Review of Sidekicks: the Substitute one-shot
What is it? A comic book. Glossy color cover, non-glossy black and white interior. Published by Oni Press. Indicia gives a date of July 2002. Written by J. Torres. Art by Takeshi Miyazawa. Lettered by Brian O'Malley.
Plot Summary: There's a high school for super-powered kids. The new substitute teacher is a reformed supervillainess doing community service. She is is initially distrusted and students try to prank her. Hi-jinks and hilarity ensue.
What's Good About It? The dialogue is clever and is where most of the humor comes from. I also like the artwork. The manga-inspired look isn't everybody's cup of tea, but I think it works here.
What's Not So Good about It? This is my first exposure to these characters and I feel it does not make a great jumping on point. I have no idea who these characters are and what their powers and personalities are. I also had some trouble telling them apart visually at times.
What the... Moments: Why manga-style artwork? An indie humor book has enough going against it to not want to limit its audience further, and there's a certain amount of irrational dislike against anime and manga out there.
Who Should Get It? People who like the movie Sky High or the comic PS 238 are likely candidates. Archie fans who also like superheroes. Superhero fans who aren't averse to the high school comedy genre.
Rating: 3 stars (on a 5 star scale)
Method of Acquisition: Part of a five comics for $2 grab bag at 21st Century Comics and Games in East Lansing, MI
Tuesday, April 27, 2010
Friday, April 16, 2010
Review of Darkseid one-shot
Review of New Year's Evil Darkseid One-Shot
What Is It? Single Issue of a comicbook , glossy paper for both the cover and the interior, color throughout. Cover dated February 1998.
Plot summary: Darkseid is missing, presumed dead by some. Desaad is trying to hold together an interim government until Darkseid returns. Virman Vundabar attacks this government, hoping to usurp Darkseid's throne for himself. During the inevitable fight, a giant statue of Darkseid animates and holds the combatants in place, while delivering a stern lecture about how New Genesis is the true enemy.
What's Good About It? The artwork, layouts by Sal Buscema, pencils by Keron Grant, and inks by Ray Kryssing, with letters by John Workman and colors by Noelle Giddings; looks rather sharp. John Byrne is the credited writer and he delivers some dialogue that has wonderfully cheesy melodramatic comic book villain qualities. It also showed off two Apokolips natives, that I'd heard of from Who's Who entries and RPG sourcebooks and similar, but had never actually seen in action: Virman Vundabar and Kanto, the Assassin.
What's Not So Good About It? I have no idea where this Darkseid is kind of, but not really dead storyline comes from. Other than cover date of February 1998 giving me a clue to an approximate era to start looking for back issues from. Nothing in thebook mentions what longer-running series this one-shot spins off from or ties into.
What The... Moments? It's a one-shot titled Darkseid, yet Darkseid himself does not make an in-the-flesh appearance onscreen, as such.
Who Needs It? New Gods completists. John Byrne fans. People that want a slightly less complicated take on the New Gods character's than Grant Morrison's handling of them in Final Crisis.
Rating: 2 stars
What Is It? Single Issue of a comic
Plot summary: Darkseid is missing, presumed dead by some. Desaad is trying to hold together an interim government until Darkseid returns. Virman Vundabar attacks this government, hoping to usurp Darkseid's throne for himself. During the inevitable fight, a giant statue of Darkseid animates and holds the combatants in place, while delivering a stern lecture about how New Genesis is the true enemy.
What's Good About It? The artwork, layouts by Sal Buscema, pencils by Keron Grant, and inks by Ray Kryssing, with letters by John Workman and colors by Noelle Giddings; looks rather sharp. John Byrne is the credited writer and he delivers some dialogue that has wonderfully cheesy melodramatic comic book villain qualities. It also showed off two Apokolips natives, that I'd heard of from Who's Who entries and RPG sourcebooks and similar, but had never actually seen in action: Virman Vundabar and Kanto, the Assassin.
What's Not So Good About It? I have no idea where this Darkseid is kind of, but not really dead storyline comes from. Other than cover date of February 1998 giving me a clue to an approximate era to start looking for back issues from. Nothing in the
What The... Moments? It's a one-shot titled Darkseid, yet Darkseid himself does not make an in-the-flesh appearance onscreen, as such.
Who Needs It? New Gods completists. John Byrne fans. People that want a slightly less complicated take on the New Gods character's than Grant Morrison's handling of them in Final Crisis.
Rating: 2 stars
Labels:
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Monday, April 12, 2010
A Few Short Thoughts on relatively recent political news
I wake up most mornings to NPR news on my clock radio. One of the places that I work, the bartender like to turn the TV to Fox News at about the time that Glen Beck is on. I have heard a bit about the health care debate from both ends of the political spectrum, I think.
