Wednesday, January 30, 2013

Last.fm "Milestones"

I was playing around with my last.fm account and came across a way to make a list of some of the milestone scrobbles that I've made. For those who don't use last.fm, scrobbling is sort of like when the site makes a note that you've played a certain song/artist and can give you recommendation on other artists that you might like. It can be a pretty good method for finding stuff sometimes. The code that was generated was a bit ugly, but here it is.

I like the fact that it generates YouTube links (for those songs that it could find on YouTube at least). A couple of these I actually still listen to now.

Last.FM Milestones
Generated on 30 Jan 2013
Get yours here

Tuesday, January 29, 2013

Reviewing Doctor Who: Prisoners of Time No. 1

Fifty years of Doctor Who, Who (no pun intended) would have thought that it would have lasted this long and had such a lasting impact on science fiction and entertainment.

IDW Publishing is part of the celebration for this 50th Anniversary of Doctor Who with their twelve part mini-series Doctor Who: Prisoners of Time. Each incarnation of the Doctor will be featured in a story and then (hopefully) we will get the "team up" that Who fans cannot get in real life: a meeting of all eleven incarnations of the Doctor.

This first issue starts at the "beginning," with the First Doctor (as played by William Hartnell from 1963-66) getting involved in an altercation with a classic Doctor Who monster. The Doctor and his companions (Barbara, Ian and Vicki...I am a bit disappointed that this story didn't feature his granddaughter Susan instead) travel back to London in 1868 to hear a lecture from Thomas Huxley. This is an excellent nod by the writers (Scott and David Tipton) to Doctor Who's start as an educational program geared towards teaching about history.

In typical Doctor Who fashion, things quickly go wrong and aliens get involved. I know, reducing it down to one sentence like that makes the comic sound more cliched than it actually was to me. This was my first time reading one of IDW's current Doctor Who comics, in the past I just picked up some of the reprint collections. The Tiptons definitely know their way around a Doctor Who story, quickly immersing the story in the tropes of an early Doctor Who story. The handling of the characters is spot on. Vicki is her typically condescending self, making sure to point out how much better educated she is than the people of the time period they are visiting. Ian is square-jawed and heroic, providing the muscle needed at times in these early adventures. Barbara is, well, Barbara...and being the Doctor's general sense of empathy. The villain of this story is a direct followup to a Doctor Who serial from 1965. I would tell you the identity of the alien but I want to leave something for the readers.

The story is fast paced, probably much faster paced than the First Doctor serials were, but that is not a bad thing. People do expect faster paced stories these days, particularly fans of the newer version of Doctor Who where the stories are in and out in a single episode, rather than the multipart serials of the classic show.

Is this comic worth getting? Definitely yes. If you are a fan of Doctor Who and your exposure to the earlier incarnations of the character has been limited, this comic is a good way to learn more about the earlier incarnations of the character (so far at least). The characterizations in this story are in line with the characters that I remember from the old serials. The story is reminiscent and the aliens are taken directly from a Doctor Who serial. The portrayal of the First Doctor is spot on with my remembrances of how William Hartnell played the character. This Doctor is just as crotchety and willful as Hartnell's character was.

There is an overarching story, with a shadowy villain manipulating things from behind the scenes, someone with a vendetta against the Doctor. Nothing much is revealed of the villain, but I am hoping for a classic bad "guy" like the Master, the Valeyard, or even the Rani. I am really hoping for the Valeyard, but I can understand that might be just a wee bit too obscure of a character. Time will tell.

Go out and get this comic.


Happy Birthday To Me!


Sunday, January 27, 2013

Dorkland! Roundtable With Tim Kirk

I talked with +Tim Kirk, creator of the super-hero RPG Hearts & Souls about his game, his history as a gamer, comics and what lead him to create his game. If you don't know about Tim or his game (particularly if you are a fan of comic book super-heroics), you definitely need to check it out.


Let's Talk About Atlas Games' WaRP: The Wanton Role-Playing System

Let's talk about the WaRP system from Atlas Games. For those who may not know, these are the rules, now released under the OGL, that powered Atlas' groundbreaking game Over The Edge. For me, Over The Edge was really one of the first freeform and rules light games that really clicked for me. Over The Edge came out in 1992, designed by +Jonathan Tweet and then revised by +Robin Laws. Over The Edge was a weird game, with a setting that is strange even for RPGs, and the light approach to the rules for the game really benefited that weirdness. By focusing on a stripped down approach to the system it meant that players (and game masters) could come up with strange concepts for characters (I once ran an Over The Edge game at a convention where the characters were all different media incarnations of the author Hunter S. Thompson, racing against time to solve a murder on the streets of Al Amarja, the default setting of the game) without having to worry about having to rationalize their ideas within the framework of the game's systems. It is like Hassan I Sabban's famous quote "Nothing is true, everything is permitted."

