Hey all,
In honor of Free Comic Book Day, we just released a one shot from our back catalog for free (digitally) over at IndyPlanet. This will run for about another 12 hours or so, give or take. Feel free to download it and let me know what you think. The comic is "Double Cross" an 8 page flashback one shot from our Chronicles of Rachel Strand series, written by me and drawn by Johnnie Johnson.
Enjoy!
Showing posts with label comics. Show all posts
Showing posts with label comics. Show all posts
Saturday, May 5, 2018
Tuesday, September 10, 2013
A Friend In Need
So a week or so ago, I posted about Chris Pramas and his impending neck surgery and the troubles he's facing with paying for it (which is alleviated now by the generous outpouring of support from his friends and fans).
Weeeeell...now I come to you with another matter, one a bit more personal to me: Marty Snodgrass, a friend and colleague in the indy comic business (in addition to his freelancing, he and I have both worked for Equinox Comics who has published...almost everything I've released in comics), is quadriplegic and on a ventilator. About two weeks ago, his handicap accessible van was stolen in Tulsa, Oklahoma. Now, his family found the van...but it was stripped out and damaged, and his family only had liability insurance on it. He pretty much needs such a van to get to and from the doctor, or anywhere he might want or need to go, so he's trying to raise the money to get another van. He's set up a GoFundMe account (click the link to hear it in his words) in hopes of raising the money he needs to get another van, so if you have the means, please help a guy out...and, if you don't have the means, please pass the word on.
Weeeeell...now I come to you with another matter, one a bit more personal to me: Marty Snodgrass, a friend and colleague in the indy comic business (in addition to his freelancing, he and I have both worked for Equinox Comics who has published...almost everything I've released in comics), is quadriplegic and on a ventilator. About two weeks ago, his handicap accessible van was stolen in Tulsa, Oklahoma. Now, his family found the van...but it was stripped out and damaged, and his family only had liability insurance on it. He pretty much needs such a van to get to and from the doctor, or anywhere he might want or need to go, so he's trying to raise the money to get another van. He's set up a GoFundMe account (click the link to hear it in his words) in hopes of raising the money he needs to get another van, so if you have the means, please help a guy out...and, if you don't have the means, please pass the word on.
Thursday, May 2, 2013
The Chronicles of Rachel Strand: DOUBLE CROSS Available Now!
DOUBLE CROSS, the latest Chronicles of Rachel Strand flashback comic, is available now via IndyPlanet.com! Synopsis below:
When Thomas Greymore and his crew pulled Rachel Strand from the coffin from which she had been sealed, not all of his team was ready to welcome her with open arms. Clayton Cross, Thomas’ best friend, has decided to take matters into his own hands...
Born a half-vampire, Rachel Stand is blessed with great powers...and cursed with a dark heritage. Choosing to fight the darkness rather than join it, Rachel takes up the Hellrazers to seek out and destroy evil wherever it may be found. These are her stories. These are the Chronicles of Rachel Strand!
Scope the cover below!
When Thomas Greymore and his crew pulled Rachel Strand from the coffin from which she had been sealed, not all of his team was ready to welcome her with open arms. Clayton Cross, Thomas’ best friend, has decided to take matters into his own hands...
Born a half-vampire, Rachel Stand is blessed with great powers...and cursed with a dark heritage. Choosing to fight the darkness rather than join it, Rachel takes up the Hellrazers to seek out and destroy evil wherever it may be found. These are her stories. These are the Chronicles of Rachel Strand!
Scope the cover below!
Other Rachel Strand stories are found in EQUINOX #1 and the Chronicles of Rachel Strand: VOODOO one shot! Check 'em out and let me know what you think! You can also find us on Facebook if you do that whole thing.
Tuesday, November 27, 2012
The Bedrock Blog Interviews ME!
Hey folks, this is mostly for the people who aren't connected to me on social media already...Brendan Davis of Bedrock Games just interviewed me for his blog, covering writing (both comics and this blog), my thoughts on RPG design and reviewing!
If you have a moment, pop over and take a read!
If you have a moment, pop over and take a read!
Wednesday, November 7, 2012
The Chronicles of Rachel Strand: Voodoo is now available!
Comic book promoting time again...
This past weekend at the Darkon Expo in Tulsa, Oklahoma, Equinox Comics released a new one shot written by me titled THE CHRONICLES OF RACHEL STRAND: VOODOO, featuring Rachel Strand - wielder of the Hellrazers - and the first appearance of Equinox antihero Voodoo.
Written by Tommy Brownell and Shawn Cowan, Art by Johnnie Johnson and Jason Coody, Cover by Ben Soto, Logo by Michael Crutchfield
Standard Comic
Black & White
Page Count: 32
POD
As RACHEL'S friends return to Babylon to help her with her war against darkness, whether she wants their help or not, a shadowy figure named VOODOO has followed them into town. What does he want, and what does it have to do with the ancient vampire LILITH?
Born a half-vampire, Rachel Strand is blessed with great powers...and cursed with a dark heritage. Choosing to fight the darkness rather than join it, Rachel takes up the Hellrazers to seek out and destroy evil wherever it may be found. These are her stories. These are the Chronicles of Rachel Strand!
You can order it now (along with EQUINOX #1 and #2, featuring the first appearance of Rachel and the first appearance of THE CURSE, both written by me) at IndyPlanet.com!
This past weekend at the Darkon Expo in Tulsa, Oklahoma, Equinox Comics released a new one shot written by me titled THE CHRONICLES OF RACHEL STRAND: VOODOO, featuring Rachel Strand - wielder of the Hellrazers - and the first appearance of Equinox antihero Voodoo.
Written by Tommy Brownell and Shawn Cowan, Art by Johnnie Johnson and Jason Coody, Cover by Ben Soto, Logo by Michael Crutchfield
Standard Comic
Black & White
Page Count: 32
POD
As RACHEL'S friends return to Babylon to help her with her war against darkness, whether she wants their help or not, a shadowy figure named VOODOO has followed them into town. What does he want, and what does it have to do with the ancient vampire LILITH?
Born a half-vampire, Rachel Strand is blessed with great powers...and cursed with a dark heritage. Choosing to fight the darkness rather than join it, Rachel takes up the Hellrazers to seek out and destroy evil wherever it may be found. These are her stories. These are the Chronicles of Rachel Strand!
You can order it now (along with EQUINOX #1 and #2, featuring the first appearance of Rachel and the first appearance of THE CURSE, both written by me) at IndyPlanet.com!
Tuesday, October 2, 2012
The Winter's Eye - Coming Soon!
Hey folks, a break from the RPG posts for a bit...as some of you know, I write comic books on the side. Well, I've worked on two stories this year with my friends Ben Soto and Cary Stringfield, and they are being released in the Winter's Eye Anthology published by The Grim Crew!
The anthology is a supernatural thriller anthology with a common thread: The Winter's Eye (which can take whatever form the storytellers needed).
Ben and I tell the tale of THE INHERITANCE, in which a sleazy con man who is running out of cash visits his ailing grandfather in hopes of ensuring a larger inheritance. Ben and I are both big fans of the Twilight Zone, and Ben gives the story a bit of a film noir vibe with his art.
THE PROBLEM SOLVER, my first collaboration with Cary, involves a hapless man pulled into a grave-robbing misadventure by his ne'er-do-well brother-in-law. This one is much more into the TALES FROM THE DARKSIDE/OUTER LIMITS vibe.
I'm very excited about this, and I can't wait for people to see it up close and personal. In the meantime, you can check out a preview here.
Sunday, April 29, 2012
Comics You Should Read: Maximum Carnage
It is entirely possible that I should instead call this "in defense of Maximum Carnage".
Apparently, critics hated it. Reportedly, Marvel staffers quietly mocked it. But Maximum Carnage is one of my favorite Spider-Man stories of all time.
In my anecdotal experience, Spider-Man fans can be divided into two groups (usually by age): Those that think Venom is really cool...and those that think he is one of the worst things to ever happen to the Spider-Man mythos. Now, I'm not a die-hard Venom (or Carnage) fan, but I don't hate them...and I love this story.
I'm not going to be quite as picky with spoilers, because this story is almost 20 years old. If you don't know who Venom is, he's Eddie Brock, a newspaper reporter whose sensationalist journalism gets discredited by Spider-Man, and who bonds with the alien symbiote that forms Spider-Man's black suit. Carnage is Cletus Kasady, a serial killer who has bonded with a spawn of the Venom symbiote. As the story begins, Venom is becoming an anti-hero in San Francisco, Spider-Man is mourning the death of Harry Osborn and Kasady is locked in Ravencroft Asylum (the Arkham Asylum for the Spider-Man family of books in the early 90s). Oh, and Spider-Man's parents have seemingly returned from the dead, apparently spies who spent 20 years locked in a Soviet prison.
In Act One, we waste no time in discovering that Kasady's symbiote has mutated and now lives in his bloodstream...and he breaks out of Ravencroft, slaughtering the staff along the way. He joins forces with another inmate named Shriek, and the two set out into the city, wreaking havoc. Soon, they join forces with the Spider-Doppleganger from Infinity War and Spider-Man (who promised Mary Jane that he would give up being Spidey for two weeks - and broke that promise hours later), gets his ribs busted fighting Shriek and Doppleganger. Venom catches wind of Carnage's return and heads to New York...where Carnage lures HIM into trap. Cloak and Dagger join Spidey, but Dagger is seemingly killed by Shriek, and by the end of the first act, the city is rioting...Spidey is losing his grip, Dagger is dead, Cloak and Black Cat have joined Venom in a bloodhunt for Carnage and Carnage has added the Demogoblin to his twisted "family". In fact, part five (written by JM DeMatteis) ends in a powerful scene where Spider-Man fights off a mob and vows that he is done showing mercy.
In Act Two, Morbius joins Venom, Black Cat and Cloak and the four of them are nearly taken apart in a nightclub (where Mary Jane is also present) before Spider-Man saves the day. Spidey and Venom decide to break into Four Freedoms Plaza and steal a sonic gun while Morbius has to withdraw in the sunlight and Cloak goes searching for Firestar (Human Torch is off planet). Meanwhile, Deathlok attacks Carnage's crew (which has also added Carrion to the mix), and is taken down in a chilling juxtaposition as Spider-Man declares that Carnage's "family" will have to fall in the face of science. Deathlok is saved by Iron Fist, and Carnage proves resistant to the sonic gun...but not Firestar's microwaves. This builds, again, to another amazing high point in which Venom pushes Firestar to kill Carnage but she resists...until Spider-Man tells her it's the only way. Firestar, holding Spider-Man as an example of a real hero, agrees to do it...only pulling back when Spidey tells her to stop at the last second. Venom lashes out at Spider-Man, only to be captured by Shriek and Carnage for more torture. Spider-Man, physically crushed and emotionally suffocating, is left looking for another way...when Captain America offers him a hand.
In Act Three, Black Cat, Morbius, Nightwatch and Cloak have aligned with Venom (who is still captured by Carnage), while Spider-Man, Captain America, Deathlok, Iron Fist and Firestar have joined forces, seeking a better way to end things. They discover that Shriek is, literally, the source of the riots...she's been broadcasting hate ever since Carnage broke her out. Black Cat, injured, drops out of the fight, Morbius bails out with the rising sun, Nightwatch also pulls out and Venom goes missing after breaking away from Carnage, whose family is beginning to implode (what, psychopaths can't get along?!?). Cloak returns to his church seeking guidance...and discovers that Dagger is still alive, inside of him. Dagger, overloaded on "light" becomes the rallying point against Shriek, and her, Iron Fist and Deathlok rig together a "good bomb", which turns Carrion back human, redeems Shriek (at least temporarily) and seemingly kills Carnage. In the end, we find out Carnage is still alive, but even more unhinged, and the series ends in a three way brawl between Spider-Man, Carnage and Venom that results in Venom slipping away, Carnage being taken into custody by the Avengers and Black Cat performing an 11th hour save in a character moment showing her learning from Spider-Man over Venom.
While the story does get anvilicious at points, it is a great example of not only good over evil, but good over grey as well, with the antiheroes all either folding in the face of adversity, or being inspired by the heroes (Black Cat by Spider-Man, Cloak by Dagger, even Spider-Man by Captain America). Peter gets encouragement from Aunt May, in turn showing Mary Jane that what he does is really important, because he makes a difference every time he saves a life, causing her to go off on the cynical Richard Parker.
The story is criticized for having too many guest stars, but in a city wide massacre by supervillains, other characters SHOULD get involved, and the only truly superfluous hero guest stars are, arguably, Nightwatch and Deathlok.
