Tuesday, June 18, 2013
IDW Publishing's Star Trek/Legion of Super-Heroes Crossover In Review
IDW Publishing and DC Comics crossed over two of the venerable properties of science fiction: Star Trek and the Legion of Super-Heroes. The Legion has almost a decade on Star Trek, but they are both the product of the hopefully optimistic sub-genre of science fiction that was prevalent in the 50s and 60s. Thankfully, this mini-series (written by the ever prolific Chris Roberson) did not take the route of all too many contemporary comics by adding a veneer of "reality" to this hopefulness by making the characters suddenly grim and gritty.
The story is steeped in the mythology of both universes, and the characters are true to their origins. Roberson has done a much better job than a lot of crossover writers in this regard. I think that I would have liked it better if the motivation behind the crossover was from the original Star Trek series instead of something from The Next Generation, but overall that is probably a minor quibble.
I did like the little touches of characterizations, like Kirk flirting with Shadow Lass or Cosmic Boy talking about history. I do think that the bits between Spock and Brainiac Five probably should have been a bit more contentious, but I think that Brainiac Five's exasperation with Spock, at times, was a good handling of how the character would react to having to deal with another intelligent scientist being in the room. There were a lot of characters to deal with in this crossover, but I think that McCoy and Uhura were a bit shortchanged.
I did like melding the alternate timeline with classic DC Comics science fiction characters, and the Star Trek characters being convinced that they were in the Mirror Universe was funny at times.
Overall, this was a well done comic. Roberson's writing was better in this book than in other recent crossovers that I have read by him, but I think that is probably due to having a freer hand from editorial edicts. The writing is sharp, the characterizations are spot on and the overall plot is engaging. Roberson does just to the characters and tries his best to give everyone as much screen time as possible, within constraints of the story. Not only do I recommend picking this up, but I hope that this did well enough to warrant future crossovers. I would love to see a story that allows the characters to deal with each other's universes, rather than the "crossover world" created for this. I think that we need to see a scene where Scotty tries to correct Brainiac Five's repairs of the Enterprise.
The trade edition of this comic is out and available in comic stores now. Rush to your local comic store and pick up your copy today.
The story is steeped in the mythology of both universes, and the characters are true to their origins. Roberson has done a much better job than a lot of crossover writers in this regard. I think that I would have liked it better if the motivation behind the crossover was from the original Star Trek series instead of something from The Next Generation, but overall that is probably a minor quibble.
I did like the little touches of characterizations, like Kirk flirting with Shadow Lass or Cosmic Boy talking about history. I do think that the bits between Spock and Brainiac Five probably should have been a bit more contentious, but I think that Brainiac Five's exasperation with Spock, at times, was a good handling of how the character would react to having to deal with another intelligent scientist being in the room. There were a lot of characters to deal with in this crossover, but I think that McCoy and Uhura were a bit shortchanged.
I did like melding the alternate timeline with classic DC Comics science fiction characters, and the Star Trek characters being convinced that they were in the Mirror Universe was funny at times.
Overall, this was a well done comic. Roberson's writing was better in this book than in other recent crossovers that I have read by him, but I think that is probably due to having a freer hand from editorial edicts. The writing is sharp, the characterizations are spot on and the overall plot is engaging. Roberson does just to the characters and tries his best to give everyone as much screen time as possible, within constraints of the story. Not only do I recommend picking this up, but I hope that this did well enough to warrant future crossovers. I would love to see a story that allows the characters to deal with each other's universes, rather than the "crossover world" created for this. I think that we need to see a scene where Scotty tries to correct Brainiac Five's repairs of the Enterprise.
The trade edition of this comic is out and available in comic stores now. Rush to your local comic store and pick up your copy today.
Monday, June 17, 2013
Dorkland! Roundtable with Matt Finch
I spoke with +Matt Finch on the Dorkland! Roundtable. A lot of you probably know him as the creator of Swords & Wizardry, but you may not know that as the original developer of OSRIC, he is probably responsible for starting up the whole retroclone trend that has hit gaming.