Many game systems have the mindset of "If it is not covered by rules, it is not permitted." With a system like WaRP, that is turned on its head with the idea that the rules are there to help and to guide, but not to limit. That's a sensibility that was once much more prevalent in the design of RPGs that I think people have lost over the years. For some, the idea that rules have to cover every distinct possibility that could ever arise during a gaming session means that they are protected from unfairness, either from the rules themselves or by those who run the games. Sadly, no matter how explicit rules may be, or how many of them that there are in a game, ultimately they will not be able to stop someone who wants to make their fun more important than the others at the table.

WaRP uses an idea of defining characters with fairly freeform, and player-defined, traits. Fans of more contemporary games like PDQ or Fate will recognize the DNA of these ideas within those games. Each character is defined by four traits, one of them a disadvantage of some sort or another. Each of these traits has a physical "sign" or tell that helps to define the character's physicality. This way, the interior life of the character informs the exterior. It is an elegant way to cover many steps in a streamlined fashion. Physical traits (like Tough, Former Soldier, Boxer, and the like) also help to define the hit points of a character. Traits can also determine if a character has special or exceptional powers and abilities (called Fringe Powers in the game). Fringe Powers can cover anything and everything from psychic abilities to magic to the powers of super-heroes to the extraordinary abilities of aliens and extradimensional beings. And WaRP does all of this in 28 pages (which includes the OGL as well).

Developed for a surrealistic game of conspiracies and strangeness, this basic engine can be used to cover a lot of different sorts of games. It can be used for playing super-heroes. Author +trey causey has been using it to run online games set in his excellent Weird Adventures setting. By the way, I cannot recommend Weird Adventures highly enough if you are a fan of the heroic pulps and the fantasy literature that informed the creation of D&D. WaRP is a flexible gaming system that has a lot of juice in it. If you haven't checked it out before, I suggest doing that now and maybe checking out Over The Edge, or the supplements for the game that Atlas Games has produced over the years. If you're looking for a simple and streamlined game that's different from all of the D&D-inspired games available and yet has had a huge influence on lighter, more story-oriented styles of gaming, you really should check this game out.

Wednesday, January 23, 2013

From The Fevered Imaginings of Rafael Chandler Comes The Teratic Tome!

Looking for cool monsters for your old school games? Look no further than Evolved Grottoes & Griffons: Teratic Tome from +Rafael Chandler. This volume of new and original monsters was created for use with OSRIC, but as we all know it can easily be adapted to any old school game, with a little bit of effort.

Tuesday, January 22, 2013

Demon Knights 16

Even though Paul Cornell (of Doctor Who and a multitude of comics from both Marvel and DC Comics), has moved on from the book he created for DC Comics' New 52, the Demon Knights continues under the writing of Robert Venditti (of X-O Manowar and the indie comic Surrogates, which was made into that Bruce Willis movie that you may have seen).

Demon Knights #16 kicks off a new story and a new creative team. Decades have passed since the action of Cornell's run on the book, and the Demon Knights (at least in the beginning of the issue) are no more. Once again, with Demon Knights we have a fantasy book woven into the tapestry of the new DC Universe. Familiar characters of Horsewoman, The Shining Knight and Exoristos all reappear early in the book.

The menace of the story comes from the recently cancelled I...Vampire book, with Cain, the first vampire of the new DC Universe, crossing Europe with a growing army of vampires. They are moving across the world, searching for Themyscira (the name of the island probably best known as Wonder Woman's Paradise Island), so that he can add the Amazons to his undead army of vampires and conquer the world. Obviously the Demon Knights will have to band together again and stop him.

The one flaw to doing a fantasy story in a fictional world's past, rather than in some alternate dimension like with the Amethyst stories, is that you know that the heroes stopped things because of the fact that the current world isn't being run by vampires. That does take away a bit of the drama of the story, for me at least. However, Venditti does an excellent job of working with the tools that he has in this comic. Cornell's initial run on Demon Knights was one of the high points of the New 52 from DC Comics for me, and Venditti does not disappoint with his follow up. He has big shoes to fill but he steps right into them with a story arc that looks to be every bit as epic as those done under the previous writing team.

Bernard Chang's art is very good in this book, as well. His characters are well drawn and their faces are expressive and emotive. His action imparts a feeling of action and movement onto the page. Weirdly, when I picked up this issue I thought that Chang's cover had a certain Kevin O'Neil (of League of Extraordinary Gentlemen and Marshall Law fame) quality to it. That didn't extend to the interior art.

Is this comic worth picking up? I say yes. Robert Venditti and Bernard Chang have created a compelling and engaging second act to a comic book that was one of the best of DC Comics' relaunch. It is a comic that I want to keep reading and buying. I hope, with the continued success of fantasy-oriented books from DC Comics like Demon Knights and Sword of Sorcery that we will get to see the return of further fantasy characters from the DC catalog like Travis Morgan, Warlord.

Deities and Demigods Returns

As I blogged earlier today (while still asleep I might add), Wizards of the Coast and OneBookShelf/RPGNow/DriveThruRPG unleashed upon the gaming world a new site: dndclassics.com. Using a customized interface for D&D fans, WotC has begun the rollout of classic D&D materials for every edition in PDF form. These are brand new scans: with bookmarks and internal hyperlinking. Of the batch that was in the free reviewer downloads, one PDF stood out for me: Deities & Demigods for AD&D. This book was my one gamer's regret. I had a copy of the first printing (with the Cthulhu Mythos and Elric stuff), but I had to sell it during my college years to help offset the ridiculous price of textbooks.