The writing is noticeably done by multiple people (the regular writers for each book), with JM DeMatteis hitting the highest points of the series (especially in parts 5 and 9). At the time, I didn't appreciate Sal Buscema's art, but reading it now, he's a fantastic storyteller who makes the most of his every panel. Mark Bagley, as always, draws an amazing Spider-Man (pun intended), though his Mary Jane looks about like she should die any minute (and dear lord is she trotted around in skimpy outfits for the enjoyment of the fanboys).
Moments like "You'll get no more mercy from Spider-Man!", Spider-Man telling Firestar to NOT stoop to Carnage's level, Captain America's helping hand, Mary Jane telling off Richard Parker, Mary Jane telling Peter that she understands why he has to do what he does and Spider-Man explaining to Venom that he sees Venom the same way Venom sees Carnage are all tremendous highlights.
I've read various articles online that just trash the story out, overanalyzing it, accusing it of oversimplifying things...but forget that. Maximum Carnage is about heroes being heroes even when the rest of the world is going crazy. And that ain't bad.
Tuesday, March 6, 2012
It's My Birthday - Read Hellrazer
Yeah, I'm laying a guilt trip on you all.
Most of you know me as Tommy the RPG Reviewer.
I do wear a few other hats (and adding more all the time)...but the one I am the most passionate about is that of Comic Book Writer.
It is also my birthday.
To that end, I implore you to go read my webcomic. It's free, and I don't think it's horrible (and I think it's getting better all the time). You can also follow it on Facebook.
Two complete stories are up (Living in Shadows and Voodoo), and we've just started the third (the cover and two pages of which I'm posting here).
If you feel so inclined, you can help support my writing by ordering the comics I've been published in as well...
Without further ado - Hellrazer: The Chronicles of Rachel Strand Issue #1.
Most of you know me as Tommy the RPG Reviewer.
I do wear a few other hats (and adding more all the time)...but the one I am the most passionate about is that of Comic Book Writer.
It is also my birthday.
To that end, I implore you to go read my webcomic. It's free, and I don't think it's horrible (and I think it's getting better all the time). You can also follow it on Facebook.
Two complete stories are up (Living in Shadows and Voodoo), and we've just started the third (the cover and two pages of which I'm posting here).
If you feel so inclined, you can help support my writing by ordering the comics I've been published in as well...
Without further ado - Hellrazer: The Chronicles of Rachel Strand Issue #1.

Tuesday, February 28, 2012
Comics You Should Read: The Sixth Gun
I like westerns. A TON. I also like comic books. Oh, and I like supernatural horror weirdness in my west (like Deadlands, although I dig "regular" westerns a ton, too). SO...this months entry in Comics You Should Read is a supernatural western known as The Sixth Gun by Oni Press.
The Sixth Gun, a noted, is a supernatural western, written by Cullen Bunn and drawn by Brian Hurtt. Set in the Civil War, The Sixth Gun focuses on six mystical weapons (currently in the form of guns...shocking, right?) recently in the hands of (undead) General Hume and his psychotic hoodlums. However, young Becky Montcrief gains possession of the Sixth Gun and joins forces with a gunslinger named Drake Sinclair to attempt to keep Hume from being resurrected and the six guns from being brought back together. 19 issues are currently available (I've read the first 17).
In the first arc, General Hume's wife and her Pinkerton agents are trying to bring her husband back and reunite the six guns, while Drake Sinclair is trying to find the General's treasure...and crosses paths with Becky Montcrief, who inherits the sixth gun from her father. Becky, Drake, Billjohn, Gord and their allies wind up in a war with Hume, his wife and his four horsemen (cliched, yes) into the pit known as The Maw, where Drake discovers that some "treasures" should probably stay buried. The first arc is a pitch-perfect build to an amazing climax that could easily have ended the book and it would have been an amazing miniseries worth sitting on any bookshelf...
...but they kept going.
And it got better.
In the second arc, we learn more about the mythology of the setting, and Drake deals with the fallout of his actions at the battle at The Maw while Becky finds herself flirting with a handsome stranger and a gang of thieves come looking for the six guns...and we learn even more about their true power and potential. Our heroes have to deal with a loa and her bokkor even as an unconventional order of priests come a-knockin'.
In the third arc, we find out more about Gord's past and the Sixth Gun's powers while Drake Sinclair goes missing after a train robbery (carrying the sleeping corpse of General Hume) is attacked by undead robbers and he has to deal with a mummy who was mentioned all the way back in issue #1.
Cullen Bunn is a fantastic writer, weaving a western tale that is both familiar and has its own spin on the "weird west". It is no surprise at all to me that he's garnering more and more attention (he's taking over the Captain America &... book, and Sixth Gun has apparently been optioned as a series for SyFy). Brian Hurtt is one of those artists that, when you see his work, you don't immediately go "wow"...until you see his storytelling. This book SHINES because both the writing and the art are weaving an epic western tale.
Incidentally, I picked up this book on Comixology (where the first issue is free) and the digital conversion is amazing, perhaps enhancing the story flow even more. For instance, in the second arc the servants of the bokkor were stalking our heroes and the panel by panel approach had me on the edge of my seat in the way that having the full page in front of me never would have.
17 issues is hard to make an "all-time" judgement (unless that IS the whole story, and in this case it is not), but thus far The Sixth Gun has proven to be - issue for issue - one of the very best books I am currently reading and Bunn and Hurtt have done a fantastic job thus far of shaking it up as they go, giving me little doubt that they'll carry it on as long as they want to.
If you're a Deadlands fan, certainly, buy this book.
Sunday, February 26, 2012
Tommy's Pull List 2/26/12
Hey all...deciding to try something new...Tommy's Pull List, in which I do short reviews of the individual comics I purchase, in addition to "Comics You Must Read" (installment #2 is coming in a couple of days). The difference? The latter will focus on series' and graphic novels I REALLY think you should read. This will focus on everything I buy, for good or ill.
Sound good?
Warning...there may be spoilers.
WINTER SOLDIER #2 (Marvel) by Ed Brubaker, Butch Guice and Bettie Breitweiser.
WHAT YOU SHOULD KNOW: After the events of Fear Itself, it was revealed that Bucky had faked his death and has assumed the Winter Soldier identity once more. Now, with Black Widow at his side, the two are on the pursuit of other agents that worked alongside the Winter Soldier. In this issue, Winter Soldier and Black Widow battle a Soviet Super-Ape (seriously) and witness an assassination attempt on one of Marvel's most notorious figures. (It fails).
WHAT WORKS: Well, I wasn't a fan of the first issue at all (despite generally being a huge fan of Brubaker's and Bucky's) but this issue has at least hooked me to see where the assassination attempt angle goes, as even the characters point out that you can't take out Dr. Doom with a car bombing...so I wanna know just what Doom's rival has up their sleeve.
WHAT DOESN'T WORK: I'm still not feeling the return of the Winter Soldier. I really enjoyed Bucky Cap, alongside Steve Rogers Super Soldier and I didn't feel that story had a chance to really run its course. Still, issue 2 gives me more hope than issue 1 did.
UNCANNY X-MEN #7 by Kieron Gillen, Greg Land and Jay Leisten.
WHAT YOU SHOULD KNOW: In the aftermath of X-Men: Schism, Cyclops leads his "X-Tinction" team out of Utopia. Cyclops' team have traveled to Tabula Rasa (a stretch of land in Montana where time has been sped up) and are stuck between two members of The Apex: The Savage and The Tomorrow Man.
WHAT WORKS: Well, the characters sound like themselves, at least.
WHAT DOESN'T WORK: I hate Greg Land's inappropriate, light-boxed art. With a passion. I also hate that the entirety of the last two issues has been about showing us that the most powerful X-Men team is completely insignificant compared to The Savage and The Tomorrow Man, in every definable way. I don't want to read comics in which characters I care about are made to look like complete tools at the expense of another race of "advanced beings" that will be forgotten about as soon as the writer leaves the book.
SECRET AVENGERS #23 by Rick Remender, Gabriel Hardman and Bettie Breitweiser.
WHAT YOU SHOULD KNOW: Captain America's team of covert Avengers (consisting of Hawkeye, Black Widow, Beast, Ant-Man, Valkyrie, Hank Pym and Captain Britain) encounter a group of Adaptoids in Pakistan who have kidnapped a woman for reasons unknown...but Ant-Man has hitched a ride on the Adaptoids as they return to home base. In this issue, the original Human Torch pitches in while Captain America and Hawkeye have a HUGE blow-up over Cap's decision to add Agent Venom (Flash Thompson) to the team. Meanwhile, Ant-Man continues wrestling with his desire to redeem himself versus his scumbag nature.
WHAT WORKS: Fantastic action, and Rick Remender writes a GREAT Beast who is serving as the conscience of the team. His interplay with Hank Pym (in which he REFUSES to allow Pym to make a new Artificial Intelligence - in the middle of what seemed like light-hearted banter - is a wonderful scene). I also love the addition of Agent Venom, who is one of Marvel's best ideas in some time. Hardman did a nice job of making Hank Pym, Jim Hammond, Clint Barton and Flash Thompson all look at least mostly distinct without masks on. Good thing Captain America and Captain Britain left theirs on.
WHAT DOESN'T WORK: Secret Avengers has the same "muddy" art as Winter Soldier (Bettie Breitweiser's doing), and while it SHOULD work thematically, it really doesn't when your team is full of guys in bright costumes like Captain Britain and Ant Man. My biggest gripe with the issue is Hawkeye blowing up at Cap over Venom being placed on the team. First off, the Flash Thompson version of Venom isn't a villain and never has been. Second of all, even if he was an ex-villain, since when has HAWKEYE of all people had an issue with villains trying to redeem themselves? He WENT TO JAIL for the Thunderbolts! Also, the "we're the REAL next step in blahblahblah" schtick has been beaten to death (this is what the Adaptoids are doing, see). Still, great book for the most part.
THE NEW AVENGERS #21 by Brian Bendis, Mike Deodato and Paul Mounts.
WHAT YOU SHOULD KNOW: Luke Cage's Avengers squad has been doing battle with Norman Osborn's new Dark Avengers squad since Norman escaped from confinement. This is part of a larger (though stand-alone) tie-in throughout both of Bendis' Avengers books in which the Osborn story is coming to its ultimate head. Last issue, Osborn unleashed Ragnarok (the Clone Thor from Civil War that killed Goliath). What ensues is basically a big ol' fight scene with Wolverine, Iron Fist, Spider-Man and Luke Cage versus Ragnarok while Norman Osborn sits in the background outsmarting everybody.
WHAT WORKS: Just some amazing action sequences, especially the Wolverine-Ragnarok fight. Don't worry haters, Wolverine isn't portrayed as being in the same league as the clone of Thor, but he does show an absolute refusal to give up, no matter what. Spider-Man is fantastic in a support role, trying to keep the team from dying. The interplay with the Dark Avengers at the end is also great, as Osborn tries to keep his team on a leash so that they don't ruin his plans.
WHAT DOESN'T WORK: I still don't like how Deodato draws Osborn looking like Tommy Lee Jones, but at least he's consistent about it. I've been a Bendis critic in the past, but I'm very intrigued to see how he wraps up his run on Avengers, and he's been doing a fantastic job recently, I thought.
THE AVENGERS #22 by Brian Bendis, Renato Guedes, Jose Wilson Magalhaes and Jason Keith.
WHAT YOU SHOULD KNOW: An ex-SHIELD agent has joined HAMMER and given Norman Osborn "all the secrets of the super hero community". The Avengers split forces to bring HAMMER down on multiple fronts, only to find that Osborn was prepared for them at every turn. This issue is a series of standalone scenes in which HAMMER tries to break the Avengers individually while The President deals with the fallout of Osborn's accusations that he has been unfairly attacked and imprisoned.
WHAT WORKS: The writing is good, but not great. I did particularly enjoy the scene with SHIELD traitor Dr. Washington and Iron Man.
WHAT DOESN'T WORK: I don't mind when cover artists differ from interior artists, but I hate when covers have nothing to do with the interior...and Gorgon isn't even in the issue, much less fighting Captain America.
WOLVERINE AND THE X-MEN #6 by Jason Aaron, Nick Bradshaw, and a whole bunch of inkers and colorists.
WHAT YOU SHOULD KNOW: Since Schism, Wolverine and his group of X-Men have reopened the school and are attempting to train the next generation of mutants...which trying to keep the school from going under. Wolverine and Quentin Quire have headed off into space seeking funding to keep the school open while Kid Gladiator has entered Kitty Pryde's body to battle off hordes of microscopic Brood. In this issue, Wolverine and Quentin Quire try to rip off an intergalactic casino while The X-Men enter Kitty's body to save her and find out what happened to Kid Gladiator...while the mansion is attacked by more, larger brood.
