Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

Sunday, October 27, 2019

Fantastic Comics #4 - pt. 3

I know, I left you with a real cliffhanger last time. Would the Golden Knight really climb down the well? Well, he does, and it's a way loonier adventure than you ever would have expected at the start of this story!

The well has become an entrance to the underworld, and a deep entrance it is! The drop to that ledge looks like it would have been at least 40', so it's a good thing he was most of the way there when the rope snapped. That the cave mouth is at the level of the ledge suggests that this is level 1, with at least one more level further down.
The first set encounter on level 1 is a giant scorpion! And not just a realistic giant scorpion, but one with tentacle-like legs, no apparent stinger, and spins webs like a spider! Look out, there's two of them!
"Horde?" I only saw two. I wonder how many were watching from a distance and then failed their morale save...

That the constrictor snake encounter comes so fast on the heels of the scorpion battle suggests to me that it was a wandering encounter, attracted by the noise of the first combat.

And then we get more violence against animals. Oh joy...

Lava boils at a temperature of 1,292-2,192 degrees F. If Golden Knight failed that extremely risky leap, he would be taking about 6-24 points of damage from the heat alone, plus should probably be bumped up higher for the toxic fumes and suffocation damage -- so let's say he's risking 8-32 points of damage.

The Editor has a choice of game mechanics for the actual leaping. There is a skill check (I would call that an expert skill check, for leaping that far in heavy mail), or a save vs. science, or even something unofficial like a Strength check.

Things get even crazier on this page, as our hero encounters winged people who, from a medieval perspective, must look an awful lot like angels, yet GK has no compunctions against trying to kill them as soon as they come towards him. On the next page, which I didn't bother sharing, GK acts like the winged men attacked him first, but it sure doesn't look like it on this page.

Moving on, this is Yank Wilson, Super Spy Q-4. Comics.org's experts put question marks by who did this one, and it does look like a quick fill-in job by someone in the Eisner shop, but I'm not sure who either.

We've got a really unusual hideout design here, with a castle built into the side of a cliff (you can see the front of it on the next page), a standalone spiral staircase around a tall column in a really tall laboratory, a skylight-covered hangar above the castle, and a back door exit from the hangar in the cliff behind the castle.








Super-explosives are a dime-a-dozen in comic books already, but what's new is that we know how much this one is worth.

Now, there's a few really weird things about this page, and not just the ridiculously high entrance to the castle. One is that Terro has the audacity to test out the explosive on the village that is basically outside the front door to his castle. I mean, he is taking zero steps to conceal his involvement here, particularly since he just flew a plane from the castle over the village in broad daylight.

But more strangely, Yank leaves Washington, D.C. for Terro's castle before the wounded have all been taken away and, as you can see on the next page, before Terro's guests have even had time to leave. How close is that castle to Washington, D.C.? Does Yank have access to Samson's transporter?
"What?! That's absurd! How could you follow the painfully obvious clues leading here?"

Yank folds like a house of cards. Critical hit? Chance of stun from head blow? It doesn't have to be a surprise attack because he swings at Yank from right in front of him.
Terro's aviator look is pretty cool, and unusual for a mad scientist.

"Pell mell" is a rare term meaning "in a confused, rushed, or disorderly manner."

Yank was only stunned, hence his quick recovery.

The 2nd edition rules for grenades includes a note about catching them before they go off.

It's a little convenient that Terro just had to gas up his plane before takeoff, but what really doesn't make sense is using it on Von Garoff. Isn't it more useful for spies to follow other spies than to kill them?

(Scans courtesy of Digital Comic Museum.)

Monday, August 15, 2016

Mystery Men Comics #1 - pt. 2

We're still on Wing Turner today, and that's because of the "large Coast Guard auto-gyro" pictured here. Now, it's true we do have helicopters that big (and bigger!) today, but I wanted to look up if there really were transport auto-gyros in 1939. Now, I didn't make an exhaustive search, but the biggest auto-gyro I've found so far is this two-seater, which is clearly much smaller. But if this auto-gyro seems fanciful and futuristic, that makes it perfect for a Hideouts & Hoodlums trophy item!

This is George Tuska's Zanzibar, probably my second favorite Golden Age Magic-User after Yarko the Great. While Yarko deals with metaphysical threats, Zanzibar is a street level M-U, dealing with hoodlums. That doesn't mean he isn't crazy powerful (and way too powerful to be dealing with hoodlums!), as demonstrated by him casting a 5th level Telekinesis spell here.

But Zanzibar must not have too many hit points, because here he is getting clocked with one blow!


Now, this page is slightly problematic. Traditionally, a Magic-User can't cast spells with his hands tied, yet Zanzibar casts Knock by just looking at the door. There are two explanations here: one is that every M-U Hero should get to choose which factor he can't cast his spells without -- seeing, moving hands, or talking -- or the other possibility is that Zanzibar is actually a psionic. I'm thinking some pared-down version of psionics might have to go in the basic book as an appendix at this point.

