friend at the office and tell him there was no story here (makes sense), but then they don't notice him tapping out Morse code (harder to believe). 

We know the slave ship is off the Florida coast, but never get a clue where the story started. On board the slave ship, a slaver tries to whip Cliff, and he grabs the whip. I would allow that with a successful attack roll, but the weapon automatically does damage to the grabber. After escaping Cliff throws a knife at a slaver hard enough that his hand is pinned to a metal wall. Had it been a wooden wall, I could see this happening after rolling to attack both the slaver and the wall, or rolling a certain number over what he needs to hit the slaver, but to pierce a metal wall is going to require a wrecking things roll as well.

Amongst the slavers are thugs. The thugs are better armed, with handguns and rifles. One man on the ship has a machine gun, but it's not clear if he's a slaver or a thug.

This issue continues to be really dark. When the Coast Guard shows up, most of the slaves on the ship are dumped overboard, while still chained, and apparently drown. The gangster heading the slavers captured the Coast Guard when he recovers the machine gun, Cliff is taken prisoner, and thrown overboard to a waiting "giant" octopus (maybe a large octopus?). Because Cliff still has a knife on him, he's able to kill the octopus. In a really weird moment, Cliff puts the dead octopus on his head as a disguise so he can sneak on board the ship (warning: this is a racist moment; he scares the "colored lad" with his disguise). 

In the Slam Bradley story, Slam inherits a racehorse, and every cliche about horse racing stories ensues. I'm not going to take the time to cataloging them. The Slam stories have been so lame since Joe Shuster left that I can barely stand to read them.

(Read at readcomiconline.to)


 

 


Sunday, January 10, 2016

Detective Comics #19 - part 2

In the adventure of Cosmo, the Phantom of Disguise, the bad guys have a seaplane (called an amphibious plane in Supplement III: Better Quality) at their island base. Who knows what else they have for Cosmo to loot; Cosmo does the one thing guaranteed to ruin any game session -- he turns the problem over to the authorities (in this case, the U.S. Air Corps) and then sits back and watches non-Hero characters solve the scenario for him. How boring!

In the adventure of Steve Malone, District Attorney, Steve's opponents have a smokescreen ejector in their car (as found in Book II: Mobsters & Trophies).

Steve offers a bribe for tips to help him gather information faster, feeling $100 is a good deal for valuable information.

When Steve and his supporting cast member, Jim, are about to raid a hideout and split up, Steve says he has a whistle he can use to summon Jim if he needs help. This seems like a good idea for any Heroes to have.

When the boss mobster flees to his private airplane, Steve jumps up, grabs the underside of the plane, and then clambers up into the plane.  I'm not even sure how to handle that game mechanic-wise. Sure, I suppose you could break it down into smaller components -- roll to hit the plane, save vs. plot to reach the top of the plane -- or just assign what seems like a good random chance, like a 1 in 10 chance of success.

Jerry Siegel liked to start his Slam Bradley stories with a bang and this one has Shorty walking into their shared apartment to find an ape!  An Editor can keep things moving in the campaign with random encounters, even when the Heroes are being relatively stationary. This is especially good for when the Editor doesn't know what to do next; just toss a wandering encounter at them and, hopefully, by the time the encounter is resolved you may have thought of a good reason for it to have happened (or your players will come up with something even better while they're guessing!).

Disguise works both ways; not only does a little domino mask or a pair of glasses keep people from learning the good guy's true identity, but a bad guy can disguise himself with just a fake mustache and avoid detection by Slam and Shorty.

In Africa (man, this story sure went a long way from an ape in his living room!), Slam and Shorty find a hidden city behind a waterfall, and across a chasm spanned by (of course) a rickety bridge. The city is called the City of the Ape-Men, but it seems to be a city of apes and men instead of ape-men. The tribesmen keep and control the apes and have Slam fight them with whips. How the Man in the Tall Hat controls the tribesmen, how he found them, and what he was doing in the U.S. is never explained. That the Man in the Tall Hat resembles the Man in the Yellow Hat from Curious George is purely coincidental; Curious George came out in 1941!