WHAT WORKS: Wolverine and the X-Men is the funnest the X-Men books have been in YEARS. Wolverine always gets paired up with "kid sidekicks" but it's usually "spunky teen girl with a crush on Wolverine", this time it's smarmy teen boy that Wolverine wants to punch in the face. Nice change of pace. Good action, good writing, good art. Hope it holds up through the Avengers vs X-Men crossover.
WHAT DOESN'T WORK: I've never been a fan of the space stuff tied in with the X-Men, but at least Jason Aaron's having fun with it.
![]() |
| Tommy's Pick of the Pull |
Sound good?
Warning...there may be spoilers.
WINTER SOLDIER #2 (Marvel) by Ed Brubaker, Butch Guice and Bettie Breitweiser.
WHAT YOU SHOULD KNOW: After the events of Fear Itself, it was revealed that Bucky had faked his death and has assumed the Winter Soldier identity once more. Now, with Black Widow at his side, the two are on the pursuit of other agents that worked alongside the Winter Soldier. In this issue, Winter Soldier and Black Widow battle a Soviet Super-Ape (seriously) and witness an assassination attempt on one of Marvel's most notorious figures. (It fails).
WHAT WORKS: Well, I wasn't a fan of the first issue at all (despite generally being a huge fan of Brubaker's and Bucky's) but this issue has at least hooked me to see where the assassination attempt angle goes, as even the characters point out that you can't take out Dr. Doom with a car bombing...so I wanna know just what Doom's rival has up their sleeve.
WHAT DOESN'T WORK: I'm still not feeling the return of the Winter Soldier. I really enjoyed Bucky Cap, alongside Steve Rogers Super Soldier and I didn't feel that story had a chance to really run its course. Still, issue 2 gives me more hope than issue 1 did.
UNCANNY X-MEN #7 by Kieron Gillen, Greg Land and Jay Leisten.
WHAT YOU SHOULD KNOW: In the aftermath of X-Men: Schism, Cyclops leads his "X-Tinction" team out of Utopia. Cyclops' team have traveled to Tabula Rasa (a stretch of land in Montana where time has been sped up) and are stuck between two members of The Apex: The Savage and The Tomorrow Man.
WHAT WORKS: Well, the characters sound like themselves, at least.
WHAT DOESN'T WORK: I hate Greg Land's inappropriate, light-boxed art. With a passion. I also hate that the entirety of the last two issues has been about showing us that the most powerful X-Men team is completely insignificant compared to The Savage and The Tomorrow Man, in every definable way. I don't want to read comics in which characters I care about are made to look like complete tools at the expense of another race of "advanced beings" that will be forgotten about as soon as the writer leaves the book.
SECRET AVENGERS #23 by Rick Remender, Gabriel Hardman and Bettie Breitweiser.
WHAT YOU SHOULD KNOW: Captain America's team of covert Avengers (consisting of Hawkeye, Black Widow, Beast, Ant-Man, Valkyrie, Hank Pym and Captain Britain) encounter a group of Adaptoids in Pakistan who have kidnapped a woman for reasons unknown...but Ant-Man has hitched a ride on the Adaptoids as they return to home base. In this issue, the original Human Torch pitches in while Captain America and Hawkeye have a HUGE blow-up over Cap's decision to add Agent Venom (Flash Thompson) to the team. Meanwhile, Ant-Man continues wrestling with his desire to redeem himself versus his scumbag nature.
WHAT WORKS: Fantastic action, and Rick Remender writes a GREAT Beast who is serving as the conscience of the team. His interplay with Hank Pym (in which he REFUSES to allow Pym to make a new Artificial Intelligence - in the middle of what seemed like light-hearted banter - is a wonderful scene). I also love the addition of Agent Venom, who is one of Marvel's best ideas in some time. Hardman did a nice job of making Hank Pym, Jim Hammond, Clint Barton and Flash Thompson all look at least mostly distinct without masks on. Good thing Captain America and Captain Britain left theirs on.
WHAT DOESN'T WORK: Secret Avengers has the same "muddy" art as Winter Soldier (Bettie Breitweiser's doing), and while it SHOULD work thematically, it really doesn't when your team is full of guys in bright costumes like Captain Britain and Ant Man. My biggest gripe with the issue is Hawkeye blowing up at Cap over Venom being placed on the team. First off, the Flash Thompson version of Venom isn't a villain and never has been. Second of all, even if he was an ex-villain, since when has HAWKEYE of all people had an issue with villains trying to redeem themselves? He WENT TO JAIL for the Thunderbolts! Also, the "we're the REAL next step in blahblahblah" schtick has been beaten to death (this is what the Adaptoids are doing, see). Still, great book for the most part.
THE NEW AVENGERS #21 by Brian Bendis, Mike Deodato and Paul Mounts.
WHAT YOU SHOULD KNOW: Luke Cage's Avengers squad has been doing battle with Norman Osborn's new Dark Avengers squad since Norman escaped from confinement. This is part of a larger (though stand-alone) tie-in throughout both of Bendis' Avengers books in which the Osborn story is coming to its ultimate head. Last issue, Osborn unleashed Ragnarok (the Clone Thor from Civil War that killed Goliath). What ensues is basically a big ol' fight scene with Wolverine, Iron Fist, Spider-Man and Luke Cage versus Ragnarok while Norman Osborn sits in the background outsmarting everybody.
WHAT WORKS: Just some amazing action sequences, especially the Wolverine-Ragnarok fight. Don't worry haters, Wolverine isn't portrayed as being in the same league as the clone of Thor, but he does show an absolute refusal to give up, no matter what. Spider-Man is fantastic in a support role, trying to keep the team from dying. The interplay with the Dark Avengers at the end is also great, as Osborn tries to keep his team on a leash so that they don't ruin his plans.
WHAT DOESN'T WORK: I still don't like how Deodato draws Osborn looking like Tommy Lee Jones, but at least he's consistent about it. I've been a Bendis critic in the past, but I'm very intrigued to see how he wraps up his run on Avengers, and he's been doing a fantastic job recently, I thought.
THE AVENGERS #22 by Brian Bendis, Renato Guedes, Jose Wilson Magalhaes and Jason Keith.
WHAT YOU SHOULD KNOW: An ex-SHIELD agent has joined HAMMER and given Norman Osborn "all the secrets of the super hero community". The Avengers split forces to bring HAMMER down on multiple fronts, only to find that Osborn was prepared for them at every turn. This issue is a series of standalone scenes in which HAMMER tries to break the Avengers individually while The President deals with the fallout of Osborn's accusations that he has been unfairly attacked and imprisoned.
WHAT WORKS: The writing is good, but not great. I did particularly enjoy the scene with SHIELD traitor Dr. Washington and Iron Man.
WHAT DOESN'T WORK: I don't mind when cover artists differ from interior artists, but I hate when covers have nothing to do with the interior...and Gorgon isn't even in the issue, much less fighting Captain America.
WOLVERINE AND THE X-MEN #6 by Jason Aaron, Nick Bradshaw, and a whole bunch of inkers and colorists.
WHAT YOU SHOULD KNOW: Since Schism, Wolverine and his group of X-Men have reopened the school and are attempting to train the next generation of mutants...which trying to keep the school from going under. Wolverine and Quentin Quire have headed off into space seeking funding to keep the school open while Kid Gladiator has entered Kitty Pryde's body to battle off hordes of microscopic Brood. In this issue, Wolverine and Quentin Quire try to rip off an intergalactic casino while The X-Men enter Kitty's body to save her and find out what happened to Kid Gladiator...while the mansion is attacked by more, larger brood.
WHAT WORKS: Wolverine and the X-Men is the funnest the X-Men books have been in YEARS. Wolverine always gets paired up with "kid sidekicks" but it's usually "spunky teen girl with a crush on Wolverine", this time it's smarmy teen boy that Wolverine wants to punch in the face. Nice change of pace. Good action, good writing, good art. Hope it holds up through the Avengers vs X-Men crossover.
WHAT DOESN'T WORK: I've never been a fan of the space stuff tied in with the X-Men, but at least Jason Aaron's having fun with it.
Sunday, February 12, 2012
More Shameless Self Promotion
By the nature of the site, I do a lot of pimping for other people's stuff...today, I need to do a little pimping for my products again.
Hellrazer: The Chronicles of Rachel Strand was selected by DrunkDuck.com as their feature this past Thursday, drawing extra attention to mine and Johnnie Johnson's hard work. That was a great moment for me this week. Every little bit of recognition helps, you know? Facebook users can also follow us on the Hellrazer Facebook page.
We also had a comic book signing last night for Equinox #2, which continues the Genesis story from Equinox #1 and includes a back-up story introducing The Curse, a story I previewed on here a few months ago. The Curse will be appearing in Hellrazer later this year, and you can order copies of either issue of Equinox at IndyPlanet.com.
Finally, preorders are open for War of the Dead Chapter 4, written by Lee Szczepanik Jr., edited by me and published by Daring Entertainment. This is the grand finale of the War of the Dead saga, taking your zombie apocalypse survivors into Legendary and setting up the World of the Dead Savage Setting. You can still order Chapter One (print or PDF), Chapter Two (print or PDF) and Chapter Three (print or PDF) at RPGNow.
More great stuff to come on the blog! Two more Wild World Wrestling stars, more Comics You Should Read, an advance review of the Rogue Mage RPG, the Mistborn Adventure Game and more SAGA of Spider-Man with my son!
Hellrazer: The Chronicles of Rachel Strand was selected by DrunkDuck.com as their feature this past Thursday, drawing extra attention to mine and Johnnie Johnson's hard work. That was a great moment for me this week. Every little bit of recognition helps, you know? Facebook users can also follow us on the Hellrazer Facebook page.
We also had a comic book signing last night for Equinox #2, which continues the Genesis story from Equinox #1 and includes a back-up story introducing The Curse, a story I previewed on here a few months ago. The Curse will be appearing in Hellrazer later this year, and you can order copies of either issue of Equinox at IndyPlanet.com.
Finally, preorders are open for War of the Dead Chapter 4, written by Lee Szczepanik Jr., edited by me and published by Daring Entertainment. This is the grand finale of the War of the Dead saga, taking your zombie apocalypse survivors into Legendary and setting up the World of the Dead Savage Setting. You can still order Chapter One (print or PDF), Chapter Two (print or PDF) and Chapter Three (print or PDF) at RPGNow.
More great stuff to come on the blog! Two more Wild World Wrestling stars, more Comics You Should Read, an advance review of the Rogue Mage RPG, the Mistborn Adventure Game and more SAGA of Spider-Man with my son!
Saturday, January 28, 2012
Comics You Should Read: Skullkickers
Comic books are one of those areas where you can truly vote with your wallet, making your voice heard and keeping titles alive. Part of the purpose of this new series of articles on the blog is to focus on those comics that may be in danger that you should totally be buying, although I will not be limiting it *entirely* to comics that are "endangered". These are not necessarily an attempt at objective reviews, just me sharing with you comics that I enjoy, and that I would like to see others enjoy.
Now...Comics You Should Read!
First up...Skullkickers!
Skullkickers, published by Image Comics, is a tongue in cheek fantasy romp by Jim Zubkavich, Edwin Huang and the occasional fill-ins (on both art and writing), following a pair of nameless adventuring mercenaries (you can call them Baldy and Shorty) as they fight monsters and evil, mostly for money.
The book balances action and comedy very deftly, with Baldy and Shorty cracking wise while also being incredibly badass. The art tends to be somewhat exaggerated, just short of cartoony, and the sound effects are often very literal "Stab! Punch! (and one of my personal favorites) Vegetation!" Shorty is a brutal dwarven warrior while Baldy is a gun-weilding human (the gun is magical, and most people tend to quickly forget he owns it), providing plenty of action even in the face of comedy.
Over the course of the series thus far, the heroes have dealt with a Necromancer, a giant demon, pissed-off faerie treehuggers, werewolves...they've even became heroes (as well as wanted men). Robin Laws even pitched in on issue 4 with D&D4e stats for Baldy and Shorty (with all the serial numbers filed off, of course).
The first story arc involves a noble being assassinated, a necromancer controlling Shorty's foot (it makes sense in context) and a giant demon that rules the dead. Though the story is all pretty much resolved in that one arc, there is foreboding hints that this adventure will definitely come back to haunt them.