I've missed that book and it is one of the treasures of gaming, which of course means that it is horribly expensive to try to recover (if someone has a copy that they want to let go of).

DnDClassics.com Is Real!

This just in from the people at OneBookShelf/DriveThruRPG and Wizards of the Coast. In light of the leaks and reveals of last week, I am sure that people will find this interesting.

Greetings,

At our Gen Con 2012 keynote address, Wizards of the Coast was pleased to announce that in early 2013 we would be releasing the first wave of D&D backlist products in electronic format.

Today, Wizards of the Coast together with DriveThruRPG, is thrilled to announce the official launch of Dungeons & Dragons Classics, a new online PDF store containing classic content from every edition of D&D, including fan-favorite supplement materials and iconic adventures. A one-stop-shop for classic D&D content, DnDClassics.com offers an easy way to access and download favorite titles electronically by computer, mobile phone, or tablet (including iPads).

How does it work? It’s easy! Simply create an account* and instantly gain access to a wealth of D&D titles. There are 80 titles available at launch, with smaller batches of additional titles being released on a rolling basis starting in early February.  Favorite titles can be downloaded to an online Library or saved to a “Wish List” for purchase later. Most titles can also be printed. Settings can also be customized and users can opt to get email alerts whenever favorite publishers or topics get new items (*Users can also sign-in using their DriveThruRPG.com or RPGNow.com login).

We encourage you to share this exciting news with your readers. For more information, check-out DnDClassics.com or visit Wizards.com.

Thanks,

Sheila Tayebi
For Wizards of the Coast
More as things develop, but it will be good to see the classics of D&D back in "print" again. More on this as it develops.

Monday, January 21, 2013

Basic Fantasy Role-Playing Game

I don't point to other sites and say "Download this!" very often, but a recent post made by +Erik Tenkar over at his blog made me realize that I should post about Basic Fantasy here at the blog, and talk about it more. I think part of the reason that I don't push things more is that I'm not really an OSR person, so I don't feel the need to talk about games unless it is during play.

When I made my recent return to fantasy role-playing this year, one of the things that I really wanted to look for were games that were simple and streamlined. Not to knock those who like rules heavy games with a lot of crunch to them, that approach just doesn't appeal to me. Because of this, I starting looking more closely at a lot of retroclones. For my online game, I eventually ended up settling on Swords & Wizardry, but Basic Fantasy was a close second. A very close second.

This game is a retroclone, in a strict sense, but the game (and the community of fan developers that have sprung up around it) doesn't shy away from "newer" ideas, like skills, classes beyond the ones from old school games and the pages of old Dragon magazines. The people take the game into the directions that they want to go, and I respect that. If there were flaws to Basic Fantasy and its community, I would say that it would probably be that there hasn't been the branching into other genres for the game (like Goblinoid Games has done with Mutant Future). It isn't like that cannot be done with Basic Fantasy, but it is interesting that it hasn't been done yet. Maybe I just haven't seen it. I will admit that I don't spend a lot of time around forums, so I could have missed something on the site's forums.

What is amazing about Basic Fantasy and the fan community around it is the sheer volume of material that is available for free, in PDF and in the OpenDocument format used by LibreOffice. It has embraced open gaming and run with it. There are so many campaigns, modules and rules supplements that are available on the Basic Fantasy downloads page that you could easily run a game for years, and not have to pay for a single thing. You can buy print versions of the core rules, and some of the modules on Lulu.com, and if you like what you see on their site I really recommend throwing some monetary support their way. I've been thinking of picking up a print copy of Basic Fantasy as a birthday gift for myself. I really should get around to doing that.

Sort of like with my post about Warrior & Wizard, this is one of those retroclones that sort of slips through the cracks in discussions about these things. With Basic Fantasy, I think a lot of that is because the creator doesn't have all of his stuff up on RPGNow/DriveThruRPG, like some of the other retroclone/OSR publishers. I like the attitude of doing it themselves, it hits that DIY mentality that I like so much, but I thought that it would be nice to also give them a little bit of a mention outside of their circles. If you want a well-done free RPG that is every bit as good as any of the other OSR/retroclone stuff being sold (or offered for free) out there, and you haven't checked out the +Basic Fantasy Role-Playing Game, you really should check it out now. You're missing out.

Dorkland! Roundtable with Steven Kenson

I don't think that +Steve Kenson requires much of an introduction from me, not to fan of role-playing games at least. He is personally responsible for two popular super-hero role-playing games (Mutants & Masterminds and Icons), as well as having designed supplements for Shadowrun, GURPS, d20 and other systems. He's also written novels and blogs. He is a one man RPG industry. Kidding aside, Steve is a really nice guy, very engaging to speak with, and probably one of the friendlier people that I know in the gaming business.