It is not clear at all how Zanzibar snaps his bonds. Brute strength?

Zanzibar casts Knock again (he had it prepared twice), Disguise Self (very clever use of a spell), and ...Hypnotic Pattern? We don't see a pattern, but we can't see how often his eyes were flashing.



This is the Waco Kid, coming into a new town where a gang has killed the sheriff and taken over. Now, normally, most players would get that this is a situation they're meant to fix. But every once in awhile, your players might need a little more motivational kick to get them going. So have the gang approach the Heroes and threaten to take their stuff. That'll motivate them fast!

Also, "Brazos Teale" has got to be the lamest name for a Western bad guy I've ever seen.

This is Inspector Bancroft of Scotland Yard. Now you, as the Editor, might draw a map and think it's a great clue, but it may not be as easy for your players to draw the same inferences from it. Maybe your players infer that the bomber was riding the morning train, and you only meant to clue them in that the bomber is a train enthusiast. You can, at that point: a) change the plot to fit their idea, b) let them pursue a false lead that goes nowhere (frustrating, but it happens!), c) have someone else present suggest the inference you planned (not recommended -- your players will stop trying to solve puzzles and wait for you to tell them the answer), or d) let them learn a new clue while pursuing their inference.

Sometimes you just have to let a stupid plan work. There's no reason why the conductor should implicate himself by filling out the questionnaire, when he knows he's been hand-writing all his threatening letters. But it's the best plan your players have come up with, so you sigh a little inside and roll a save vs. plot for the conductor to see if he falls for it.


This is The Blue Beetle -- yes, just a Mysteryman with goggles on in his very first appearance. There's a couple of points to take away from this:

If you're playing a Hero with a job, and you want to get sent home from work so you can do some heroing, just get hurt. One or two hp of damage, and you're on sick leave!

I'm not sure if this chemical that reveals scratched out numbers is a real thing -- so it seems like a trophy item!

There does seem to be some psychological benefit to being announced by your calling card (in this case, a scarab). I haven't decided yet if there should be a game mechanic benefit, but I'm leaning towards no...

This is a pretty clever, but chancy, strategy, and only works for new Heroes without a reputation for being honest. Claim you want to work with the bad guys, offer them information, then have someone working with you offer the bad guys the same info in an anonymous call to corroborate your story.

There is no game mechanic for having a reputation, though how much XP the Hero has could serve as the Editor's guide. A good rule of thumb might be that you have a reputation within 1 mile for every 100 xp you have.

The first wireless phone wasn't invented until the 1970s, so this is a pretty advanced trophy item!

(Scans courtesy of Digital Comic Museum)

Thursday, July 28, 2016

Keen Detective Funnies v. 2 #7 - pt. 2

Dan Dix, Ship Detective seems like a strip that doesn't have a lot of room to grow, but this scenario does sport some interesting locals. It starts in Miama, is bound for Puerto Rico, and winds up on the Island of Nassau -- and I had to look that one up, but it is a real island in the Bahamas. It almost sounds more like someone's idea of a dream vacation more than an adventure story, until someone starts shooting at Dan.

$50 for a sailboat, even a small one, seems like an awful good deal, but let's give the author the benefit of a doubt; maybe the economics of the Bahamas were like this in 1939.

This cheap deal seems to be the only break these bad guys get; other than that, they are comically incompetent. Which may be fun to read for a page, but does not make for a challenging adventure scenario in game play. Your villains need to be about equally competent with your players.


This is from a one-shot story called "The Keefer Snatch". I find myself highly skeptical that someone could hang on to the side of a car as it drives for miles, then roll under the car when it stops, and have no one in the car notice. In fact, I'd probably assign a stiff penalty to his surprise roll -- like down to 1 in 8 -- but that still makes it possible.


You wouldn't think it from looking at this page, but it brings up an age old issue, as old as Dungeons & Dragons modules themselves -- why do bad guys leave treasure lying around to be collected, without using it themselves? In this case, it's the sub-machine gun conveniently left sitting out while the bad guys try to pick off the cop with their revolvers.


Comic books and their inconsistencies....I had just posted recently about needing to apply falling damage rules to horizontal sliding/falling -- and here's a motorcycle cop who takes no harm from falling off a speeding motorcycle. Maybe there needs to be a save vs. science to avoid horizontal sliding damage?


This is from Spy Hunters. We usually see people seemingly fall dead right away from poison in comics, but on this occasion we actually get an example of the onset time for a lethal poison -- 15 to 30 minutes.


How to rig a trap in a hockey stick (in case you ever plan to do so in a scenario).



