New Centurions, Issue #13: Les Fantômes

Last Friday ((This was my first game in five weeks. That’s a long time without a game for a game-whore like me. It was good to get back.)) was the latest installment of The New Centurions game, run by my friend, Clint. It had been a long time since the last session, so we started the game with a fairly intensive recap, then jumped in.

Our plan was to investigate and find out as much as we could about the dead heroes in the Paris Century Club. We discovered that they had been labeled Les Fantômes by the media, but had not made any statements or announcements about themselves. They tended to act alone or in pairs, but had come together in the past for larger challenges, such as freeing hostages in a bank robbery.

Queen Celeste decided that we should try to plant the corpse of the woman known as The Dryad in the ground, in hopes that she was enough plant ((She was green, and leaked chlorophyll, after all.)) that she might regenerate. The ID we had found was that of one Marcel Chevalier, who seemed to have been called Vigil in the press, and led us to a sad story of the death of his family and his withdrawal from a promising academic career to pursue research into the genetic markers for super-powers.

We also recovered the cell phone from a woman dressed in red silk, whom we thought must be La Flame. This had a couple of numbers in it – one to her sister, a police detective, and one to a man with no fixed address ((We figured this was the other dead man. He didn’t answer when we called. And no, I don’t remember his name. Sorry, Clint.)). Queen Celeste and Paladin had a bit of a tense conversation with her inside the police station, with Widowmaker standing by to teleport in and rescue our crew if things went south.

Turns out La Flame’s sister ((Who’s name I also don’t remember. Sorry again, Clint.)) had no idea about her sister’s super-life. She was somewhat shaken by the revelations, and decided not to arrest anyone. To make sure it wasn’t a trick to lead the gendarmes back to the rest of us, Queen Celeste and Paladin walked across the street to Widowmaker and teleported away, leaving nothing for the police to follow.

We uncovered one name that proved interesting – Myra Glass, who had offered to finance Vigil’s research. A little bit of prying uncovered that she was associated with a number of technology thefts, along with a tonne of titanium, from across Europe, but mainly centred in the UK. No one we spoke to about her had any real information about her, and we could find no record of her existence earlier than a couple of years ago.

We also engaged in some actual thinking, and put together some big pieces of the campaign. We figured out some pieces of the Methuselah Effect.

From what we can put together, the Methuselah Effect was Dr. Methuselah’s attempt to edit the variable that produced super-heroes like the Centurions out of the world. Unfortunately, his equation was slightly flawed, and failed to take into account that the existence of super-villains is at least partially dependent on super-heroes to inspire them to use their powers for crime.

So, on that day in 1933, super-heroes and the potential for and concept of super-heroes just stopped. Along with super-villains. Everywhere. Vigil’s genetic research showed that the gene markers for metahumans had only recently started re-appearing, having been practically nonexistent for the better part of eighty years.

Now, the big question that remains is why did the effect stop? It looks like it faded fairly quickly over the last couple of years, with heroes and villains starting to manifest even before Dr. Methuselah was snatched from the NYC Century Club ruins. And what will happen if the effect goes away? Will the Centurions currently in limbo in our reclaimed club house come back to life? Will all the old villains?

So, as we were speculating about this stuff, the bad guys came and got us.

Myra Glass and her team of baddies got the drop on us in our safe-house and kicked our asses. Widowmaker managed to save one of the Aegis agents watching us, but the other one died. Falkata saved the data on Vigil’s computer, preventing the bad guys from getting it. And S.P.E.C.-T.E.R. managed to keep one of the tougher bad guys occupied until the building collapsed on us.

This was a wonderful, comic-book style ending to the session. Our team is hurt, scattered, and defeated, but not out for good. I see the rubble of the building with S.P.E.C.-T.E.R.’s battered arm jutting from the debris, Paladin’s ((He was in the building with me, so yeah, he’s sharing my fate.)) shield lying beneath a big chunk of concrete, and the victorious Myra Glass standing over the wreckage with her laser pistol in her hand and her team arrayed behind her. Across the bottom is the garish next-issue teaser: Is This The End of the New Centurions?

