Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Tuesday, December 14, 2021

Zip Comics #3 - pt. 5

More Captain Valor today, with Mort Meskin showing off his skill with crowd scenes, though hampered by some really racist depictions and sometimes sketchy details. I bring this to your attention, though, for panel 1, so we can talk about the two ways to set up a fight scene. Version 1 is that it occurs in "real time," with the crew arriving onto the deck in waves as they can reach it. Version 2 is that you set the scene with all the fighters already in the scene and then start the clock again. 


And we're jumping out of Captain Valor already into the next story, Mr. Satan. Holy cow, this scene is gory. There's actual blood everywhere! These bad guys are brutal...but the point of sharing here is the second to last panel, where Mr. Satan runs out, grabs the girl, and escapes unseen. But unseen by how many? We only see that one guy, but there must be a lot of other killers around. Is it fair to say this can be explained away as a surprise turn, a moving silently skill check, or maybe both to reflect the difficulty of no one happening to see him?  
 

The panels seem to be in the wrong order here...Mr. Satan should probably try to get that woman to safety first, instead of leaving her alone in a tunnel and going out to look for clues. 

What else can we gather from this page? Superhero costumes, despite appearing to have no pockets, must have room for matches or a lighter on them somewhere, or Mr. S would never have got that giant fire lit so fast. 

Also, we learn that rocks used as improvised weapons don't have to be very big.
That seems, at first, to be a clever twist about the sheriff, and having them both wind up on the tracks makes it seem extra surprising when the big reveal happens, but...why did it happen? Is he showing off his confidence in his men, that they would not betray him by tying him up for real? Is the deception part of trying to get Mr. Satan to reveal when the payrolls are "going to ride," and if so, why not try to trick him into telling while still on the tracks? Or he could have revealed himself as leader sooner, never been tied down, and still used the threat of the train to coerce Mr S into giving up the info? But on the other hand, if the robbers don't know when the payroll is coming, why are they so sure a train is coming soon? 

And if Mr. Satan knew the national guard was coming, why go back early to scout with the sheriff without them?

If it wasn't already obvious, Mr. Satan would be statted as a mysteryman. His "spectacular leap" and snatching Doris out of the car and jumping out in time both qualify as mysteryman stunts.


Now we're going to jump into the next story with Zambini the Miracle Man, and this is a prime example of everything wrong with the magician genre: if your magic-user is so powerful that Satan himself has to plot against him while he's on vacation so his guard is down -- then your magic-user is too powerful.

As if to illustrate this, Satan causes a tidal wave to threaten Zambini's ship and, instead of simply calming the waters, Zambini freezes "the oceans." Way to alter Earth's climate there, Zam! 

More interesting are these devil men...let's see if I need to stat them! Hmm...I guess not -- they get mass polymorphed into penguins on the very next page before they can do anything!

Mass Polymorph is, of course, going to be a Hideouts & Hoodlums spell. I think I've determined before it would have to be a ninth level spell, even though it gets cast an awful lot in comic books.

Sure, Zambini could have just cast Resist Fire on himself instead of conjuring asbestos...although, perhaps he did cast Resist Fire and this is how it manifested? Previously, we've seen Zatara cast a healing spell that made a first aid kit appear. The conceit here is that magic takes whatever form is most familiar to the caster. 

Really, Zambini? You're traveling into Dante's Inferno and your only concern is how long the trip is taking you?

And is he really trapped in a net, or just relaxing on a hammock?  
 
Whoa, whoa, whoa - take a close look at that Cage of Flesh. The bars are made up of human forearms, each grasping the next one in the row. That is crazy grizzly -- but also just the thing to impress veteran D&D players, accustomed to dungeons full of grizzly things. That it seems to contain an anti-magic field is just icing on the cake.



Who's the fool, Satan? You just told them to push the flammable cage into fire. 

The "docile" rabbits tracks with how polymorph works (or at least the spells of 4th level and above; H&H has lower level polymorph spells this won't apply to), as there should be a chance of losing your mind/personality to the new form. Otherwise, these would be satanic rabbits!