The second arc involves the Skullkickers versus the rampaging faerie hippies, as well as the heroes being accused of being assassins, and a thieves guild leader who keeps coming back from the dead (I assume he'll be a recurring character). This arc ends with a scene that shows a lot of promise for the next one.
The third arc, beginning this year, will take the Skullkickers out onto the high seas apparently...and seems likely they'll run across a duo not unlike themselves.
In between the arcs are some short story anthologies by various creators.
For me, the story that really won me over was the back-up story in Skullkickers #0 that seemed like a pointless dialogue sequence between the title characters until the awesome twist at the end. Very much worth reading (and I think #0 is free on Comixology). Probably my only real gripe is the pacing, as two arcs over two years seems a little lite for a story that otherwise feels very fast-paced.
Dragon Age or Lord of the Rings this is not. Skullkickers is an (awesomely) irreverent fantasy yarn that's both funny and full of butt-kicking action. I assume it'll get officially turned into an RPG someday (maybe soon).
You can purchase Skullkickers at MyComicShop.com (in individual issues or trades), Amazon.com (volume 1 and volume 2), on Comixology and at your local comic book store.
Friday, December 23, 2011
Tommy's Take on Fall
I occasionally review comics here, sometimes prompted by outside sources and sometimes prompted by my own desire to do so. This review is spawned by the latter impulse.
WHAT YOU SHOULD KNOW: FALL is a graphic novel by Fabian Rangel Jr and Juan Romera, published by 215 Ink. Cover price is $7.99, and the digital version is $3.99 on the Graphic.ly webstore/app.
The bulk of the story is set in 1995, after Josh Reyna and his family have just moved due to his Dad's new job. Josh is miserable, being bullied and would probably be ready to snap, except he's got a secret: A space alien named Russ is hiding in his room. From there we get a buddy bonding tale that takes a dark turn when Josh's bullying gets out of hand, and ends in something less than a happy ending, for a couple of reasons. It claims to be a tale of "disillusionment, loss and the realities of growing up", which is certainly an accurate claim.
In addition to the story itself (told in two chapters), Fall contains a five page script for the original version of the story, as well as the completed short tale. One of my only real complaints about Fall is the length - I felt like it could have been longer, easy - and so I'm not a big fan of the five page version, but it is a nice bonus, seeing how the story evolved from five pages to two chapters. The book also includes a few pin-ups, mostly of Russ.
WHAT WORKS: The author has a strong handle on dialogue, and the story is a good, if somewhat depressing, tale. The art is not super realistic, but you don't get any of the characters confused, and that's always a plus, ESPECIALLY in non-superhero books, where you can't just tell people apart by the costumes.
WHAT DOESN'T WORK: As noted above, my biggest complaint is the length. In an age where stories are padded out to the point that nothing happens, I felt like Fall hit its third act twist and climax too soon. While it is an improvement over the five pager (in which Josh's parents come across completely neglectful due to the small amount of space), another issue of developing the romantic subplot, as well as Josh and Russ' friendship, probably would have made the third act feel a bit less abrupt to me. Or maybe it was so good I just didn't want to see it end.
CONCLUSION: A very good story that's more than a little depressing for any kid who said he wasn't going to be like his parents when he grows up, Fall is well worth your time. I've read one other work by the author, Revenge Rooster, which was a fun, ultra-violent romp, but this one has a bit more depth and resonates with me more, while the contrasting works show me that the author is certainly not a one trick pony. Thus far, my favorite offering from 215Ink (although, if I ever get to read more than one issue of Vic Boone, that may change), and one of the best indy titles I've read in recent memory.
Friday, September 23, 2011
Hellrazer: The Series begins!
I was gonna do the whole "press release" thing over here, but it would be a bit disingenuous.
HELLRAZER, the first comic project that I worked on that saw any kind of publication (okay, only), has officially launched as a webcomic over at DrunkDuck. It's inspired a bit by shows like Buffy the Vampire Slayer and Angel, as well as Marvel's old Midnight Sons books. It'll be updated every Tuesday and Friday, and the stories will be bundled together for print purchase after their completion online.
I sure do hope you check it out...I'm VERY excited about what's to come here.
HELLRAZER, the first comic project that I worked on that saw any kind of publication (okay, only), has officially launched as a webcomic over at DrunkDuck. It's inspired a bit by shows like Buffy the Vampire Slayer and Angel, as well as Marvel's old Midnight Sons books. It'll be updated every Tuesday and Friday, and the stories will be bundled together for print purchase after their completion online.
I sure do hope you check it out...I'm VERY excited about what's to come here.
Saturday, September 10, 2011
Tommy's Take on Deadlands One Shots and Angel & Faith #1
DEADLANDS: MASSACRE AT RED WING
WHAT YOU SHOULD KNOW: The second one shot in the new Deadlands series by Image Comics has much closer ties to Deadlands canon than the first one, as the main character is the illegitimate daughter of Raven, who is kind of a big deal in the Deadlands spectrum. Written by Jimmy Palmiotti and Justin Gray and drawn by Lee Moder, Massacre at Red Wing is a revenge tale with action taken straight from the Deadlands Reloaded playbook. The back-up continues the tale of The Kid, in a flashback explaining how he came to be aware of the monsters in the Deadlands world.WHAT WORKS: Avenging, nameless characters are kind of a staple in westerns, and Raven's daughter doesn't really reach much further past that archetype, but that is perfectly acceptable in this genre. It is nice seeing a hard tie-in to Deadlands canon, of course.
WHAT DOESN'T WORK: The Kid's follow-up is a bit of a letdown to the "WHOA" from his introduction, but the whole story is only something like 12 pages once the whole thing is complete, so you can't blame 'em. Raven's Daughter's costume is overtly cheesecake. I'm also not sure where she got her looks from after seeing her father and mother. No "bonus" in this issue for Savage Worlds players, unfortunately.
CONCLUSION: While this one is more of an archetypical western tale than the Devil's Six Gun was, it's not quite as strong as the previous issue, in either the main tale or the back-up. Raven's Daughter's design is very "comic book", and not in a good way, with an outfit that is sure to cause wardrobe malfunctions. The ending is almost surely a set-up for next year's comics, which are promising to tell "The" Deadlands story. Good stuff, if not quite quite as good as Devil's Six Gun.
DEADLANDS: DEATH WAS SILENT
WHAT YOU SHOULD KNOW: Written by Ron Marz and drawn by Bart Sears, Death Was Silent is the third Deadlands one shot. When I read that Bart Sears was drawing a western, I was...skeptical. Sears does great, muscular superheroes, but he managed to adapt his style very well to the genre, drawing a tale that is darker and grittier than I expect. This is the tale of Hoyt Cooper, a mute bounty hunter who rides into town with a couple of secrets...and a dead body strapped across his horse. The back-up features more flashbacks from The Kid.
WHAT WORKS: Sears transforms his style to fit the genre very well, producing a very moody piece of work that is, thus far, the pinnacle (no pun intended) of the Deadlands releases, stylistically speaking. Hoyt Cooper wears a magic item on his chest that, at first, had me banging my head at the lack of reaction to it, but it all makes a ton of sense by the end. Not surprisingly, Marz' script holds up nicely, making for a great combination.
WHAT DOESN'T WORK: More and more, I think I would have liked that back-up strip turned into its own comic, as the pacing just doesn't seem to work for it here, making the long awaited debut of Billy the Kid a little anticlimatic. Again, I lament the lack of a "bonus" for Savage Worlds players.
CONCLUSION: The potential for great Deadlands comics was always there, but Visionary Comics have really brought their "A-Game" with the releases thus far, landing not only name creators, but *quality* creators who are putting forth great comics. I assume that these one shots, and the Billy the Kid back-up, are just setting the stage for year two, which sounds to be an even more ambitious undertaking...and I, for one, look forward to it.
ANGEL & FAITH #1
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| So long as they avoid the annoying sexual tension subplot. |
WHAT WORKS: Christos Gage does a fantastic job setting the stage for the new status quo for Angel and Faith, capturing their voices very well. Rebekah Isaacs does a nice job drawing the comic in the "style" of Georges Jeannty, who has been handling art duties on Buffy for most of Season 8, making sure that you can tell that Giles is Giles, Angel is Angel, Faith is Faith and that surprise character from YEARS ago on Buffy looks like their TV counterpart.
WHAT DOESN'T WORK: Not much. I mean, we get two brand new characters introduced, who apparently served Angel during his stint as Twilight in Buffy Season 8, and "created for the comics" characters have been a crapshoot through the last few years of Buffy comics, but I'm willing to give it a shot.
CONCLUSION: Angel is one of my favorite characters of all time, and Christos Gage is a fantastic writer, so I had high hopes for this book. If this is any indication, the "back to basics" approach for Buffy Season 9 should work very well, and at the least, Angel & Faith is off to a great start.
Monday, August 29, 2011
Tommy's Take on Absolution
This was originally written during my short stint at Imagine Daily...I don't believe it ever saw the light of day there, but it was written over a year ago. Enjoy.
Maybe it's just me, but it sure seems like Christos Gage is a bit underrated. I've been enjoying his works for a few years now, especially his Thunderbolts one shots and his amazing Captain America/Iron Man one shot during Marvel's Civil War event a few years ago, in which Gage wrote arguably the only comic that laid out both Cap's and Iron Man's arguments convincingly. So when I saw that Christos Gage created a new series through Avatar, I pounced on it.
Absolution is a whole lot like “The Green Lantern meets Dexter”. More accurately: “The Green Lantern IS Dexter”. The world of Absolution is one with superheroes and villains, it's just that the heroes are all law enforcement officers and not just vigilantes. Their identities known by the authorities they serve, they are the “Top Cops”. Absolution stars John Dusk, a powerful super with energy manipulation powers who has experienced eight years of atrocities followed by the perpetrators getting early releases, walking on technicalities and so on...until one day Dusk just snaps. He doesn't go on a rampage, Punisher style or anything...it all starts simply enough by letting a very bad man bleed to death. From that point on, John Dusk is on a slippery slope. For the first time in his career, he knows that the guy he just took down won't ever hurt another person again.
Vigilantes are nothing new in comic books. There's a whole era devoted to vigilantes, the “Iron Age” where most of the heroes carried big guns and ended their problems permanently. The story has been done and been parodied and rehashed. With Absolution, Gage isn't just retelling the Punisher here. John Dusk is a human being with amazing powers constantly put into horrible situations. He's not Superman or Spider-Man: He HAS a breaking point. As Dusk continues his covert actions, the tension grows as his girlfriend, an unpowered police detective, begins seeking this serial killer stalking the scum on the streets.
Through it all, we're inside Dusk's head as he rationalizes everything he does, deals with the suspicions surrounding his actions and the twists and turns in the development of the story. We're right there as Dusk sees the lines he's crossing, as he tries to stop, and as he realizes he can't. Gage never glorifies the violence, even though there is a lot of it (a very graphic title, very much for mature readers), and towards the third act of the story, Dusk's crusade winds up having very tragic consequences. The final two issues see Dusk seeking his absolution for his actions, and end in such a way as to definitely set up a sequel, which Gage has confirmed is coming next year.
Absolution is an impressive out in the vigilante genre that'll likely appeal to anyone who's ever watched the news and been disgusted to see criminals walking free or turned out too early, or readers who like anti-heroes who still have a sense of humanity to them. Filled with a compelling cast of characters, Absolution never forgets the humanity at the core of it's story. The biggest downside is that occasionally, just occasionally, the art (by Robert Viacava) feels a little stiff, but it's not enough to detract from the story. Not for the faint of heart or easily offended, it is a very graphic series, with violence, nudity and swearing that toes the line but never quite crosses into the completely gratuitous realm. Absolution is now available in Trade Paperback and Hardcover. Very highly recommended. One of my favorite reads so far this year.
Maybe it's just me, but it sure seems like Christos Gage is a bit underrated. I've been enjoying his works for a few years now, especially his Thunderbolts one shots and his amazing Captain America/Iron Man one shot during Marvel's Civil War event a few years ago, in which Gage wrote arguably the only comic that laid out both Cap's and Iron Man's arguments convincingly. So when I saw that Christos Gage created a new series through Avatar, I pounced on it.
Absolution is a whole lot like “The Green Lantern meets Dexter”. More accurately: “The Green Lantern IS Dexter”. The world of Absolution is one with superheroes and villains, it's just that the heroes are all law enforcement officers and not just vigilantes. Their identities known by the authorities they serve, they are the “Top Cops”. Absolution stars John Dusk, a powerful super with energy manipulation powers who has experienced eight years of atrocities followed by the perpetrators getting early releases, walking on technicalities and so on...until one day Dusk just snaps. He doesn't go on a rampage, Punisher style or anything...it all starts simply enough by letting a very bad man bleed to death. From that point on, John Dusk is on a slippery slope. For the first time in his career, he knows that the guy he just took down won't ever hurt another person again.