Dean Denton, Scientific Detective, doesn't want to ride the fancy plane with the electric refrigerator. That's the only plot point I've seen so far, but it's worth pointing out that an electric fridge light enough to be on an airplane. and this is just the sort of modular perks I was talking about yesterday.



I'm not sure if 12 hours to fix a smashed carburetor and ripped ignition sounds right. Right now, Hideouts & Hoodlums has no mechanic for fixing things, just inventing things. I'm not sure if we need a mechanic for fixing things...

(Scans courtesy of Digital Comic Museum)






Thursday, July 14, 2016

New York World's Fair #1

It's June 1939 and the New York World's Fair is making the rounds in a lot of comic books, but none made especially for the fair like this issue was.

Superman visits the World's Fair. Being mid-1939, Clark Kent is still a Cleveland, Ohio reporter writing for the Daily Star, but he's a veteran correspondent on three continents already.

Superman demonstrates his leaping ability in this story, uses the powers Hold Train, Raise Building, Raise Car (to uproot a tree), Race the Bullet, and Outrun Train in that order.

"Chuck Warner Goes to the New York World's Fair" is interesting in where it focuses, not on famous landmarks from the fair, but the less known presence of track and field events at the fair. Unless I hear a lot more interest soon in the sports genre of early comic books, though, I don't plan on including any new game mechanics for racing or high jumping. These can all be lumped into a static skill roll, where you have a 1 or 2 in 6 chance of doing slightly better than the person you're competing against.

"Hanko Goes to the World's Fair" is a tall tale story that has Hanko's horse tightrope walking from the ground to the top of the Trylon and then he and his horse falling safely from the top of it. This reminds me of Dell's Pecos Bill strip, another tall tale hero I ignored when I went through those issues -- though maybe I shouldn't have? There's nothing in the description I just gave that couldn't be explained away by superhero powers. And a cowboy costume could be a distinctive superhero uniform in modern times. So maybe tall tale cowboys are actually early examples of the superhero class, if not the genre?

I've not been keeping track of how many times I've seen a hoodlum slip out of a hold by slipping out of his coat, like one does in the Scoop Scanlon adventure here. As common as it is, maybe it should be a special move for slick hoodlums?

Slam Bradley and Shorty Morgan visit the World's Fair and get a poison dart thrown at them for their trouble. Heroes will not be allowed to use poison, but there needs to be clear rules for villains' use of poison. Poison will often be potentially lethal -- like the save or die variety -- though death does not need to occur right away. And there will be ways of countering poison (magic, antivenom, sucking out the poison,...).

Someone tries to pick Shorty's pocket too. Picking pockets is a static skill (those skills will not be totally static in 2nd edition, they will just improve slowly). If it fails, roll surprise normally. If the would-be thief failed but still has surprise, the attempt was not noticed. Otherwise, the attempt is noticed.

Slam finds a secret compartment in a fireplace. Even though he knows where to search, he doesn't know what he's looking for, so he has to roll to find the secret compartment (like searching for a secret door). Though, since the fireplace is such a small area, I would also be okay with giving him a +1 or even a +2 situational modifier on his roll.

The Sandman's debut adventure I wrote about previously here.  I'll add some notes here, though.

It doesn't really matter if you want to say your brand new hero is a millionaire or a billionaire -- you'll still have the same starting money and all the rest of your money will be tied up in investments, long-term bonds, or somewhere else where you can't touch it during game play.

The Sandman is said to be an inventor in this story, but his raygun is only a plot hook, not something he ever uses. I'm comfortable with skipping giving him levels in Scientist.

There's no game mechanic right now for Sandman's "queer intuition of danger". I would treat that as a failed surprise roll by the other side, had anyone been actually trying to attack him. Instead, he just seems to sense something amiss is about to happen.

Sandman uses his gas gun several times, but we never see it affect more than two at a time.

The Zatara adventure presents some interesting posers. When Zatara and Tong are falling and Zatara catches them with a "magic stair-case" -- what the heck is that? A Mass Fly spell? Or am I literally to take this as a Create Stairs spell? No, maybe it is Mass Fly, because he uses that spell for sure a few pages later.

Zatara uses some sort of illusion spell to make it appear that he drinks a punch bowl full of liquor. He casts a Mass Reduce Persons spell that shrinks three people at a time down to six inches tall.

Zatara casts a spell on himself that renders him heavier than lead so he can't be knocked off his feet. Instead of doing the same thing for Tong, he turns Tong to stone. I bet Tong said "Gee, thanks a lot, boss!" all sarcastic after that one.

Zatara appears to conjure a private train, but maybe that's just a coincidence that it shows up when it does.

Zatara casts a spell that makes a soldier go "up in smoke". Disintegrate? He also casts Bestow Curse, so that anything a man puts on becomes rags.

He uses his now-familiar spell that polymorphs weapons.

He casts a Mass Telekinesis spell to move two people into the air.