I'm not going to show you the rest of this crazy story, but here's two spoilers: one, Zambini meets a dinosaur down there, either brought down there in prehistoric times as a pet, or the story is suggesting that's where dinosaurs all went when they died?

Lastly, Satan is killed, which is a pretty crazy ending for just your third issue. 

(Scans courtesy of Comic Book Plus.)


Saturday, April 18, 2020

Amazing-Man Comics #10 - pt. 2

Today we'll be looking at two features from this issue -- The Magician of Mars and Iron Skull.

When we saw Jane yesterday, she had just arrived at an airport on...Earth? Mars? Even after reading the whole story I'm not sure which it's supposed to be. I do see that she's hit with perhaps the weirdest weapon yet in comics, incoherent music strong enough to knock her unconscious (and that's something, because we know that Jane has some brevet ranks and extra hit points!).

What happens to make her hair stand up like that when she's startled? Is that a Martian thing?
Suddenly, Magician from Mars is a pole-vaulter! Or, judging from that crotch shot, maybe a pole dancer? Now, stunts are no longer the province of just mystery men -- In the still-unreleased AH&H Heroes Handbook I planned to reveal that other classes above 6th level get stunts too, just a lot more slowly. Anyway, what she does to get to the top of the building certainly looks like a mysteryman's stunt, but then it could also be a Leap I use with some flavor text added, or the Spider Climb spell with a lot of flavor text/reinterpretation!

I'm also going to point out this brief dogfight and the relevance of abstract combat to H&H combat. That "fatal hit" Jane makes is very clearly to the wing of the plane and would not be fatal under most circumstances, yet with abstract game mechanics, a combat could end after just such a hit, either from loss of hit points or a chance of random complication per hit.
There's that weird hair flip again!

I like how the entire building has nothing to do with the hideout, other than hiding the secret tunnel underneath it. So dungeon-y!

I hate to do this since it's such low-hanging fruit, but...man, this artwork is terrible! The proportions on figures are just terribly amateurish. Look at those midgets in the tunnel in panel 7 here, or in the top panel on the next page...
 I like how she calls him "sweetheart."

The explanation for "sound bombs" is right up there with the worst garbage science of the comic books we've gone over.

Jane uses Wreck at Range in that last panel. Note that she hasn't really cast anything like a traditional spell this entire adventure so far.
I'm not sure what to make of The Hood being able to go immaterial. If they had the concept of holograms back in 1940, I would have guessed he was only a hologram. Is he a magician too, like Jane? In that case, this could be some Etherealness spell, or maybe even a Gaseous Form spell.

As for her force ray, I think she means the Wall of Force spell here.

If Jane is a magician, why does she have a plane with bombs on it? Or did she steal the bombs from the hideout before it caved in?
And now it's off to the far-flung future of 1970! Hmm, which five countries would profit by the splitting up of the United States in 1970? If this was based on who owns the most U.S. debt, and would hence benefit from the largest payoffs if the U.S. defaulted -- well, I don't have numbers for 1970, but if it was based on today's numbers then these nations would be Luxembourg, Brazil, the UK, China, and Japan. Not your usual list of suspects!

Other 1940 authors might have underestimated inflation in the next 30 years, but Carl overestimated it. This $10 billion fee would have made Hawkins the richest man in the world, since oil magnate J. Paul Getty only had $6 billion in 1970.
I think it's interesting how Carl thought subways would be ancient history by 1970. I wonder what he thought we were going to replace them with.