We spent time talking about why retroclones are a good thing, and various bits and pieces about old school gaming. If you haven't checked out our talk, you should give it a watch.
We spent time talking about why retroclones are a good thing, and various bits and pieces about old school gaming. If you haven't checked out our talk, you should give it a watch.
Comic Writer Cullen Bunn: My Life As A Gamer
Some of the regular comic readers who follow Dorkland! may recognize Cullen Bunn from his comic writing comic books for Oni Press (The Sixth Gun, Helheim, The Damned, and The Tooth) and Marvel Comics (Fearless Defenders, Deadpool Killustrated, Venom, Wolverine, and Spider-Man: Season One), but what you may not know is that he is also a long time tabletop RPG gamer. A recent tweet that he made on his Twitter stream caused me to contact him and ask him a few questions about his gaming. These are the answers that he made.
With what game did you get started down the path of tabletop RPGs? About how old were you when you started?
I’m pretty sure it was Dungeons and Dragons. When I was in second grade, a friend of mine brought his older brother’s copy of Tomb of Horrors to school. At lunch, we poured over the art book that was included in the module. There was so much imagination in those pages… and I was hooked. Tomb of Horrors, Barrier Peaks, Castle Amber… those were some of the first adventures I played… and I loved them. I didn’t live really close to a lot of gamers, so I started playing these single-player RPGS from Heritage Games. They came with miniatures, paints, and a little adventure booklet. Cleric’s Quest was the one I most remember.
Later, I joined a D&D club at the local library, where I played great adventures like The Lost City, Against the Giants, and Descent into the Depths of the Earth.
We played on the school bus in the afternoons and during lunch. Whenever we could find some time.
As I got a little older, we played once a week at my house, and we started breaking into games other than D&D… notably Villains and Vigilantes, Star Frontiers, Twilight 2000, and homegrown games like a Transformers game we came up with called Robots and Renegades. I remember that one quite fondly.
I got out of gaming for a few years, but around the time Dark Sun was popular, I was drawn back into it. I had a steady group of gamers for a while after that, but for the last several years my gaming has been sporadic at best. Recently, I started talking to some folks about getting a new regular game going, but we’ll see how that goes.
What are some of your favorite games?
There are a number of games that I really like from a game system or game world standpoint, but most of my favorite games are tied directly to campaigns or even a single night of gaming that really stood out for me. Dungeons and Dragons (Basic and Expert, Advanced, 2nd edition, and 3.5), Star Frontiers, Gamma World, Villains and Vigilantes, GURPS (in particular the Horror, Space, and Vampire settings), Dark Conspiracy, Vampire: the Masquerade, Deadlands, QAGS, and (my all-time favorite) Call of Cthulhu.
What is the ongoing appeal of tabletop RPGs for you?
At their best, role-playing games can be great exercises in collaborative storytelling. My favorite games are the ones where everyone is really engaged in telling a great story and building interesting characters, regardless of rolling dice and the rules and such. Sure, there’s an appeal to rolling dice and bashing monsters, but that’s not my favorite aspect of gaming. If mechanics and the like were the only appeal, I’d stick with card games or board games. Also, getting together with friends for a few hours every couple of weeks is always fun.
Are you primarily a GM or a Player? Which do you prefer?
I much prefer being a GM. There are only a couple of other players (primarily with Call of Cthulhu, Dark Conspiracy, and D&D) who have GM’d a game that I enjoyed. Maybe I’m too much of a control freak.
How is comic writing different from making up stuff for a game? How do the two processes compliment each other for you?
I don’t know that there’s a lot of crossover for me, especially because I don’t seem to have much time for gaming right now. Sometimes, working on a game can be a nice break from outlining a comic. And if I’m experiencing writer’s block, a little gaming can sometimes help break those barriers. (I think focusing on another type of story can get the wheels turning on other projects.) For most of my RPG games, though, I have an initial rough outline of what’s happening in the world, and then I just let the players derail it.
If you could write a comic adaptation of any RPG, what would it be and why?