Very satisfying game.

Let’s See What Happens, Part Four: Watch Their Eyes

It’s been a while, but I’m back to talk about the next component in my recipe for emergent campaign storylines. If you’ve missed the previous installments, I give an overview of my method here, and then talk about the Secrets Deck here, and discuss Sandboxes here.

This step of the… I hesitate to call it a process, because that implies a more rigid structure than I actually have. Let’s call it a tool. This tool in the toolbox is where the rubber really meets the road. At this point ((If not before.)), the players are well and truly involved in what you’re doing, and you go into reactive observer mode. You’ve got your secrets in place, and some hints ready, and your sandbox set up and filled with toys, and the players get to come in.

Now you have to watch their eyes.

Pay Attention

The biggest thing you need to do is pay attention. Watch what they react to. Listen to what they say. They will show you what catches their interest and what doesn’t. You just need to be aware of the signals.

There are a couple of catches, here, though: first, the onus is on you to catch the signals. Later on, I’m going to talk about asking questions to find out what the players are interested in, but really, what you want at this point is their unsolicited, unfiltered reactions. That means just paying attention to the things they do and say without prompting of any sort.

Which leads us to the other catch: you need to be objective and open to what you here. Be ready for them to ignore your strokes of brilliance, or to find them trite and boring. If you want this to be useful, you can’t react to what they say, or else the players will start to filter. And really, you need to know if they find pieces of what you’ve done to be crap. That is valuable information, and you must absorb it and use it.

So, watch what they get excited about, and make note ((You don’t need to actually make a note, and you probably shouldn’t make a physical note if it’s going to make it look like you’re eavesdropping on the players’ conversations and taking notes. That’ll make them start to filter, again. But remember what they do and say.)) of any strong reactions. The things that make them say, “Cool!” or start hatching plots – those are the things that you want to expand and flesh out, so you can make them centrepieces of the campaign. The things that they ridicule or ignore – those are the things that you either want to let fade into the background, or rework later on ((Which I’ll talk more about in the Making Connections post.)) to make them cool.

But for now, just take note.

Bide Your Time

This is surprisingly important. You need to wait a bit before acting on the perceived interests of the players. There are a few reasons for this:

  • Acquiring More Information. The more you wait, the better picture you’ll have about what the players are interested in. You hear more of what they say, see more of what they do, and build a more complete idea of their interests.
  • Giving a More Complete Picture. At the beginning of the campaign, your players are going to be finding their feet, and everything will be new and shiny. Give them some time to get a more complete picture of the world, so that they will have a more complete range of choices, and their reactions will be more meaningful and useful.
  • Misdirection. You don’t want to just toss in another story about pirates just because the players had fun with the last adventure about pirates. You need to mask what you’re doing a little bit. A little bit of time, with something in between, will keep things a little fresh.
  • Give You Time to Think. Don’t just jump in with both feet at the first thing that the players seem interested in. Take some time to think about the best way to do things. Plan your approach, and look at how things fit into the overall campaign. Only move when you’re ready, and you’re happy with what you’ve come up with. There’s no rush.

So, take your time in reacting to what the players are reacting to. Let them enjoy the opening stages of the campaign, and the wonder and confusion that a new campaign engenders. Use that time to process their reactions and decide what to do about them. Polish your ideas, and don’t spring them on the players until you’re happy with them, and the time looks opportune.

Respond

When you think you’ve got a handle on what the players are looking for in the game, and you’ve worked out an polished an idea until it’s ready, introduce it. It doesn’t need to be a big thing – it can just be a single encounter, an interesting item, a new NPC, or even just a bit of background information. Drop it in as appropriate, and pay attention to how they respond.

