You know, this issue really isn't winning me over, and Jupiter, Master Magician isn't helping. Let's ignore for the moment that Jupiter's antennae look like pencils sticking out of his hair. Let's pretend that monster is drawn less goofy-looking and more like the D&D gargoyle it superficially resembles. Let's even try to ignore the fact that, if the city is shielded by rays so he can't locate it, then how does Jupiter know it's far away? Instead, let's talk about how dumb your supporting cast member has to be to volunteer to be a decoy, while you watch a monster carry him away, even though you have no idea if the monster is going to eat him the minute it leaves town with him. And even if they're convinced from the crystal ball that the monsters are taking their abductees to this far away city, maybe the abductees don't need to show up alive, or with their heads still on.
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Sunday, May 30, 2021
Prize Comics #2 - pt. 2
You know, this issue really isn't winning me over, and Jupiter, Master Magician isn't helping. Let's ignore for the moment that Jupiter's antennae look like pencils sticking out of his hair. Let's pretend that monster is drawn less goofy-looking and more like the D&D gargoyle it superficially resembles. Let's even try to ignore the fact that, if the city is shielded by rays so he can't locate it, then how does Jupiter know it's far away? Instead, let's talk about how dumb your supporting cast member has to be to volunteer to be a decoy, while you watch a monster carry him away, even though you have no idea if the monster is going to eat him the minute it leaves town with him. And even if they're convinced from the crystal ball that the monsters are taking their abductees to this far away city, maybe the abductees don't need to show up alive, or with their heads still on.
Wednesday, February 24, 2021
Master Comics #1 - pt. 4
Now, we all know that magic-users can't use rifles, but he never actually uses it except to threaten with it and no one ever calls his bluff.
It appears El Carim is only using escape artist skills to get out of that chair, not any kind of "spell."
One possible plot hole in this story: a previous page called that a "phantom castle." Why? Had it appeared out of nowhere,
or was it just spooky looking? I was expecting more from that.From that last page, I don't get why there would be a tripwire to trigger a landmine, when it would be much more effective if buried - except to make it easier for the players to spot, of course.
Sunday, January 31, 2021
Adventure Comics #48 - pt. 3
Moving on to Steve Conrad, Adventurer, we find Steve on a cruise where he spots and recognizes 'Singapore Sal,' a notorious jewel thief (perhaps after making an INT ability score check?). When she leaves the deck, Steve is surprised she didn't notice him, suggesting they've met before (and letting us know that Steve had surprise in that encounter?). Sal's partner is called Slick -- he's almost surely a slick hoodlum. Steve comes up with a pretty clever trick where he has his comic sidekick slip a handwritten, signed note by Steve under the door, then listen to the two of them talk about their plans through the door after they read it.
The next wrinkle in the story is that Steve tries to stop the valuable jewels on the ship from being stolen. The would-be thief appears to be Slick, but he's wearing a mask and, surprisingly, he manages to get away from Steve easily after just hitting him once with a sap (and not even a head blow at that). When Steve confronts Slick he discovers it wasn't him -- Slick is not wearing the same jacket and hasn't had time to change it. Although the wrinkle requires a bit of railroading to let the thief escape, it winds up being a pretty interesting wrinkle. The clue turns out to be the cord Steve tore off the thief; he doesn't know where he's seen it before until he remembers it was holding another passenger's monocle in place (if the player had trouble thinking of this, maybe he was allowed to "remember" after an INT check).
The only other thing I'm going to say about the Steve Conrad story is that it is extremely verbose with big word balloons in almost every panel.
Am I just going to have to accept that it's a lot easier to throw a missile weapon hard enough to pin it into a wall in comics than real life? In Rusty and His Pals, Rusty manages to throw a spear -- and it's not really a spear, it's just called a spear in the story but it's clearly a lance -- across a room, knocks a man's gun out of his hand, sails right past him, and still hits the wall hard enough to become embedded into it. Did I mention Rusty looks like he's 11 years old? You know...sure, why not. Embedding in the wall is just flavor text at the end of the combat turn that doesn't affect the disarming attack or anything in the following turn.
