The Masked Marvel is slumming on this adventure, tackling stamp counterfeiters. He apparently has a power that allows him to translate codes super fast. A Read Codes power?
As a superhero, MM should be able to rip open that wall safe with brute strength, but instead opts to play safecracker and hope for a lucky skill check.
Here we have a rare example of a disguise failing. A small printing press probably still weights just over a ton, meaning The Masked Marvel had to use Raise Car to lift that.
This is from Spy Hunters and it demonstrates some of the challenging solutions players have to come up with in a low-level campaign, or even a solo mid-level campaign. A more powerful group of Heroes would have just stormed in there and fought their way to the prisoners, not coordinate with the prisoners via thrown note and stage a diversion for them.
And I share this page because these continue to be good tactics. Again, bear in mind that these must be low-level fighters -- because mid-level Heroes can usually take out low-level/Hit Die opponents in large numbers -- so they are using sneakier tactics like hit-and-run raids to steal better weapons from the enemy. They also use the terrain to their advantage, not only using the height advantage of the hill, but seeking out a cave to bottleneck combatants into.
One good thing you can say about cultists -- they know to change their passwords often. There's now a stat entry for cultists in 2nd edition Hideouts & Hoodlums.
This interesting wrinkle turns out to be a good history lesson. 3-D film was first shown in 1915, but it either didn't work very well or just failed to catch the public's interest. Most people wouldn't have even heard of 3-D film until 1936, when a 3-D short won an Oscar, and it would not be until 1939 when millions first witnessed 3-D at the New York World's Fair. Out here in California, though, it is conceivable that many of these cultists had not made the trip to New York yet and could be fooled by their first exposure to 3-D film.
It takes Dean Denton all day to invent something, and it's not even anything major (spoilers: it's a calcium chloride bomb with an external trigger).
What I really like here is the multi-tiered cave complex, where one can lower oneself from the ledge of one level down to a lower level, without having to look for stairs or sloping tunnels to get down.
From a filler page called Detectionotes! -- this note about the FBI not being able to arrest people before 1934 is another useful history lesson for any H&H campaign set pre-1934 (or a later campaign with a very detailed backstory, or a time travel adventure...).
(Scans courtesy of Comic Book Plus)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Wednesday, October 19, 2016
Monday, October 17, 2016
Feature Comics #24
Today, I lap myself, sort of. Back in the Winter of 2012, I did a lengthy review of this very issue in the sixth issue of my ezine, The Trophy Case -- and that article was in many ways the prototype for what I've been doing here on this blog for almost two years now. So, rather than re-read this issue and try to glean new insights from it, I'm going to share what I wrote then in my "Comic Book World" column.
Over 68 pages, Feature Comics #24 gave you a whopping 22 features between 1 and 9 pages long. And, reading it, it gives me a bunch of ideas about how I could use this stuff in an H&H game.
The first feature, the longest of the bunch, is a Charlie Chan, complete-in-9-pages mystery. Charlie Chan is drawn to resemble Warner Oland, the original actor to portray Charlie Chan in the movies. It seems a little creepy, actually, since this issue came out 13 months after Oland died, but given Quality’s reputation of reprinting never- or obscurely-published comic strips, it is likely that this strip was done before Oland’s death.
The page layout and story pacing suggests this might once have been intended as a three-panel comic strip – perhaps a blessing in disguise for the short story, as it forces a slight advancement in the plot to happen every three panels. It is also fortunate that the plot is fairly simple and straightforward, as Chan has to decide which of the passengers around him on a ship is actually a master jewel thief named Grissac (which is not also the name of a Captain Marvel villain, but so should be).
The plot is straightforward in that there are few complications (Number One Son is conveniently
indisposed with sea-sickness for the whole story so we are never treated to a comic sub-plot) and
simple in that Chan makes several assumptions that just luckily turn out to be true (like how the
friends that he last met two years ago are beyond suspicion). It’s still a true mystery story, though,
with a satisfying resolution. The main clue did escape my attention as it whizzed past at the
rapid pace of the story. And, better still, it charmingly evokes the feel of the Charlie Chan films.
If I was running this scenario as an H&H adventure (I’ve seldom, in 28 years of gaming,
been lucky enough to have players who enjoy a mystery scenario, but hypothetically), I would
make a list of assumptions the players could make that are true and roll for one assumption for
each Hero -- like a rumor table, but with all true ones. Nothing bogs down a mystery scenario
more than players who are afraid of spending too much time on a dead end and, I suspect, this
approach would help narrow their options without making the scenario feel railroaded. I would also
take from this story the effect of its pacing and be prepared to have a character around the Heroes
voice a clue or helpful suggestion – or just have something happen around the Heroes, like a
knife thrown from the dark – at frequent intervals.
For a longer scenario, I might also take an old time movie, like a Charlie Chan film that my
players are unlikely to have seen or recall accurately, and steal from it like crazy.
Following the longest story in the issue is a one-page feature called “Off Side” that consists of
four, one-panel jokes. The jokes aren’t funny, but I suspect they aren’t meant to be. Instead of an
abrupt transition between features, these one-pagers serve as a sort of pallet cleanser, getting
you ready for the next story. Perhaps one reason there are no successful anthology comic books
anymore is that this technique has been forgotten. The abrupt transition forces the reader
to either ‘switch gears’ quickly or put down the comic book for a while and come back to it later,
while a successful comic book is devoured in one sitting.
That said, the next feature was not worth the pallet cleansing, being instead another three pages
of pallet cleansers bearing the name and character of Lala Palooza. Lala is an upper class society girl plagued by her comic relief, good-for-nothing, Wimpy-like, live-in brother Vincent. Indeed, if Lala was ever actually the star of these one-pagers, she has long-since been eclipsed by Vincent’s shenanigans. Vincent fights and gambles when he’s not being idle and avoiding work, making it impossible to understand why Lala would put up with him – but I suppose that’s more thought than you’re supposed to invest in this. The past page of the three is the last, with the semi-clever notion of contrasting Vincent’s classy-sounding diary entries with how he really spends his day.
Rance Keane is Feature Comics’ resident cowboy. The plot is nothing original – a conman is pretending to be the inheritor of a ranch so he can sell it, but Rance can tell he’s a phony because the conman is dumb enough to use the wrong hand. What makes this story worth studying is that every character -- the sheriff, the old Indian, the cowhand -- has a history with Rance and we even learn who long he has known them. Every H&H Editor needs to put at least this much effort into planning how Supporting Cast Members know each other and how they figure into the Heroes’ back stories.
Rance would enjoy some better than average artwork in future issues, but none of it is on display yet in issue #24.