He has recently, in addition to his work with Green Ronin, reclaimed the rights to streamlined and almost old school super-hero RPG Icons and entered into the realms of being a publisher. His first Kickstarter for his first self-published Icons supplement. I managed to convince Steve to take some time out of his busy schedule to speak with me on the Dorkland! Roundtable, and although YouTube did try to eat the resulting video...it has survived for you to watch it now.


I hope that you enjoy. Also, don't forget to compliment Steve on his "dress" hoodie.

Planet Death Is Coming To X-O Manowar

X-O Manowar #9 brings to a head the plots that have been building in the previous issues. The Planet Death story arc is about The Vine (the aliens from which Aric took the X-O armor and escaped from their captivity) overtly coming to Earth to regain their armor.

The art in this issue from Trevor Hairsine is nothing less than brilliant. It reminds the reader of the Barry Windsor-Smith art of the original series, while making it his own at the same time. I have to admit that this is my first exposure to Hairsine's art. I read the first couple of issues of X-O Manowar and then let it slide off of my radar. From this issue, this was a mistake.

Friday, January 18, 2013

10 Years Of Dorkiness

It's hard to believe some days, but I've been doing this for 10 years, almost. I made my first post on this blog in September of 2003. It is pretty amazing how much blogs and blogging has changed since I started out. I am hopping to be able to hit some of the big conventions this year, to celebrate this anniversary. I would love for this to be the year that I am finally able to go to San Diego Comic Con, but I will probably have to settle for GenCon again. Hopefully, at least, if the finances come together on it.

In the fall, around the time of the actual anniversary I am going to have a big giveaway to readers. I already have some role-playing publishers promising prize support for the giveaways, but hopefully some others will roll in as well.

Let's move into the next 10 years of the Dorkland! blog.

Tuesday, January 15, 2013

Dorkland! Roundtable with Corvus Elrod

Last week I spoke with +Corvus Elrod on the Dorkland! Roundtable. It was an interesting talk and, as always, a valuable insight into the workings of the mind of a game designer. We talked about his influences, how being a computer game and tabletop designer can influence each other, as well as his crowdfunded game Bhaloidam. Check Bhaloidam out at the link, because Corvus gives it out for free in PDF form at the link. There are some interesting innovative bits to the game, around the character sheet and how players interact with it to play the game. We talk about it a little bit in the Roundtable, so check it out.


I'm also using a new feature of Blogger that lets me + a person by their G+ account in a blog post. For them, that lets them know that I am talking about them. For you, as the reader that gives you an easy way to track these people down and find them over on G+. If you are a gamer and you aren't yet on G+, you really should be. Some of the best gaming (and general geeky) conversations that I have had online in a very long time are happening on Google Plus. I didn't think it was possible, but it is. If you haven't circled me over there you you can find me at +Christopher Helton.

If you add me over there, please let me know who you are and why you are adding me. It will make things simpler.

Tuesday, January 01, 2013

Brian Wood & Ming Doyle: Mara Issue One

Brian Wood likes his near future stories, a reflection of today with just enough distance to almost make the stories allegorical. From comics like DMZ to The Massive to Channel Zero, Wood has become one of the few voices for political and social issues that has been around in mainstream comics. With Channel Zero and DMZ growing out of his post 9/11 experiences in New York City, a bit of Wood's psyche gets woven into the stories that he tells.

Ming Doyle is a relative newcomer to comics, but her art has been featured in anthologies such as Comic Book Tattoo, Womanthology: Heroic, volume two of Popgun and many other places in both bigger and smaller comic companies.

Doyle's aesthetic as an artist is similar to that of Wood's, who unfortunately does not do as much are or design of books as he has in the past, which gives a synergy to this collaboration. Another newcomer, Jordie Bellaire, contributes a restrained palette of colors, fleshing out the world visualized by Doyle in her job as the book's colorist. Colorists in comics do not get the attention that they deserve, but it is their work that helps bring the world in the pages to life, making just as important of a final contribution as the artists themselves.

On a slightly political note, it is nice to see a comic where two-thirds of the creative team is female. With the subject matter of this book, I honestly think that helps.

Mara Prince, the title character, is a super-star athlete in a future athletes are super celebrities. At seventeen, she is the foremost star of volleyball around the world with endorsements and payouts unimaginable probably to current athletes. She lives in an exclusive home unobtainable by most people in the world (even by her teammates), far, far above the hassles and problems of the rest of the people in her world. This is not without drawbacks, because she also suffers from isolation from the world that watches and idolizes her. However, it is slowly revealed in this first issue that there is a secret, other than her celebrity that also isolates her from the world, and is at the root of her capabilities as an athlete. I won't give it away, but the reveal in the final pages casts an entirely different light on the character and the story.

There is a morality at play, but it isn't apparent until the last few pages. I won't give the reveal away for those who haven't read the book yet, but I can say that it casts the story into a "What would you do to be the best at what you are? Would you even lie?" direction. The issue pulled me through the story, and when I got to the ending I had to go back and read the entire comic again a couple of times to see if that ending was as blindsiding as it was at first, and then I picked up the little clues leading up to the reveal. This is a remarkably subtle story. In ten years, this will be one of the comics that we all look back at and point at as a demonstration of how comics can be more than protracted fist fights with interjections of emo "character development." Brian Wood and Ming Doyle give us a sophisticated story that is very literate. I know that I am looking forward to the next issue. I want to see how the big reveal impacts those close to Mara, as well as the world as a whole. It's just that big.