This is the feedback cycle. Pay Attention – Bide Your Time – Respond – Pay Attention – Bide Your Time – Respond… You get the idea. Lather, rinse, repeat. What you need to be looking for is if you were right about what the players were interested in, because it’s easy to be wrong. Here’s a scenario:

  1. You have an adventure where the characters take to the seas to hunt down some pirates. Everyone has a great time.
  2. You decide that the players like sea adventures, so you develop an adventure where the characters join an expedition to map the Lost Seas.
  3. The players are bored, and do whatever it takes to cut the adventure short and get back to land, because it wasn’t the sea adventure part of the original adventure that they liked, it was the swashbuckling battles against the pirates.

See? You guess wrong about what it is that the players find interesting ((And it’s easy to do, don’t fool yourself. This is because the adventures you design look different to you than they do to the players, who don’t have your insight into the structure and development of the adventure. So be aware.)), and the adventure falls flat. And then you’re stuck in an adventure no one is enjoying ((Which is why you should be ready to Discard Liberally, as I’ll discuss in a later post. For now, I’ll just say that you shouldn’t get married to any adventure, and build in escape hatches if possible.)) until you can switch tracks to something else.

Learn from that. Build it in to the next cycle. This is an iterative process, and each time round the circle should bring you more mastery, more certainty, and more fun for everyone.

Ask Questions and Listen to the Answers

Asking questions is an important way to gather information about what the players like, but you need to delay doing that until they’ve had a chance to get used to the campaign and develop some real opinions. This means running through the cycle a few times without asking questions. This gives them time to really figure out what they enjoy about the game, and also gives you time to accumulate your own ideas about what they like.

Now, the kinds of questions you ask is important. I recommend not asking, “What kind of adventures do you like?” simply because players think about adventures differently than GMs do ((In short, they see the adventure as the finished product of them playing it, while GMs have to look at the adventure as a list of potentialities that are not resolved until play. It causes the two parties to think about the structure and nature of adventures in very different terms.)), and their answers won’t be all that useful ((Well, they will be somewhat useful, but they will be needed to be translated into GM-think.)). In general, these types of abstract questions, while they might yield some interesting information, aren’t as useful as your own observation.

Now, that’s a pretty big claim, but hear me out. You need concrete information to create an adventure. When you talk to players about what they liked in an adventure, they will say things like, “It was really cool when we did X!” Now, that’s concrete information, but it’s not the kind of information that you can just reuse – if you did, you’d just have the same scenes repeating in each adventure.

Because you don’t need to know that they liked doing X. You need to know why they liked doing X. And that sort of information is often not conscious – it’s a gut reaction based on a number of factors. You need to do the analysis yourself to figure out why X was fun.

And besides, you probably already knew that they liked X, because you’ve been watching their eyes during play, right?

So, what question should you ask? In my opinion ((Like the rest of this essay isn’t just my opinion.)), the best question is, “What do you want to do next? ((Sometimes, you might want to phrase this as, “What does your character want to accomplish in this campaign?” That’ll give you about the same information, but over a longer time-frame.))”

This gives you a concrete answer about what bit of the campaign is most holding their attention at the moment, for whatever reason. Again, you have to do the heavy lifting of analysis to figure out why on your own, but you should have a wealth of ideas from paying attention to the players. The important thing here is to actually give the players what they want – don’t twist things so that it looks like they might be getting what they want, but then yank the rug out from under their feet. Sure, throw in some twists, but give them what they want. Otherwise, they’ll stop trusting you, and won’t give you useful answers any longer.

There’s another question that you probably want to ask every now and then: “Why didn’t that work for you?” You know when things fall flat for a player, and when they do, this is a good way to gather information about why. It’s a dangerous question, though; you have to be ready to hear the criticism of the adventure you made. The player is probably going to be a little reluctant to complain too much ((You’re probably playing with people who like you, and who don’t want to hurt your feelings. If you’re not, why the hell not?)), but if you genuinely welcome the feedback and use it to improve the game, you will get more candid responses as they come to trust you.

If you take the information they give you and use it to improve the campaign, you may soon have your players volunteering answers to the questions before you ask them ((In the case of the “Why didn’t that work for you?” question, this can come off an awful lot like bitching about the game, but it’s not. It’s your players trusting you enough to be honest and give you the feedback you need to build something that’s fun for all of you. Welcome it.)).