Having cleared the bad guys out of the house, they consider the clue they have, that they're supposed to look "behind Stevenson," and then they figure out that there's something in the library behind a copy of Treasure Island -- a clever clue, so long as no one felt like reading it and took it back to their room, of course. Behind the book is a button that opens a secret door. The boys realize they need to consider illumination issues behind the secret door so they all fetch candles. They mysterious passage looks straight out of D&D, leading to a small room with a chair, desk, and a small chest on the desk. The desk contains both a clue, a journal, and a secret clue concealed in a false top -- a single sheet of paper, the contents of which we'll find out next issue.
In Anchors Aweigh, we hear about the trick of putting cotton in your nose to make it look broader, when disguising yourself as someone with a broader nose. There is an interesting wrinkle to the story where Kerry finds out the man he's impersonating has a wife who he has to push away without making her suspicious. The last page, though, is terribly confusing. When the Naval officers burst in on the smugglers' headquarters, they leave the driver tied up in the elevator. The driver, trying to escape, makes the elevator go down with his feet. Somehow, the elevator doors do not close on their own (did elevators not have automatic doors at this time?), so the boss smuggler backs up to the elevator and falls. But...somehow he falls onto the driver at the bottom of the shaft and not onto the roof of the elevator car. Were there ever roofless elevators?
Lastly, Cotton Carver and Deela crash-land in a petrified valley where the challenge of this scenario is finding food! On day 2, they find a tree with edible berries (skill check to identify they are not poisonous?). Hunting for meat, Cotton knows he will run out of bullets soon, so he builds a bow. The terrain gets progressively worse for them; they come across a chasm thousands of feet deep filled with hot geysers, and at their backs they encounter three ape men armed with warclubs weighted for throwing. The ape men seem unusually intelligent and manage to defeat Cotton, then carry them away down to the bottom of the chasm by leaping from branch to branch growing out of the rock wall. Cotton was only stunned and cowardly shoots the ape men in the back (I guess with his last bullets?). Too bad he didn't try to talk to the ape men, because it seems like they could talk. They probably also were responsible for making the stairs they find, and the tall ladders that lead to the top of a volcanic cone. The volcanic cone is dangerous because of poisonous fumes in the air. Both of them make saving throws vs. poison and Deela fails, faints, and falls off the ladder. Cotton grabs her with an attack roll, then makes a Strength check, probably with a significant penalty (-5? More?) to continue climbing the ladder one-handed, while holding Deela with the other.
(Read at readcomiconline.to)
Saturday, January 16, 2021
Miracle Comics #2 - pt. 4
This is Blanda, Queen of the Jungle. I could make a bunch of "bland" jokes here, but I only wish this feature was blande. It's actually racy (Blanda is bathing nude on one page, and only her long hair conceals her nudity) and incredibly racist. I'm going to make you suffer just this one page as an example. The only thing I can recommend from this page is the tactic of pushing sacred animals in front of your enemies to keep them from attacking.
Saturday, January 2, 2021
Target Comics #2 - pt. 3
Wednesday, December 23, 2020
Target Comics #2 - pt. 1
Monday, May 18, 2020
Fight Comics #3 - pt. 2
I don't have much to say here, but I like the layout of this factory. There's enough detail that one could start to fashion a map based on it.
"Huge fish?" Is Kinks not aware that looks like a dolphin or porpoise?
Kinks is immune to the bends, or just making all of his saving throws?
It's unclear if Kinks has more than one crew member on his boat. It doesn't seem to be that big, so it's possible there is just this one guy.
Wait, didn't they want to test that ray on Kinks first? I guess Plan B was to invade the surface world without running any tests on the ray yet.
Kinks' strategy might work over time in a chase scene; if not everyone makes their skill checks to increase speed, then some pilots will fall behind and create these gaps between ships.
This is also an interesting example of rayguns having limited charges.
Spoiler - Kinks wins. So let's jump ahead to Fletcher Hawks' favorite lumberjack, Big Red McLane. We've talked before about pacing golden age scenarios and sometimes they can require a lot of patience (this is baked into Hideouts & Hoodlums in various ways, from the low chance of wandering encounters to the slow rate of healing from hit point loss). Here, we see that Big Red has to wait out in the woods for two whole days before this encounter finally happens.