As for the rest of this page...I really do not understand what the X-ray machine is for, or why the subway train is being supported by cables in a glass tube, or why the glass tubes are suspended so high above a cement floor. It's more like a subway museum in there.
Should a superhero be able to wreck spikes at the very moment of landing on them? On one hand, I would say no, wrecking things should not be an instantaneous action. On the other hand, doing it to save the other person falling with you is a perfect superhero action and should be encouraged. I guess, in the end, I might allow it, but insist that the superhero still takes damage from the spikes at the same time as wrecking them.
Is a 1 ft.-thick glass door still count as a door for wrecking things? At what point is a barrier thick enough that it counts as a wall and not a door? The average interior wall is about 5" wide. Let's round up to 6", though, and get to a half-foot. For every extra 6" of thickness, the wrecking things category can go up one. At least this works for doors, and maybe machines and generators. By the time we get to robots and cars, we might need some other metric, such as weight.

(Scans courtesy of Digital Comic Museum.)

Monday, April 6, 2020

Jungle Comics #3 - pt. 1

After my longest lull ever, I'm back! And so is Fiction House and the unrelenting racism of the jungle genre. Gird your loins, because we're wading deep into the racism today!

We'll jump right into the lead feature, Kaanga, in progress. I don't know why so many golden age comic book artists had trouble with drawing cats, but this black panther with a distinctly seal-like head tempts me to go back to work on the Advanced Hideouts & Hoodlums Mobster Manual so I can stat it! I guess it would be just a black panther that likes to swim a lot more, though.

Tree-based fighting is interesting because there's a chance each turn of falling out of the tree. Here, Kaanga and the seal-panther both miss their saves vs. science at the same time.
It's interesting how brutally murderous Kaanga was against black panthers, but how gentle and caring he is over leopards. Or maybe his player was just looking for a good deed XP award. Killing a defenseless leopard would have netted him no XP award.

An assegai is a real thing, a slender, iron-tipped, hardwood spear used chiefly by southern African peoples.
That's a big python! But is it a "huge" python -- in terms of needing additional Hit Dice -- or just a normal-sized python? The average length of a python is, I believe, about 9 feet. This one looks to be twice that long, making it a large python (remember our large/huge/giant categories from D&D!).   Pythons can reach 26' in length, though, meaning that even in the real world there are such things as large and huge pythons.
I'm preeetty sure that constrictor snakes do not bite and hold fast like that. Had it looped around him and squeezed, I do think Kaanga would be a goner now.

There's another issue, though, of how to handle striking something against a stationary object after grappling it. I wouldn't introduce a new mechanic for this, but just reverse how hitting something with a rock works -- simple attack roll and damage if you hit.
Kaanga ducking is just flavor text; The King's attack roll missed and Kaanga ducking is simply how the miss is explained by the player and/or Editor.

I'm not sure where Cheba came from. Is Cheba the leopard from earlier, or a third cat? Did the Editor decide that Cheba just happened to be walking by and tossed her into the encounter, to make it easier for Kaanga's player?

It's unclear what happens after panel 5. It seems the gun was knocked out of The King's hand when Cheba leaps on him -- and disarming guns is supposed to be a common occurrence in Hideouts & Hoodlums, to reflect pages like this. But how does he choose to pick up a rock instead of the gun? Was the gun damaged? Because there is no chance of that happening in the disarming mechanic as written. Does he accidentally pick up the rock instead? There is no game mechanic for random picking up stuff either.


Incidentally, in case you need the top hat explained to you, The King is able to take over a tribe of naive, superstitious natives because he comes from New York. So, that makes him smarter than an African.

The Red Panther feature is not any better. Okay, the artwork is better, I meant racism-wise. Here, we're supposed to side with the "innocent" miner wanting to take the land and its resources away from the natives living there because, you know, he's white (though having a hot blonde daughter probably helps his case too).
I don't have much to say about this page, except -- dig that elephant portrait on the wall. What is the backstory between the miner and that elephant that would make him put a photograph of the elephant on his wall, as if it was a beloved pet?
Did I mention I like the art? Comics.org's contributors think this is Arthur Peddy's work, and I really dig the layout of that first panel.

No, there was no African deity named Zagu. Most tribes, from what I've read, didn't worship deities so much as ancestors. Of course, this could be a cult, and an exception to that rule. Of course, maybe they are worshipping Tabu, so that this segues into the next feature...