What Aren’t They Saying

Silence and lack of attention are things you need to pay attention to in the game.

Some players don’t talk much in game. Whether it’s a product of their character, or their play style, they sit quiet unless they need to speak. This is not necessarily an indication that they are bored ((Though it might be. Pay attention to them, and, if necessary, ask them outright. But do it privately, so as not to put them on the spot with the group.)), some players just play more in their head than in conversation. For these folks, you need to watch body language and general demeanor during play to see what they’re interested in.

Then there are times that normally garrulous players turn quiet. That’s usually a sign that they’ve run up against something in game that they either have no interest in or actively dislike. That’s good information to have; keep it. It doesn’t mean you have to eliminate whatever the player isn’t liking, but you do need to be aware of this cost of using it – you’re losing the interest of at least one player. If it’s something that someone else is avidly interested in, then go ahead and use it sparingly to provide a bit of a spotlight moment, but be aware that the bored player is going to need to be rewarded for being a good sport with a spotlight moment of something he or she likes.

And if everyone at the table goes quiet and starts fidgeting, well, that’s a big red flag for whatever you’re trying. Get through what you’re doing, and then drop that campaign element in the Do Not Use bucket.

 

The upshot of all this advice is simple: pay attention to what the players like, and give them more of that. These techniques are the ways I try and do it in my games. Hopefully, they’re useful to you.

If you’ve got any tips that I’ve missed, fell free to drop me a comment below.

Next time, we get to the actual construction of storyline elements in emergent campaign storylines. This is where the work starts paying off.

The New 52, Week Four and Beyond

Well, I’m somewhat behind with this post, what with traveling and all. It’s barely relevant ((If it was relevant at all to begin with, of course.)) anymore, but my compulsive completist side says I have to post it.

All-Star Western #1

I liked this one, provisionally. It’s got a nice mix of Jonah Hex with something out of Caleb Carr’s The Alienist, set in late-1800s Gotham City. There’s creepiness and brooding western action. All in all, it’s a good mix, and I’m interested in seeing where it goes.

Aquaman #1

I’m not an Aquaman fan. I did not expect to like this book. That said, they tackled a lot of concerns I have with the Aquaman character head-on in a clever way. I found myself really enjoying the story and the take on the character.

Batman The Dark Knight #1

This was a solid Batman story, but not as engaging as Batman or Detective Comics. Still quite good, though, and laying foundation for better stuff to follow.

Blackhawks #1

I hate G.I. Joe. Just want to put that out there as the reason I was initially predisposed to hate this comic, which seems to be doing the same sort of thing. But it’s doing it better than I expected, with some interesting quirks and twists. I’m actually interested in what happens next, which I did not expect.

Flash #1

Never been a huge fan of Flash. He’s got a reset, no longer married to Iris – after the Brand New Day reset for Spider-Man, I’m very leery of this kind of thing. But the setup for the book is interesting, and is using Barry’s skills as a forensic scientist as much as Flash’s speed. So, I’m intrigued.

Fury of Firestorm #1

I haven’t read any Firestorm books for years. I always thought the dual nature of the hero – two minds sharing one body – was interesting. This book seems to be taking some neat chances with the ideas behind the hero. I hope they keep it up.

I, Vampire #1

I really wanted to like this book. But the first issue is a disjointed garble of flashbacks, with no help trying to put them into a sequence that makes sense. Disappointing, because it looks like there’s a good story lurking in the background that I’d like to read.

Justice League Dark #1

Okay. I like any comic that has John Constantine in it. Unfortunately, this one also has Shade, whom I really dislike. This is causing me no small amount of cognitive dissonance. The underlying story has some promise, though. Let’s see where it goes.

New Guardians #1

Here’s the thing, DC – flashbacks are cool and all, but you really need some way to show when you’re switching timeframes from the past to the present and vice-versa. Points for flagging that the initial scene takes place in the past, but minus points for not showing when we jump to the present. I mean, the GL mythos is tangled enough that it’s almost impenetrable for newbies like me. You gotta give us a fighting chance of understanding how the pieces fit together. This was not as bad as in I, Vampire, but it still was a major impediment for me.