(This issue can be read at Comic Book Archives)

Tuesday, December 22, 2015

Detective Comics #18 - part 2

This installment of Bruce Nelson continues his adventure in aviation. His attackers use the stunt Find Blind Spot.

When Bruce's plane crashes, "his ankle was badly sprained and one arm wrenched painfully", but this is all just flavor text -- in reality, Bruce would only took x amount of hit points of damage from the crash.

Bruce utters the racist statement about his black companion, "There's plenty of white man in that big black."  To be fair, Bruce is burning up with fever at the time and likely delirious. Disease is not flavor text.  It can be resisted with a saving throw vs. poison, but if one succumbs, disease should have game mechanic penalties (in the case of jungle fever, Bruce is apparently incapacitated to the point where he can barely move (but is still able to attack on the next page).

A large python attacks Bruce and Ungi. Curiously, in addition to constricting, the python is able to headbutt anyone it is constricting for additional damage. I've never heard of a python doing that, though I suppose it's possible.  Ungi is only stunned for one turn by the headbutt -- further proving to me that H&H needs a rule where any melee attack has a chance to stun for 1 turn.

We meet Steve Malone, District Attorney, in this issue. His adventures are clearly set in New York City (with his first scenario taking him specifically to Brooklyn).  Steve's starting equipment includes a book of matches, a revolver, a flashlight, and a car with a short wave radio.

At his first hideout, Steve runs into seven hoodlums at once. Since Steve is probably a level 1 Fighter, his Editor clearly never meant for him to win that fight. Luckily, his Editor planned a deathtrap for him to be placed in, instead of killed outright. The deathtrap is: Steve is tied to a chair and a bomb with a lit fuse is sitting next to him. This isn't too hard to get out of. Steve could a) tip over the chair and see if it loosens his bonds, b) tip over his chair and headbutt the round bomb so it rolls away from him, c) try to snuff out the fuse between his shoes, d) try to tiptoe away from the bomb while balancing the chair on his butt. But Steve has a rookie player and his Editor, seeing that he's presented too much of a challenge, gives him a break and has two beat cops show up in time to save him.

Seeing that Steve's player is going to need more help, the Editor has those beat cops tag along and go into the killer's hideout first.

Really, the smartest person in this scenario is the dead diplomat's wife, who hid her husband's treaty by sewing it into her dress.

By now, stratosphere planes were becoming almost a common trophy item in the comic strips. Even though jet aircraft would not be reliably tested, for real, until 1940, two years from now, the idea or using rockets to make planes fly had been around since 1928. In this installment of Slam Bradly, Slam helps the inventor of a stratosphere plane. In this story at least, stratosphere planes look like futuristic jets and not ordinary planes. Furthermore, the stratosphere plane is said to be able to reach Europe in a "few hours", making it as fast as the supersonic jets of the 21st century.

Unlike the average comic book plot, this one has unexpected switch after unexpected switch, The person we believe to be the scientist's daughter turns out to be working for the crooks who want the plane, and the scientist, who believes Slam and Shorty are working with the crooks, becomes their adversary for part of the scenario. He captures them in his lab with trick chairs that extend straps around wrists and torsos, and then tries to torture them with a heat ray. When the crooks show up to steal the ship, the scientists frees Slam to fight them. But when the girl helps Slam, and the scientist escapes, we find out we'd been misinformed again -- this scientist was actually a thief who stole the ship previously. The girl really is a scientist's daughter, but of a previously unseen and captured scientist (in the story's one disappointing note, the missing scientist is found, uncreatively, locked in a closet).

At the end, Shorty asks for a reward by handing over a blank check and saying "figure it out".  While not the most Lawful solution possible, this could be a helpful reminder for an Editor who doesn't always remember to offer a big reward at the end of his adventures.

(This issue can be read at Comic Book Archives)