Lastly, we're going to take a quick peek at the next story of Tabu , Wizard of the Jungle. Gee, I wonder why it's black panthers that are always the cats getting picked on (though at least this one is drawn well)? I'm also sparing you from the previous page where a black man is being tortured to death, supposedly not far away. Tagu doesn't hear those screams at all, but conveniently hears a white woman's screams.

(Scans courtesy of Comic Book Plus.)



Saturday, October 28, 2017

Wonderworld Comics #8 - pt. 1

Ah, Fox in the early days -- when the quality was so good! 


This month's installment of The Flame begins with a little history lesson. It seems to me to be a common misbelief that no one knew about atomic energy until the atom bomb was invented. It was 1932, though, when science first discovered that splitting protons off an atom would release huge amounts of energy, 10 years before the Manhattan Project began. So any early comic book adventures with atomic energy as their Macguffin, like this one, are historically plausible.


I also just think it's funny that a water cooler with a bell on top is what they're using as a proton accelerator...unless that's a miniature accelerator inside the cooler, and the water is just there to keep the temperature low, in which case it now seems scarily prescient.


I think our scientist, in his excitement, has mixed up volts with watts.

The artwork is confusing in this story. These early pages look like Lou Fine to my eyes, but by the last page it looks like a Will Eisner page. Perhaps they worked on it together.




According to this, the going rate for atomic energy secrets is $100,000 in 1939.



It's going to be challenging to stat this machine. Despite being piloted, it seems very robot-like and should probably be statted as one. The implication seems to be that the robots are atomic-powered, which should make them stronger than the average robot. And, size-wise, it looks like we're already going to be statting these as huge robots. But...those long, spider-like legs are going to make the robots ridiculously top-heavy and unbalanced, lowering their Hit Dice potential. So...for now, let's say 8 HD. It looks like the robot is armed with two machine guns, fired by gunners inside and attack at the level of the gunner. The attack of the feet would be by the HD of the robot.


We can hand-wave The Flame's surprise roll in this situation, since this is just flavor text and not a potential combat situation.

The Flame fights 3 thugs here. It looks like he won initiative, if not surprise. The thugs choose to grapple. Because none of them establish holds that keep The Flame from attacking back, he leads with punching. Then they must have succeeded in a grappling attack, because he pauses to reverse the hold. In the final panel, he throws a bad guy into other bad guys. Although you see this all the time in comics, I'm still opposed to allowing this as a regular combat tactic, as it cheats the rules and allows multiple attacks -- unless this is treated as flavor text for a multi-attack power, perhaps.

Our thugs are well-equipped, having an atomic-powered plane. It is unclear if the plane goes faster than normal (it is, after all, still a propeller-driven plane and not a jet) or if it is special for not needing refueling. And I do have to wonder how the Flame's plane keeps up while needing to stop for refueling.

The desert hideout is already starting to take shape. We can tell that the hangar is concealed in the cliff side (a common cliche), but those two storage tank on the surface were likely housing the robots until they were needed and then popped out.
The range on mad science devices tends to be a little ridiculous sometimes. Anywhere in the world? Really? At least the device seems to just shut down atomic engines that follow Dr. Harvey's specific design and not just any atomic power (much more powerful in a post-1945 campaign). Also note that the rifles, surely much too small to have atomic engines inside them, must be receiving broadcast power from an outside source -- a technological idea I don't think we'll see much of in the Golden Age. I'm not sure how much damage an atomic rifle would do, but 5-50 points of damage does not seem unreasonable.

The Flame beats up four bad guys and there are five bad guys remaining, who all miss their morale saves and surrender -- evidence that you don't have to wait until at least half the enemy forces are gone before checking for morale (which I often see as a house rule in That Other Game).

Speaking of powerful trophy items...an amulet that lets you give commands to Death himself is ridiculously powerful, like being able to cast Death spells with (again) unlimited range. I think the closest to this I would allow in a campaign would be an amulet that lets you cast a limited number of Finger of Death spells with normal range.