The following two pages are more pallet-cleaning comic strip reprints. ‘Toddy’ is about a Dennis the Menace-like young scrapper who clearly makes his mother miserable. ‘Mortimer Mum’ is less clear. In one half-page installment, Mortimer becomes a ‘mum’ when he finds a baby in a basket on his doorstep, but the following installment is a short joke at Mortimer’s expense with no baby in sight.
Two pages of comic strip reprints of ‘Jane Arden’ follow, spread out over four pages. It’s hard to say what Jane is. Each page of her strip ends in a paper doll of Jane or one her friends with some outfits to dress them up in (go on, kids, cut up your comic books!) so it would seem she’s a model, but the police are asking her to go undercover for them at the beginning of this adventure. The plot is similar to the Charlie Chan story, but this time Jane needs to find a jewel thief by locating his fence, rather than picking him out from a crowd of suspects. There’s not much to recommend about Jane Arden for H&H, though perhaps one could make an argument for using paper dolls as miniatures. The artwork on Jane Arden is quite good and usually the best work in Feature Comics since Will Eisner’s Black X
moved to Smash Comics.
At the bottom of each page of Jane Arden is a shorter strip called Lena Pry, a very poor quality Li’l Abner clone. The less said about it the better. The two-page ‘Big Top’ is a straightforward soap opera, but with all the visual appeal of the circus. It anticipates the movie The Greatest Show on Earth by 14 years, but is otherwise of little use to gamers.
Another page of ‘Off Side’ follows with one good visual joke out of five attempts. This time the pallet cleanser is there to get you ready for ‘The Clock Strikes’. This was Feature Comics’ big draw until Doll Man debuted. Bought from his previous publisher, Centaur, The Clock is not only widely credited for being the first original masked character in comic books and for being the “missing link” between the pulp heroes and the superhero genre, but also must hold a record for the sheer number of titles he jumped around between two companies. That said, it is also easy to see how The Clock would up languishing in obscurity, with the fault almost entirely being in the hands of his creator, George Brenner. A subpar artist, Brenner would seldom draw any kind of action scene, would trace old panels as often as he could, and one time committed the unpardonable sin of reusing the entire art from an earlier issue with only the word balloons changing.
In this installment, Brian O’Brian (usually spelled O’Brien) drops in on his friend, Police Captain Kane (hint for H&H players: police contacts are great for picking up plot hooks!), and learns of a swindler who is about to get away scott free because the witness against him has been murdered. The police have nothing other than circumstantial evidence linking the swindler to the crime, who has an alibi to boot. Still, that doesn’t keep Brian from suspecting him and he mails him one of The Clock’s business cards with the threat that he will show up at midnight. The swindler, frightened, summons all his accomplices to help protect him. This is all the proof The Clock was waiting for, as he needed to catch the swindler and the real killer in the same room to prove their collusion. He then paralyzes
all three mobsters present with nerve pinches so the police will find them together. How a good
lawyer wouldn’t manage to get them off on evidence like that is never explained, but in a five-page story you can’t expect an episode of Law & Order.
The best lesson the H&H Editor can take from this is not to get too hung-up on the reality of how the law works. Flimsy evidence and the admissibility of evidence gathered by vigilantes are staples of the genre. And in most cases, that’s all it takes. Except for a few popular supervillains, most bad guys who get arrested are never heard from again.
The following pallet cleanser is a half-page of ‘Rude Goldberg’s Side Show’, a quarter-page of
‘Candid Cartoons’ and a quarter-page of rhyming ‘Twisted Tales’. Rude Goldberg’s witty inventions
are rightfully famous and this issue’s mosquito killer is no exception (the mosquito, having dulled
the tip of its proboscis on a false leg, will surely head to the nearest emery wheel to re-sharpen it…).
The next four pages are dedicated to the ‘Joe Palooka’ syndicated comic strip. Joe is a boxer from Brooklyn(though we never see him boxing in this issue) who isn’t well-educated, but his innocence highlights the hypocrisy of everyone smarter around him. It’s a charming strip.
‘They’re Still Talking’ is a one-page pallet cleanser drawn in the ‘Ripley’s Believe It Or Not’
style, but with a sports theme.
The next four-page feature is ‘Gallant Knight’, a Prince Valiant-lite story of the paladins of
Charlemagne. Sir Raymond of Navaria has just won a duel with a Tartar spy, but is still lost in the
Enchanted Forest until he comes across a lone maiden at a bridge who offers him water. The maiden is an “enchantress”, but only in the magic-lite sense that the water is drugged. Easily subdued by soldiers who were hiding nearby, Raymond is dragged off to the court of the unimaginatively named Land of Shadows where he is made a slave.
Meanwhile, Sir Neville goes in search of Raymond only to encounter the same maiden, but luckily thinks he’s too busy to drink the water and has to be dragged down by greater numbers by the soldiers in hiding. Later, Raymond passes Neville’s cell and warns him that all the food and drink is drugged to keep the slaves weak. By not eating, Neville is able to stay strong enough to overcome the guards until he finds someone with a whole pot-full of “potion” that will serve as an antidote to the drug.
With the rest of the slaves freed, the King of the Land of Shadows is quickly overthrown. Raymond stays behind and Neville rides away as this serial draws to its not-too satisfying conclusion, with a note at the bottom that next month will feature the new adventures of Captain Fortune. No explanation is given as to why these Frenchmen have such English names.
The following pallet cleanser is another page of ‘Rude Goldberg’s Side Show’, ‘Candid Cartoons’, and ‘Twisted Tales’, with the first of the three being the only reason to pause on this page.
The next three pages come from another syndicated comic strip called ‘Dixie Dugan’. ‘Dixie Dugan’ seems to be a soap opera with a strong vein of comedy thanks to her Pa, a sort of domesticated Captain Haddock. The art is on par with ‘Jane Arden’. At the top of each page is a short strip staring “Good Deed” Dotty, done in an entirely different style. Sort of a homely Little Audrey, Dotty is about as whimsical as you can get in three panels.
‘Slim and Tubby’ is an unusual two-page feature. It’s set on a dude ranch and you’d think
it’s a Western, but it’s really a soap opera. Slim and Tubby are ranch hands, but they’re more like
spectators to the drama going on between the guests on the ranch. The theme of this issue’s installment is boxing, with two guests at the ranch being boxers; one is a bully and the other wants
to teach the first one a lesson by training one of the cowhands (not Slim or Tubby, but a tougher
hand named Benton) to box him.
“Wind screamed through the taut rigging like angry ghouls,” begins the two-page text story “Devil’s Head”. All comic books had a couple of pages of text story back then so they could be sold at cheaper magazine rates. This is a simple, but heartwarming tale about two brothers, one tough and one timid, and the inner strength the former learns of too late from the latter. However, what really makes this story stand out is the overblown prose which, if taken literally, would make for an exciting H&H adventure about a ship beset by ghouls and demons during a storm.