Here's my take:
It reminds me of the second verse of the Underdog theme song:
When in this world the headlines read of those whose hearts are filled with greed,
Who rob and steel from those in need,
To right this wrong with blinding speed goes
Underdog!
Anyways, I think both the liberals and the conservatives would relate those words to the health care issue, but have strongly different definitions of need, greed, and rob.
Here's my take:
It reminds me of the second verse of the Underdog theme song:
When in this world the headlines read of those whose hearts are filled with greed,
Who rob and steel from those in need,
To right this wrong with blinding speed goes
Underdog!
Anyways, I think both the liberals and the conservatives would relate those words to the health care issue, but have strongly different definitions of need, greed, and rob.
Labels:
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Friday, April 9, 2010
Review of Solo Avengers Issue #14
Two notes:
1) These are mostly finds from the cheap comics bins, so they are from many years ago, sometimes.
2) I am copying the format I use for reviews of RPG productson rpg.net, except instead of the five-point style and substance scale, I use a more generalized five star scale where zero is horrid; one is bad; two is acceptable; three is good; four is great; and five is amazingly awesome.
Anyways: review of Solo Avengers #14
What is it? A single issue of a comicbook published in 1984, color throughout, glossy covers, non-glossy interior. It's sort of an anthology format book with two stories. A Hawkeye story is the lead feature, as it always was in Solo Avengers/ Avengers Spotlight and a She-Hulk story is the backup feature. Both stories are around 11 pages once you subtract ad pages.
The stories briefly: In the Hawkeye story, Black Widow infiltrates an A.I.M. base and just before she is capturedphones Avenger's mansion. Hawkeye is the only one home to get the message and he goes to rescue her. Hawkeye fights the A.I.M. goons and rescues Black Widow. The heroes find out A.I.M. has a strange elaborate plot that involves collecting brains in jars. The alleged cliffhanger ending involves a giant robot activating and being about to attack the heroes.
The She-Hulk story involves She-Hulk arguing a case before the Supreme Court because besides being a superhero, she's also a lawyer. She-Hulk is arguing that the Mutant Registration Act is unconstitutional. Titania, a superstrong and nigh-invulnerable villainess, is on a rampage outside the courtroom. Since She-Hulk is the only superhero nearby, she has to go fight Titania.
What's good about it? It was cheap, only 75 cents. The She-Hulk story was funny and sort of clever.
What's Not So Good? The cover was bit deceptive regarding the Hawkeye/ Black Widow story. I was expecting more of a true team up, but Black Widow was out of the action for a large bit of the story.
What The... Moments The basic format of Solo Avengers. Who thought splitting a normal length book in half and giving the first half to Hawkeye always and then a random Avengers-related backup story was a good idea?
Rating: The Hakweye story is two stars, the She-Hulk story is four stars. Together they average a three star rating.
1) These are mostly finds from the cheap comics bins, so they are from many years ago, sometimes.
2) I am copying the format I use for reviews of RPG productson rpg.net, except instead of the five-point style and substance scale, I use a more generalized five star scale where zero is horrid; one is bad; two is acceptable; three is good; four is great; and five is amazingly awesome.
Anyways: review of Solo Avengers #14
What is it? A single issue of a comic
The stories briefly: In the Hawkeye story, Black Widow infiltrates an A.I.M. base and just before she is captured
The She-Hulk story involves She-Hulk arguing a case before the Supreme Court because besides being a superhero, she's also a lawyer. She-Hulk is arguing that the Mutant Registration Act is unconstitutional. Titania, a superstrong and nigh-invulnerable villainess, is on a rampage outside the courtroom. Since She-Hulk is the only superhero nearby, she has to go fight Titania.
What's good about it? It was cheap, only 75 cents. The She-Hulk story was funny and sort of clever.
What's Not So Good? The cover was bit deceptive regarding the Hawkeye/ Black Widow story. I was expecting more of a true team up, but Black Widow was out of the action for a large bit of the story.
What The... Moments The basic format of Solo Avengers. Who thought splitting a normal length book in half and giving the first half to Hawkeye always and then a random Avengers-related backup story was a good idea?
Rating: The Hakweye story is two stars, the She-Hulk story is four stars. Together they average a three star rating.