Savage Hawkman #1

Never been a Hawkman fan. I’ve said that about other heroes, but the difference here is that this book didn’t do anything to change my mind. I just didn’t care enough about the character to get into his angsty wonking about being Hawkman and all that stuff. Oh, well.

Superman #1

We get another relationship reset here, a la Brand New Day, and I’ve already mentioned how I feel about that. That said, this book has a good story, and some great Superman moments. What I like best, though, is the way this Superman – older, more mature, less wild and carefree – contrasts with the Superman in Action Comics. The differences – and the similarities – between the two are wonderful to see, and really make the character richer.

Teen Titans #1

Starting fresh with this book. Tim Drake’s Robin showing some good leadership potential as he starts to build the team. An interesting threat in the background, and the beginnings of fun group dynamics. I’m looking forward to seeing where this one goes.

Voodoo #1

Wow. Shapeshifting alien stripper hunting men. Someone has watched Species too many times. Not a good book so far. If they can pull it out of the smut-spiral, it might have some potential, but I’m not hopeful.

 

So, that’s a look at all the new #1s. I’ve been reading the new #2s as they come out, and am generally pleased, though nothing has really changed my initial impressions of the books I’ve been reading so far. I plan on giving the books three issues to grab me; if they can’t manage it in that time, I’ll stop reading. There are a few – Action, Detective, Batwoman for the three most obvious ones – that have already really hooked me, and I’ll be continuing. Others are gonna have to fight it out.

DC isn’t just putting out the New 52, though, and I’m happy to see that. Last week, they released Penguin: Pain and Prejudice, which was a really great look at the Penguin ((They also released Supernatural #1, which was less good.)), and they’ve released The Shade this week, which I haven’t read yet.

All in all, though, I think this New 52 launch has been a good thing, especially coupled with the day-and-date electronic sales model.

So, congratulations to DC Comics. I think you’ve done a great thing.

The New 52, Week Three

So. Let’s see what we’ve got this week.

By the way, I have come to the conclusion that the mysterious cloaked woman I have spotted in several of the books probably appears in all of them, but I just haven’t seen her. In some, she is very obvious. In others, not so much. This is obviously something leading up to a big tie-in or reveal, so keep an eye out for her. I’m gonna stop mentioning when I see her.

Batman #1

I like this story. It does a good job of laying out the situation for newcomers to the series ((Really? Newcomers to Batman? I guess there must be some. Or, at least, newcomers to this incarnation of Batman, with the son and the multiple (ex-) Robins.)), while pushing into an interesting storyline that looks to go in an unexpected direction. It also ties in nicely with Nightwing #1, so bonus points. And, I have to say, I was nicely baffled by the opening sequence. Good stuff.

Birds of Prey #1

This has some potential, but I don’t really have any investment in the characters. I mean, I know who Black Canary is, but I don’t really know all that much about her, and I have no idea about Starling. Still, the set-up has some interest to me, so we’ll see where it goes.

Blue Beetle #1

I never got into Blue Beetle, much. I liked the Ted Kord Blue Beetle in the Justice League books, but I don’t know much of the backstory, beyond he’s got a magic bug talisman that gives him superpowers. That means that I don’t know how much of the backstory of the scarab told in this book is rehash, and how much is new. Not that it really matters; I was pleasantly surprised by the story, and the ideas – it’s a good book. I just wish I knew more Spanish so I could follow the dialogue a little better. It’s not that there’s a lot of it in Spanish – it’s just that I’m kind of a completist, and I hate feeling that I’ve missed something.

Captain Atom #1

This is not a bad book, I just don’t care all that much about the character, and the story has yet to grab my interest. Some neat stuff, but not enough for me to buy in completely.

Catwoman #1

This book is the clearest example of why people are upset about the portrayal of women in comic books, I think. It’s pretty much all T&A, heavy on the sexualization, and empowering the female character in a very stereotypical dominatrix way. This is a real shame, because the character deserves better than this.