Should you buy this comic? I give this my first unreserved recommendation of "HELL YES" for 2013. If you like comics that are more than just super-heroes. If you want literate, thought-provoking storytelling in the graphic medium. If you just want a damn good comic, Mara is the comic for you. Now I will start to impatiently wait for the next issue to come out.

Thursday, December 27, 2012

Dorkland! Roundtable with Brandon Blackmoor


The creator of Legacy: War of Ages and the upcoming super-hero RPG Bulletproof Blues, talked with me about his past as a gamer and designer with me on the final Dorkland! Roundtable for 2012. We also talked about his job at OneBookShelf, the owners of DriveThruRPG and RPGNow, and the last 15 minutes or so gives some interesting reveals to OneBookShelf's next gaming-related venture.

Happy New Year, everyone. This will most likely be the last post I make for 2012 (unless something utterly amazing happens suddenly). Next month is 2013, and more importantly it marks the 10th anniversary of the Dorkland! Blog (even though I have been a blogger for slightly longer than that). I am hoping to have some special stuff in the upcoming year, to mark what is a pretty significant anniversary in blogging. I would like to do some giveaways over the next few months, and maybe visit some more conventions than normal to celebrate.

It has been an interesting time. Ten more years, maybe?

Troll Lord Games' Amazing Adventures

If you like the pulps, and I know I do, then this just might be the role-playing game that you have been looking for. I'm going to get this out of the way right from the get-go, Jason Vey is an (dare I say it?) amazing designer. If you haven't seen his work on the Unisystem stuff from Eden Studios, or his own retroclone Spellcraft & Swordplay, you are surely missing out.

If you're not familiar with the heroic pulps of the 30s and 40s, they were a precursor to comic books that featured crime-fighting men and women who became embroiled in global whirlwind adventures. Some of the best known of the characters from the heroic pulps would be Doc Savage, The Avenger, The Spider and The Shadow. Other famous literary precursors to the pulp traditions could be characters like Tarzan, Sherlock Holmes, Nick Carter or the insidious Dr. Fu Manchu. More modern neo-pulp characters could be ones like Indiana Jones, Buckaroo Banzai or even someone like Jack Burton. Big, bold, larger than life characters against a backdrop that is just as large, and as dangerous, as they are.

Valiant Preview: Shadowman #3 Explores the Depths of Deadside

I haven't shown a Valiant Comics preview in a while, so I thought that I would go with Shadowman #3. The "old" Shadowman had some cool stuff to it, particularly in the revamped version by Garth Ennis, that it looks like this run is borrowing from. I think there's some cool stuff to be found, particularly for gamers in this preview.

The Stuff From Valiant
Valiant is proud to present an advance preview of Shadowman #3 by acclaimed creators Justin Jordan (The Legacy of Luther Strode) and Patrick Zircher (Captain America, Hulk)! Shadowman's first clash with the minions of Master Darque is about to cross the border between worlds and spill into the terrifying way station between our reality and the next… Welcome to the uncanny dominion known as Deadside!
 
Trapped in the Deadside with no hope of rescue, Jack Boniface is on the run from the otherworldly horrors that dwell there. Meanwhile, his new friends and allies are at the mercy of Mr. Twist, whose plan to restore Master Darque is very nearly complete. But Jack is about to find help from some very strange and very unexpected sources… Could a light from Jack's past could still be shining in the depths of the Deadside's darkness?
 
On January 9th, the true scope of Shadowman's role in the Valiant Universe will stand revealed as Jack Boniface confronts the source of the unassailable evil that plagues his city, only in Shadowman #3 – in stores the same day as the Shadowman #1 Zircher Second Printing Sketch Variant! Find out here why Shadowman is the sold-out series that Fangoria calls "a fantastic continuation of an already strong superhero legacy."
 
SHADOWMAN #3 - ON SALE JANUARY 9th!
Written by JUSTIN JORDAN & PATRICK ZIRCHER
Art & Cover by PATRICK ZIRCHER (NOV121340)
Variant Cover by DAVE JOHNSON (NOV121341)
$3.99/T+/32 pgs.
 
SHADOWMAN #1 ZIRCHER SECOND PRINTING SKETCH VARIANT - ON SALE JANUARY 9th!
Written by JUSTIN JORDAN & PATRICK ZIRCHER
Art & Cover by PATRICK ZIRCHER (OCT128368)
$3.99/T+/32 pgs.
 
The Preview Art
 
 
 

Wednesday, December 26, 2012

Howard Chaykin and David Tischman's Bite Club

It is probably easy to figure out, if you have been reading this blog for a while, that I am a fan of Howard Chaykin. Yes, he's done his share of clunkers, like pretty much any creator but when he is on, he is capable of telling some very cool stories. One of the times that he was on was 2004's Bite Club, through Vertigo. Chaykin and Tischman also collaborated on the American Century mini-series for Vertigo, but that one was not as interesting for me.