Hags are a statted mobster type in second edition. I'm hesitant to assign stats to Death, but you just know he's got to be (there's that term again) ridiculously powerful -- a magic-user of at least 25th level.

(Scans courtesy of Comic Book Plus.)











Friday, June 24, 2016

Detective Comics #25

This one is woefully out of order. I had skipped over it because the summary I'd read seemed so uninteresting. Now that I've read it myself, though, I found plenty worthy of comment.

Nailing down where the early Heroes are from isn't easy most of the time, but here Speed Saunders tells us he's from New York. He also tells us some useful tips for checking corpses: check the wrists to see if they had show signs of having been tied up, and -- of course -- check the ground to see if there's enough blood, or if the body was moved. And, of course, play every hunch. Even though the body seems to have been killed by a hammer blow to the head, Speed still asks for the stomach to be pumped -- just for, you know, whatev's -- and then by amazing coincidence finds the true source of death. It makes me curious about how a skill in Hideouts & Hoodlums shouldn't be "get sudden hunch" -- which would let the Editor feed clues to his players...

In Spy, Bart and Sally are the first Heroes to be given a plot hook by FDR himself! Speaking of amazing coincidences, Sally reaches into a spy's desk drawer, pulls out random papers, and they just happen to be detailed invasion plans. Now, maybe the Editor assigned something like a 1 in 6 (or even a 1 in 8!) chance of stumbling on just the right papers and Sally's player got lucky, or the Editor fudged events to ratchet up the stakes in the scenario.

In The Mysterious Doctor Fu Manchu, slime-covered walls prevent climbing from a trap. It's your standard flooding room trap with one extra twist -- there are beams just high enough for the Heroes to grab and try to pull themselves up, but concealed on the top of the beams are sword-blades. Although the characters believe they could sever fingers, we deal with more abstract injury in H&H; they probably do only 1-6 damage.

The Crimson Avenger carries two trophy items: a lineman's phone that he can plug into someone's else's phone jack and use, and the first gas gun used by a Hero in comics!

Bruce Nelson is said to have a curious ability: he can shoot "accurately while on the dead run".  Now, normally, one can make two moves in combat in H&H, or one move and an attack. This seems to be implying that Bruce can make a full move and still get an attack. So what's going on there? Should this be a skill everyone has, like a 1 in 6 chance to shoot while on a dead run? But skills don't affect combat, class and level (and to a limited extent, ability scores) affect combat. For running combats consistently, I'm inclined to ignore what Bruce just did, but I'll watch for more evidence...

Crooks often do dumb things in comic books that make them easy to find. Bruce homes in on a gang of robbers because all of their robberies are roughly equidistant from the same town the bad guys use as their base. Heroes should always remember to check maps and look for patterns -- though it should not fall to the Editor to spell out what the patterns are.

Slam Bradley & Shorty Morgan (really, Shorty) are attacked by a rattlesnake when they try attending college to better themselves. That Slam can't spell, but in another issue is revealed to be a self-taught magic-user, either shows that the strip had no sense of continuity, or that an education-related stat would be unnecessary in H&H.

Slam is good at division of labor; when a rock is thrown through their dorm window with a note tied to it, Slam leaves Shorty to read the notes, while Slam crashes through the window to chase the thrower. Smart players will make quick decisions like this, so that all the Heroes aren't trying to accomplish the same thing.

(Read at ReadComics.net)


Thursday, February 11, 2016

Crackajack Funnies #6

These panels are from Capt. Frank Hawks, Air Ace, and shows the old "shoot the lock off" trick. The game mechanics for wrecking things don't distinguish between what tool you're using, so shooting the lock has the same non-Superhero wrecking chance as going at it with a crowbar.


You can definitely move around in combat, as shone here. You only have to be within 10' of your opponent to stay in melee range with them, so a combatant could move up 10' to engage, then pass and stand 10' on the far side of their opponent, without ever leaving melee.