The next syndicated feature is four pages of ‘Ned Brant’ comic strips. Ned is a high school/college football coach who takes some of his players along with him adventures. Because the art is pretty sketchy, it is hard to say what exact age the players are supposed to be. One of them has a rich father who believes mobsters are looting one of his gold mines. He is right, but the coach and players find the secret tunnel to where the gold is being kept and ambush the mobsters.
What makes this H&H-relevant is the temporary Supporting Cast Members – for this adventure only, the regular cast is accompanied by two unnamed government agents. The author uses them exactly right, keeping them around to eliminate false leads while keeping them away from the action until the heroes have had a chance to shine. In this case, had the government agents not been there to check out the tire tracks, the heroes might have followed them and wound up being miles away when the
mobsters doubled back for their gold.
Two pages of ‘The Bungle Family’ follows, a syndicated comic strip about George Bungle and
his domestic adventures of getting so into a radio program that he literally sticks his head inside the
radio, or catching so many fish he sinks his boat and then no one will believe him. It’s light-weight
comedy done in a cartoony style, but the imaginary radio show, “Daggers of Doom” actually sounds more interesting. The artist has a gift for drawing clothing patterns. Each page of ‘The Bungle Family’ is accompanied by a cute two-panel strip called ‘Little Brother’ and a one-panel strip called ‘Another Day Shot’ that misses two chances to be funny.
The next feature is the four-page ‘Reynolds of the Mounted’. This installment is unusual for starting in medias res, jumping into the action without even an explanatory caption. A killer is out for revenge against a village of fur traders. The effort to bring the killer to justice requires an ensemble cast, with Reynolds assisted by fellow Mounties Bob and Tom and pilot Bert.
Reynolds is a low-level Fighter; the only time he goes solo, he is knocked out right away. The story has a randomness to it that makes it seem like it was a RPG transcript as well; you would expect Reynolds to deliver the final blow to the bad guy since it is his strip, but Bob is the one who hits the bad guy – with a crashing plane. It’s like Bob blew a saving throw, but the Editor took pity on him and turned his fail into a win. Also worth pointing out to H&H Editors is the role weather plays in the story. Reynolds wants to play it safe and wait for Tom and Bob to come back to him with dynamite, but no Editor would want the low-level Heroes having over-kill like that. So the weather just happens to turn dangerously cold, forcing Reynolds to act rashly or take cold damage.
A one-page pallet cleanser of six panels of mildly amusing ‘Off the Record’ follows.
The last feature is four pages of the syndicated humor strip ‘Mickey Finn’. Mickey is a cop, but this is as much a police procedural as Car 54, Where Are You? half the time, he is just watching his dim-witted Uncle Phil getting into trouble. At the top of each page is a three-panel strip called ‘Nippie’. Nippie is a boy who always does things wrong, but not in a particularly funny way.
One thing the old anthology books apparently did not always do was leave off with something
exciting. I can appreciate the difficulty of balancing humor and adventure, as well as the more important need of hooking the reader with a strong first story. Indeed, this too would be a lesson for the H&H Editor. Each scene in his scenario should be like a Golden Age anthology title, with a strong opening scene to hook them, a good balance of adventure and humor, and scenes that move through the scenario briskly.
(You can read the issue yourself here!)
Over 68 pages, Feature Comics #24 gave you a whopping 22 features between 1 and 9 pages long. And, reading it, it gives me a bunch of ideas about how I could use this stuff in an H&H game.
The first feature, the longest of the bunch, is a Charlie Chan, complete-in-9-pages mystery. Charlie Chan is drawn to resemble Warner Oland, the original actor to portray Charlie Chan in the movies. It seems a little creepy, actually, since this issue came out 13 months after Oland died, but given Quality’s reputation of reprinting never- or obscurely-published comic strips, it is likely that this strip was done before Oland’s death.
The page layout and story pacing suggests this might once have been intended as a three-panel comic strip – perhaps a blessing in disguise for the short story, as it forces a slight advancement in the plot to happen every three panels. It is also fortunate that the plot is fairly simple and straightforward, as Chan has to decide which of the passengers around him on a ship is actually a master jewel thief named Grissac (which is not also the name of a Captain Marvel villain, but so should be).
The plot is straightforward in that there are few complications (Number One Son is conveniently
indisposed with sea-sickness for the whole story so we are never treated to a comic sub-plot) and
simple in that Chan makes several assumptions that just luckily turn out to be true (like how the
friends that he last met two years ago are beyond suspicion). It’s still a true mystery story, though,
with a satisfying resolution. The main clue did escape my attention as it whizzed past at the
rapid pace of the story. And, better still, it charmingly evokes the feel of the Charlie Chan films.
If I was running this scenario as an H&H adventure (I’ve seldom, in 28 years of gaming,
been lucky enough to have players who enjoy a mystery scenario, but hypothetically), I would
make a list of assumptions the players could make that are true and roll for one assumption for
each Hero -- like a rumor table, but with all true ones. Nothing bogs down a mystery scenario
more than players who are afraid of spending too much time on a dead end and, I suspect, this
approach would help narrow their options without making the scenario feel railroaded. I would also
take from this story the effect of its pacing and be prepared to have a character around the Heroes
voice a clue or helpful suggestion – or just have something happen around the Heroes, like a
knife thrown from the dark – at frequent intervals.
For a longer scenario, I might also take an old time movie, like a Charlie Chan film that my
players are unlikely to have seen or recall accurately, and steal from it like crazy.
Following the longest story in the issue is a one-page feature called “Off Side” that consists of
four, one-panel jokes. The jokes aren’t funny, but I suspect they aren’t meant to be. Instead of an
abrupt transition between features, these one-pagers serve as a sort of pallet cleanser, getting
you ready for the next story. Perhaps one reason there are no successful anthology comic books
anymore is that this technique has been forgotten. The abrupt transition forces the reader
to either ‘switch gears’ quickly or put down the comic book for a while and come back to it later,
while a successful comic book is devoured in one sitting.
That said, the next feature was not worth the pallet cleansing, being instead another three pages
of pallet cleansers bearing the name and character of Lala Palooza. Lala is an upper class society girl plagued by her comic relief, good-for-nothing, Wimpy-like, live-in brother Vincent. Indeed, if Lala was ever actually the star of these one-pagers, she has long-since been eclipsed by Vincent’s shenanigans. Vincent fights and gambles when he’s not being idle and avoiding work, making it impossible to understand why Lala would put up with him – but I suppose that’s more thought than you’re supposed to invest in this. The past page of the three is the last, with the semi-clever notion of contrasting Vincent’s classy-sounding diary entries with how he really spends his day.