He casts Enlarge on himself, supposedly until he's a mile tall, but I'm not buying that, Zatana! I bet you're 25' tall and just exaggerating a whole lot.

(Read in DC Rarities Archives)




Saturday, July 2, 2016

Action Comics #13

Superman does the stuff you expect from Superman here -- leaping, lifting heavy stuff. Interestingly, he does not rely on super-senses much, leaping up to windows so he can peer right in at the people he needs to eavesdrop on (which is why there aren't many senses-related powers).

Again we see Super-Tough Skin breaking a knife (like in AC #1). Superman is leaping along with a hoodlum under his arm when he's thrown off-balance by the knife attack and reaches out for a window with one hand to catch himself, while dropping the hoodlum from his other arm. The hoodlum then falls to his death. Now, we know Superman could have just fallen to the ground with the hoodlum, land safely, and keep the hoodlum alive, but instead Superman says he got "exactly what he deserved". Golden Age Heroes are okay with bad guys dying, just like most of my players.

In an interesting twist, Superman forces the racketeers he's captured to wreck their own cars with mallets instead of wrecking them himself. Now, there are non-Superhero wrecking rules in the game -- but would you actually use them in this case? There's not any suspense to whether or not the racketeers succeed. When the game mechanics do not add to the suspense of the scene, you can feel free to skip over them.

And that just leads up to Superman's first confrontation with the Ultra-Humanite. Ultra is, of course, the inspiration for the ultra-mad scientist mobster type in Book II.

Superman succumbs to an electrical trap, not because it's early in the development of his character and his limits, or lack thereof, have not yet been firmly established, but because he hasn't prepared any powers that protect him from this much damage. In the future he'll be more prepared with defensive buffs.

The Scoop Scanlon story from this issue, from the summary I read, sounds like a Scooby Doo scenario. People get scared that an Indian curse on some jewels is turning people to stone, and one victim really does appear to be turned to stone. Scoop sets a trap for the bad guy -- a really silly trap, where Scoop makes his own fake statue and talks from behind it, which actually scares the bad guy into confessing. I feel sorry for the guy running a Hideouts & Hoodlums game who has to make it that easy to trick his own bad guys.

Also, for a "five star reporter," Scoop doesn't do any investigating to get involved in this case -- he just drives by and happens to see what appears to be a dead body laying outside a house.

Now, what makes this stand out from your average Scooby Doo episode is that the victim turned to stone isn't a trick -- the guy is really dead and petrified. The killer isn't even a mad scientist; he's just some guy who's found a "rare formula" for turning a body to stone. So, my thought is -- what's a rare formula, in terms of game mechanics? Is it like a spell scroll, only anyone can use it?

Pep Morgan is leaving the South American country of "Latona" -- and this time, I can't even try figuring out which real country that represents. A few more quick comments about the Pep Morgan adventure: one, stopping a mutiny is easy when the Editor lets the mutineers throw a party and get drunk, and two, villainous Captain Sindra sneaks on board Pep's ship, pretending to be a sailor named Johnson. I would never be able to get my players to play seriously if they encountered a character named Seaman Johnson. Lastly, Sindra isn't even defeated by Pep; the boat's captain does it for him.

In the Marco Polo feature, Marco's pet cheetah is captured with "snares" -- these are really lassos. Then the cheetah is dragged into a cage.

Marco isn't just tossed into a dungeon, he gets kicked down a flight of stairs into the dungeon. Falling down stairs can be lethal. Should it do as much damage as falling vertically? Maybe half-damage, rounded up? Fall down a 30' flight of steps and you take 2-12 points of damage.

But later, Marco produces a bag of money off his person. It's not uncommon for Heroes to be able to sneak things into prison cells, like knives or broken glass, but prison guards missing a bag of money? Should I even bother with having guards search prisoners at all?

Okay, now to Zatara's back of tricks...

First he casts a spell that turns him and Tong into gusts of wind for fast travel -- what is that? Gaseous form doesn't usually go with faster movement, which makes it an even more powerful spell. Or is this flavor text for a teleport spell? He also turns him and Tong into shadows later for sneaking around -- or is that flavor text for Invisibility?

Zatara can cast a shrinking spell that reduces a target 75% in size. He casts a hypnosis spell, but the information he gets from the man under hypnosis isn't anything he couldn't get through a Charm Person spell. Some of his other spells look familiar, like turning a gun into a snake (which I've previously decided must be an illusion).

He does seem to cast a new spell when he makes a safe path for someone through the Swamp of Satan. Safe Path apparently lets someone walk without encountering natural hazards, like quicksand.  Or -- is this a Find Traps spell at work?

Another possibly new spell: Zatara casts a Melting Curse. The victim has to save vs. spells or melt away into nothingness. But -- is this really all that different from Disintegrate?