Labels:
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Monday, April 5, 2010
Review of Ravenloft campaign settign boxed set
This is an x-post of something I wrote for rpg.net: a review of an old campaign setting boxed set for the pnecil and paper RPG version of Dungeons & Dragons:
What is it? A boxed set containing: four full color maps, one clear plastic hex overlay, 24 cards with color art on one side and black and white text on the reverse, and a book. The book is a soft cover with a color illustration on the front cover and a black, white, and red interior. It weighs in at 144 pages length with the last seven pages being Monstrous Compendium-style monster stats pages.
Most of this review will concentrate on the book. The cards and such are nifty and nicely done, but the meat of this product is the book.
The book starts with an overview of gothic horror as a genre, including a suggested reading list. White Wolf did this fairly routinely in their original World of Darkness line, especially Mage: the Ascension, but this is somewhat out of character for TSR of this era. Recommendations include Shirley Jackson's The Haunting of Hill House and H. G. Wells's The Island of Dr. Moreau but misses The Castle of Otranto and The Monk.
The next section is a broad overview of the Demiplane of Dread, another name for the Ravenloft setting. Includes the Tome of Strahd, an excerpt from the setting's premiere vampire's journal. Also a timeline and suggested means for getting into Ravenloft and hints of possibilities for getting back out again.
Following this is a chapter on how characters change in the Ravenloft setting. It is not a friendly environment. Paladins can't detect evil in Ravenloft. A Domain Lord's control over the local wildlife is stronger than a ranger's influence on his animal buddies. Turning undead is harder. Demi-humans face xenophobia from natives of the Demiplane of Dread.
And then there's the Powers Check. Evil acts may attract the baleful attentions of the Demiplane. This takes the form of a simultaneous blessing and curse, like a minor spell-like ability accompanied by a disfiguring physical change. Enough failed Powers Checks can turn a character into an NPC under the DM's control, possibly even the lord of a new domain.
Up next are Fear and Horror Checks. Fear for your life against long odds may make you drop your weapon and run away: that's a fear check. Seeing something disturbing can have a long-term effect on your mental health: that's a horror check.
Not too surprisingly, this horror-oriented setting has something to say about vampires and werewolves. Werewolves and other lycanthropes have a higher chance of transmitting their disease in Ravenloft: 2% per point of damage inflicted, rather than the standard 1%. Suggestions for changing weaknesses to things other than the standard silver and magic weapons are also made. Vampires in Ravenloft get stronger with age, gradually losing weaknesses. Suggestions are also given for customizing a vampire's powers and weaknesses.
Curses are the subject of the next chapter. Curses can be created by the power of the Demiplane itself without the need for a spell to be cast: possibly in response to an evil action or as a response to someone's desire for revenge. Curses are powerful, yet limited.
The next chapter is on gypsies. The Vistani are a group of gypsy-like people native to Ravenloft. Vistani can lay curses, divine the future, create potions, and travel freely.
The next section is on fortune telling. Suggestions are given on how to use it without railroading the players. Also a broad overview of some fortune telling methods is given.
The next two chapters are spells and magical items. Alignment detection doesn't work. Creature summoning and dismissal work differently, in general, the summonig goes fine, but whatever is summoned gets stuck in Ravenloft and isn't happy about it. Undead are easy to create and hard to control. Some spells and items require a Powers Check to use. Three new spells and about seven new magic items are presented.
Following this are Lands of the Core and Islands of Terror. These cover the geography of the setting. The Core is the Demiplane's main continent and then there are various islands floating around off of it.
Who's Doomed of Ravenloft is the next chapter. This contains bios and stats for a number of prominent NPCs. Mostly Domain Lords and other villains, but a few good guys too. One I didn't remember from previous readings is Gondegal, a Chaotic Neutral warrior. Others are like old friends, like Strahd, Ravenloft's first Domain Lord and sort of the iconic character for the setting. Or Rudolph Van Richten, the fearless monster hunter and author of numerous guides to hunting the nastiest of beasties. And Victor Mordenheim, Ravenloft's answer to Dr. Frankenstein and his twisted creation, Adam.
The next chapter is a few pages of family trees for the setting's prominent NPC families.
After that is Techniques of Terror. These are tips for the Ravenloft DM or really and horror game. Suggestions include: isolation, loss of control, and body horror.
Adventure ideas are the last thing in the book before the monster pages. This presents ten very short adventure seeds for an ambitious DM to flesh out himself.
And closing out the book are seven monsters. The geist is barely a monster; it might cause a Fear or Horror check. The Gremishka is a gremlin variant. Loup-Graou are a werewolf variant. Odem are a species of possessing undead. Strahd Skeletons are Strahd's beefed up skeleton soldiers. Strahd Zombies are Strahd's beefed up zombies; they lose their heads and arms easily but the severed parts keep fighting on their own. The Nosferatu is a vampire variant.
