An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Wednesday, March 22, 2023
Fight Comics #4 - pt. 2
Monday, January 16, 2023
Amazing Man Comic #11 - pt. 4
Spoiler: The Shark wins.
Thursday, September 1, 2022
Thrilling Comics #3 - pt. 4
Max should be statted as a guard, or maybe a beat cop.
Note that our two Heroes intentionally surrender to Von Sneer, no doubt to learn what he's up to. If they'd wanted to, they could have rushed him, even from across the room, and still gone before him if they'd won initiative (which I see happen in comics a lot!).
It's worth noting that Heroes shouldn't have to worry about what languages they know, but you're encouraged to take this benefit away from non-Hero characters. This is a good way to give Heroes another advantage over normal people (and here, greatly assists the plot!).
This page brings up an interesting point, because a lot of the time Heroes are tied up for deathtraps, but are almost never gagged. And they almost never yell for help either. Now, we don't expect them to because it doesn't come off as very heroic, but it is certainly the most natural reaction to being tied up.I am skeptical about allowing a filing cabinet tipping over on someone to knock them out - though it will famously be super-effective against Iron Man years later - and would probably allow this to do no more than 1 point of damage. Of course, it's possible for mobsters to only have 1 hit point!
That's a really good guess as to what the oil drums are for. I probably would have guessed they were smugglers myself, but this makes for a better story with higher stakes.
It's weird how physics work in comic books to feed the narrative. A filing cabinet tipping over knocks out a guard, but Lucky bounces down a flight of stairs, caught halfway in a barrel, and seems virtually unharmed. Two thoughts: 1) this proves that damage ranges are a thing, and 2) it makes me wonder if objects should be able to soak damage. I have ruled before if you fall on a person, you can half your damage and transfer the other half to the person you're landing on. But if we applied that to inanimate objects...then armor has to work much differently game mechanics-wise. I think we'll skip this for now.
Tuesday, December 14, 2021
Zip Comics #3 - pt. 5
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.
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?
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.
Friday, January 29, 2021
Adventure Comics #48 - pt. 2
The plot is one we've seen before and will see again -- the hero stumbles across a crime school where a professor (or professors) teach classes on forgery, safe cracking, and killing in exchange for a cut of future profits. This one is pretty expensive -- a complete course costs $5,000, plus 25% of your take for the first year. I would be really leery of allowing a real game mechanic benefit to this.
Steve Carson (our hero) disguises himself as a "tough" by smoking a cigarette, going without shaving, and possibly darkening his eyebrows. He's caught -- not because he looks just like Steve Carson, but because he gets fingerprinted and the Professor somehow has all federal men's fingerprints on file.
Fitting in with the dark themes at DC Comics this month, the deathtrap is a suicide machine -- you're strapped in, with a gun in your hand, and the machine makes you squeeze the trigger and shoot yourself in the head. Without wrecking things, it's a pretty foolproof deathtrap -- so the only way out for Steve is to have one of the hoodlums turn on the Professor and free him. The twist is that the hoodlum did it -- and sent the fake $1,000 bill to tip off the feds -- not out of any altruism, but revenge because he was about to be expelled.
By now, the Sandman has been downgraded from billionaire Wesley Dodds to millionaire Wesley Dodds. Wesley is shown smoking a pipe, and the Sandman carries binoculars for the first, if not only time, in this issue.
Dian Belmont is in love with Wesley already, if her letter to him is written honestly. Her father, the D.A., learns Wesley is the Sandman in this story and seems cool with it, even though the Sandman was wanted by the police in the past.
The Sandman is shown jumping safely from a second floor window. Should stunts be able to lessen falling damage? Maybe. Maybe...half damage per 10', per stunt?
The Belmonts own a Chris-Craft -- Chris-Craft Boats was an American manufacturer of boats that was founded by Christopher Columbus Smith. This page is a good commercial for them -- it's fleet, and can easily catch up to a yacht.
When Sandman searches Judge Quick he finds a letter in a secret pocket. I'm not sure how you conceal a "secret pocket" on your person. A pocket inside your jacket certainly wouldn't qualify as "secret." Maybe it's sewn to the inside of his pant leg...? The letter is a major clue without even reading it, because it smells of one of the suspects' perfume.
Sandman climbs a wine-covered trellis (it's called a ladder, but it's pretty clearly a trellis) to an upstairs window, which should be a basic skill check, maybe even with a bonus if the trellis is sturdy. Dian, the Woman in Evening Clothes (and that's including high heels, no doubt) climbs it right after him, and that's got to be an expert skill check.
In one panel, the gas from his gas gun is referred to as "deadly."
In Socko Strong, Socko is trapped in a deathtrap underwater, but he finds a trapdoor that serves as the drain for this pool. It feeds to an underground stream and Socko is swept into it. He emerges, "finally," on the bank of a river. But how long was he underwater? Were there pockets of air for him, or did he hold his breath the whole time? We're not told, but those details can mean life or death in a realistic campaign.
The next day, while shooting a film, the guide wire snaps on a heavy arc lamp, and the lamp is about to fall on a small girl. "The entire group all stands motionless in frozen horror -- except for Socko..." Now, there's two possible explanations for that. One is that, as the only Hero present on the scene, the Editor is making sure none of the other characters on the scene can upstage him. Or, the Editor used surprise rolls to determine if anyone was surprised by the falling arc lamp, or perhaps Socko surprises the falling arc lamp, giving him even more time to act.