Vigilantes are nothing new in comic books. There's a whole era devoted to vigilantes, the “Iron Age” where most of the heroes carried big guns and ended their problems permanently. The story has been done and been parodied and rehashed. With Absolution, Gage isn't just retelling the Punisher here. John Dusk is a human being with amazing powers constantly put into horrible situations. He's not Superman or Spider-Man: He HAS a breaking point. As Dusk continues his covert actions, the tension grows as his girlfriend, an unpowered police detective, begins seeking this serial killer stalking the scum on the streets.
Through it all, we're inside Dusk's head as he rationalizes everything he does, deals with the suspicions surrounding his actions and the twists and turns in the development of the story. We're right there as Dusk sees the lines he's crossing, as he tries to stop, and as he realizes he can't. Gage never glorifies the violence, even though there is a lot of it (a very graphic title, very much for mature readers), and towards the third act of the story, Dusk's crusade winds up having very tragic consequences. The final two issues see Dusk seeking his absolution for his actions, and end in such a way as to definitely set up a sequel, which Gage has confirmed is coming next year.
Absolution is an impressive out in the vigilante genre that'll likely appeal to anyone who's ever watched the news and been disgusted to see criminals walking free or turned out too early, or readers who like anti-heroes who still have a sense of humanity to them. Filled with a compelling cast of characters, Absolution never forgets the humanity at the core of it's story. The biggest downside is that occasionally, just occasionally, the art (by Robert Viacava) feels a little stiff, but it's not enough to detract from the story. Not for the faint of heart or easily offended, it is a very graphic series, with violence, nudity and swearing that toes the line but never quite crosses into the completely gratuitous realm. Absolution is now available in Trade Paperback and Hardcover. Very highly recommended. One of my favorite reads so far this year.
Sunday, August 28, 2011
Tommy's Take on Death By A Thousand Papercuts
Death By A Thousand Paper cuts is a new indy comic by Andrew P. Anderson up on Kickstarter, and it is certainly a timely affair.
WHAT YOU SHOULD KNOW: Set in the aftermath of the fall of the United States, the US has split into the North and South once more, now known as Free America and the Border States, respectively. Alaska and Hawaii have also become their own nations, and America's enemies are moving in to pick off what is left of this country.
The first issue (four are planned, to be collected in a graphic novel) provides a narrative overview of the fall of America, and follows three story threads, one set in the Border States, one in Free America and one in Afghanistan.
While the narrative casts no specific blame on a given ideology or political party, the narrative does veer closer to the Right than the Left, though it does fall closer to a "Libertarian" mindset than a "Republican" one.
The art uses very broad, "widescreen" panels for much of the book, which makes for an odd fit considering there's not a lot of action in the book. The lettering is an interesting red and white on black mix, with emphasised words in bright red.
WHAT WORKS: The premise is very interesting, and it is nice to see a political story in a comic book from something other than a Leftist take.
WHAT DOESN'T WORK: The story is a very slow starter, and none of the characters are very well developed. Now, it may turn out that the overall story is so big that none of the characters need a ton of characterization, and if so, that's fine (and entirely possible). The art is neither exciting, nor is it expressive enough to make the people come alive. The lettering is, at points, incredibly confusing, with conversations not flowing from character to character due to the placement of word balloons. Some nitpick details also bother me, such as the assassination of the President in 2011 pretty clearly NOT being the current President (which only bothers me given how it is otherwise grounded in reality).
CONCLUSION: With the "widescreen" approach to the story telling, it just didn't feel like issue one had time to do anything more than set up the basics...serving more as a prologue than an Act One. That said, I'm curious to see where the story goes, as an American. Is it ultimately an uplifting tale of America pulling itself back together in light of great adversity? Or the second "Fall of Rome"? Big, political tales seem to be a risky proposition in comics, but I wish them luck, even if I see flaws in the execution.
Sunday, August 21, 2011
Three Page Preview of THE CURSE - from EQUINOX #2
As some of you know, I write comics when I'm not writing RPG reviews or editing. Allow me to offer a three-page teaser of an upcoming story appearing in EQUINOX #2 - THE CURSE OF BABYLON featuring THE CURSE.
I hope you check it out when it is released. It'll be available at IndyPlanet.com in Print on Demand format, as well as digital format at DriveThruComics.com.
And stay tuned for news on my upcoming webcomic: HELLRAZER.
Issue 1 of EQUINOX is still available at IndyPlanet.com.
I hope you check it out when it is released. It'll be available at IndyPlanet.com in Print on Demand format, as well as digital format at DriveThruComics.com.
And stay tuned for news on my upcoming webcomic: HELLRAZER.
Issue 1 of EQUINOX is still available at IndyPlanet.com.
Monday, August 8, 2011
Tommy's Take on the Marvel Super Heroes Adventure Game
In light of the recent news that Margaret Weis Productions has just secured the Marvel RPG license, I thought I would re-post my review of the Marvel SAGA RPG from over four years ago...as it is my favorite Supers RPG ever released, and quite possibly my favorite RPG ever released (running nose to nose with Savage Worlds).
Originally posted on RPG.net in May 2007...enjoy!
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The Marvel Super Heroes Adventure Game (hereafter referred to as Marvel SAGA) was released by TSR in 1998 after their card-based fantasy venture Dragonlance: The Fifth Age was put on the market. Someone inside TSR was playing with the card-based system and decided "Hey, this would make a GREAT supers game!" and with a little modification, it did!
Marvel SAGA's (so named because its powered by the SAGA game system, which I will explain in further detail below)core rules were released in a boxed set containing a 208 page rulebook, a 64 page Roster Book and 96 playing cards.
The Box
The box is a handsome piece featuring art by Carlos Pacheco and showing Spider-Man, Captain America, Wolverine, Storm, Iron Man, Silver Surfer, Thor and The Human Torch all rushing into action together. The cover flap opens, and we see what appears to be a pair of Celestial hands holding Rogue, Thing, Human Torch, Iron Man and Wolverine in one hand and The Grim Reaper, Magneto, Ultron, Sabretooth, The Super-Skrull and Dr. Doom in the other. The box opens at the top, with the contents inside. The box holds everything comfortably, until you crack into the Fate Deck...at which point having 96 loose cards floating around seems kind of troublesome.
All in all, a nice piece of presentation, evocative (especially the front cover piece) of Marvel's primary art style at the time.
The Fate Deck
The core of the SAGA game engine is the Fate Deck, a 96 card deck divided into five suits, each color-coded and represented by an iconic character: Strength (Hulk/Green), Agility (Spider-Man/Red), Intellect (Mr. Fantastic/Blue), Willpower (Dr. Strange/Purple) and Doom (Dr. Doom/Black). The first four suits sync up with the four Ability Scores used to define every character in the game. The last suit is the hand of fate working against the heroes in the game.
Each card features a Marvel character prominently displayed in the center, with their name beneath them (for those who don't know what Werewolf by Night looks like). In the upper left corner is a box featuring the suit's iconic character, a number from 1-10 (the cards are weighted toward middle numbers, so you're more likely to draw a 5 than you are a 1 or a 9, for instance) and an "aura", represented both by color (white, red or black) and a plus, dot or minus sign. The upper-right corner features a Dramatic Event that the Narrator can use to spur new developments from round to round and a Calling underneath it, which is meant to be keyed both to the Dramatic Event and the character displayed on the card. Finally, down the right and left hand sides are numbers, so the cards can be used to track things like the health of minions or villains as well as things like bomb timers.
The card art is culled from Marvel's depository of art, and ranges from amazing, iconic pictures (Spider-Man swinging through the air) to questionable (there are much better Sabretooth pictures out there). Heroes populate the first four suits, with villains appearing on the Doom suit.
TSR also released four promotional cards around the game's release, and I was lucky enough to get my hands on them. They are Ghost Rider, Lockheed, Deadpool and The Impossible Man, each representing one of the four main suits and each numbered 5 so as not to skew the deck balance.
The cards are a wonderful prop, but are also probably the biggest reason this game never quite caught on. A diceless RPG can be a hard sell, especially when you're stacking a licensed property on top of it, and Marvel SAGA never seemed to catch fire. Building a fanbase for an out of print game can be hard enough, but when you tack on the requirements of an out of print 96-piece prop, you nearly hit a brick wall.
The Game Book
The core rules are contained in this 208 page volume, featuring the cover art from the box adorning this volume as well.
A standard Foreword trying to hype you up for the game appears, followed by the Table of Contents.
Chapter One is The Marvel Experience, telling you what's in the box, a bit about SAGA game system and a roleplaying example (not a gameplay example, oddly...but actually a roleplaying example, the example with actual gameplay comes later) featuring Cyclops, Rogue and Wolverine interacting until a Sentinel attacks.
Chapter Two is Marvel Heroes, which breaks down how to read a Hero Sheet and what each section means, using Nightcrawler as an example. It does a nice job here, showing you what's on his sheet as well as explaining *why* it's on his sheet. In order, it breaks down his Name, Image, Abilities (Strength, Agility, Intellect, Willpower), Edge and Hand Size (this is both his experience level and his health score), Skills, Powers and Equipment, Calling (why he does what he does), Hindrances, Personality and History. A very helpful piece for understanding the sheet.
Chapter Three is Action, and details the core mechanic of the game, which is decide what you want to do, the narrator decides what action ability that goes off of as well as the difficulty level, you select a card from your hand and add it to the action ability. Simple as that.
The elegance comes in with the other pieces of the core engine. If the card you play is of the same suit as the action ability, then you trump, which means you get to flip over the top card from the Fate Deck and add that to your action score. If that card happens to also be of the same suit, then you can add THAT to your action score as well. Keep doing this until you draw a card that isn't of the same suit. In instances in which you want to hold back, you can "pull your punch" and refuse a trump.
Your Hand Size will generally range from 3 to 5 cards depending on your characters experience level ,though there are some exceptions, such as completely normal "baseline" humans that would only have 2 cards, extremely experience people with 6 and cosmic beings with 7 cards. Your Hand Size is determined by your Edge score, which is 2 points lower than your Hand Size (Edge of 1, Hand Size of 3, for instance). That Edge does for you is allows you to play multiple cards from your hand for a single action. Any cards in your hand that are equal to, or less than, your Edge score can be used to increase your action score, until you play a card that's higher than your Edge.
Example: Spider-Man is trying to get Dr. Octopus to attack him in a blind rage before Octopus has a chance to activate a bomb that will unleash the inhabitants of Ravencroft Asylum. Spider-Man positions himself next to an electrical box and begins to taunt Dr. Octopus, which is a Willpower action. He looks at his hand he has the 3 of Strength, 4 and 5 of Agility, 1 of Intellect and 4 of Willpower. He could play the 4 of Willpower and trump, but he really needs Octopus to not push that button, so he uses his Edge to play the 1 of Intellect and 3 of Strength before he plays the 4 of Willpower. He trumps and gets the 7 of Intellect, all of which combines with his Willpower of 10 for a total score of 25! Since Spider-Man is also skilled at taunting, Dr. Octopus gets pushed over the edge and attacks! Of course, if Spider-Man does move, he's in all kinds of trouble...but he does still have two Agility cards, and he gets to redraw the three cards he just played...
Sidebars in this chapter cover Skills (which lower a related action by 4 difficulty points), World-Class Skills (which allow you to automatically trump as long as you play anything except a Doom card), Pushing to the Limit (straining your character to achieve greater than average results) and the difference between using Powers and Power Stunts (the base function of a power is easier to perform than a Power Stunt is).
The chapter provides a checklist of the steps needed in an action, and then a gameplay example featuring Nick Fury being ambushed by Hydra agents.
After that simplified example, the chapter moves into Opposed actions, which tells you how to factor in opposition from the opponents, both from their abilities and from the Narrator's card, a card that is flipped over from the Fate Deck every exchange that you add to the difficulty of all actions.
Example: The 6 of Doom is the Narrator card in the above example. In order to drive Dr. Octopus into attacking him, Spider-Man must attempt an average Willpower(opposed by Willpower) action. The difficulty for the that is 8, plus Dr. Octopus' Willpower of 4, plus the Narrator Card of 6, for a total of 18. Spider-Man still ticks Doc Ock off.