What about the cards? Three have a nice full color picture of Strahd on one side and reproduce charts from the rulebook on the other or similar information, like a list of monsters most appropriate to Ravenloft. Five have a family portrait of one of Ravenloft's important NPC families on one side and stats for an NPC from that family on the other. The remaining sixteen are pictures of and information about various Domain Lords's homes and fortifications and other important buildings.
What's Good About It? Techniques of Terror was a good idea. Other horror games could use GM advice this good. Strahd is another good point. It helps to be able to put a face on a setting, like Elminster for the Realms or the Companions for Dragonlance and Strahd certainly does that for Ravenloft.
What's Not So Good About It? Most of the following isn't really bad, so much as things that feel too thin or that don't seem incredibly useful: The Bloodlines Chapter, the Fortune telling chapter, the Gypsies chapter.
I'm not sure what purpose the Bloodlines chapter serves. Maybe a DM could tease a few adventure hooks out of it, but it would take some real work.
Fortune telling is such a big concept that it needs its own book or to be ignored entirely.
The gypsies chapter was thin. It feels like a warm-up to tease us a little before Van Richten's Guide to Gypsies or the half-Vistani race in the Domains of Dread book.
I would gladly have traded all three of these chapters for a full-developed adventure, even one as short as three pages.
What The... Moments? Shirley Jackson's The Haunting of Hill House and H. G. Wells's The Island of Dr. Moreau showing up on the recommended reading list. Hill House is twentieth century. Dr. Moreau is an early SF classic, but not exactly a gothic. Moreau was probably included because of Ravenloft's knock-off character Frantisek Markov.
Who Should Get It? Dedicated AD&D 2nd Edition DMs who have a thing for vampires, werewolves, and ghosts. Fans of gothic horror. GMs for any horror-game looking for good staging tips. As far as I can tell, the Domains of Dread hardback reprints almost all the good bits from the book, so unless you really want the cards or maps, owners of Domains can skip this.
What is it? A boxed set containing: four full color maps, one clear plastic hex overlay, 24 cards with color art on one side and black and white text on the reverse, and a book. The book is a soft cover with a color illustration on the front cover and a black, white, and red interior. It weighs in at 144 pages length with the last seven pages being Monstrous Compendium-style monster stats pages.
Most of this review will concentrate on the book. The cards and such are nifty and nicely done, but the meat of this product is the book.
The book starts with an overview of gothic horror as a genre, including a suggested reading list. White Wolf did this fairly routinely in their original World of Darkness line, especially Mage: the Ascension, but this is somewhat out of character for TSR of this era. Recommendations include Shirley Jackson's The Haunting of Hill House and H. G. Wells's The Island of Dr. Moreau but misses The Castle of Otranto and The Monk.
The next section is a broad overview of the Demiplane of Dread, another name for the Ravenloft setting. Includes the Tome of Strahd, an excerpt from the setting's premiere vampire's journal. Also a timeline and suggested means for getting into Ravenloft and hints of possibilities for getting back out again.
Following this is a chapter on how characters change in the Ravenloft setting. It is not a friendly environment. Paladins can't detect evil in Ravenloft. A Domain Lord's control over the local wildlife is stronger than a ranger's influence on his animal buddies. Turning undead is harder. Demi-humans face xenophobia from natives of the Demiplane of Dread.
And then there's the Powers Check. Evil acts may attract the baleful attentions of the Demiplane. This takes the form of a simultaneous blessing and curse, like a minor spell-like ability accompanied by a disfiguring physical change. Enough failed Powers Checks can turn a character into an NPC under the DM's control, possibly even the lord of a new domain.
Up next are Fear and Horror Checks. Fear for your life against long odds may make you drop your weapon and run away: that's a fear check. Seeing something disturbing can have a long-term effect on your mental health: that's a horror check.
Not too surprisingly, this horror-oriented setting has something to say about vampires and werewolves. Werewolves and other lycanthropes have a higher chance of transmitting their disease in Ravenloft: 2% per point of damage inflicted, rather than the standard 1%. Suggestions for changing weaknesses to things other than the standard silver and magic weapons are also made. Vampires in Ravenloft get stronger with age, gradually losing weaknesses. Suggestions are also given for customizing a vampire's powers and weaknesses.
Curses are the subject of the next chapter. Curses can be created by the power of the Demiplane itself without the need for a spell to be cast: possibly in response to an evil action or as a response to someone's desire for revenge. Curses are powerful, yet limited.
The next chapter is on gypsies. The Vistani are a group of gypsy-like people native to Ravenloft. Vistani can lay curses, divine the future, create potions, and travel freely.