In an interesting twist, the father of the girl was paid to kill off Socko by sabotaging his parachute for the next scene to film. Doing the good deed pays off and saves Socko.
(Read at readcomiconline.to)
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)
Friday, February 22, 2019
Crackajack Funnies #20 - pt. 1
Here, Don and company show us the best way to get through a minefield.
I didn't really need to share this page; I just think "Doctor Thor" is such a cool name. Don Winslow had a good rogues gallery.
In this age of automatics, we forget how easy it once was to stall your motor. There should maybe be a small chance (1 in 10?) per turn of a car chase of stalling your motor, or it could be just added to the list of halting obstacles listed in the chase rules in 2nd edition.
The scale seems to be off on the Dwarf in that last panel -- he looks huge in that front seat.
"Espionage, eh? Sounds like a good name for a feature!"
Trying to pass yourself off as an inspector is one of the great RPG ruses and works perfectly here. You might have to forge some credentials, as not everyone will take you at your word like Mr. Rello seems to.
Note that Ed Tracer did not have to actively feel around on that wall to spot it was fake; secret door checks can be done on sight only.
Hideouts on piers with motorboats docked underneath them is practically a cliche by now on this blog.
This is the same year Dell will begin publishing squeaky-clean Disney comics, so I'm amused that they're still publishing stories about dope smugglers in February.
I like how, in 1940, the U.S. government is never a suspect. Conspiracy-based scenarios need not apply in the golden age!
Clipping the spark plugs is one of those complications I'll have to add to my vehicular combat rules.
The fighter aircraft pictured here is most likely a P-35. It's an interesting choice to compare the stratosphere plane to, as Wikipedia claims the "P-35's performance was poor even by contemporary standard" and "it was already obsolete by the time deliveries were finished..."
Wash gives us some more pricing information, with $830 being the cost of all new windows for a building and $300 being the cost of repainting a building.
Extortionists can be statted as bandits, at least according to Wash.
Rather than stat bodyguards, I think we need to recognize that Easy's pals are probably mid-level fighters, like he is.
Another example of non-Heroes needing longer to heal, in this case the hoodlums need three weeks to recover from being reduced to zero hit points.
Wire-tapping your own phone seems a sound strategy, especially if you suspect you have a spy in your midst.
(Scans courtesy of Comic Book Plus.)
Thursday, October 4, 2018
More Fun Comics #49 - pt. 3 - More Fun Comics #50 - pt. 1
In the water, the story shows how swimming with logs is dangerous; the logs bob up and down in the water like swinging clubs, so anyone in that environment is subjected to 1-4 head blow attacks per turn, depending on how densely packed the logs are.
Bulldog Martin is in Egypt, where the Phantom of the Pyramids has been raiding tombs. The Phantom wears a metal helmet that serves as armor (precedent for helmets helping Armor Class?), and carries a gun with a silencer and a crowbar.
Moving on to #50...
Wing Brady is riding to the rescue of a French Foreign Legion regiment who have fallen victim to vicious tactics -- nomads have snuck into their camp and killed the sentries so no alarm can be raised when the main force rides in.
Biff Bronson and Dan Druff encounter perhaps the first mad wax sculptor in comics. This is a dark story; the sculptor not only kills people and coats them in wax, but they stumble across a bust that is a cut-off head. They sneak back into the museum by climbing a tree and finding an open skylight. During their scuffle, a can of ether falls into a hot vat of wax and fills the whole room with poisonous fumes. Only Biff and Dan make their saving throws and leave conscious.
King Carter follows up on a hit-and-run in India and the trail leads to an "evil" prince, Ali Ghazi (groan), who is plotting an uprising against the British. Ali has a guard who is armed with a scimitar, but is easily defeated with a punch. Ali is tough; he can throw a dagger so hard that it can crash through a window and stab someone (windows don't count as cover?). Ali doesn't use jail cells for prisoners; he seals them up inside brick walls, Cask of Amontillado-style. Brick walls are easily broken if the cement is not dry yet, apparently, making for a pretty weak prison. The palace (consistently called a castle) has at least one tiger wandering its halls.
(Read in fullcomic.pro)
Tuesday, August 14, 2018
Champion Comics #3 - pt. 3
Memthet seems to be a fictional location.
Revenge of the Zombies is a serial probably based on the 1932 classic White Zombie. Here, for the first time, we see undead zombies instead of space zombies or green hairy zombies. We also see Voodoo Charms, which act like a Charm Person spell on anyone wearing them.
The story is surprisingly dark, what with the dead goat left on the doorstep here, and later a dead pig is thrown as a distraction.
This serial is called Yacqui Gold. Yacqui is an Indian people indigenous to the southern Sonora state, on the west coast of Mexico. The art is by an obscure artist, Roland (or Romana?) Patenaude. Most of the art looks rushed, but the inking on that fifth panel is gorgeous.
Here is an encounter with a cougar (puma), and another example of a mobstertype being killed in one hit.
Weakness from loss of blood is not a game mechanic in Hideouts & Hoodlums, though needing to sleep is an implied mechanic and perhaps he was also just really tired.
(Scans courtesy of Comic Book Plus.)











