A sidebar here details The Doom Bank, where all those cards with Doom's face on them go when played. See, Doom cards are bad, and when you play them, The Narrator gets to use them against you later.
Example: In the above example, Spider-Man has successfully distracted Dr. Octopus. However, The Narrator has a 6 of Doom and a 4 of Doom in his Doom bank, and he decides to play them, bringing the difficulty up from 18 to 28! Dr. Octopus sneers at Spider-Man, pushes the trigger on the bomb, and unleashes Ravencroft's inmates!
A section follows on Hero vs Hero play, for when two players just HAVE to play the classic "misunderstanding" angle, as well as how to read the Auras of the cards. This is something I don't like about the system, as the Aura on the Narrator card can change from exchange to exchange, which is fine for some effects, but they made powers like Body Transformation dependent on Aura readings, and I don't recall many instances of Colossus' power just "wearing off" in the middle of a fight.
Chapter Four Clobberin' Time is combat. The first page of the chapter gives you an outline of the steps of a combat exchange. In step one, The Narrator draws his card and reads the aura, with the heroes regaining a card if its positive and the villains regaining 5 health if its negative. He then decides if the Dramatic Event on the card comes into play here, and if so, how. If its the opening exchange, then you check for surprise and we're off.
Step two has declaration of actions, and then the playing of the cards. Sidebars here discuss aiming and distances, which are generalized into Striking, Firing and Visual Distance...Champions, this ain't, but then, it's not trying to be. Another sidebar discusses pile-ons, for when your heroes gangpile Juggernaut and when Hydra gangpiles your brick.
Step three is counteractions, which is generally dodging the attacks by the Narrator-controlled character.
All combat is considered simultaneous, so in Step four damage is inflicted from all successful attacks, generally by taking the action score and any weapon modifiers that may be present, and subtracting the victim's defense (usually Strength, though some powers and body armor come into play). If any damage is left over on an attack to a Hero, they have to discard that many points worth of cards. Any remaining damage on a character is taken from their Health score. Sidebars here detail weapons and armor, and the general bonus a given type bestows.
Step five is the end of the exchange, figuring out whose still standing and who isn’t, who’s running and who’s not. It also features a sidebar regarding serious injuries, cautioning that death should only happen when the Narrator says so, and that it still has a hard time sticking.
A sample exchange featuring Spider-Man vs Electro and Rhino while trying to save J. Jonah Jameson ends the chapter.
Chapter Five is Superheroism, and is mostly a flavor chapter about being a hero, with a “day in the life” being ran through that starts with Atlanteans threatening the city, later involves abduction by Mandarin and ends with the realization that you’ve missed all the plans you’ve made for the day. A sidebar is included for playing villains as opposed to heroes, if your Narrator allows. The chapter then moves into “Contradictions of Heroism”, such as Honesty and Masks, Vigilantism and The Law and, of course, Great Power and Great Responsibility. Sidebars cover Illegal Activity and running trials in the game. The chapter ends with character advancement, another area I’m not a fan of. It all moves off of 1 point response bonuses, either positive or negative, depending on how the adventure went for the heroes. Since you can only ever have one Response Bonus at a time, you’re stuck in the linear, gradual advancement that just doesn’t fit most comic book source material.
Chapter Six is Narration and is the guide to running the game system. It offers guidelines on how to decide what abilities or powers relate to a given action, as well as examples of the various difficulty levels. A sidebar is included that covers Material Strengths for everything from paper to diamond to Silver Surfer’s board.
The next section of this chapter discusses Running a Fight, such as keeping track of all the Narrator ran characters, using tactics appropriate to a villain’s Edge and a sidebar detailing granting new power stunts (a fairly odd place for it, and a symbol of the weird organizational issues this book has). Discussion also follows on handling the party splitting up, especially in a fight.
Events are covered next, including tips on using them to springboard parts of the adventure as well as tips on when to use them. A sidebar is included that offers the helpful advice of using the picture on the Narrator’s card as inspiration for a guest star, such as flipping a card, getting Hulk and deciding that the Jade Giant needs to show up…as friend? Or foe? This section also warns you not to enforce the relationship between Callings and Events.
The next section focuses on adventure design, focusing more on seat-of-the-pants action and dramatic plot twists than carefully constructed scenes. Indeed more advice is given on “feel” than on adventure structure.
A sample adventure is included featuring Mole Man kidnapping the mutant Rictor and using his powers to generate earthquakes in New York City. Its nothing terribly special and doesn’t really even serve as a decent introductory adventure other than giving you some non-threatening mooks to wail on.
The next section is on running supervillains, using their Callings and Edges as a guide for the kinds of plots they are likely to engage in, and the layers of planning they are more apt to go to. A cursory discussion of the need to commit crimes and the use of deathtraps follows, with the bright point being where the authors point out that anyone using something more complicated than a gun doesn’t really want to kill the heroes anyway. Losing Ungracefully offers a game mechanic for ensuring that all non-mook villains stand at least a chance of having a backup plan regardless of what happens. Finally, this section offers the five rules of villain deaths, in case you just watched your players kill off Doctor Doom and aren’t sure how to salvage it. There’s some nice advice in this whole section that can be easily adapted to any supers game.
Running A Series is meant to help you decide the kind of Marvel game you want to indulge in, with some advice on *how* to run the various styles. It assumes nine basic series formats, from Rock-‘em-Sock-‘em to Idealistic to Battle-Scarred to Villainous. The book acknowledges that the system doesn’t do “gritty” very well, but offers no advice on how to fix that.
The last section is on Nonlinear Story Hooks, most of which assume the “story” is more important to you and your players than your heroes. They encourage, if momentarily, the players to take the roles of other characters, be they other heroes or even the villains for a short scene! This section does caution that not every group is going to be happy with these kinds of hooks, and that a refusal to play along with the hook could have disastrous consequences for the game.
Chapter Seven is Adapting a Hero. You may have noticed that I haven’t discussed character generation yet. That is because the default assumption of this game is that you will be playing a Marvel hero that has already been statted out for you. This section still isn’t about character generation per se, it’s about modeling existing characters that haven’t been statted up yet. First up are the incredibly useful benchmark tables for the four Ability scores, ranging from 0 to 30, providing a description as to what that means for each Ability as well as providing examples of who would have that score. They provide the same thing for Edge and Hand Size, as well as pointing out the Health score that a Narrator character has based on their Edge. We move into Ability Codes and Skills, with a list of skills provided in order of their suit, as well as what each Ability Code means, and how many skills it imparts. Wolverine has 4 Agility skills and those an Agility code of A, whereas all of Mr. Fantastic’s skills are Intellect, giving him Ability Codes of X in Strength, Agility and Willpower. The section on Powers and Equipment is less useful, as the Intensity Benchmark chart only provides examples, and knowing that Ant-Man’s insect control falls in the 9-10 range isn’t really useful for modeling anyone but Ant-Man. A powers list is provided, but isn’t broken down by trump suit like the skills list, but just alphabetical order, which is disappointing as the powers section is already in alphabetical order, so a list by trump suit would have been welcome.
Callings finally get discussed in detail here and include the following: Adventurer, Animal Nature, Demolisher, Exemplar, Explorer, Gloryhound, Greed, Guardian, Idealist, Investigator, Majesty, Mentor, Outcast, Peace of Mind, Protector, Repentant, Responsibility of Power, Soldier, Thrill-Seeker, Uncontrolled Power, Vengeance, Vestige of Humanity, World Domination and Youthful Exuberance. A description is provided for each, with examples, and a warning that Demolisher, Greed, Vengeance and World Domination may be inappropriate for heroes. A sidebar in this section discusses changing Callings, which is not meant to be done lightly and is meant to be a major turning point in the character’s life.
The next section is Hindrances, detailing internal obstacles for your heroes to overcome, which are usually represented mechanically by reducing an attribute or attributes to 0 in a given situation (such as exposure to radiation or avoiding surprise attacks) or hindrances like Bruiser which force your hero to use Agility instead of Strength for attacks and can only be taken by a character with a minimum Strength of 11 and a maximum Agility of 4.
Appendix One: Skills is the skill-by-skill breakdown as to what each skill in the game is meant to do. Many skills just provide a reduction in difficulty, but some (like Martial Arts) allow you to use a different Ability Score for an action than the default. Each skill is tied to an Ability Score and uses that suit for trumps.
Appendix Two: Powers is the big power listing, but starts with another discussion on stunts and details power Limits. A list of Power Sources follows, including Mutation and Equipment. Rules are included here for making Equipment, but these are kind of hand-wavy and were later replaced with, in this reviewer’s opinion, much better rules that first appeared in Dragon Magazine and were later reprinted in Reed Richard’s Guide to Everything.
A sidebar included discusses the different trump suits for equipment: Swords use Strength, guns use Agility, powered armor uses Intellect and magic wands use Willpower.
The powers themselves are fairly exhaustive, covering most of what you need to define most Marvel characters. Each power’s listing includes trump suit, exemplars (who uses the power), related powers, then a description of the basic use of the power followed by common stunts and limits unique to the power. A few, such as Chi, have been errataed and still aren’t very user-friendly, while others – like Magic (a common problem area in supers games) – don’t seem to match what the comics show. For instance, a powerful mage can either duplicate physical trump powers or mental trump powers…meaning that Dr. Strange isn’t capable of both Teleportation (Agility) and Illusion (Willpower) though I’m reasonably sure I’ve seen him use both. The game allows you to take powers as stunts of other powers, but doesn’t generally allow you to stunt off of THAT power, something that a case could be made for from the comic books. Also, no effort is in place to balance the powers against each other. Cosmic Energy Control costs the same to purchase as Claws. Only Invulnerability and Immortality have special considerations made for cost, having a set cost of 10 points apiece. The system clearly assumes a certain amount of “play-along” from the players
In Appendix Three: Hero Creation, we FINALLY reach character generation. Yes, they do acknowledge that some people will want to make their own characters, as opposed to existing characters. The character generation is kind of flawed, though, as its semi-random. You draw ten cards and either use those or, depending on the flavor of game the Narrator wants, redraw all 1s, 2s and 3s or all 8s, 9s and 10s. You then assign up to three each to your four Ability scores. The trump suits of the cards dictate ability codes (Doom cards automatically mean a code of X) and, thus, the number of skills per ability you can pick. You can also spend a non-Doom card of 7 or higher at this point to make one skill World-Class.
Edge begins at 1, but for every non-Doom card of 7 or higher that you play, you can raise it by 1. You can pick up to five powers and can assign any number of cards up to a total value of 20 to them, with number of starting power stunts based off of the number of cards of the corresponding suit you’ve assigned to it. You can take limits, up to three per power, but they don’t necessarily help you. In fact, how this works is that for each limit you take, you draw a card off the Fate Deck and, if its of a positive aura, you add it to the power’s intensity. Unfortunately, this means you could well be stuck with a limit for no benefit, something that hasn’t sat well with a few of my players.
Similarly, you can take up to two Hindrances, but your actual benefit from it is dependent upon drawing a positive aura card.
Next, you play a card for you Calling, and if it matches the calling you have selected for your hero, you get a free card to play elsewhere on your character. At the end, you take a look at what you’ve done, make sure it fits, and commit it to paper.
Character creation is my least favorite part of this game. No one has made a character yet for the game that they were happy with without incredibly fudging and rearranging on our part. In fact, most of our characters that we use were created in Marvel Classic/FASERIP and converted to SAGA (which makes little sense, I know, seeing as FASERIP was at least as random). The nicest part of this chapter is a sidebar on building a team, making sure you cover niche protection, compatible motivations and have an actual leader. It only takes up half a page and could easily have been expanded. The chapter ends with the creation of The Hedgehog, a sample character of dubious distinction and Hero Templates, complete with a random name generator.
Appendix Four: Conversions offers tips on using the long-discontinued Marvel Super Dice in the game, as well as guidelines for converting from FASERIP to SAGA. There is also section for using the Toy Biz action figures available at the time as minis for your game.
Finally, the book concludes with an index, making some of the weird organization bearable due to the fact that it actually HAS both a table of contents and an index.
The back cover is a functional Hero sheet, which actually tends to have enough space to list everything your character has.
The Roster Book
The cover of the Roster Books features the inner flap art from the boxed set, featuring the heroes and villains facing off. The book offers up front that its detailing the “classic” Marvel Universe, not the up-to-date (for 1998) Marvel Universe, and includes 34 heroes and 19 villains. Most of the characters are made in accordance with the rules, though a few “unique powers” rear their head, such as Hulk having “Strongest One There Is”, a power that prevents anyone else from gaining a Strength trump against him and Juggernaut has “Unstoppable” which simply states that he cannot be stopped by anything.