Rance Keane is Feature Comics’ resident cowboy. The plot is nothing original – a conman is pretending to be the inheritor of a ranch so he can sell it, but Rance can tell he’s a phony because the conman is dumb enough to use the wrong hand. What makes this story worth studying is that every character -- the sheriff, the old Indian, the cowhand -- has a history with Rance and we even learn who long he has known them. Every H&H Editor needs to put at least this much effort into planning how Supporting Cast Members know each other and how they figure into the Heroes’ back stories.
Rance would enjoy some better than average artwork in future issues, but none of it is on display yet in issue #24.
The following two pages are more pallet-cleaning comic strip reprints. ‘Toddy’ is about a Dennis the Menace-like young scrapper who clearly makes his mother miserable. ‘Mortimer Mum’ is less clear. In one half-page installment, Mortimer becomes a ‘mum’ when he finds a baby in a basket on his doorstep, but the following installment is a short joke at Mortimer’s expense with no baby in sight.
Two pages of comic strip reprints of ‘Jane Arden’ follow, spread out over four pages. It’s hard to say what Jane is. Each page of her strip ends in a paper doll of Jane or one her friends with some outfits to dress them up in (go on, kids, cut up your comic books!) so it would seem she’s a model, but the police are asking her to go undercover for them at the beginning of this adventure. The plot is similar to the Charlie Chan story, but this time Jane needs to find a jewel thief by locating his fence, rather than picking him out from a crowd of suspects. There’s not much to recommend about Jane Arden for H&H, though perhaps one could make an argument for using paper dolls as miniatures. The artwork on Jane Arden is quite good and usually the best work in Feature Comics since Will Eisner’s Black X
moved to Smash Comics.
At the bottom of each page of Jane Arden is a shorter strip called Lena Pry, a very poor quality Li’l Abner clone. The less said about it the better. The two-page ‘Big Top’ is a straightforward soap opera, but with all the visual appeal of the circus. It anticipates the movie The Greatest Show on Earth by 14 years, but is otherwise of little use to gamers.
Another page of ‘Off Side’ follows with one good visual joke out of five attempts. This time the pallet cleanser is there to get you ready for ‘The Clock Strikes’. This was Feature Comics’ big draw until Doll Man debuted. Bought from his previous publisher, Centaur, The Clock is not only widely credited for being the first original masked character in comic books and for being the “missing link” between the pulp heroes and the superhero genre, but also must hold a record for the sheer number of titles he jumped around between two companies. That said, it is also easy to see how The Clock would up languishing in obscurity, with the fault almost entirely being in the hands of his creator, George Brenner. A subpar artist, Brenner would seldom draw any kind of action scene, would trace old panels as often as he could, and one time committed the unpardonable sin of reusing the entire art from an earlier issue with only the word balloons changing.
In this installment, Brian O’Brian (usually spelled O’Brien) drops in on his friend, Police Captain Kane (hint for H&H players: police contacts are great for picking up plot hooks!), and learns of a swindler who is about to get away scott free because the witness against him has been murdered. The police have nothing other than circumstantial evidence linking the swindler to the crime, who has an alibi to boot. Still, that doesn’t keep Brian from suspecting him and he mails him one of The Clock’s business cards with the threat that he will show up at midnight. The swindler, frightened, summons all his accomplices to help protect him. This is all the proof The Clock was waiting for, as he needed to catch the swindler and the real killer in the same room to prove their collusion. He then paralyzes
all three mobsters present with nerve pinches so the police will find them together. How a good
lawyer wouldn’t manage to get them off on evidence like that is never explained, but in a five-page story you can’t expect an episode of Law & Order.
The best lesson the H&H Editor can take from this is not to get too hung-up on the reality of how the law works. Flimsy evidence and the admissibility of evidence gathered by vigilantes are staples of the genre. And in most cases, that’s all it takes. Except for a few popular supervillains, most bad guys who get arrested are never heard from again.
The following pallet cleanser is a half-page of ‘Rude Goldberg’s Side Show’, a quarter-page of
‘Candid Cartoons’ and a quarter-page of rhyming ‘Twisted Tales’. Rude Goldberg’s witty inventions
are rightfully famous and this issue’s mosquito killer is no exception (the mosquito, having dulled
the tip of its proboscis on a false leg, will surely head to the nearest emery wheel to re-sharpen it…).
The next four pages are dedicated to the ‘Joe Palooka’ syndicated comic strip. Joe is a boxer from Brooklyn(though we never see him boxing in this issue) who isn’t well-educated, but his innocence highlights the hypocrisy of everyone smarter around him. It’s a charming strip.
‘They’re Still Talking’ is a one-page pallet cleanser drawn in the ‘Ripley’s Believe It Or Not’
style, but with a sports theme.
The next four-page feature is ‘Gallant Knight’, a Prince Valiant-lite story of the paladins of
Charlemagne. Sir Raymond of Navaria has just won a duel with a Tartar spy, but is still lost in the
Enchanted Forest until he comes across a lone maiden at a bridge who offers him water. The maiden is an “enchantress”, but only in the magic-lite sense that the water is drugged. Easily subdued by soldiers who were hiding nearby, Raymond is dragged off to the court of the unimaginatively named Land of Shadows where he is made a slave.
Meanwhile, Sir Neville goes in search of Raymond only to encounter the same maiden, but luckily thinks he’s too busy to drink the water and has to be dragged down by greater numbers by the soldiers in hiding. Later, Raymond passes Neville’s cell and warns him that all the food and drink is drugged to keep the slaves weak. By not eating, Neville is able to stay strong enough to overcome the guards until he finds someone with a whole pot-full of “potion” that will serve as an antidote to the drug.
With the rest of the slaves freed, the King of the Land of Shadows is quickly overthrown. Raymond stays behind and Neville rides away as this serial draws to its not-too satisfying conclusion, with a note at the bottom that next month will feature the new adventures of Captain Fortune. No explanation is given as to why these Frenchmen have such English names.
The following pallet cleanser is another page of ‘Rude Goldberg’s Side Show’, ‘Candid Cartoons’, and ‘Twisted Tales’, with the first of the three being the only reason to pause on this page.
The next three pages come from another syndicated comic strip called ‘Dixie Dugan’. ‘Dixie Dugan’ seems to be a soap opera with a strong vein of comedy thanks to her Pa, a sort of domesticated Captain Haddock. The art is on par with ‘Jane Arden’. At the top of each page is a short strip staring “Good Deed” Dotty, done in an entirely different style. Sort of a homely Little Audrey, Dotty is about as whimsical as you can get in three panels.