This one is definitely a new spell, though. A Sleeping Hex is a spell you cast on someone who is already asleep, and then they can't be woken up by any means (short of a Dispel Magic spell) for ...I don't know, some unknown length of time.

(Superman adventure read in Superman: The Action Comics Archives Vol. 1; select pages were read at the Babbling about DC Comics blog; the rest read as summaries here.)


Friday, May 6, 2016

Action Comics #10

Superman demonstrates wrecking things and the leaping power of the alien race (or the power Leap I -- more likely Leap II on the cover), despite being out of uniform, in this story. I have long felt a rule about superheroes needing to be in uniform to use their powers was important, to give players a game mechanic incentive to have their superheroes wear a uniform. But since there are examples this early of exceptions...maybe I need something else that offers the same incentive. Maybe the Superhero functions as if one level lower when out of uniform?

Chuck Dawson has pretty clever plan, where he captures a mobster, hands him an empty gun to hold, and then pretends to be the mobster's hostage, while secretly holding his own gun on him. I think I've seen that on TV.

Chuck is exploring a hideout with a peculiar trap; a section of floor that revolves and covers a pit. Which itself is not so unusual, but that the section of floor has a cot attached to it seems odd to me. What if the bad guys got tired and forgot which cot is trapped?

Scoop Scanlon, undercover and in disguise, tries to impress some hoodlums by shooting a clock without looking at it. The penalty would be the same as shooting in total darkness, -4.

After seeing so much racism in the early comics, it's nice to see at least the Persians are getting a fair and balanced showing in Marco Polo's feature.

Zatara gets a hot plot hook at an explorers club in Shanghai -- explorers clubs being a good 1930s-era place for upper class heroes to get their plot hooks at. He's handed a treasure map to the Tomb of Genghis Khan, in exchange for a portion of the profits. Which sounds like a great adventure, really.

Though it seems like Zatara could just teleport straight there, he mounts a normal expedition with hired guides, porters, and the like, offering to pay out 1% of the treasure to split among whoever comes along. Zatara's old foe, The Tigress is there in Shanghai, spots Zatara, and starts shadowing him, which he never notices.

The geography seems a little off to me, as Zatara passes through a jungle in Mongolia. I always try to do more research than that when running scenarios.  Zatara also, foolishly, likes to go to sleep outdoors without posting watches, even though he has a manservant with him who seems like he would serve exactly that purpose.

Zatara tries to get help from a witch he passes on the way, but she understandably doesn't want Zatara robbing her nation's national treasure and offers Zatara what seems like an impossible challenge in order to pass her. Zatara uses a Phantasmal Image (his favorite spell!) to make Khan speak and passes her test, but rightly feeling tricked, the witch runs off to get help stopping Zatara anyway.

Zatara casts a spell on a group of horsemen/nomads pursuing him that has me a little puzzled. As I understand it, he utters "a spell that sends their rides galloping in the wrong direction."  But is that a Mass Charm spell? A Confusion spell? A new spell that would be called Misdirect Steeds?

He also casts a spell that summons a typhoon that Zatara then rides.  I'm still having trouble wrapping my brain around that one -- but maybe what Zatara actually did was summon a water elemental that helped transport him?

Zatara casts a spell that turns the swords of the next group of horsemen against them. Even having seen the page it's hard to say what spell this is? Mass Telekinesis? That's got to be at least a 7th level spell!

A genie -- or djinni as we call them in Hideouts & Hoodlums -- waits in Khan's Tomb with three tests. The first test Zatara passes by fashioning a stone bridge for himself (Stone Shape?). The second test he passes is walking through fire by wearing a coat of ice -- but I think the coat of ice is just "flavor text" for a Resist Fire spell.  The third test is to kill the djinn.  I suppose it's a fair spoiler to say that Zatara's arch-foe/femme fatale The Tigress is responsible for shooting the djinn when Zatara doesn't feel it's the right thing to do (and it probably helped that the genie looked like a hot woman). This not only sets a precedent for djinn being susceptible to bullets (unless they were magic bullets), but also a precedent for heroes and villains to team up to loot a hideout. This way, villains can claim loot that the heroes can't touch because of alignment restrictions and then still split it with the heroes later (unless the villains betray the heroes, of course!).

Finally, Zatara casts a spell that polymorphs all the treasure into dried peas to make them easier to carry. He lets the Tigress get away with a whole handful, which is actually pretty smart. She broke no laws because it's not illegal to kill genies, and letting her get rich takes away her prime motive to commit any more crimes.

(Superman story read from Superman Action Comics Archives vol. 1, select pages read at the Babbling about DC Comics blog, the rest read in summary form here)








Tuesday, April 12, 2016

Keen Detective Funnies v. 2 #2

And we're back!

Meet Dean Denton. He's a scientist-ventriloquist -- yeah, I'm still wrapping my head around that -- who turns his talents towards fighting crime. Not too surprisingly, Dean never once relies on ventriloquism in this adventure, but he is clearly a scientist.

