Thursday, June 20, 2013

Skullkickers: 1000 Opas and A Dead Body

To me there are two schools of fantasy fiction, as it applies to gamers: the fantasy fiction they think represents their campaigns and the fantasy fiction that does represent their campaigns. Skullkickers from Jim Zub and Image Comics is very much in the latter category.

I mean that as a compliment.

I finished this week the first trade of Skullkickers, it was my first exposure to the comic (although I had heard a lot of good comments about it online. Skullkickers, like a good band of fantasy adventurers, takes its name from a "heroic act" done by one of the characters during a fight with the big monster. I won't spoil it, but I wouldn't be surprised if people tried this with their characters in fantasy games.




The characters in Skullkickers spend a lot of time in bars, not surprisingly. If anyone else's fantasy campaigns are like the ones that I run, everyone's characters spend a lot of time in bars.

I enjoyed the art, and the fast pace of Zub's writing. They come together to give the comic an animated cartoon feel that I really liked. It has an anime feel to it that, while not everyone may like, it definitely appealed to me. The art as much as the writing adds a lot to the characterizations of our protagonists (I hesitate to call them the heroes), which is interesting because the characters aren't actually named in story. To be honest, I didn't even notice this until I was reading the introduction to the reprint of the first appearance of these characters (from the Image Comics published Popgun comic) talked about how The Man With No Name was an influence. Considering some of the terrible character names that I've encountered in my 30+ years of gaming, I think this approach is a good one.

The more that I read of Skullkickers, the more that I want it to be turned into an RPG, to be honest. I think that it would fit well in a game with an old school approach, like Swords & Wizardry or Labyrinth Lord. I don't know that I would want a character to have to deal with Shorty and Baldy during an adventure (most player characters are already disruptive enough) but the world of Skullkickers is very engaging and I want to explore it at ground level, inside the world, as well as read more of the comics. It is interesting that I am not a big fan of fantasy fiction, preferring the works of only a couple of authors in fiction, but I love it when fantasy is done in comics. Part of me would love to see a crossover between these guys and Travis Morgan.

OK, so, do I recommend buying this comic? A most emphatic yes. This trade is one of the most exciting comics that I have read in recent months. If, for some weird reason, you need to be further sold on this, there is a webcomic version of the early adventures of these guys. But you really should pick up 1000 Opas and A Dead Body on your next trip to the comic store. It is just that much fun of a comic.

Wednesday, June 19, 2013

X-Files Season 10 - First Issue

There is a new X-Files comic hitting the news stands and comic shops today. Is it worth picking up?

Tuesday, June 18, 2013

X-Files Season 10 Comic Preview


After the movies. After the television show. A new X-Files comic from creator/Executive Producer Chris Carter and IDW Publishing. Now you can see the cover and the first few pages of the book.



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.

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.

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.

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).

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.

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.