‘Slim and Tubby’ is an unusual two-page feature. It’s set on a dude ranch and you’d think
it’s a Western, but it’s really a soap opera. Slim and Tubby are ranch hands, but they’re more like
spectators to the drama going on between the guests on the ranch. The theme of this issue’s installment is boxing, with two guests at the ranch being boxers; one is a bully and the other wants
to teach the first one a lesson by training one of the cowhands (not Slim or Tubby, but a tougher
hand named Benton) to box him.
“Wind screamed through the taut rigging like angry ghouls,” begins the two-page text story “Devil’s Head”. All comic books had a couple of pages of text story back then so they could be sold at cheaper magazine rates. This is a simple, but heartwarming tale about two brothers, one tough and one timid, and the inner strength the former learns of too late from the latter. However, what really makes this story stand out is the overblown prose which, if taken literally, would make for an exciting H&H adventure about a ship beset by ghouls and demons during a storm.
The next syndicated feature is four pages of ‘Ned Brant’ comic strips. Ned is a high school/college football coach who takes some of his players along with him adventures. Because the art is pretty sketchy, it is hard to say what exact age the players are supposed to be. One of them has a rich father who believes mobsters are looting one of his gold mines. He is right, but the coach and players find the secret tunnel to where the gold is being kept and ambush the mobsters.
What makes this H&H-relevant is the temporary Supporting Cast Members – for this adventure only, the regular cast is accompanied by two unnamed government agents. The author uses them exactly right, keeping them around to eliminate false leads while keeping them away from the action until the heroes have had a chance to shine. In this case, had the government agents not been there to check out the tire tracks, the heroes might have followed them and wound up being miles away when the
mobsters doubled back for their gold.
Two pages of ‘The Bungle Family’ follows, a syndicated comic strip about George Bungle and
his domestic adventures of getting so into a radio program that he literally sticks his head inside the
radio, or catching so many fish he sinks his boat and then no one will believe him. It’s light-weight
comedy done in a cartoony style, but the imaginary radio show, “Daggers of Doom” actually sounds more interesting. The artist has a gift for drawing clothing patterns. Each page of ‘The Bungle Family’ is accompanied by a cute two-panel strip called ‘Little Brother’ and a one-panel strip called ‘Another Day Shot’ that misses two chances to be funny.
The next feature is the four-page ‘Reynolds of the Mounted’. This installment is unusual for starting in medias res, jumping into the action without even an explanatory caption. A killer is out for revenge against a village of fur traders. The effort to bring the killer to justice requires an ensemble cast, with Reynolds assisted by fellow Mounties Bob and Tom and pilot Bert.
Reynolds is a low-level Fighter; the only time he goes solo, he is knocked out right away. The story has a randomness to it that makes it seem like it was a RPG transcript as well; you would expect Reynolds to deliver the final blow to the bad guy since it is his strip, but Bob is the one who hits the bad guy – with a crashing plane. It’s like Bob blew a saving throw, but the Editor took pity on him and turned his fail into a win. Also worth pointing out to H&H Editors is the role weather plays in the story. Reynolds wants to play it safe and wait for Tom and Bob to come back to him with dynamite, but no Editor would want the low-level Heroes having over-kill like that. So the weather just happens to turn dangerously cold, forcing Reynolds to act rashly or take cold damage.
A one-page pallet cleanser of six panels of mildly amusing ‘Off the Record’ follows.
The last feature is four pages of the syndicated humor strip ‘Mickey Finn’. Mickey is a cop, but this is as much a police procedural as Car 54, Where Are You? half the time, he is just watching his dim-witted Uncle Phil getting into trouble. At the top of each page is a three-panel strip called ‘Nippie’. Nippie is a boy who always does things wrong, but not in a particularly funny way.
One thing the old anthology books apparently did not always do was leave off with something
exciting. I can appreciate the difficulty of balancing humor and adventure, as well as the more important need of hooking the reader with a strong first story. Indeed, this too would be a lesson for the H&H Editor. Each scene in his scenario should be like a Golden Age anthology title, with a strong opening scene to hook them, a good balance of adventure and humor, and scenes that move through the scenario briskly.
(You can read the issue yourself here!)
Labels:
Bungle Family,
Charlie Chan,
Clock,
Dixie Dugan,
Gallant Knight,
Jane Arden,
Joe Palooka,
Lala Palooza,
Lena Pry,
Ned Brant,
new trophies,
plot hooks,
powers,
Rance Keane,
rumors,
SCMs,
Slim and Tubby,
Toddy
Sunday, October 16, 2016
Crackajack Funnies #15
Goat joke #24!
Mountain lion sighting.
A used runabout (small motorboat) could be had for $75, according to Freckles and His Friends.
I was just recently researching for the shark entry in 2nd edition, and noticed again how many varieties of sharks don't eat people. It's a twist on the cliche deathtrap to have the sharks turn out to be nonviolent.
Don Winslow of the Navy is in a sticky spot -- having been discovered spying on the bad guys, there's no reason for an encounter reaction roll, as the villains' reactions should naturally be hostile. But Don is somehow able to convince them otherwise through sheer moxie. What is going on there, game mechanics-wise? Can Don have triggered an encounter reaction roll with a successful save vs. plot?
(Scans courtesy of Digital Comic Museum)
Mountain lion sighting.
A used runabout (small motorboat) could be had for $75, according to Freckles and His Friends.
I was just recently researching for the shark entry in 2nd edition, and noticed again how many varieties of sharks don't eat people. It's a twist on the cliche deathtrap to have the sharks turn out to be nonviolent.
Don Winslow of the Navy is in a sticky spot -- having been discovered spying on the bad guys, there's no reason for an encounter reaction roll, as the villains' reactions should naturally be hostile. But Don is somehow able to convince them otherwise through sheer moxie. What is going on there, game mechanics-wise? Can Don have triggered an encounter reaction roll with a successful save vs. plot?
(Scans courtesy of Digital Comic Museum)
Friday, October 14, 2016
Wonderworld Comics #5 - pt. 2
This is Patty O'Day. You missed the page before this, because I didn't share it, but mobsters shot at Patty and Ham's boat with a machine gun, and our Heroes were lucky enough to escape with only damage to their boat.
I've been thinking about what to do about damage to vehicles. My first thought was to give vehicles hit points, but now I'm not so sure about that. More so than with Heroes, vehicles are often stopped by complications -- like leaking, in this case -- long before they are destroyed.
What about...competing saves vs. plot? In a chase, the chasee could make a save vs. plot to try to trigger a complication, which the chaser would be able to fix or compensate for with a save vs. plot of his own.
We've already seen that Ham is no ordinary supporting cast; here he takes on a shark single-handed with a knife and seems to easily win. Though, we don't actually know that he killed the shark; maybe he it missed a morale save as soon as it was lightly injured.
I skipped a page again, but the missing information you don't have is that Patty and Ham were captured and thrown into the "lower dungeon". They have more than one? The lower dungeon floods when the tide comes in. We've seen that trap before, but this one has a trapdoor above the dungeon they can reach pretty easily.