The six bad guy lumberjacks -- what do I stat them as? Brigands, maybe? -- they don't fare well against Big Red despite two of them having weapons vs an unarmed attacker, and using the tactic of surrounding him to make sure at least some of them are getting an attack-from-behind bonus to hit.
This is an unusual reward for a scenario, both the flapjacks and the percentage stake in the company rescued. The latter is actually a great idea, giving the Hero(es) incentive to keep protecting the company against future threats.
The lumberjacks were careful to use facing to their advantage in the above encounter, so I share this page of Oran of the Jungle to show how Oran deliberately tosses away any benefit he would have from it by jumping down into the middle of the group of natives. It seems like the smart thing to do would have been to jump down before they reached him, so he can block them from getting to the village, or jumping down after them, so he can attack them from behind. The only benefit I can see here is if he is expecting to get the "combat machine" advantage of fighters and multiple attacks against low Hit Die mobsters, so he places himself within reach of the maximum number of opponents.
Oran tracks them all night. Just think about how dark that second panel would really be, then, compared to how clearly we see the tracks in the dirt, and try to imagine what kind of penalty you would assign to Oran's tracking skill check. Then he successfully tracks them for hours. How many skill checks should that be? I would count this time in exploration turns, which means he has to succeed at six skill checks per hour. That is a lot of lucky rolls!
Oran is overwhelmed because the natives use "heavy weapons." H&H doesn't distinguish between normal weapons and heavy weapons. I would take this simply to mean that the weapons feel heavy as they are bludgeoning him for so many points of damage.
(Scans courtesy of Comic Book Plus.)
Saturday, May 16, 2020
Fight Comics #3 - pt. 1
This could be the last comic book I read at the age of 48. Will Fiction House do right by me?George Tuska's Shark Brodie is on the island of Tahilla, a fictional South Seas island.
Taverns are a great place to sit and listen for rumors, no matter what milieu your campaign takes place in.
Urban Dictionary has some pretty disgusting suggestions for what "angel cake" is slang for. In this case, I think Brodie just means they don't look like angels.
It takes five-to-one odds to take Shark down, which is pretty good considering Shark should only be a 2nd-level fighter by this point.
Deathtraps involving tides are surprisingly rare to this point, but sharks are a dime-a-dozen. Now, defending yourself from a shark by kicking it, I don't think I've ever seen that before or since...
...so it's disappointing that the shark is ultimately dispatched with a cliched knife.
Non-superheroes being able to wreck rope bindings is possible in 2nd edition Hideouts & Hoodlums, but conditions are far from ideal for it by the time Brodie succeeds. I would give him increasing penalties each turn as the tide rises, until he finally got a lucky roll.
Does Shark not own dry clothes to change into?
Moving on to Saber, the future hero of 1998! Here, America is attacked by an air force. And what an air force! Can you imagine how tough a plane would have to be to fly straight through a skyscraper without being damaged, or even knocked off its flight path?
So, when did Saber start investigating the ranks of the Army and Intelligence Department? Just this morning? They must not be very large departments in 1998.
Okay, I've got some problems with this scene. If this traitor knew the planes were coming, why is he hanging around to watch? Is Saber only lucky to be standing that close to the traitor while using his Detect Thoughts power?
The coordinates given here don't point to anywhere specific.
Saber has invented a Helm of Thought Casting.
Complications in aerial combat usually occurs only between planes, but anti-aircraft guns can cause complications too. Losing a tail fin can force you to land.
Where was this American air force when the enemy air force was attacking? There seems to be no fighter planes present in either air force, only bombers. So whichever air force has the higher ground automatically wins.
I think that's enough of Saber for today. Let's peek in on the Kayo Kirby story. Lead-filled gloves cause more serious damage than normal boxing gloves, though really, punch someone enough with even normal boxing gloves on and you can do serious harm. I think we can say that lead-filled gloves do normal weapon damage instead of punching damage.The thing that tickles me about this page, though, is that the would-be killer's name is Slam deMan. If I was ever to become a wrestler, I would go by the name Slam deMan.
(Scans courtesy of Comic Book Plus.)





















