DC Universe Presents #1

Nice recap of Deadman’s origins, along with throwing in a nice twist. Boston Brand’s crisis of faith could make for some very interesting stories, and I look forward to seeing where it goes.

Green Lantern Corps #1

Of all the Green Lantern books so far, I like this one the best. It’s got an interesting threat – one that’s on a scale with the Corps – and solid characters. Some of the best stuff is character stuff with Guy Gardner and John Stewart, but the book does not skimp on action, either. Good fun.

Legion of Super-Heroes #1

I’ve said it before, and I’ll say it again: I love me my Legion of Super-Heroes. Yeah, it’s corny, and campy, and has a convoluted membership awash in soap-operaesque drama, but I love it. This book makes me want to track down the LSH stuff from the past couple of decades that I missed, so I know the new faces and understand the current status quo. For example, reference is made to a lot of Legionnaires dying – I need to know about that!

Nightwing #1

This book meshes nicely with Batman #1, giving a look at a different part of the emerging story. It is well-done. The character moments with Dick and the circus are particularly good, reminding you that, though he was Batman for a while, he has a different core than Bruce does. It doesn’t make him weaker, it doesn’t make him stronger, but it makes him different. You can see the mark Bruce left on him, but he is more than just an ex-Robin. I really liked it.

Red Hood and the Outlaws #1

Hmmm. Red Hood, Speedy ((Yes, I know he’s Arsenal, now. He’ll always be Speedy to me.)), and Starfire. Okay. The book is full of gratuitous violence, and, as usual, Starfire is displayed very gratuitously. That said, there’s an interesting story lurking in the background that’s got me intrigued. I’ll give it a chance.

Supergirl #1

Nice action scenes. The beginnings of a mystery. Looks like Supergirl is being re-origined again. This makes, what, eight times? Nine? The only character in comics that I can think of with more convoluted origins and versions is Jean Grey. Still, having her show up on Earth with no idea how she got there, remembering Krypton like it was yesterday, could make for some interesting stuff.

Wonder Woman #1

I was really not expecting to like this series. Instead, it may be one of my favourites. They’re drawing in the Greek mythology lurking in the character background, and running with it. I like that. A lot. I like the story, I like the characters, and I like the nasty twist they’re putting on things. I’m really looking forward to the next issue.

Dateline – Storm Point

***SPOILER ALERT***

I’m running Tomb of Horrors for this leg of the Storm Point campaign. You may not want to read on if you’re playing the game yourself.

***SPOILER ALERT***

This past Storm Point game was pretty short. One of the players – the one who owns the space we pay at – developed a migraine, and we called it a night early.

We did get through the rest of the encounter, however. It was a tough slog, indeed, with the closely-matched antagonists. Of course, as with all battles, once one of the monsters dropped, the rest sort of cascaded as the characters were better able to concentrate their attacks. Some crappy rolls to distinguish friend from foe caused a few problems, but in the end, they made it through, and proceeded to take an extended rest.

So, that’s really all there is to say about that.

The New 52, Week Two

So, let’s see what we’ve got from DC’s New 52 this week. I’m still loving the day-and-date electronic sales, and am rapidly becoming an even bigger DC fan. Not everything is perfect, but there’s some good stuff going on.

Batman and Robin #1

The main story in this one is framed by the start of a new, very cool-looking storyline. This is good. What’s not so good is that the framing story is better than the main story. Yes, as a new #1, a jumping-on point for new readers, it’s important to establish who the characters are and what the situation is. But the main storyline is just Batman (Bruce) trying to keep Robin (Damian) from being a perfect cocky little shit. And failing. I’m hoping that, now that the dynamic has been spelled out in big, bold letters, the book backs off on this aspect of the mythos. It’s hard enough to like Damian at the best of times – and he is not being shown at his best.

Batman has an interesting little character moment that’s been a long time coming in the sewers, but outside of that, he seems more like Mr. Wilson trying to babysit Dennis the Menace than the Dark Knight. As I said, I hope they get over this bit and on to some good stories.