Since Ham and his opponents are all unarmed, they each get two attacks per turn -- which is one explanation for how Ham could punch both of them. He also gets two shots with the gun, but if it's an automatic he would get those as early as first level.
Patty, rather cleverly, turns the rickety pier into a trap. Under some circumstances, I would treat this as a skill check, but there's little other than physics at work here and all Patty did was leave a rope attached. I would probably make this automatically succeed, especially as a reward for smart playing.
A personal letter of thanks from the President is its own rewards -- but this one might come with some bonus XP too, as if it was a trophy item.
Meanwhile, Dr. Fung Master Sleuth of the Orient, and his companion Dan Barrister, are getting into trouble in Africa. Here they encounter ape-men, making this the third time I've seen ape-men in comic books so far this project. They don't seem to be particularly strong, but they can manage the "blow to the back of the head" cliche.
Note that Dr. Fung appears not to have put up a fight at all. I wonder if he's even a Hero, or just Dan's supporting cast, despite the title of this feature.
I have no intention of having cold water revive unconscious Heroes. Rather, Dan was just stunned for a number of turns that coincidentally ended when they hit the water.
Ape-Men, or at least their leaders, speak excellent English.
A lot of grappling goes on here. Grappling does damage -- sometimes considerable damage in 2nd edition -- so it's possible that the ape-man chief is just down to his last few hit points when that knockout punch comes. Or, there needs to be a percent chance of a stun per fist blow, which is something I've toyed with.
Losing a leader is definitely good cause for a morale save.
I can't tell what that animal next to the Sheena-like character is supposed to be. Some kind of dog...?
This is K-51 Spies at War.The King is named King "Arnold" in this story, but I can't help but wonder if he is meant to represent King George VI of Great Britain.
K-51 senses danger because the mobsters missed their surprise roll.
The terms "thug" and "assassin" seem to be used interchangeably here, unless one of them is a thug and the other the assassin.
K-51 seems content to let his supporting cast mow the mobsters down with sub-machine guns. No XP for you, K-51!
Mob Buster Robinson is the man running around in the swimsuit, and I call shenanigans here. One panel, mobsters are shooting at him from maybe ...20' behind him? After that, Robinson seems to somehow lose them and has time to search this yacht for hidden loot. This seems to suggest an awfully generous evasion mechanic, that the mobsters can't keep up with him and lose him so easily. I mean, how big a yacht can it be?
I'm amused by the TNT box that says "use no hooks". Maybe that's a real thing, but what I picture is fishermen, trying to keep their hooks away from TNT boxes...
(Scans courtesy of Comic Book Plus)
I've been thinking about what to do about damage to vehicles. My first thought was to give vehicles hit points, but now I'm not so sure about that. More so than with Heroes, vehicles are often stopped by complications -- like leaking, in this case -- long before they are destroyed.
What about...competing saves vs. plot? In a chase, the chasee could make a save vs. plot to try to trigger a complication, which the chaser would be able to fix or compensate for with a save vs. plot of his own.
We've already seen that Ham is no ordinary supporting cast; here he takes on a shark single-handed with a knife and seems to easily win. Though, we don't actually know that he killed the shark; maybe he it missed a morale save as soon as it was lightly injured.
I skipped a page again, but the missing information you don't have is that Patty and Ham were captured and thrown into the "lower dungeon". They have more than one? The lower dungeon floods when the tide comes in. We've seen that trap before, but this one has a trapdoor above the dungeon they can reach pretty easily.
Since Ham and his opponents are all unarmed, they each get two attacks per turn -- which is one explanation for how Ham could punch both of them. He also gets two shots with the gun, but if it's an automatic he would get those as early as first level.
Patty, rather cleverly, turns the rickety pier into a trap. Under some circumstances, I would treat this as a skill check, but there's little other than physics at work here and all Patty did was leave a rope attached. I would probably make this automatically succeed, especially as a reward for smart playing.
A personal letter of thanks from the President is its own rewards -- but this one might come with some bonus XP too, as if it was a trophy item.
Meanwhile, Dr. Fung Master Sleuth of the Orient, and his companion Dan Barrister, are getting into trouble in Africa. Here they encounter ape-men, making this the third time I've seen ape-men in comic books so far this project. They don't seem to be particularly strong, but they can manage the "blow to the back of the head" cliche.
Note that Dr. Fung appears not to have put up a fight at all. I wonder if he's even a Hero, or just Dan's supporting cast, despite the title of this feature.
I have no intention of having cold water revive unconscious Heroes. Rather, Dan was just stunned for a number of turns that coincidentally ended when they hit the water.
Ape-Men, or at least their leaders, speak excellent English.
A lot of grappling goes on here. Grappling does damage -- sometimes considerable damage in 2nd edition -- so it's possible that the ape-man chief is just down to his last few hit points when that knockout punch comes. Or, there needs to be a percent chance of a stun per fist blow, which is something I've toyed with.
Losing a leader is definitely good cause for a morale save.
I can't tell what that animal next to the Sheena-like character is supposed to be. Some kind of dog...?
This is K-51 Spies at War.The King is named King "Arnold" in this story, but I can't help but wonder if he is meant to represent King George VI of Great Britain.
K-51 senses danger because the mobsters missed their surprise roll.
The terms "thug" and "assassin" seem to be used interchangeably here, unless one of them is a thug and the other the assassin.
K-51 seems content to let his supporting cast mow the mobsters down with sub-machine guns. No XP for you, K-51!
Mob Buster Robinson is the man running around in the swimsuit, and I call shenanigans here. One panel, mobsters are shooting at him from maybe ...20' behind him? After that, Robinson seems to somehow lose them and has time to search this yacht for hidden loot. This seems to suggest an awfully generous evasion mechanic, that the mobsters can't keep up with him and lose him so easily. I mean, how big a yacht can it be?
I'm amused by the TNT box that says "use no hooks". Maybe that's a real thing, but what I picture is fishermen, trying to keep their hooks away from TNT boxes...
(Scans courtesy of Comic Book Plus)
Labels:
Dr. Fung,
evasion,
grappling,
history lesson,
K-51,
Mob Buster Robinson,
mobsters,
morale,
new mobsters,
new trophies,
number of attacks,
Patty O'Day,
saving throws,
SCMs,
traps,
unconsciousness,
vehicular combat
Thursday, October 13, 2016
Wonderworld Comics #5 - pt. 1
So we rejoin The Flame -- getting into a brawl with hoodlums! Lou Fine's dynamic art is on full display here, showing The Flame like a real swashbuckler, leaping, kicking, and throwing. Interestingly, though The Flame is definitely a superhero, much of what he does here anyone of the fighter class could have done, with the possible exception of breaking through the door (though even that could be an open doors skill check now in 2nd edition).