When I developed the Scientist class for Supplement III: Better Quality, my focus was solely on making a class specialized in inventing things. But Dean, perhaps the first scientist-adventure hero original to comics, never invents anything in this story. Instead, he's good at gathering information, short-circuiting power to sections of the hideout, and finding secret doors.

Speaking of secret doors, this page made me think about secret doors in hideouts and -- how do the mobsters who need to use the doors know how to find them? It makes sense that there would be a secret marker over secret doors that, if you knew what to look for, you would spot right away -- like the sun emblem that appears to be over this secret door. Of course, if you use that in your hideout, then once Heroes figure out the secret marker once, they'll know where all the secret doors are. But maybe that's not such a bad thing.

This is Ben "Little Dynamite" Trumpson. I could point out that this car chase is resolved with evasion instead of combat, and Hideouts & Hoodlums' car chase mechanics need to account for both. I could point out that smokescreen ejectors have been on the H&H trophy list since Book II: Mobsters & Trophies.  I could point out that playing a Fighter who is really a beat cop makes it real easy for the Editor to dole out plot hooks to you, but could also give the campaign a "railroad-y" feel, since you would be under orders to take up quests in the order given to you. But I'm mainly pointing this out because it might be the first published work by Jack Cole.

"We've invented a secret compartment in the back of a car! We call it...a trunk!"

I can also point out the pacing of this scenario. I think my players would balk if I had them spend six days in the trunk of a car waiting for a wandering encounter. But then, I don't like to hand-wave time passing too quickly.

And then there's the interesting idea of making a parking garage into a hideout.
Proof that you get more than one chance at open doors rolls.

I also had an idea today for a new rule about playing possum. It will become such a cliche in comics, that playing possum should afford some game mechanic advantage. Maybe allowing for a new surprise roll if your opponent fails a save vs. plot?

I need vehicular combat rules with something about ramming damage.

It's also really interesting how it takes Trumpson "two weeks" to heal from "a few cuts and bruises". Of course, the police chief could be exaggerating -- or, this could be proof that, outside of getting some hit points back after a "short rest", that healing should be a slow and laborious process in H&H.



This is Stoney Dawson, who takes a flesh wound to the head from a gunshot and is just "dazed".  We don't have rules for dazing in H&H.  It was possible Stoney was knocked out, but recovered after a short rest. Another possibility is to have a low chance after any damage of being temporarily stunned.

Also note the medieval castle -- you can still have those in H&H!

(Scans courtesy of Comic Book Plus)



Wednesday, March 23, 2016

Action Comics #8

Superman vs. Zod, Superman vs. Doomsday...the age of sensationalism is still many decades away. This month we get...Superman vs. Gimpy! Gimpy might not be able to go toe-to-toe with even the toned-down Superman of the early days, but he's an evil villain through-and-through -- willing to shoot young boys in cold-blood who can testify against him.

Because of stories like this, that focus on the redemption of children, Hideouts & Hoodlums has a mobster type called half-pints.

This adventure is an early precedent for the Race the Bullet power, as well as the precedent for the Extend Missile Range powers being usable on living targets (as missiles).

Superman's confrontation with the National Guard at the end of this story is evidence that the early Superman stories show him best categorized as Chaotic, Alignment-wise.

In Chuck Dawson's adventure, he falls and takes no damage when he lands in a pile of leaves. Falling damage can be very dangerous to Heroes, but Editors should be prepared to hand-wave that damage on any easy excuse -- if the Heroes are going to need those hit points for the upcoming challenges. One of the challenges of refereeing a RPG is keeping hit points low enough to maintain suspense, but not so low that the Heroes are sure to lose.

The Pep Morgan feature focuses on a ski jump competition. If it doesn't really matter to the story who wins an in-game athletic contest, the Editor could judge by who has the higher ability scores, hand-waving any further game mechanics and describe who wins using flavor text. If it sort of matters, but not really, the Editor could resolve who wins with a save vs. plot (whoever makes it by the larger number wins, if they both make their saves). If it's really important, so that the story revolves around it, H&H doesn't really help you much. The Editor can pretty easily improvise a mechanic, though, if he can work out what a good minimum distance is, a suitable random range the Hero can roll for to add, and then add the number from a relevant ability score to get the distance.

Tex Thompson and Bob check into a hotel run by ape-men! There are plenty of ape-men in comics and many different explanations for how they would exist. In this case, they are brain transplants between men and apes. Although gibbon men have been in H&H since Supplement I: National, a larger and more powerful intelligent ape has been missing from the game so far. Mind transfer machines have been in the game since Book II: Mobsters & Trophies, however.