The book provides a decent group of characters to get you going, as well as a list of Normal Humans, Humanoid Races and Critters. Finally, a brief history of the Marvel Universe finishes off the book.
The Gameplay
For all the odd quirks and organizational issues, as well as the utter lack of balance, the one thing that sets this game apart for me is simple: I have had more fun running this game than I have any role-playing game I have owned, played or read. Part of it is players, of course. No matter the genre, your players have to be willing to subscribe to the conventions of the genre or the game will fall short.
A good part of it is the fast-moving, over the top gameplay that feels like larger than life superheroics and never gets bogged down with overcalculations of bonuses and penalties and never tells you that a task is impossible, merely improbable.
We converted our Marvel Classic game over to Marvel SAGA and have never looked back, because this game engine has opened us up to some of our best game stories such as the time Mindstorm (the mutant master of Telekinesis and Weather) blew out his Electrical Control in desperation, trumping multiple times until he achieved a total action score of 61, defeating the villains that he dismantled his team and had him outnumbered and leveling Castle Doom (the site of the battle).
In Conclusion
SAGA was dismissed by many as being more of a CCG than an RPG when it was released, but this is no more accurate than calling D&D a craps game. In fact, with the familiar subject matter and helpful gameplay props, complete with color-coding, the game could well have served as a great gateway game for new players. I plan to try this with my wife, in fact, since she has yet to grasp the two prior game systems she has tried in the past.
SAGA definitely isn’t a crunchy game, nor is it tactical in the classical sense of the term. It has one of my favorite game mechanics ever in Edge, the great equalizer that makes Captain America better than most of the powerhouses he associates with by insuring that he rarely fails. However, SAGA could have used a second edition to clean the game up a bit, as the editing was more than a little suspect, though the presence of a useable index helps this out. A few of the powers’ uses are hard to reconcile with the differences between heroes and characters and a well thought-out dice-based variant probably could have helped the game’s longevity.
In the end, I see the game’s flaws but I can’t help but be swayed by one thing: fun. The only gripes about the game I have faced from players came from character creation and not the gameplay itself, which has flowed smoothly from our first adventure to our most recent. As for myself, the utility of the system more than trumps (no pun intended) a few vaguely worded powers. The support that was made available for the game is great, but when it was canceled there were several products in the pipeline such as the Marvel Team-Up Roster Book, The Green Goblin's Guide to Crime and a series of rumored comic-book sized roster/adventure supplements.
The online community for this game is virtually dead, though there is a Yahoo group devoted to the game as well as my own forums, inactive though they may be.
While I am certainly willing to read or even play other supers RPGs, if I had to pick just one then Make Mine Marvel SAGA!
Originally posted on RPG.net in May 2007...enjoy!
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The Marvel Super Heroes Adventure Game (hereafter referred to as Marvel SAGA) was released by TSR in 1998 after their card-based fantasy venture Dragonlance: The Fifth Age was put on the market. Someone inside TSR was playing with the card-based system and decided "Hey, this would make a GREAT supers game!" and with a little modification, it did!
Marvel SAGA's (so named because its powered by the SAGA game system, which I will explain in further detail below)core rules were released in a boxed set containing a 208 page rulebook, a 64 page Roster Book and 96 playing cards.
The Box
The box is a handsome piece featuring art by Carlos Pacheco and showing Spider-Man, Captain America, Wolverine, Storm, Iron Man, Silver Surfer, Thor and The Human Torch all rushing into action together. The cover flap opens, and we see what appears to be a pair of Celestial hands holding Rogue, Thing, Human Torch, Iron Man and Wolverine in one hand and The Grim Reaper, Magneto, Ultron, Sabretooth, The Super-Skrull and Dr. Doom in the other. The box opens at the top, with the contents inside. The box holds everything comfortably, until you crack into the Fate Deck...at which point having 96 loose cards floating around seems kind of troublesome.
All in all, a nice piece of presentation, evocative (especially the front cover piece) of Marvel's primary art style at the time.
The Fate Deck
The core of the SAGA game engine is the Fate Deck, a 96 card deck divided into five suits, each color-coded and represented by an iconic character: Strength (Hulk/Green), Agility (Spider-Man/Red), Intellect (Mr. Fantastic/Blue), Willpower (Dr. Strange/Purple) and Doom (Dr. Doom/Black). The first four suits sync up with the four Ability Scores used to define every character in the game. The last suit is the hand of fate working against the heroes in the game.
Each card features a Marvel character prominently displayed in the center, with their name beneath them (for those who don't know what Werewolf by Night looks like). In the upper left corner is a box featuring the suit's iconic character, a number from 1-10 (the cards are weighted toward middle numbers, so you're more likely to draw a 5 than you are a 1 or a 9, for instance) and an "aura", represented both by color (white, red or black) and a plus, dot or minus sign. The upper-right corner features a Dramatic Event that the Narrator can use to spur new developments from round to round and a Calling underneath it, which is meant to be keyed both to the Dramatic Event and the character displayed on the card. Finally, down the right and left hand sides are numbers, so the cards can be used to track things like the health of minions or villains as well as things like bomb timers.
The card art is culled from Marvel's depository of art, and ranges from amazing, iconic pictures (Spider-Man swinging through the air) to questionable (there are much better Sabretooth pictures out there). Heroes populate the first four suits, with villains appearing on the Doom suit.
TSR also released four promotional cards around the game's release, and I was lucky enough to get my hands on them. They are Ghost Rider, Lockheed, Deadpool and The Impossible Man, each representing one of the four main suits and each numbered 5 so as not to skew the deck balance.
The cards are a wonderful prop, but are also probably the biggest reason this game never quite caught on. A diceless RPG can be a hard sell, especially when you're stacking a licensed property on top of it, and Marvel SAGA never seemed to catch fire. Building a fanbase for an out of print game can be hard enough, but when you tack on the requirements of an out of print 96-piece prop, you nearly hit a brick wall.
The Game Book
The core rules are contained in this 208 page volume, featuring the cover art from the box adorning this volume as well.
A standard Foreword trying to hype you up for the game appears, followed by the Table of Contents.
Chapter One is The Marvel Experience, telling you what's in the box, a bit about SAGA game system and a roleplaying example (not a gameplay example, oddly...but actually a roleplaying example, the example with actual gameplay comes later) featuring Cyclops, Rogue and Wolverine interacting until a Sentinel attacks.
Chapter Two is Marvel Heroes, which breaks down how to read a Hero Sheet and what each section means, using Nightcrawler as an example. It does a nice job here, showing you what's on his sheet as well as explaining *why* it's on his sheet. In order, it breaks down his Name, Image, Abilities (Strength, Agility, Intellect, Willpower), Edge and Hand Size (this is both his experience level and his health score), Skills, Powers and Equipment, Calling (why he does what he does), Hindrances, Personality and History. A very helpful piece for understanding the sheet.
Chapter Three is Action, and details the core mechanic of the game, which is decide what you want to do, the narrator decides what action ability that goes off of as well as the difficulty level, you select a card from your hand and add it to the action ability. Simple as that.
The elegance comes in with the other pieces of the core engine. If the card you play is of the same suit as the action ability, then you trump, which means you get to flip over the top card from the Fate Deck and add that to your action score. If that card happens to also be of the same suit, then you can add THAT to your action score as well. Keep doing this until you draw a card that isn't of the same suit. In instances in which you want to hold back, you can "pull your punch" and refuse a trump.
Your Hand Size will generally range from 3 to 5 cards depending on your characters experience level ,though there are some exceptions, such as completely normal "baseline" humans that would only have 2 cards, extremely experience people with 6 and cosmic beings with 7 cards. Your Hand Size is determined by your Edge score, which is 2 points lower than your Hand Size (Edge of 1, Hand Size of 3, for instance). That Edge does for you is allows you to play multiple cards from your hand for a single action. Any cards in your hand that are equal to, or less than, your Edge score can be used to increase your action score, until you play a card that's higher than your Edge.
Example: Spider-Man is trying to get Dr. Octopus to attack him in a blind rage before Octopus has a chance to activate a bomb that will unleash the inhabitants of Ravencroft Asylum. Spider-Man positions himself next to an electrical box and begins to taunt Dr. Octopus, which is a Willpower action. He looks at his hand he has the 3 of Strength, 4 and 5 of Agility, 1 of Intellect and 4 of Willpower. He could play the 4 of Willpower and trump, but he really needs Octopus to not push that button, so he uses his Edge to play the 1 of Intellect and 3 of Strength before he plays the 4 of Willpower. He trumps and gets the 7 of Intellect, all of which combines with his Willpower of 10 for a total score of 25! Since Spider-Man is also skilled at taunting, Dr. Octopus gets pushed over the edge and attacks! Of course, if Spider-Man does move, he's in all kinds of trouble...but he does still have two Agility cards, and he gets to redraw the three cards he just played...
Sidebars in this chapter cover Skills (which lower a related action by 4 difficulty points), World-Class Skills (which allow you to automatically trump as long as you play anything except a Doom card), Pushing to the Limit (straining your character to achieve greater than average results) and the difference between using Powers and Power Stunts (the base function of a power is easier to perform than a Power Stunt is).
The chapter provides a checklist of the steps needed in an action, and then a gameplay example featuring Nick Fury being ambushed by Hydra agents.
After that simplified example, the chapter moves into Opposed actions, which tells you how to factor in opposition from the opponents, both from their abilities and from the Narrator's card, a card that is flipped over from the Fate Deck every exchange that you add to the difficulty of all actions.
Example: The 6 of Doom is the Narrator card in the above example. In order to drive Dr. Octopus into attacking him, Spider-Man must attempt an average Willpower(opposed by Willpower) action. The difficulty for the that is 8, plus Dr. Octopus' Willpower of 4, plus the Narrator Card of 6, for a total of 18. Spider-Man still ticks Doc Ock off.
A sidebar here details The Doom Bank, where all those cards with Doom's face on them go when played. See, Doom cards are bad, and when you play them, The Narrator gets to use them against you later.
Example: In the above example, Spider-Man has successfully distracted Dr. Octopus. However, The Narrator has a 6 of Doom and a 4 of Doom in his Doom bank, and he decides to play them, bringing the difficulty up from 18 to 28! Dr. Octopus sneers at Spider-Man, pushes the trigger on the bomb, and unleashes Ravencroft's inmates!
A section follows on Hero vs Hero play, for when two players just HAVE to play the classic "misunderstanding" angle, as well as how to read the Auras of the cards. This is something I don't like about the system, as the Aura on the Narrator card can change from exchange to exchange, which is fine for some effects, but they made powers like Body Transformation dependent on Aura readings, and I don't recall many instances of Colossus' power just "wearing off" in the middle of a fight.
Chapter Four Clobberin' Time is combat. The first page of the chapter gives you an outline of the steps of a combat exchange. In step one, The Narrator draws his card and reads the aura, with the heroes regaining a card if its positive and the villains regaining 5 health if its negative. He then decides if the Dramatic Event on the card comes into play here, and if so, how. If its the opening exchange, then you check for surprise and we're off.
Step two has declaration of actions, and then the playing of the cards. Sidebars here discuss aiming and distances, which are generalized into Striking, Firing and Visual Distance...Champions, this ain't, but then, it's not trying to be. Another sidebar discusses pile-ons, for when your heroes gangpile Juggernaut and when Hydra gangpiles your brick.
Step three is counteractions, which is generally dodging the attacks by the Narrator-controlled character.
All combat is considered simultaneous, so in Step four damage is inflicted from all successful attacks, generally by taking the action score and any weapon modifiers that may be present, and subtracting the victim's defense (usually Strength, though some powers and body armor come into play). If any damage is left over on an attack to a Hero, they have to discard that many points worth of cards. Any remaining damage on a character is taken from their Health score. Sidebars here detail weapons and armor, and the general bonus a given type bestows.
Step five is the end of the exchange, figuring out whose still standing and who isn’t, who’s running and who’s not. It also features a sidebar regarding serious injuries, cautioning that death should only happen when the Narrator says so, and that it still has a hard time sticking.
A sample exchange featuring Spider-Man vs Electro and Rhino while trying to save J. Jonah Jameson ends the chapter.