There’s such a broad range. I think Dungeons and Dragons could be rip-roaring fun. I believe a Vampire: the Masquerade comic could be a good, moody, intrigue-heavy book. Gamma World or Dark Conspiracy… or maybe even something like Nightbane or Whispering Vault… might also be a blast from a sheer craziness standpoint.
If you have one of your comics adapted to an RPG, which would it be and why?
I think The Sixth Gun is the best fantasy comic that role-players could buy from a sheer “idea vault” point of view… and I’d love to see an RPG based on that book. If it ever happened, I’d love to see the rulebook as a resource and guidebook to the world of The Sixth Gun, something gamers and non-gamers could enjoy.
With what game did you get started down the path of tabletop RPGs? About how old were you when you started?
I’m pretty sure it was Dungeons and Dragons. When I was in second grade, a friend of mine brought his older brother’s copy of Tomb of Horrors to school. At lunch, we poured over the art book that was included in the module. There was so much imagination in those pages… and I was hooked. Tomb of Horrors, Barrier Peaks, Castle Amber… those were some of the first adventures I played… and I loved them. I didn’t live really close to a lot of gamers, so I started playing these single-player RPGS from Heritage Games. They came with miniatures, paints, and a little adventure booklet. Cleric’s Quest was the one I most remember.
Later, I joined a D&D club at the local library, where I played great adventures like The Lost City, Against the Giants, and Descent into the Depths of the Earth.
We played on the school bus in the afternoons and during lunch. Whenever we could find some time.
As I got a little older, we played once a week at my house, and we started breaking into games other than D&D… notably Villains and Vigilantes, Star Frontiers, Twilight 2000, and homegrown games like a Transformers game we came up with called Robots and Renegades. I remember that one quite fondly.
I got out of gaming for a few years, but around the time Dark Sun was popular, I was drawn back into it. I had a steady group of gamers for a while after that, but for the last several years my gaming has been sporadic at best. Recently, I started talking to some folks about getting a new regular game going, but we’ll see how that goes.
What are some of your favorite games?
There are a number of games that I really like from a game system or game world standpoint, but most of my favorite games are tied directly to campaigns or even a single night of gaming that really stood out for me. Dungeons and Dragons (Basic and Expert, Advanced, 2nd edition, and 3.5), Star Frontiers, Gamma World, Villains and Vigilantes, GURPS (in particular the Horror, Space, and Vampire settings), Dark Conspiracy, Vampire: the Masquerade, Deadlands, QAGS, and (my all-time favorite) Call of Cthulhu.
What is the ongoing appeal of tabletop RPGs for you?
At their best, role-playing games can be great exercises in collaborative storytelling. My favorite games are the ones where everyone is really engaged in telling a great story and building interesting characters, regardless of rolling dice and the rules and such. Sure, there’s an appeal to rolling dice and bashing monsters, but that’s not my favorite aspect of gaming. If mechanics and the like were the only appeal, I’d stick with card games or board games. Also, getting together with friends for a few hours every couple of weeks is always fun.
Are you primarily a GM or a Player? Which do you prefer?
I much prefer being a GM. There are only a couple of other players (primarily with Call of Cthulhu, Dark Conspiracy, and D&D) who have GM’d a game that I enjoyed. Maybe I’m too much of a control freak.
How is comic writing different from making up stuff for a game? How do the two processes compliment each other for you?
I don’t know that there’s a lot of crossover for me, especially because I don’t seem to have much time for gaming right now. Sometimes, working on a game can be a nice break from outlining a comic. And if I’m experiencing writer’s block, a little gaming can sometimes help break those barriers. (I think focusing on another type of story can get the wheels turning on other projects.) For most of my RPG games, though, I have an initial rough outline of what’s happening in the world, and then I just let the players derail it.
If you could write a comic adaptation of any RPG, what would it be and why?
There’s such a broad range. I think Dungeons and Dragons could be rip-roaring fun. I believe a Vampire: the Masquerade comic could be a good, moody, intrigue-heavy book. Gamma World or Dark Conspiracy… or maybe even something like Nightbane or Whispering Vault… might also be a blast from a sheer craziness standpoint.