David Hahn's art brings a lot to the table with this comic, and it was as much of a selling point when I bought it as was Chaykin's name on the cover. Hahn has a clean, illustrative style that is almost a counterpoint to the noirish crime story that Chaykin and Tischman are telling in this comic. His art is very reminiscent of Jamie McKelvie's art, of which I am also a big fan (as readers of this blog will also probably know). Hahn has also done art for arcs of Fables and Lucifer for Vertigo.

Bite Club is a story about vampires, family, organized crime and Miami. Any of those are enough to make any story complicated. The story starts with the murder of Eduardo Del Toro, and his being thrown from a Miami high-rise. This brings prodigal son Leto, America's first ordained vampire Catholic priest, back home to deal with the death and his family. Conflicts start almost immediately with Leto's sister Risa and mother Arabella. Leto is given control over the family's businesses by his father's will, setting the conflict against his life as a priest with that of the head of a criminal organization.

One of the primary money makers for the Del Toro family is a drug called Phantasmagoria, a synthetic drug that is like crystal meth for vampires.

A lot goes on in this six issue mini-series, without the book coming across as cluttered. It sold well enough to spawn a second mini-series, so I must not have been the only fan. Chaykin and Tischman bring a lot of plot threads together in this: from the murder of Eduardo to the return of Leto's last girl friend before the priesthood to the conflicting loyalties of family and church in Leto's head to Risa's jealousies and less that pure feelings towards her younger brother. All of these balls, and a few others, are kept in the air with a deft touch by the writers. This story is so much more than the buzz words of saying this comic is True Blood meets The Sopranos. Despite their being vampires and murderous criminals, Chaykin and Tischman create a cast of characters that you care about and are interested in seeing what they do next.

The ending is a bit of a shocker. I won't give it away but I will say that just as Leto figures out who he wants to be and what he wants to do with his "life," it is taken away from him, in proper noir style. This isn't a comic for the faint of heart, or those who are easily offended. It is not an all ages comic. There is murder, gratuitous bloodshed, violence, interesting and unique sexual activities (to those who have mainstream attitudes towards sex), a touch of an incestuous relationship between the brother and sister, a lot of nudity and drug use. Like I said, not for everyone. Of course, I would probably be disappointed with a vampire story that didn't have at least some of the items off of that list in it.

Is it worth picking up for yourself? Definitely. This is a vampire story that does not revel in the cliches of the genre, nor does it try to be "ground breaking" by violating those cliches in a stupid way. The characters of the story are well-realized and have motivations that drive themselves and the plot of the story. I own this in a smaller than comic-sized format that packaged all six issues for $10. It is worth that price, and more. This is a comic that I find myself re-reading whenever it happens to catch my eye on the book shelf.

Saturday, December 22, 2012

Dynamite Comics' Masks 1 + 2

This is one of those comics that should come as a no-brainer for me. The Shadow. The Spider. The Green Hornet and Kato. Chris Roberson writing a neo-pulp story based around these characters and set in the classic pulp era of the late 1930s.

Masks is an eight issue mini-series from Dynamite Entertainment that teams up their licensed pulp characters: The Shadow, The Spider, The Green Hornet and Zorro (Zorro in the 1930s?) with golden age heroes like The Black Terror, Green Lama and Miss Fury. This is a recipe for success...or great failure. I'm hoping for success.

Roberson's story is based around the classic Empire State stories from The Spider Magazine, three novel-length interlinked adventures from 1928. The Empire State stories were a thinly veiled analogy of Nazism, and how it could take root in the United States. Historically, these stories are interesting because they are some of the few pulp stories to tackle the evils of Nazis. In a nutshell, the original plot of the Empire State stories was that a cabal of criminals and corrupt politicians were able to push laws into effect and voted their Justice Party into power in the state of New York. Eventually this Justice Party took over the state and, using their Black Police were able to strong arm everyone into following them. Of course one man stood up to them, The Spider, and led a revolution against their oppression.

Chris Roberson takes the seeds of the Empire State stories, having the Justice Party rise to power in this shared universe of pulp and comic book hero greats. Now, instead of just The Spider fighting against the Justice Party and its Black Legions, a team of great heroes rise up to fight against these villains. Despite the Empire State stories predating it by decades, this story so far reminds me of The Dark Knight Rises, but maybe that is just because I finally watched the movie recently. The parallels are there: criminals and terrorists take over the city in an apocalyptic manner, rout the police forces and institute a near lawless regime where their words are taken as law. I think that these similarities come from the long lasting influence of the pulps on the comic books of today, and their cinematic offshoots.

Unfortunately, the story of these two issues is a bit disjointed. I honestly expected better from Roberson, after his work at DC Comics (I will admit that I haven't read any of his recent creator-owned works from Monkey Brain). These first two issues are a bit disjointed, and for a comic that is supposed to be only eight issues, I honestly expected more story in these comics. The first issue puts most of its efforts into building the connection between The Shadow and the Green Hornet, only to throw in The Spider in an almost random manner near the end of the issue. I am assuming that an Hispanic character introduced in passing in the first issue will eventually be revealed to be the pulp Zorro. To be honest, even though I love the character I think that his inclusion in this story seems to be a bit of a stretch, but I am hoping that Roberson pulls it off.