The next section is on fortune telling. Suggestions are given on how to use it without railroading the players. Also a broad overview of some fortune telling methods is given.
The next two chapters are spells and magical items. Alignment detection doesn't work. Creature summoning and dismissal work differently, in general, the summonig goes fine, but whatever is summoned gets stuck in Ravenloft and isn't happy about it. Undead are easy to create and hard to control. Some spells and items require a Powers Check to use. Three new spells and about seven new magic items are presented.
Following this are Lands of the Core and Islands of Terror. These cover the geography of the setting. The Core is the Demiplane's main continent and then there are various islands floating around off of it.
Who's Doomed of Ravenloft is the next chapter. This contains bios and stats for a number of prominent NPCs. Mostly Domain Lords and other villains, but a few good guys too. One I didn't remember from previous readings is Gondegal, a Chaotic Neutral warrior. Others are like old friends, like Strahd, Ravenloft's first Domain Lord and sort of the iconic character for the setting. Or Rudolph Van Richten, the fearless monster hunter and author of numerous guides to hunting the nastiest of beasties. And Victor Mordenheim, Ravenloft's answer to Dr. Frankenstein and his twisted creation, Adam.
The next chapter is a few pages of family trees for the setting's prominent NPC families.
After that is Techniques of Terror. These are tips for the Ravenloft DM or really and horror game. Suggestions include: isolation, loss of control, and body horror.
Adventure ideas are the last thing in the book before the monster pages. This presents ten very short adventure seeds for an ambitious DM to flesh out himself.
And closing out the book are seven monsters. The geist is barely a monster; it might cause a Fear or Horror check. The Gremishka is a gremlin variant. Loup-Graou are a werewolf variant. Odem are a species of possessing undead. Strahd Skeletons are Strahd's beefed up skeleton soldiers. Strahd Zombies are Strahd's beefed up zombies; they lose their heads and arms easily but the severed parts keep fighting on their own. The Nosferatu is a vampire variant.
What about the cards? Three have a nice full color picture of Strahd on one side and reproduce charts from the rulebook on the other or similar information, like a list of monsters most appropriate to Ravenloft. Five have a family portrait of one of Ravenloft's important NPC families on one side and stats for an NPC from that family on the other. The remaining sixteen are pictures of and information about various Domain Lords's homes and fortifications and other important buildings.
What's Good About It? Techniques of Terror was a good idea. Other horror games could use GM advice this good. Strahd is another good point. It helps to be able to put a face on a setting, like Elminster for the Realms or the Companions for Dragonlance and Strahd certainly does that for Ravenloft.
What's Not So Good About It? Most of the following isn't really bad, so much as things that feel too thin or that don't seem incredibly useful: The Bloodlines Chapter, the Fortune telling chapter, the Gypsies chapter.
I'm not sure what purpose the Bloodlines chapter serves. Maybe a DM could tease a few adventure hooks out of it, but it would take some real work.
Fortune telling is such a big concept that it needs its own book or to be ignored entirely.
The gypsies chapter was thin. It feels like a warm-up to tease us a little before Van Richten's Guide to Gypsies or the half-Vistani race in the Domains of Dread book.
I would gladly have traded all three of these chapters for a full-developed adventure, even one as short as three pages.
What The... Moments? Shirley Jackson's The Haunting of Hill House and H. G. Wells's The Island of Dr. Moreau showing up on the recommended reading list. Hill House is twentieth century. Dr. Moreau is an early SF classic, but not exactly a gothic. Moreau was probably included because of Ravenloft's knock-off character Frantisek Markov.
Who Should Get It? Dedicated AD&D 2nd Edition DMs who have a thing for vampires, werewolves, and ghosts. Fans of gothic horror. GMs for any horror-game looking for good staging tips. As far as I can tell, the Domains of Dread hardback reprints almost all the good bits from the book, so unless you really want the cards or maps, owners of Domains can skip this.
Friday, April 2, 2010
Fortune Cookie
This is kind of a placeholder/ filler until I have something deeper and more interesting to share.
I went out for Chinese/Thai last night for dinner (most Thai restaurants I've been to have also served American-Chinese-restaurant food too, like general chicken and chicken with broccoli and similar things).
I got a fortune cookie as is the custom at this sort of restaurant.
The message was:
Success comes in cans, not can nots.
I went out for Chinese/Thai last night for dinner (most Thai restaurants I've been to have also served American-Chinese-restaurant food too, like general chicken and chicken with broccoli and similar things).
I got a fortune cookie as is the custom at this sort of restaurant.
The message was:
Success comes in cans, not can nots.
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