I've never understood how diving underwater protects fictional characters from bullets so well, but maybe water should serve as hard cover?

And, of course, an amphibious plane is a trophy transport item.  Collect 'em all!


Myra North, Special Nurse, is not normally prone to flights of fancy, so maybe this is a real thing, injecting a capsule into a chicken so that it gets passed through into an egg. It seems a crazy way to pass a secret message to me, but maybe it'll really catch your players off-guard someday.



There's not a really good long shot of this hideout, but it seems to be a cluster of cabins located in a remote mountain pass. You can approach it from either end, and be observed by scouts, or you can climb up over the sides and lower yourself down 70' cliffs by rope. I suppose you could also just drop flaming debris onto the cabins, to the scenario had best call for making sure everyone isn't killed. Indeed, in this story, Buck Jones is going into the hideout to rescue someone.


I liked this idea from Don Winslow -- bad guys drain a lake to reveal a sunken Mayan city. Now the Heroes get to explore the ruins with a nice mix of dry and aquatic encounter areas.



Don's plan to re-take the stolen naval cruiser is to use a tin pan full of flaming oil in the powder magazine to make the crew think there's an out-of-control fire in with the explosives. It's a desperate gamble; I would leave some chance, if I was running this scenario, for the fire to get out of control.  I would also make morale saves for the crew, and some unlucky rolls might mean some of the crew are willing to play hero and go down to fight the fire.

This is Tom Mix, and the hideout here appears to be a cave with a giant secret door blocking the entrance that can only be turned by a crank from the inside. However, since the door is really only canvas on a frame, made to look like stone, it would actually be easy to wreck through. However, because it's only canvas, it's real easy for the defenders to shoot through at anyone trying to wreck through...



And lastly, there is the sanitarium hideout of Doctor Sabin in Tom Traylor. No single page of the story gives you a very good sense of the layout of the place, but it a spacious, well-furnished, house built on the shore of a sound, with a dock and a boat out back. Besides the dining room, sanitarium office, and operating room, there is a radio room, a dungeon (complete with prison cells), and an underground passage that extends from the dungeon up to the dock.

(Scans courtesy of Digital Comic Museum)












Monday, January 11, 2016

New Adventure Comics #30

We rejoin Don in Anchors Aweigh as he's lowering himself into the dark hold of a ship and praying "he wouldn't land on anything sharp cornered."  It's true that, while the base damage for falling is 1-6 points per 10' fallen, the Editor is free to lower this for falling on soft terrain, or raise it for falling on sharp, or otherwise more dangerous, terrain.

In the hold of the ship, Don takes a quick look around and manages to appraise the value of the cartridges being smuggled in the hold at a quarter of a million dollars. The first edition Hideouts & Hoodlums rules say nothing about appraisal (the implication being that everyone could do it automatically), but the second edition will treat it as a basic skill everyone has a chance to perform.

The first sailor who comes down into the hold is said to have "the agility of a monkey" and "runs down the rope ladder".  I'm tempted to add sailor as a mobster type, with the ability to climb up and down ropes and ladders faster than an ordinary person (or just give that ability to pirates).

In Tom Brent's adventure, Tom practices that most important of player tips -- when you have important papers to deliver, meet your contact first without the papers on you, in case something goes wrong.

When Tom tries to escape from the clutches of the fake consul, a guard has his rifle trained on Tom. Tom is somehow able to pick up the other guard and throw him at the rifleman before he can fire a shot. Now, it's possible that Tom won surprise, got a free action (the grapple), and then won initiative on the first regular turn of combat. Or, Tom picked up the first guard during his first turn, but the rifleman refused to fire because firing into a melee has a chance of hitting your ally if you miss.

Tom is captured again and tortured for information -- specifically, he is hung from his thumbs and whipped while shirtless. I would not expect an Editor to have to go into that much detail; torture can be glossed over and summarized by a save vs. science to resist. I would, ironically, require this save once per 4-hour "rest" turn.

