Sunday, July 16, 2017

War for the Planet of the Apes


It's five years after a brief and unease truce between humans and apes in Northern California led to war.  The latest films is at turns The Outlaw Josey Wales and The Great Escape rather than a war film unless the title is more clever than it appears and references a war where the apes or not the primary combats--and gives a sly hint to its outcome.

Andy Serkis is again great as Caesar, and so are the other motion-capture actors. The special effects have gotten so good the apes don't really seen CGI at all, other than of course they are. Steve Zahn sort of steals the show here is the new character "Bad Ape" adding a bit of tastefully done levity to otherwise fairly grim precedings. Woody Harrelson is playing crazy, as usual, in the flavor of Kurtz from Apocalypse Now.

If you liked the previous installments in the current trilogy, you'll like this one. If you haven't seen any of this current series, you should start with Rise.


One thing I've noticed, when the first film came out it was widely commented that it was essentially a reworking/re-imaging of Conquest of the Planet of the Apes. This is sort of true and viewed from that perspective Dawn and War are then a two part reworking of Battle for the Planet of the Apes. (Dawn, particularly has a lot of specific scene parallels to Battle.)

Friday, July 14, 2017

3 Pitches, 4 Colors 2: Days of Dr. Nightmare

This is the second in a series of posts with brief campaign pitches for superhero games. This one is written by Michael "Aos" Gibbons of  The Metal Earth and Cosmic Tales:


The world lies at the feet of Dr. Nightmare and has for these 30 years. The lands he rules strain under the burden of his mad and sadistic ambition; those he does not struggle in vain to remain free, or exist now only as mutant infested wastelands, scorched by Zero-Bombs and stinking with the taint of gene-gas.

But the weed of hope grows in the garden of despair. A few individuals, scattered across the globe, locked in disparate lives, have begun to experience lucid waking-dreams of another, better world, where they were heroes. All of them know, even if they refuse to face it, that something has gone wrong with time, and only they can fix it- and at the cost of everything they know.

They are the Awakened, and Dr. Nightmare can taste their dreams.

Inspirations: Days of Future Past, Age Of Apocalyse, Uncanny X-Men in general. 

Thursday, July 13, 2017

3 Pitches 4-Colors 1: OMEGA TEAM!

This is the first in a series of posts with brief campaign pitches for superhero games. The others to follow are written by some other gaming bloggers you might know...


All of the world, individuals with anomalous and fantastic powers are increasing in number: mutants or victims of strange accidents, these individuals are feared and ostracized. A secret organization located beneath a governmental office building has need of these so-called freaks. The voice of Control describes the coming threat: The work of a brilliant Dr. Rankin has clearly indicated the danger. The ever-increasing number of “freaks,” extraterrestrial contacts, and weird phenomena, can be plotted on a curve showing inexorable progress nothing less that the destruction of humankind as we know it, if it’s trajectory is not altered. A team of special individuals--freaks--can bend this curve. They are the last line of defense: the Omega Team!

Style: Silver Age veneer on Modern Age construction; like Arnold Drake writing Grant Morrison’s  Doom Patrol, or maybe Steve Gerber writing Drake’s Doom Patrol.
Inspirations: Doom Patrol, Challengers of the Unknown, Atlas-era  monsters/horror, Xombi, Thriller, Outer Limits, X-Men.

Wednesday, July 12, 2017

Wednesday Comics: Nocturnals: Sinister Path


I backed the Kickstarter for Dan Brereton's latest Nocturnals graphic novel, Sinster Path. The Kindle/Comixology versions are available now, and the hardcover should soon be available to the nonbacker public.

If you're not familiar with horror/pulp/superhero mashup The Nocturnals, you might want to read this post first.  If you are, then you know Brereton presents his tough guy underworld where super-science and magic exist in a matter of fact way, without a lot of explanation. Sinister Path continues this tradition, so no one evidences any surprise when Doc Horror and his crew head into the mansion of a deceased judge to get the files of dirt he kept on various underworld and government figures and encounter supernatural menaces. All in a days work for a werewolf/mob enforcer/scientist from a parallel dimension!

If that makes the Nocturnals sound like camp, it is not. The tone is serious for the most part, and Brereton makes his unusual concept work. His moody and lurid art probably helps.


Sinster Path could be read as a standalone, but it's probably, but best to start a little earlier so you know the relationships. It's fairly open-ended, promising more to come.

Monday, July 10, 2017

Looking for Adventure on the DMs Guild


While mostly I've been content to translate old school adventures for my 5e campaign, I decided to go looking for some adventures there. I haven't been too impressed with what I've found so far, though. They are no worse in basic conception than any number of older modules--indeed, they often have a more interesting high concept--but they tend to be sort of slight and written with a particular scene-based structure that doesn't give you a lot to work with if you're not going to follow their script.

While I don't absolutely reject a scene-based structure (if it's fairly "open"), as a general rule, if there isn't anything interesting about the setup or setting of the adventure, an author's pre-planned idea of a "cool scene" isn't going to work for me.

The DMs Guild 5e adventures I've read have one advantage over the Pathfinder adventures/adventure paths I've read in that at least they aren't as overwritten (though they aren't terse). They don't tend to be as interesting in details though.

Anybody got in 5e adventure recommendations?

Sunday, July 9, 2017

Spider-Man: Homecoming and the Backdrop of the MCU


One of the good things about Spider-Man: Homecoming is that it brings Spider-Man into the Marvel Cinematic Universe. Not in the comic fetishist dream of now having Spider-Man in the same scene with Iron Man, but in the sense of the increasingly cohesive backstory of the CMU undergirding the plot. I am not found of the CMU in its homogenization of plot and uninspired sameness of production design, but the ways that it increasingly portrays a world being changed by the consequences of an alien invasion and the co-occurrent emergence of superheroes I like a lot.

They didn't plan this from the beginning. There is no unification of the origins of any of the Phase One characters, and only some of their villains. As late as Winter Soldier, the Falcon's flying prosthetic wings are just some Army contractors invention, with no need of Stark genius or reverse engineered alien tech.  The small screen is where things begin to change. Daredevil season one has as its setting New York in the aftermath of a very destructive alien invasion (i.e. the Chitauri as seen in Avengers). Agents of SHIELD and Agent Carter deal with (and build on) things in the periphery of the films.


Of course, Civil War deals with the political consequences of Age of Ultron (which in turn, sort of grew out of the events of Avengers), but Homecoming shows us the origins of several of Spider-Man's foes in the Roadside Picnic-esque salvage of the Chitauri visitation. It's an interesting thematic element, having the "neighborhood hero" have to deal with the personifications of the mess left behind when the big players leave the field, but it also makes the universe seem more cohesive and real. It's a step away from the Marvel Silver Age comics toward  (again) the Ultimate Marvel Universe in approach.

I think this would be a good thing to emulate in superhero rpgs or really any genre where you wanted a sustain cohesive setting. Thirty years ago, the writers of the Wild Cards books argued a unified origin for super-powers aided suspension of disbelief. That's probably true, but given the proliferation of superheroes today, it seems less necessary. What is still somewhat novel, and still worth considering is the "ripples" in the pond of the setting when a new fantastic element is dropped in. There's a lot that can be mined from that idea, I think.

Friday, July 7, 2017

Dictionary of Azurth Update


I hadn't done one of these in a while, so I figured it was time. Here's the updated Dictionary of the Land of Azurth with entries for Zorka, Tsar of the Shooting Stars, and House Perilous, among others.