Chapter Five is Superheroism, and is mostly a flavor chapter about being a hero, with a “day in the life” being ran through that starts with Atlanteans threatening the city, later involves abduction by Mandarin and ends with the realization that you’ve missed all the plans you’ve made for the day. A sidebar is included for playing villains as opposed to heroes, if your Narrator allows. The chapter then moves into “Contradictions of Heroism”, such as Honesty and Masks, Vigilantism and The Law and, of course, Great Power and Great Responsibility. Sidebars cover Illegal Activity and running trials in the game. The chapter ends with character advancement, another area I’m not a fan of. It all moves off of 1 point response bonuses, either positive or negative, depending on how the adventure went for the heroes. Since you can only ever have one Response Bonus at a time, you’re stuck in the linear, gradual advancement that just doesn’t fit most comic book source material.
Chapter Six is Narration and is the guide to running the game system. It offers guidelines on how to decide what abilities or powers relate to a given action, as well as examples of the various difficulty levels. A sidebar is included that covers Material Strengths for everything from paper to diamond to Silver Surfer’s board.
The next section of this chapter discusses Running a Fight, such as keeping track of all the Narrator ran characters, using tactics appropriate to a villain’s Edge and a sidebar detailing granting new power stunts (a fairly odd place for it, and a symbol of the weird organizational issues this book has). Discussion also follows on handling the party splitting up, especially in a fight.
Events are covered next, including tips on using them to springboard parts of the adventure as well as tips on when to use them. A sidebar is included that offers the helpful advice of using the picture on the Narrator’s card as inspiration for a guest star, such as flipping a card, getting Hulk and deciding that the Jade Giant needs to show up…as friend? Or foe? This section also warns you not to enforce the relationship between Callings and Events.
The next section focuses on adventure design, focusing more on seat-of-the-pants action and dramatic plot twists than carefully constructed scenes. Indeed more advice is given on “feel” than on adventure structure.
A sample adventure is included featuring Mole Man kidnapping the mutant Rictor and using his powers to generate earthquakes in New York City. Its nothing terribly special and doesn’t really even serve as a decent introductory adventure other than giving you some non-threatening mooks to wail on.
The next section is on running supervillains, using their Callings and Edges as a guide for the kinds of plots they are likely to engage in, and the layers of planning they are more apt to go to. A cursory discussion of the need to commit crimes and the use of deathtraps follows, with the bright point being where the authors point out that anyone using something more complicated than a gun doesn’t really want to kill the heroes anyway. Losing Ungracefully offers a game mechanic for ensuring that all non-mook villains stand at least a chance of having a backup plan regardless of what happens. Finally, this section offers the five rules of villain deaths, in case you just watched your players kill off Doctor Doom and aren’t sure how to salvage it. There’s some nice advice in this whole section that can be easily adapted to any supers game.
Running A Series is meant to help you decide the kind of Marvel game you want to indulge in, with some advice on *how* to run the various styles. It assumes nine basic series formats, from Rock-‘em-Sock-‘em to Idealistic to Battle-Scarred to Villainous. The book acknowledges that the system doesn’t do “gritty” very well, but offers no advice on how to fix that.
The last section is on Nonlinear Story Hooks, most of which assume the “story” is more important to you and your players than your heroes. They encourage, if momentarily, the players to take the roles of other characters, be they other heroes or even the villains for a short scene! This section does caution that not every group is going to be happy with these kinds of hooks, and that a refusal to play along with the hook could have disastrous consequences for the game.
Chapter Seven is Adapting a Hero. You may have noticed that I haven’t discussed character generation yet. That is because the default assumption of this game is that you will be playing a Marvel hero that has already been statted out for you. This section still isn’t about character generation per se, it’s about modeling existing characters that haven’t been statted up yet. First up are the incredibly useful benchmark tables for the four Ability scores, ranging from 0 to 30, providing a description as to what that means for each Ability as well as providing examples of who would have that score. They provide the same thing for Edge and Hand Size, as well as pointing out the Health score that a Narrator character has based on their Edge. We move into Ability Codes and Skills, with a list of skills provided in order of their suit, as well as what each Ability Code means, and how many skills it imparts. Wolverine has 4 Agility skills and those an Agility code of A, whereas all of Mr. Fantastic’s skills are Intellect, giving him Ability Codes of X in Strength, Agility and Willpower. The section on Powers and Equipment is less useful, as the Intensity Benchmark chart only provides examples, and knowing that Ant-Man’s insect control falls in the 9-10 range isn’t really useful for modeling anyone but Ant-Man. A powers list is provided, but isn’t broken down by trump suit like the skills list, but just alphabetical order, which is disappointing as the powers section is already in alphabetical order, so a list by trump suit would have been welcome.
Callings finally get discussed in detail here and include the following: Adventurer, Animal Nature, Demolisher, Exemplar, Explorer, Gloryhound, Greed, Guardian, Idealist, Investigator, Majesty, Mentor, Outcast, Peace of Mind, Protector, Repentant, Responsibility of Power, Soldier, Thrill-Seeker, Uncontrolled Power, Vengeance, Vestige of Humanity, World Domination and Youthful Exuberance. A description is provided for each, with examples, and a warning that Demolisher, Greed, Vengeance and World Domination may be inappropriate for heroes. A sidebar in this section discusses changing Callings, which is not meant to be done lightly and is meant to be a major turning point in the character’s life.
The next section is Hindrances, detailing internal obstacles for your heroes to overcome, which are usually represented mechanically by reducing an attribute or attributes to 0 in a given situation (such as exposure to radiation or avoiding surprise attacks) or hindrances like Bruiser which force your hero to use Agility instead of Strength for attacks and can only be taken by a character with a minimum Strength of 11 and a maximum Agility of 4.
Appendix One: Skills is the skill-by-skill breakdown as to what each skill in the game is meant to do. Many skills just provide a reduction in difficulty, but some (like Martial Arts) allow you to use a different Ability Score for an action than the default. Each skill is tied to an Ability Score and uses that suit for trumps.
Appendix Two: Powers is the big power listing, but starts with another discussion on stunts and details power Limits. A list of Power Sources follows, including Mutation and Equipment. Rules are included here for making Equipment, but these are kind of hand-wavy and were later replaced with, in this reviewer’s opinion, much better rules that first appeared in Dragon Magazine and were later reprinted in Reed Richard’s Guide to Everything.
A sidebar included discusses the different trump suits for equipment: Swords use Strength, guns use Agility, powered armor uses Intellect and magic wands use Willpower.
The powers themselves are fairly exhaustive, covering most of what you need to define most Marvel characters. Each power’s listing includes trump suit, exemplars (who uses the power), related powers, then a description of the basic use of the power followed by common stunts and limits unique to the power. A few, such as Chi, have been errataed and still aren’t very user-friendly, while others – like Magic (a common problem area in supers games) – don’t seem to match what the comics show. For instance, a powerful mage can either duplicate physical trump powers or mental trump powers…meaning that Dr. Strange isn’t capable of both Teleportation (Agility) and Illusion (Willpower) though I’m reasonably sure I’ve seen him use both. The game allows you to take powers as stunts of other powers, but doesn’t generally allow you to stunt off of THAT power, something that a case could be made for from the comic books. Also, no effort is in place to balance the powers against each other. Cosmic Energy Control costs the same to purchase as Claws. Only Invulnerability and Immortality have special considerations made for cost, having a set cost of 10 points apiece. The system clearly assumes a certain amount of “play-along” from the players
In Appendix Three: Hero Creation, we FINALLY reach character generation. Yes, they do acknowledge that some people will want to make their own characters, as opposed to existing characters. The character generation is kind of flawed, though, as its semi-random. You draw ten cards and either use those or, depending on the flavor of game the Narrator wants, redraw all 1s, 2s and 3s or all 8s, 9s and 10s. You then assign up to three each to your four Ability scores. The trump suits of the cards dictate ability codes (Doom cards automatically mean a code of X) and, thus, the number of skills per ability you can pick. You can also spend a non-Doom card of 7 or higher at this point to make one skill World-Class.
Edge begins at 1, but for every non-Doom card of 7 or higher that you play, you can raise it by 1. You can pick up to five powers and can assign any number of cards up to a total value of 20 to them, with number of starting power stunts based off of the number of cards of the corresponding suit you’ve assigned to it. You can take limits, up to three per power, but they don’t necessarily help you. In fact, how this works is that for each limit you take, you draw a card off the Fate Deck and, if its of a positive aura, you add it to the power’s intensity. Unfortunately, this means you could well be stuck with a limit for no benefit, something that hasn’t sat well with a few of my players.
Similarly, you can take up to two Hindrances, but your actual benefit from it is dependent upon drawing a positive aura card.
Next, you play a card for you Calling, and if it matches the calling you have selected for your hero, you get a free card to play elsewhere on your character. At the end, you take a look at what you’ve done, make sure it fits, and commit it to paper.
Character creation is my least favorite part of this game. No one has made a character yet for the game that they were happy with without incredibly fudging and rearranging on our part. In fact, most of our characters that we use were created in Marvel Classic/FASERIP and converted to SAGA (which makes little sense, I know, seeing as FASERIP was at least as random). The nicest part of this chapter is a sidebar on building a team, making sure you cover niche protection, compatible motivations and have an actual leader. It only takes up half a page and could easily have been expanded. The chapter ends with the creation of The Hedgehog, a sample character of dubious distinction and Hero Templates, complete with a random name generator.
Appendix Four: Conversions offers tips on using the long-discontinued Marvel Super Dice in the game, as well as guidelines for converting from FASERIP to SAGA. There is also section for using the Toy Biz action figures available at the time as minis for your game.
Finally, the book concludes with an index, making some of the weird organization bearable due to the fact that it actually HAS both a table of contents and an index.
The back cover is a functional Hero sheet, which actually tends to have enough space to list everything your character has.
The Roster Book
The cover of the Roster Books features the inner flap art from the boxed set, featuring the heroes and villains facing off. The book offers up front that its detailing the “classic” Marvel Universe, not the up-to-date (for 1998) Marvel Universe, and includes 34 heroes and 19 villains. Most of the characters are made in accordance with the rules, though a few “unique powers” rear their head, such as Hulk having “Strongest One There Is”, a power that prevents anyone else from gaining a Strength trump against him and Juggernaut has “Unstoppable” which simply states that he cannot be stopped by anything.
The book provides a decent group of characters to get you going, as well as a list of Normal Humans, Humanoid Races and Critters. Finally, a brief history of the Marvel Universe finishes off the book.
The Gameplay
For all the odd quirks and organizational issues, as well as the utter lack of balance, the one thing that sets this game apart for me is simple: I have had more fun running this game than I have any role-playing game I have owned, played or read. Part of it is players, of course. No matter the genre, your players have to be willing to subscribe to the conventions of the genre or the game will fall short.
A good part of it is the fast-moving, over the top gameplay that feels like larger than life superheroics and never gets bogged down with overcalculations of bonuses and penalties and never tells you that a task is impossible, merely improbable.
We converted our Marvel Classic game over to Marvel SAGA and have never looked back, because this game engine has opened us up to some of our best game stories such as the time Mindstorm (the mutant master of Telekinesis and Weather) blew out his Electrical Control in desperation, trumping multiple times until he achieved a total action score of 61, defeating the villains that he dismantled his team and had him outnumbered and leveling Castle Doom (the site of the battle).
In Conclusion
SAGA was dismissed by many as being more of a CCG than an RPG when it was released, but this is no more accurate than calling D&D a craps game. In fact, with the familiar subject matter and helpful gameplay props, complete with color-coding, the game could well have served as a great gateway game for new players. I plan to try this with my wife, in fact, since she has yet to grasp the two prior game systems she has tried in the past.
SAGA definitely isn’t a crunchy game, nor is it tactical in the classical sense of the term. It has one of my favorite game mechanics ever in Edge, the great equalizer that makes Captain America better than most of the powerhouses he associates with by insuring that he rarely fails. However, SAGA could have used a second edition to clean the game up a bit, as the editing was more than a little suspect, though the presence of a useable index helps this out. A few of the powers’ uses are hard to reconcile with the differences between heroes and characters and a well thought-out dice-based variant probably could have helped the game’s longevity.
In the end, I see the game’s flaws but I can’t help but be swayed by one thing: fun. The only gripes about the game I have faced from players came from character creation and not the gameplay itself, which has flowed smoothly from our first adventure to our most recent. As for myself, the utility of the system more than trumps (no pun intended) a few vaguely worded powers. The support that was made available for the game is great, but when it was canceled there were several products in the pipeline such as the Marvel Team-Up Roster Book, The Green Goblin's Guide to Crime and a series of rumored comic-book sized roster/adventure supplements.
The online community for this game is virtually dead, though there is a Yahoo group devoted to the game as well as my own forums, inactive though they may be.
While I am certainly willing to read or even play other supers RPGs, if I had to pick just one then Make Mine Marvel SAGA!
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