In the adventure of Steve Carson of Federal Men, our story opens on the trial of three men accused of treason, with the judge saying "I regret that the sentence for treason carries only a twenty year penalty!"  Actually, according to the U.S. Constitution, treason can be punished with death. It is, however, appropriate for the courts to be more lenient in a comic book universe, as this allows a lot more repeat appearances by the same villains (something that will become more of an issue starting with the Silver Age).

A wanted poster shown to Steve shows a $500 reward for a wanted criminal.

When Steve is about to lose a fight, he is saved by a boy who throws a baseball and beans the mobster in the back of the head. I would normally allow a full grown man to do 1-3 points of damage with an improvised missile like a baseball; for a half-pint, I would probably restrict damage to 1 point of damage. Of course, the mobster could be on his last hit point from the unarmed combat with Steve before the baseball hits him.

Later, another half-pint Junior Federal Man thwarts an attempt on his own life by having rigged an alarm system for his bedroom -- anyone climbing the drain pipe outside his window pulls a string that causes a ball to drop and land on the boy's sleeping head to wake him -- after which the boy can bash the intruder with a baseball bat while the intruder is prone and hanging from the window ledge. If this comic strip -- and the movie Home Alone -- has taught us anything, it's that half-pints should be good at setting traps and alarms.

Nadir, Master of Magic, deals with river pirates in his adventure. They are well-equipped pirates, piloting speedboats and armed with sub-machine guns; they might be better statted as robbers than as pirates, since robbers tend to be more hi-tech. Nadir defeats them with a Charm Person spell on their leader, who Nadir gets to sound a retreat.

Later, Nadir is ambushed by peculiar attackers using a noose. I would say that a noose could do normal 1-6 points of damage on a hit, but only if the hit occurs during a surprise attack. If the victim is somehow unable to free himself, he will continue to take damage each combat turn.

Cal n' Alec is a joke strip about two old prospectors, but they remind me of played characters in this installment. Frustrated that their mine was buried in a dynamite explosion, they briefly decide to swear off prospecting. This can happen to players too, who can feel disgruntled by too much failure in a game scenario. In the end, though, Cal and Alec bite on their next plot hook when a stranger runs up and hands them a map -- and stalwart players will often bite on that next plot hook too.

Incidentally, I'm not keen on preparing any game mechanics to determine the extent of a cave-in when a mine is hit by dynamite. There just needs to be things for the Editor to wing as he goes along.

Another example is The Adventures of Desmo and Gabby.  Gabby loses his wallet during a fight. There does not need to be a game mechanic to check for seeing if you lose something from your pockets during fights. Sometimes, players just need to accept that their Editor has a story-based reason to make something happen.

Tod Hunter, Jungle Master, finds rubies worth $5,000 each, which is 10 times what I guessed rubies were valued at in Book III: Underworld and Metropolis Adventures (in the gem table previously found in Book II: Mobsters and Trophies).  Guess I may have to revisit that!

(This issue can be read at Comic Book Archives)
















Monday, December 21, 2015

Detective Comics #18 - part 1

As always (so far), this issue begins with Speed Saunders, this time investigating a murder -- and that's all we know. We don't know how Speed knows the dead man's son helping with the investigation, and we're given very little to go on why Speed suspects it's murder and not suicide.

If you only have time for a short scenario of Hideouts & Hoodlums, it might be best to jump into a story, in media res, like this -- cutting out the plot hooks and setting up the scene and just lay out what the challenge is in the scenario right at the start. And place any supporting cast your players will need nearby.

As evidence of how combat needs to stay abstract in a comic book RPG, Speed is shot at point blank range, but recovers when a doctor performs first aid on him, and doesn't even have blood on his clothes.

Later, "Speed learns the truth from the glint of fear in the fence's eyes."  There's not a game mechanic tied directly to lie detection or eye reading, but if the Editor really wants to give the Hero a chance to pick up on a clue, then a "notice things" roll should be allowed, just as if the Hero were searching for secret doors.