If you have one of your comics adapted to an RPG, which would it be and why?
I think The Sixth Gun is the best fantasy comic that role-players could buy from a sheer “idea vault” point of view… and I’d love to see an RPG based on that book. If it ever happened, I’d love to see the rulebook as a resource and guidebook to the world of The Sixth Gun, something gamers and non-gamers could enjoy.
Friday, June 14, 2013
A Preview of IDW Publishing's Star Trek / Legion of Super-Heroes Trade
The trade collection of IDW Publishing's cross-over between the Star Trek and Legion of Super-Heroes universes has come out in the collected edition, while you wait for my review of it, check out this 11 page preview from IDW Pubishing that gives a hint at how writer Chris Roberson managed to merge the two settings.
Thursday, June 13, 2013
Dorkland! Roundtable with Anthony Gallela
I spoke with Anthony Gallela on the Dorkland! Roundtable. As a former Executive Director for GAMA (gaming's one and only trade association), I thought that it would make for some interesting background to talk about that for a bit. Most John Q. Gamers aren't really all that familiar with GAMA and what it does for gaming, so I thought it would make for some interesting listening.
We also talked about his time as a designer of RPGs and board games, and we spent a bit of time talking about the Theatrix diceless game that he was a designer of, and how Star Trek influenced the design of the game (hint: it was originally intended to be the system for a licensed Star Trek game).
We also talked about his time as a designer of RPGs and board games, and we spent a bit of time talking about the Theatrix diceless game that he was a designer of, and how Star Trek influenced the design of the game (hint: it was originally intended to be the system for a licensed Star Trek game).
Monday, June 10, 2013
The Hollow Men: A 4C Space Antagonist Report
From the T.S. Eliot poem, The Hollow Men:
We are the hollow men
We are the stuffed men
Leaning together
Headpiece filled with straw. Alas!
Our dried voices, when
We whisper together
Are quiet and meaningless
As wind in dry grass
Or rats’ feet over broken glass
In our dry cellar
No one is sure what the Hollow Men are, or even if they have a name. All that is known is that they attack passing space craft, in groups of 4 or more, and completely drain them of energy, leaving the dead husks of ships in their wake with the crew and passengers to die. The stories of the Hollow Men have come from those few lucky individuals who have managed to be found by passing ships before they died on their dead ships. The description of the Hollow Men are sketchy, and it is uncertain why some ships are attacked and others ignored. They are believed to be extradimensional in nature.
Ships are warned to be cautious in systems known for Hollow Men attacks, and are warned to stay clear of them.
We are the hollow men
We are the stuffed men
Leaning together
Headpiece filled with straw. Alas!
Our dried voices, when
We whisper together
Are quiet and meaningless
As wind in dry grass
Or rats’ feet over broken glass
In our dry cellar
No one is sure what the Hollow Men are, or even if they have a name. All that is known is that they attack passing space craft, in groups of 4 or more, and completely drain them of energy, leaving the dead husks of ships in their wake with the crew and passengers to die. The stories of the Hollow Men have come from those few lucky individuals who have managed to be found by passing ships before they died on their dead ships. The description of the Hollow Men are sketchy, and it is uncertain why some ships are attacked and others ignored. They are believed to be extradimensional in nature.
Ships are warned to be cautious in systems known for Hollow Men attacks, and are warned to stay clear of them.
Origins For Your 4C Space Games
4C Space Origins
Origins in 4C tell you how the character became someone
extraordinary. It is a combination of their background and how they became a
hero. The Origin also gives you, as the player, some hooks into how to play the
character. These Origins have come from science fiction comics, novels and
movies. Each character has one Origin, which can be determined randomly or,
depending on the style of the campaign being played, picked for a character.
This post isn’t intended to be comprehensive, just to give you the ideas with
which to start your own 4C Space
games. And if you haven't checked them out yet, be sure to check out the 4C System rules page.