The art in these issues is a bit disjointed. Alex Ross does the first issue in his painted style, while the second issue is done by Dennis Calero. This is a bit disappointing. After Ross' great renditions of the characters in issue one (I love his Shadow and Lamont Cranston portrayals), seeing Calero's style in the second issue is jarring. Is that the secret origin of the Black Bat we are witnessing? For me, the art of the second issue was disappointing, mostly because in a mini-series I want to see a consistent art style throughout the book, and if you have to mix artists at least pick ones that have similar styles. Calero's style in the second issue does not appeal to me. It comes across as rushed and unfinished in places, particularly after the set up of Ross' photorealistic style in the first issue. However, Calero could very well just be suffering in comparison rather than due to the actual quality of his art.

I will stick with this book, because I think it has potential. I am looking forward to the re-re-introduction of the Green Lama and the Black Terror. I have loved these characters for a long time, and I really enjoyed their last use from Dynamite in the Project Superpowers books. I just hope that the characters aren't just abandoned this time around like they were before.

Overall, I liked these two issues despite the flaws.  Roberson's dialogue in the issues is superb and gives each of the characters their own unique voice. The story could have a faster pace, but that could be because I am comparing them to the source material, and Spider pulps were some of the fastest paced pulps written in the day. If these books suffer, it is not because of Roberson's writing on them. I do hope that the pace picks up a bit with the next issue, and they settle on a single artist for the rest of the story.

My main concern is that Masks is intended primarily as a world-building tool, much in the same vein as the First Wave comics that DC Comics put out, featuring Doc Savage, The Spirit, Batman and The Avenger. First Wave was a cool idea that ended up not living up to it's potential because I felt that the writer just didn't get writing characters like Doc Savage. Chris Roberson does not have this disadvantage. He gets these pulp characters and knows how to write them, clearly and with distinct voices. I just hope that he is allowed to write a story on its own merits, rather than one conceived to sell other merchandise and spin off new comics. Masks has the potential to be so much more than that, if the powers that be at Dynamite let it happen.

Below are some sample pages from the issues.  The first two pages are Ross' art from issue one and the next three are Calero's art from issue two. I think that the sample pages demonstrate the jarring differences between the issues, art-wise.






Do I recommend purchasing these comics? I will have to say that my answer is a qualified yes.  They are definitely worth checking out if you are a fan of the pulps, the neo-pulps or the golden age of comics. I would not suggest having too high of expectations from them, however. They make for a good yarn, but I am not entirely sold on their long term readability. I think that $3.99 an issue is asking a lot for the content you get, in places. I still have high hopes for Chris Roberson's capabilities as a writer to pull all of this together and deliver a stronger story than these issues have so far demonstrated. Hopefully, I won't be disappointed.

Tuesday, December 18, 2012

Atlantis! An Old School Fantasy Role-Playing Game

Back a year or so ago, in the early days of my involvement with Google+, I started thinking about a game that was a hack of the Swords & Wizardry Whitebox rules. I called this game Atlantis!, and yes the exclamation point was intentional. I found an appropriate piece of art and the concept cover was born (you'll find the most recent version of that concept art at right).

I like the Whitebox rules for Swords & Wizardry. They are simple and to the point, streamlined and yet they give you plenty of options for playing a fantasy game. My only complaint is that there isn't a thief class, which is understandable since the original game that it is emulating didn't have one either, but it is easy enough to fix this.

I ran a Whitebox game for a while on G+ Hangouts, until we "upgraded" to the Core version of Swords & Wizardry. I have a lot of respect for what can be done with a very few rules in a game. I went through my period, like a lot of gamers I think, during the 90s when I wanted a lot of rules in my games, even when I didn't really use them. The rules were comforting in a way, letting us all know that thing were covered if we needed them to be. Nowadays, that style just isn't my thing. I've played this way for a while now, but I have definitely become much more comfortable with a "rulings, not rules" style of play over the last few years. There's a trust there that everyone at the table is there to have fun and not screw each other around that I kind of like again.

So, Atlantis!

Most of my Swords & Wizardry gaming has grown out of my enjoyment of a sort of pulp style of fantasy fiction: Moorcock, Carter, Leiber, and Howard forming a lot of my ideas for what fits into a fun fantasy role-playing game. This makes sense since it is the sorts of fantasy that the designers of D&D were reading as they played and created the game. It is a fun style of fantasy, heavy on action and magic (some of the times), and people living their lives large. Beautiful women used their charms to bewitch the heroic leads, almost always against the backdrop of a world of ancient, decaying graces that are giving away to a new age.

That is what I am looking at with this game. Atlantis is sort of like my analogue to Moorcock's Melnibone. Except where Melniboneans were cruel and inhuman monsters subjugating the world through terror and magic, the Atlanteans brought culture, society and order to the world. This sets the stage for the Law versus Chaos conflict in old school fantasy games, with a world where the premier civilization is in its twilight days, but the light has not yet gone out. A world where chaos and weird monsters are again peaking out from the shadowy corners of the world, those things that will take stalwart adventurers to hold back. The great cycle of the conflict between Law and Chaos turns, and the world is changing....but into what? That, of course is up to those bands of adventurers that are around the world, trying to hold back the night.