Later still, Speed wants to go back to the murder scene "to make a more thorough search."  What his player means is he wants more "notice things" rolls because he doesn't think he has enough clues yet.

This installment of Cosmo, The Phantom of Disguise, is suggestive that Cosmo might be based out of Chicago, since he leaves from Chicago to start a vacation.  Cosmo's vacation takes place in the Mythic West, where everyone gets around on horseback, the only way to not draw suspicion to yourself is to dress like a cowpoke, and the town is remote enough that its only tavern is the only place to eat in 20 miles.

It is unclear how Cosmo solves his mystery. It seems he overhears the Mexican in the tavern say something incriminating, but all we're told is that Cosmo overhears the Mexican "babble" to himself. The implication seems to be that the Mexican's "babble" is him talking in Spanish, and indeed the only reason Cosmo seems to find the Mexican suspicious-looking is because he's a Mexican (or, to be fair, the only Mexican in the tavern). Further racism is found in the sheriff's "Negress" servant.

In the Larry Steele installment, Larry and his pal are in a deathtrap -- a dark pit that is being filled with a lethal gas. The way out is to search the floor and find the floor boards are loose enough to be pried up. Below the pit trap is an underground stream with a strong current, leading to a waterfall outside, near the house they were in. Although waterfalls are never lethal in comic books, there are still overhanging branches to grab in case the Heroes don't want to chance it.

Larry's big fight scene breaks down like this:  Larry gets a surprise turn and, because everyone is unarmed, he gets two attacks. He uses them both to swing from the chandelier and kick the two hoodlums, doing enough damage to one of them to knock him unconscious. In the first turn of regular combat, the boss bad guy wins initiative, but the Editor rolls so poorly on his attack roll that he says the boss is still drawing his gun. Larry makes a disarming attack on the boss and wins possession of the gun. Because a weapon is now in play, we switch to one melee attack per turn. On turn 2, Larry wins initiative and clocks the bad guy, doing enough damage to only lightly injure him. The hoodlum who wasn't knocked out, though, fires into the melee. Because firing into a melee is dangerous, there is a chance to hit either combatant, and the Editor rolls that the bullet hits the boss instead of Larry. The remaining hoodlum gets shot on turn 3 by Larry. It's not clear if the second hoodlum and the boss are unconscious yet, or if they've failed morale saves and stopped fighting.

Bosses should maybe be a new mobster type, between hoodlums and master criminals.

If the Fu Manchu adaptation here was a H&H scenario, the Editor would be in for a tricky situation. There is a scene where one of the Heroes is approached by a mystery lady (a female practitioner of the Mysteryman class, no doubt). She gives him an important clue, and then needs to disappear (or she won't be mysterious). Now, the Editor could just make her high enough in level to give her a great roll at becoming effectively invisible through stealth, but that may later beg the question why she doesn't just tackle Fu Manchu herself if she's so high in level. Or, the Editor could fudge the die roll so she gets away, but fudging dice rolls just to railroad through a plot doesn't feel fair to most players.

Now, the trick used in the story to keep our Hero from following her is to have Wayland Smith show up with even more vital information our Hero needs. The problem with this is, Wayland is probably also a Hero in play in this scenario, so the two players will likely be confident they can share information at any other time. For a RPG scenario, Wayland would have to be swapped out for a character not under a player's control.

In Spy, Bart Regan is assigned to recover the Kahoon Ruby, not to keep, but to give back to the Maharaja who owned it. Still, because the ruby would clearly have a monetary value, it is easy to assign an XP award for finishing this scenario. Had the mission been to recover the Maharaja's missing child, the award would not be so clearly quantifiable.  A further wrinkle is that the Maharaja will sign a peace treaty with whatever country recovers the ruby, so there will be lots of rival factions vying to compete this scenario first.

This is also the issue that Bart proposes to his partner Sally. If these were both played Heroes, this is role-playing above and beyond the call of duty.

(You can read this issue at Comic Book Archives)








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)