Labels:
4c,
design,
design notes,
G+ Hangout Play,
OSR,
RPG,
super-heroes
Friday, June 07, 2013
Dorkland! and Accessible Games Announce The First Psi-Punk Contest
Create an entity for Psi-punk: Corps and Criminals. The chosen winner will score a free PDF copy of Psi-punk and their corporation, cartel, or gang will be featured in the upcoming sourcebook.
Details
Write an entry for a mega-corporation, cartel, or gang using the following information as guidance. Entries should be no more than 750 words. We will choose the best entry and feature it in the upcoming Corps and Criminals sourcebook, and the chosen winner will receive a free PDF copy of Psi-punk.
All participants will receive a 20% discount to purchase Psi-punk from RPGNow, so even if your entry isn't chosen you're still a winner.
Entries must be submitted via e-mail to jacob@accessiblegames.biz on or before 11:59 p.m. PST on July 7th, 2013. The winner will be reviewed and announced by July 21st, 2013 on the Dorkland! Blog.
By entering this contest, you agree to allow Accessible Games to use your winning entry in the Corps and Criminals sourcebook (with or without modifications). You will also receive a free PDF of this sourcebook and credit for your entry as a contributor.
To be eligible to enter this contest, you must not be Jacob Wood (unless your name happens to be Jacob Wood and you are not the owner of Accessible Games). Only one entry per person will be accepted, so make it your best.
Descriptions of Megacorporations, Cartels, and Gangs--use the following information to help you craft your entries.
Megacorporations
"No entity in the world holds as much wealth and power as a mega-corporation. Even governments bend to the will and beg for the influence of these powerful organizations which run nearly every facet of our daily lives. From manufacturing and selling the clothes we wear and nano-food we eat to establishing armed militaries and peacekeeping forces, mega-corporations truly run the show.
Mega-corporations, also known as mega-corps or corps, vary wildly in the types of services they offer, goods they manufacture, and people they employ. They do all hold one thing in common, though: they operate worldwide. Every mega-corp has offices in multiple countries and across multiple continents. The largest of them even have bases of operations on the moon, although that territory is still primarily an international safe-haven.
Most mega-corps have adopted their own corporate cultures. Employees often dress the same, behave the same, and in some cases even speak their own corporate language regardless of which country the employee is from. Though slight regional differences do exist, it’s easy to tell one Macroware employee apart from a Magicorp employee no matter which continent they’re on.
Mega-corp employees tend to identify as corporate citizens first and national citizens second. Corporate patriotism is strongly encouraged, and some of the world’s top players even participate in the Olympics as sovereign entities. This is to the chagrin of many governments who prefer to keep a strong hold on their people, but few governments possess the power to truly oppose this gradual leeching of citizens. As long as everyone continues to pay their taxes, most governments quietly accept the new norm."
What is your corporation's name?
What is their industry of expertise?
How do they operate?
Briefly describe their corporate culture.
What else should we know about them?
What is their industry of expertise?
How do they operate?
Briefly describe their corporate culture.
What else should we know about them?
Cartels
"Strictly speaking a cartel is not a criminal organization. The term refers to any formal agreement between competitors to control a market in such a way as to benefit all of the members. These agreements usually include such activities as price fixing, bid rigging, and rigorously controlling the supply of goods.
Any cartel that is not government sanctioned is illegal, as are the practices they employ to control a given market. The fundamentally secretive nature of cartels, coupled with the greed of members who seek to cheat on the agreement and improve matters for themselves, makes them highly unstable and prone to in-fighting.
It is possible for multiple cartels to form in a single industry, which rarely ends well. Criminal cartels are especially likely to war with one another for control.
It is possible for multiple cartels to form in a single industry, which rarely ends well. Criminal cartels are especially likely to war with one another for control.
In common use, the term refers to any number of alliances that controls one specific area of crime. Drug cartels, ghost cartels, weapons cartels, and human trafficking cartels are some of the most prominent criminal organizations in public awareness, and for good reason. These organizations control much of the world’s illicit activities and much of what appears on the news can be attributed to one of these institutions.
Cartels are responsible for supporting gang activity, resisting corporations, toppling governments, and employing street runners to handle some of their heavy lifting."