Scoop Scanlon and Rusty are given a hot tip by a G-Man -- even Rusty comments on how unusual that is. En route to investigate, they get a flat. Scoop can tell just by looking at the tire that the hole in it came from a bullet (skill check for that?). Someone is sniping at their car from concealment, at range, with a silenced rifle. Thank goodness the sniper's not aiming at them or it would be over for Scoop and Rusty! While searching for the sniper, they find a dying man who knows them. The story doesn't tell us, but we're left to assume it's the G-Man. He tells them where to go next in the story.

While trying to save two more people, Scoop and Rusty have to go into a burning house and Rusty passes out first from smoke inhalation. Was it from hit points of damage, though, or a missed saving throw vs. poison? Both account for the variable of Rusty going down while Scoop is still conscious, but Rusty is soon revived by a bucket of water. Is this more evidence of rapid recovery of the first hit point from being down to zero hit points, or of a short duration for unconsciousness after a botched save vs. poison?

Later, Scoop points a machine gun at some hoodlums farming marijuana. They don't surrender at first, but some do after Scoop mows down some of the others. Now, if I had someone pointing a machine gun at me, I'd probably surrender. But that's why we use morale saves instead of the Editor always making a judgement call on when bad guys would surrender -- because there are other factors, and points of view, that can be better accommodated by random chance.

Heroes in comics could be pretty stupid sometimes. Zatara knows the pilots he's rescued were acting suspicious, but he still lets the maharaja's son go up in their plane with them. Editors cannot assume that players will make mistakes that dumb, as most would see that plot development coming a mile away. So, for every major decision the Editor anticipates the Heroes having to make, he should be prepared for at least two contingencies of how they might respond to it.

Zatara, for his part, demonstrates his Spirit Form spell again, Phantasmal Force, Invisibility, Enlargement, and also a new spell that would be called Rain Bullets (maybe a 3rd level spell, a slightly weaker version of Ice Storm, that really does rain bullets down for 4-24 damage, but Heroes in the area of effect would get to save vs. missiles to dodge it entirely).

(Superman story read in Superman: the Action Comic Archives vol. 1; some pages of Scoop Scanlon read at the Babbling about DC Comics blog, summaries of the rest read here)




Wednesday, March 9, 2016

Jumbo Comics #4

Ouch!  Take that, Bob Kane -- Peter Pupp is bumped off the lead feature this month in favor of Inspector Dayton.



This page reminds me that not all traps need to be intentionally left in a hideout. Rotting floorboards giving way (maybe a 2 in 6 chance if normal weight steps on them) could lead to a serious fall.



And if any one ever says to you in Hideouts & Hoodlums that there is only a 1 in a million chance of something working, you know that's got to be only character-driven hyperbole!  In H&H, there should always be at least a 1% chance of anything happening.


I have no game mechanics to discuss from this page of Will Eisner's Hawks of the Seas.  Just enjoy this page layout, as Eisner slowly develops into the powerful storyteller he will become.



This is quite a horrible death trap -- not only is the old man about to be impaled and crushed by a spiked platform descending towards him, but his daughter is chained up nearby and being forced to watch! Extrapolating from this, an evilly-inclined Editor can see how a Superhero could be forced to remain in a deathtrap, without wrecking his way out, by threatening innocents (especially supporting cast!) within sight if the Superhero foils the trap.

Didn't I just see a one-eyed oriental in Tex Thompson? Is this a pulp novel archetype I'm just seeing now?



I think it's interesting that the little girl calls this guy a bogeyman. H&H doesn't currently have any mobster type called a bogeyman. And I like how he can hypnotize and levitate others. Maybe this needs to be a thing? Maybe they could even all have a weakness for tea...


Maybe a pepper jar should be on the starting equipment list? It does seem to be particularly good at blinding bad guys, besides the more obvious use of making people sneeze.






Bob seems to be changing classes (something that was detailed in Supplement I: National). He's going from a Fighter to an Explorer (a class introduced in The Trophy Case v. 1 no. 2) and picking up the tracking skill, plus he seems to be improving with his chance to hit with thrown missile weapons (a bonus not currently available to the Explorer class).


In H&H 2nd ed., though, the Explorer class will likely no longer exist. In that case, Bob's training is all flavor text describing his leveling.




This seems like it would be an interesting jungle-based hideout. The natives here have a lair in a petrified forest so dense that it's just like tunnels underground.




This page shows that even a thrown rock should be allowed to do real damage. But how much? The full 1d6 in the original, more abstract weapon damage system, but probably 1-3 in the expanded weapon damage system.




(Scans courtesy of Comic Book Plus)












Thursday, February 18, 2016

Detective Comics #21

Speed Saunders can walk onto a crime scene, observe the body, and tell from the visual symptoms alone what poisons might have been administered to kill the person. He also just happens to know where to find a mobster's hideout, even though there were no clues in the story about where to find it. Detect Poison and/or Detect Hideout might need to be an abilities added to the Detective class -- if the Detective class ever makes it officially into Hideouts & Hoodlums (it's currently an optional class from The Trophy Case).