Now, it's possible that The Flame is just toying with the hoodlums...or it's at least as likely that he's conserving his powers, and that I'm on the right track about Hideouts & Hoodlums needing to stay a limited resource management game.
Here we see the superhero power Quick Change -- used during the surprise turn of a fresh combat.
We also see the infamous "blow to the back of the head taking out a superhero" cliche. Oops, The Flame forgot to buff with defensive powers!
The Flame wakes up after what seems like exploration turns (10's of minutes) have passed.
Now The Flame is safe from harm, having activated ...Invulnerability? We know The Flame got to start the game with an awful lot of brevet ranks, as there's no way he should be using 4th level powers already in his third appearance -- right?
Here, The Flame uses a prop for wrecking things, even though it gives him no game mechanic bonus to do so. He uses wrecking things for two different effects as well -- the first to bring the place down around him, and the second to more carefully cut his way through the girders so he can get out without causing more damage. I'm not sure why that's important, except that the Flame hasn't showed off his flame-gun anywhere else on this adventure...
From Yarko the Great, we get some hideout dressing ideas, plus a trophy item -- the voodoo doll. Voodoo dolls were statted in Supplement III.
"Precipitous" seems to mean something different to the narrator here than it does to me, for the perspective in the second panel makes it look like maybe a 20 drop to me. Of course, the floor could be illusory, concealing a deeper pit...
Yarko casts a spell that not only turns him ethereal/gaseous form, but allows him to carry the mass of a full-grown woman with him while he does so. 5th level spell?
And then Yarko teleports. Or is that bright light concealing a Dimension Door?
Yarko casts Reduce Person on himself -- though, honestly, I don't know why he wouldn't just duck. Reduce Person is going to be a 1st level spell in 2nd edition.
Beast-Men appear to be just ordinary men to me, with fangs. I do have an entry for ape-men in 2nd edition's mobster section; maybe what I'll do is enlarge the category to include other beasts mixed with men.
I'm not sure what spell Yarko is casting here -- Relentless Stalker? Or, maybe he hasn't cast a spell at all and Vladim only thinks Yarko is right behind him.
Vladim is called a madman here, and elsewhere in the story. Madmen are statted as a mobster type in Supplement V...but Vladim seems a better match for a mad scientist than a madman, game mechanics-wise.
This is Shorty Shortcake. If you ever doubted the vocabulary level of Golden Age comic books, here's the word "poniard" for a throwing dagger.
I would be very hesitant to accept how easily Shorty seems to manage breaking these poniards, but they could be lucky dice rolls. I'm torn on if breaking weapons needs its own mechanic, a non-wrecking things save table (like it had in 1st ed.), or maybe just treat this as a skill check.
(Scans courtesy of Comic Book Plus)
Now, it's possible that The Flame is just toying with the hoodlums...or it's at least as likely that he's conserving his powers, and that I'm on the right track about Hideouts & Hoodlums needing to stay a limited resource management game.
Here we see the superhero power Quick Change -- used during the surprise turn of a fresh combat.
We also see the infamous "blow to the back of the head taking out a superhero" cliche. Oops, The Flame forgot to buff with defensive powers!
The Flame wakes up after what seems like exploration turns (10's of minutes) have passed.
Now The Flame is safe from harm, having activated ...Invulnerability? We know The Flame got to start the game with an awful lot of brevet ranks, as there's no way he should be using 4th level powers already in his third appearance -- right?
Here, The Flame uses a prop for wrecking things, even though it gives him no game mechanic bonus to do so. He uses wrecking things for two different effects as well -- the first to bring the place down around him, and the second to more carefully cut his way through the girders so he can get out without causing more damage. I'm not sure why that's important, except that the Flame hasn't showed off his flame-gun anywhere else on this adventure...
From Yarko the Great, we get some hideout dressing ideas, plus a trophy item -- the voodoo doll. Voodoo dolls were statted in Supplement III.
"Precipitous" seems to mean something different to the narrator here than it does to me, for the perspective in the second panel makes it look like maybe a 20 drop to me. Of course, the floor could be illusory, concealing a deeper pit...
Yarko casts a spell that not only turns him ethereal/gaseous form, but allows him to carry the mass of a full-grown woman with him while he does so. 5th level spell?
And then Yarko teleports. Or is that bright light concealing a Dimension Door?
Yarko casts Reduce Person on himself -- though, honestly, I don't know why he wouldn't just duck. Reduce Person is going to be a 1st level spell in 2nd edition.
Beast-Men appear to be just ordinary men to me, with fangs. I do have an entry for ape-men in 2nd edition's mobster section; maybe what I'll do is enlarge the category to include other beasts mixed with men.
I'm not sure what spell Yarko is casting here -- Relentless Stalker? Or, maybe he hasn't cast a spell at all and Vladim only thinks Yarko is right behind him.
Vladim is called a madman here, and elsewhere in the story. Madmen are statted as a mobster type in Supplement V...but Vladim seems a better match for a mad scientist than a madman, game mechanics-wise.
This is Shorty Shortcake. If you ever doubted the vocabulary level of Golden Age comic books, here's the word "poniard" for a throwing dagger.
I would be very hesitant to accept how easily Shorty seems to manage breaking these poniards, but they could be lucky dice rolls. I'm torn on if breaking weapons needs its own mechanic, a non-wrecking things save table (like it had in 1st ed.), or maybe just treat this as a skill check.
(Scans courtesy of Comic Book Plus)
Tuesday, October 11, 2016
Smash Comics #2 - pt. 3
This is The Invisible Hood -- and here we have a rare example of a Hero using chloroform! I'll probably have to add this to the minor trophy list, with a note about how you need surprise on someone, or a successful grappling hold, to administer chloroform.
Yeah, I don't get how IH looks at that classified ad and just happens to know that a mobster wrote it. Some weird hunch? Information IH knows that the writer forgot to share with us...?
Up to this point, The Invisible Hood was only figuratively invisible. The captured scientist sprays his hood (really, his whole robe/gown) with an invisibility spray. It's an improved invisibility that doesn't end when you attack either.
You know you're dealing with a shy introvert when he turns invisible and raves that it's the best thing that's ever happened to him.
Well before a scientist died after creating Captain America, we see what a death sentence giving trophy items to Heroes is for scientists. I should probably include something about that in the write-up for scientists in 2nd edition...
Doing the questioning is Wings Wendall of the Military Intelligence. He catches the sergeant in a slip-up, but that's difficult to roleplay in actual game play. If the Editor slips up while speaking in-character, was it intentional or a mistake? If the Editor does make a mistake, is he prepared to alter the story to match the mistake, or backpedal?