Cartels are responsible for supporting gang activity, resisting corporations, toppling governments, and employing street runners to handle some of their heavy lifting."
What is your cartel's name?
What kind of cartel is it?
(Drug cartel, ghost cartel, gun cartel, trafficking cartel)?
A ghost cartel is an organization that employs ghosts -- computer hackers who literally merge their consciousness with the 'Net -- to steal sensitive information from others.
How does the cartel operate?
What else should we know?
What kind of cartel is it?
(Drug cartel, ghost cartel, gun cartel, trafficking cartel)?
A ghost cartel is an organization that employs ghosts -- computer hackers who literally merge their consciousness with the 'Net -- to steal sensitive information from others.
How does the cartel operate?
What else should we know?
Gangs
"Gangs battle it out in the slums and ghettos of the world’s cities and constantly war over turf, resources, and whatever scraps of respect they can attain. Police often ignore the petty crimes that gangs commit as long as they’re carried out against each other, but when a gang oversteps its boundaries and starts mugging citizens or robbing local convenience stores the police are forced to intervene. Occasionally the police send squads of gangbusters into the sprawl to take down particularly powerful groups of ruffians, but for the most part their stance has been to let them kill each other… for the good of mankind.
Most gangs are street-level criminals who don’t make it out of the little league. It takes truly organized criminals (see Chapter 2: Cartels) to go pro and break into the national circuit. Gangs usually have a territory ranging from a few city blocks to a few neighborhoods in width, but a truly powerful gang may even rule over most of a city or small county.
When a gang oversteps its boundaries and wanders onto another’s turf, bad things happen. The best case scenario is that the gang in charge of that area runs the other off its land by showing its strength and authority – usually with violence. If both gangs are equally matched a gang war may ensue and bloody battles are waged in the streets for days or even weeks on end. When this happens, it’s usually up to the police and their gangbusting squads to come in and put an end to the in-fighting before too many innocent lives are lost in the cross-fire.
In a bid for dominance, some gangs may intentionally challenge others. Many of the more organized gang leaders have aspirations of one day making it big and taking over the town, and they’ll do whatever they can to prove themselves worthy of fear and respect. In most cases this behavior results in a lot of dead gang leaders, but in a few instances groups will consolidate and become a stronger force."
What is your gang's name?
Who is their leader?
How big is their turf? (Street, neighborhood, city, county)
What is the gang's method of operation? (Do they vandalize property for fun, steal electronics, smuggle illicit goods, etc.)
What is their symbol or identifying factor (tattoos, crazy implants, a certain color or style of hair, etc.)
What else should we know about the gang?
Thank you and also be sure to check out +Accessible Games and +Jacob Wood on Google+. If you aren't following the +Dorkland Blog! or myself (+Christopher Helton), you may want to do that as well. My G+ feed is an augmentation of this blog. Good luck. If you have any questions about your submission, do not leave them in the comments of this blog, or its related social media feeds. All questions directly regarding the contest should be directed to Jacob Wood.
Who is their leader?
How big is their turf? (Street, neighborhood, city, county)
What is the gang's method of operation? (Do they vandalize property for fun, steal electronics, smuggle illicit goods, etc.)
What is their symbol or identifying factor (tattoos, crazy implants, a certain color or style of hair, etc.)
What else should we know about the gang?
Thank you and also be sure to check out +Accessible Games and +Jacob Wood on Google+. If you aren't following the +Dorkland Blog! or myself (+Christopher Helton), you may want to do that as well. My G+ feed is an augmentation of this blog. Good luck. If you have any questions about your submission, do not leave them in the comments of this blog, or its related social media feeds. All questions directly regarding the contest should be directed to Jacob Wood.
Wednesday, June 05, 2013
The Paladins of Space: A 4C System Supplement
This post features some supplemental rules for the 4C System, a super-heroic retroclone. I am keeping exact locations vague in this so that GMs will have some wiggle room in placing these characters in their own campaigns. Space is big, so there is plenty of room for the Paladins and the Eidolon in any campaign.
Courtesy NASA |
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