Cigarettes tainted with prussic acid is both a murder weapon and a death trap in this story.

The Crime Never Pays filler page talks about the Royal Canadian Mounted Police. "Today, motor cars, fast patrol boats, airplanes, and motorcycles are used by the Mounties to aid the apprehending of criminals. There are more mounted police in automobiles than on horses." Funny, then, that whenever Mounties appear in the comic books, they usually are not using cars to get around...

Buck Marshall spends two days unconscious from going down to zero hit points.

In Spy, spies are shown to be better than average at picking locks.

In Crimson Avenger, grave robbing only warrants a $100 reward for information.

The Crimson's gas gun is shown affecting three beat cops at once.

In this story, Slam and Shorty burn quickly through $10,000 and find themselves needing to find fresh work. But that begs the question -- what did they spend it on? A dollar went a lot further in 1938, and 10,000 of them could buy quite a lot. If Slam was being played by a sensible player, he would be stocking up on healing pills with that money, but Slam seldom seems like he's being played by a smart player.

It reminds me of this one section of Dave Arneson's First Fantasy Campaign, "Special Interests".  It broke expenditures into seven categories: wine, women, song, wealth, fame, religion, and hobbies. In this system, experience points for treasure were only awarded after being spent on one or more of these categories.  Hideouts & Hoodlums doesn't have that rule, and maybe doesn't need that rule, but the categories themselves are worth thinking about.

Wine:  Likely only the recourse of hard-knuckle Fighters, making your Hero a raging alcoholic not only gives him some pathos, but an excuse to do nothing useful during downtime.

Women: This doesn't have to be anything sordid. It could be a Hero bribing people to keep tabs on a femme fatale adversary, or a Superhero who has to hire people to serve as his alibis to fool his girlfriend, who doesn't know about his dual identities yet.

Song: Or partying, is the best way to rub shoulders with other members of your social class. It can be a great way to bring plot hooks to you, instead of going out and pursuing plot hooks.

Wealth: Or the generation of wealth, by investing. If players were interested in tracking this, it could be an annual rate of return equal to the Hero's Wisdom score.

Fame: Heroes generally don't, but could pursue licensing deals, court the press, or even stage events to increase their popularity. Maybe for every $1,000 spent, the Hero gets one +1 bonus to use on a future encounter reaction roll?

Religion: I'm not sure how to put a game mechanic bonus to donating to one's own church, or if that would even be appropriate. Most comic book Heroes are a pretty irreligious bunch.

Hobbies: Again, maybe not so useful for game mechanics purposes, but could be handy for role-playing purposes.

I'm not sure which, if any of these ideas, merit adding into 2nd edition.

Also, there's a trap, where Slam is supposed to fall into a pit lined with spikes. I'd like to keep additional damage for falling simple. If there are not too many spikes, maybe an additional d6 of damage. For a moderate amount of spikes, it could be an additional 2d6, and for a large amount of spikes, it could be 3d6.

(Read at Read Comics)

Tuesday, February 16, 2016

Famous Funnies #52

One is not likely to encounter wandering mobsters as frequently as seen here in Hairbreadth Harry, but combining different mobster types is fair game so long as the combinations make sense in the context of the encounter, or the nonsense of fitting "wa-hoo birds", giant porcupine fish, alligators, and wildcats together matches the tone of the campaign.


This is from gag filler called Life's Like That, and -- like the page above -- I appreciate the absurdity of this.


This month's installment of War on Crime includes this tip: bent license plates are suspicious!


Dickie Dare returns home after a long adventure and immediately seeks out his family and friends. It seems a natural response, but it makes good game sense too. When touching home base after wide-ranging adventures, every Hero would do well to meet up with all their Supporting Cast, check to see if any of them have fresh plot hooks, or just collect the Experience Points from including their SCMs in the game session.

Also note that Dickie, like so many superheroes to follow, is from New York City.

This is from The Adventures of Patsy, and "Can I tell which direction the shot came from?" is a surprisingly tricky question to consider. There is a hear noise mechanic, but gun shots are notoriously echo-y and could well come with a penalty. Plus, there is forensic evidence on the scene to consider -- which side of the cat is the gunshot wound on? At worst, I would probably assign this a flat 50-50 chance for Patsy's friend to answer correctly, and at best I would just hand-wave it and say they can just tell.

Goat joke #18!



Oaky Doaks is going up against a giant! It's hard to say just how tall this stooped-over giant is. Twelve feet tall? That would make him too large for a hill giant. I wonder if I'll keep the distinction between sub-groups of giants...

This is from gag filler called Punky, but I could see a whole boys' adventure scenario built around them getting lost in the woods.

(Scans courtesy of Digital Comic Museum)