Note that the sergeant was bribed with only $500 to commit sabotage he knew would kill someone.
(Scans courtesy of Digital Comic Museum)
Yeah, I don't get how IH looks at that classified ad and just happens to know that a mobster wrote it. Some weird hunch? Information IH knows that the writer forgot to share with us...?
Up to this point, The Invisible Hood was only figuratively invisible. The captured scientist sprays his hood (really, his whole robe/gown) with an invisibility spray. It's an improved invisibility that doesn't end when you attack either.
You know you're dealing with a shy introvert when he turns invisible and raves that it's the best thing that's ever happened to him.
Well before a scientist died after creating Captain America, we see what a death sentence giving trophy items to Heroes is for scientists. I should probably include something about that in the write-up for scientists in 2nd edition...
Doing the questioning is Wings Wendall of the Military Intelligence. He catches the sergeant in a slip-up, but that's difficult to roleplay in actual game play. If the Editor slips up while speaking in-character, was it intentional or a mistake? If the Editor does make a mistake, is he prepared to alter the story to match the mistake, or backpedal?
Note that the sergeant was bribed with only $500 to commit sabotage he knew would kill someone.
(Scans courtesy of Digital Comic Museum)
Monday, October 10, 2016
Smash Comics #2 - pt. 2
My first draft of Hideouts & Hoodlums' new grappling rules specified it was for one-on-one combat only, but I'll be adding a new paragraph on assigning modifiers if multiple grapplers all attempt against the same target, as they do on poor Abdul the Arab here.
The "Sultan" is not lucky with women. Interestingly, King Faisal II, the closest thing to a real world analog to this character, never married and had to call off two engagements.
Vernon Henkel had a good grasp on foreign politics. There was considerable unrest in Iraq over the king allowing British occupation.
First of all, that executioner's outfit would look great on a supervillain. Secondly -- unless Hassan is a superhero -- I seriously doubt he can chop through chains with a sword in one chop. "Hassan chop!" indeed!
Now, I'm about to back up and show you the first page of this story, because I had not shared it yesterday, and I want you to see what Abdul's mission was.
It was simple reconnaissance you were supposed to be doing, Abdul! But here you are, mowing down the king's men with a machine gun, until your tribal leader father shows up to take over. Now, in real life, the tribes were anti-British while the monarchy was pro-British, but Vernon has reversed allegiances in this story. So...this is a win, and all those deaths are justified, because the pro-British side won? This is from the same creator who had Gallant Knight hacking down saracens recently. Anything you want to tell us about your personal biases, Vernon...?
This is Hugh Hazzard and His Iron Man. Science, physics in particular, is only as important in a H&H story as you and your players need it to be for suspension of disbelief (and maybe to force some save vs. science rolls!). If you want a robot to be able to fly simply by having a beanie hat and propeller on its head -- then go for it!
I've written before about how there can be no hard and fast mechanic for reputation, but I've also written how it doesn't take much to qualify as a disguise in comic books/H&H. So, just saying you're someone else is a type of disguise, and a successful save vs. plot would see through that and mean that someone did recognize you -- I mean Hugh by reputation.
And as for shooting with two guns, I don't intend for that to give you any kind of game mechanic bonus. Hugh is getting the same number of attacks he would normally; carrying two guns is just flavor text.
How far Hugh has fallen, that he's already gone from fighting mad scientists with robots to hoodlums with an antique biplane.
We also get a sense here that Hugh's remote control over the robot has a pretty long range (a mile or more?).
Captain Cook of Scotland Yard reminds me about the penalty I had for hitting humans in dim light in 1st ed. It was a tough rule to enforce -- when was light dim enough? So I ditched the rule. If you can see, you can attack at no penalty. If it's too dark to see, then you get -4 to hit. But this one panel makes me think the dim light rule had some merit. I mean -- the thief is clearly silhouetted by the light from the window, but Cook still misses because the room is dark.
It makes more sense to me -- and in fact would be a sign of a good player (and/or a Lawful Hero) in my book -- for Cook not to want a shoot out in a street with pedestrians around.
(Scans courtesy of Digital Comic Museum)
The "Sultan" is not lucky with women. Interestingly, King Faisal II, the closest thing to a real world analog to this character, never married and had to call off two engagements.
Vernon Henkel had a good grasp on foreign politics. There was considerable unrest in Iraq over the king allowing British occupation.
Now, I'm about to back up and show you the first page of this story, because I had not shared it yesterday, and I want you to see what Abdul's mission was.
It was simple reconnaissance you were supposed to be doing, Abdul! But here you are, mowing down the king's men with a machine gun, until your tribal leader father shows up to take over. Now, in real life, the tribes were anti-British while the monarchy was pro-British, but Vernon has reversed allegiances in this story. So...this is a win, and all those deaths are justified, because the pro-British side won? This is from the same creator who had Gallant Knight hacking down saracens recently. Anything you want to tell us about your personal biases, Vernon...?
This is Hugh Hazzard and His Iron Man. Science, physics in particular, is only as important in a H&H story as you and your players need it to be for suspension of disbelief (and maybe to force some save vs. science rolls!). If you want a robot to be able to fly simply by having a beanie hat and propeller on its head -- then go for it!
I've written before about how there can be no hard and fast mechanic for reputation, but I've also written how it doesn't take much to qualify as a disguise in comic books/H&H. So, just saying you're someone else is a type of disguise, and a successful save vs. plot would see through that and mean that someone did recognize you -- I mean Hugh by reputation.
And as for shooting with two guns, I don't intend for that to give you any kind of game mechanic bonus. Hugh is getting the same number of attacks he would normally; carrying two guns is just flavor text.
How far Hugh has fallen, that he's already gone from fighting mad scientists with robots to hoodlums with an antique biplane.
We also get a sense here that Hugh's remote control over the robot has a pretty long range (a mile or more?).
Captain Cook of Scotland Yard reminds me about the penalty I had for hitting humans in dim light in 1st ed. It was a tough rule to enforce -- when was light dim enough? So I ditched the rule. If you can see, you can attack at no penalty. If it's too dark to see, then you get -4 to hit. But this one panel makes me think the dim light rule had some merit. I mean -- the thief is clearly silhouetted by the light from the window, but Cook still misses because the room is dark.
It makes more sense to me -- and in fact would be a sign of a good player (and/or a Lawful Hero) in my book -- for Cook not to want a shoot out in a street with pedestrians around.
(Scans courtesy of Digital Comic Museum)
Labels:
Abdul the Arab,
Alignment,
bigotry,
Captain Cook,
combat modifiers,
disguise,
flavor text,
grappling,
history lesson,
Hugh Hazzard,
illumination,
politics,
reputation,
scenarios,
trophies,
wrecking things
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