From the Far East, there are the blue-skinned Strangers, with their sky ship and their strange weapons, and stranger magics. Some have even seen that there are Strangers with more than one set of arms, even. There are disenfranchised Amazons, wandering the world and seeking to right the wrongs within this darkening world, and bring their strange Amazonian ideals of peace and love through strength to the rest of the world. Barbarians are everywhere, causing destruction and seeking the chaos that can be found in the world. There are still the Atlantean Sword Brothers and Sisters, some of the best warriors to be found in the world, selling or giving the swords and their bodies to keep the light of civilization from winking out completely. There is magic. There are monsters.

One thing that I find about an old school fantasy approach, particularly with older versions of D&D, is that they tend to be happening during the apocalyptic times, when things are going bad but there is still a chance for change. That is one of the things that influences Atlantis! in my mind. This is not some idyllic time. This is not an age after things have happened and people are trying to survive. This is the time of change, the time of battle, when strength of mind, of body, of will can make a difference to those who are willing to try to make a change in the world. And that, to me, is one of the things that makes RPGs so much fun. You can be that person who steps up and says "None shall pass!" and make that stand, whether or not the odds are in your favor. Hopefully, this will come through in the final version of Atlantis!

Thursday, December 13, 2012

Tomorrow People, Where Is Your Past?

The other day I pitched to my G+ Hangout group doing a Fate-based game for a bit, using the playtest files from the Fate Core Kickstarter. After I sent them all a message, I was nosing around YouTube when I found an old video from the British TV show from the 70s, The Tomorrow People.


This science fiction series featured a group of kids, and young adults, who were the next step in human evolution: Tomorrow People! The Tomorrow People had evolved mental powers (revolving around the powers of telepathy, telekinesis and teleportation). These Tomorrow People also had the genetic disposition towards non-violence, which meant that there wasn't a lot of fighting or big guns in the show. The most offensive that the Tomorrow People would get would be using stun guns at times.

This is sort of the seed of the game that I have pitched, with the characters being similar to Tomorrow People. The non-violent natures will make for interesting play as it will force the players to think outside of the box of how gaming traditionally deals with conflict, which is typically violence.

So, I am looking at a 70s style of science fiction, probably in a more contemporary setting. We will use the setting creation tools of Fate Core to fill in some of the blanks of this setting, starting from these seeds.

Also, David Bowie will probably seep into the mix as an influence as well.



We have some loose ends to tie up in the Swords & Wizardry game before we get to playing this, so we're not looking to start until middle or late January. It will be nice to shift gears for a bit and give a different type of gaming. It will be a good way to recharge the creative batteries.

Dorkland! Rountable with James Raggi

I spoke with James Raggi, of Lamentations of the Flame Princess (both the game and the company) about his history as a gamer, getting into game design and some of the differences between gaming "culture" in America and Finland.


Who knew that Finland considered internet access a basic human right? Anyway, there is some good stuff in here. I tried to dig around in some of his influences, both in fiction and in heavy metal music, to get at the root of the whys behind his creation of the Lamentations of the Flame Princess game, as well as his various adventures. His aesthetic is an interesting one, and it gets at the root of the differences between the approach of his game and some of the other retroclones out there.

Tuesday, December 11, 2012

Dorkland! Picks: Some Of My Music Favorites From 2012

Yeah, I've never really been a fan of "year's best" lists. They tend to be weighted heavily towards whatever has been on the commentator's CD player/turntable for the last few weeks or months, forgetting the stuff that might have come out earlier in the year. And when you have as big of a musical year as you did in 2012, there is a lot of stuff that can just disappear without knowing it. So, instead, I'm going to do a post about some of the albums that came out this past year that were my favorites (with an occasional nod to a single or two, and some non-traditional releases as well).

This isn't a "top" anything list, other than being some of the stuff that I enjoyed listening to over the last twelve months or so. They aren't listed in any particularly order, just how they pop out of my mind and how they showed up in my Winamp player.

I own a lot of music, in a lot of formats and in a lot of styles. Hopefully this list will reflect that. I will share links to some YouTube videos, where I can, for those of you who may not have heard all of the bands that I am going to talk about today. Strap yourselves in, folks, we are in for a bit of a bumpy ride.

Monday, December 10, 2012

Swords & Wizardry on G+

This past weekend a new "function" rolled out on Google Plus, called communities. Communities are sort of like forums, but in the same style and formatting as G+ proper. It is a nice functionality because it does away with some of the things that I hate about online forums and it allows you to interact with new people that you may not know, without having to leave the relative safety of your Google+ stream.

The Swords & Wizardry Discussion community sort of exploded (in a good way), but we are looking for more people to join in on the discussions. Matt Finch and various of the Frog God Games people are already active in the community, as well as some of your favorite Swords & Wizardry bloggers. Click on the image, and come join us.