Batwoman #1

I liked the Batwoman run in Detective Comics a lot. This picks up from that, and does a pretty good job of giving us a tough, smart, female hero. There’s not a lot of meat to the story – again, it’s trying to lay the foundation for new readers, I think – but there are hints of good things coming, and the character scenes in the book are very good. Bette Kane is back, trying to earn the right to be Flamebird to Kate Kane’s Batwoman, and there’s some understandable tension between Kate and her father after the revelations in the Detective Comics storyline. All in all, I’m hopeful for this one.

Deathstroke #1

I’m not really a fan of villain books ((Matt Wagner’s amazing Grendel is a notable and sublime exception.)), and Slade Wilson is definitely a villain. Not even the Punisher is as much an unmitigated bad guy as Deathstroke the Terminator. I’ve enjoyed seeing Deathstroke opposing many different DC heroes and teams, right back to The New Teen Titans, but I’m not sure how much I’ll be grabbed by a book with him as the star. On the other hand, his miniseries in Flashpoint was pretty good.

This book is also pretty good. It latches on to the idea that, legendary super-badass or not, Slade Wilson is getting old and, while it may not be slowing him down much, his clients are starting to think it is. So he’s gotta prove he’s just as hard, just as nasty, just as scary, and just as effective as he’s always been. I’m going to give it a couple of issues to win me over.

Demon Knights #1

The Demon Etrigan, Madame Xanadu, Vandal Savage, the Shining Knight, and three others I don’t recognize get caught up in an invasion, led by the Questing Queen and Mordru ((Whom I remember fondly from his attacks on The Legion of Superheroes in the 31st century. Guy’s lived a loooong time – right up to when Darkseid drained him dry in the Great Darkness Saga. Good times.)). It’s set in the middle ages, and looks like a great deal of fun.

Frankenstein: Agent of S.H.A.D.E. #1

As might be expected in a comic starring Frankenstein and the Creature Commandos, this is a pretty weird, silly book. Not necessarily in a bad way, though. I liked the bizarre story and the strange characters. It had a nice touch of the absurd mixed in with the horror and action. I’m not really a fan of the art style, though. It’s a little muddy for my taste, though well-done. But for me, that’s a little quibble.

Green Lantern #1

With Blackest Night and Brightest Day, it seems the Green Lantern mythology has become very complicated. Now there are rings of all sorts of colours. Sinestro has a green ring back, endorsed by the Guardians, and Hal no longer has a ring. Having followed neither Blackest nor Brightest, I’m a little out of my depth with the background, but the story itself is not bad, if a little trite ((I saw one scene in an old Lethal Weapon movie, for example.)) – ex-superhero dealing with the difficulties of returning to normal life. Could be interesting.

Grifter #1

I’ve never read anything with Grifter in it, except for his appearances in Flashpoint, so I don’t know much about the character. Because of that, it was nice that the series is starting with an origin story. It’s a pretty good story, too – reluctant, misunderstood hero, alone and on the run from the police and military and his entire life, a mysterious ((Speaking of mysterious, this is the second comic that I’ve spotted a strange, cloaked and hooded woman floating in the background of a panel. Wonder what’s up with that.)) threat tied to his origin, and general confusion about what’s going on. I’m liking it so far.

Legion Lost #1

The Legion of Superheroes has changed a bit since I used to read the series. The look of Tyroc is far less 70s funk, and they’ve brought along Gates and Chameleon Girl, along with heroes I’m more familiar with: Wildfire, Dawnstar, Tellus, and Timber Wolf. The team has chased a bad guy back from the future to stop him from releasing some sort of pathogen ((Which has not been explained yet.)) and, predictably, they get stuck here in our presence.

I like the story, but that may be because of the love I have for the LSH. It was the first series ((Well, first superhero series. Mike Grell’s The Warlord was a long time favourite before that.)) that hooked me with an ongoing storyline – the Great Darkness Saga. So, I’m more forgiving of some of the oddities and awkwardnesses ((It’s a word if I say it’s a word.)) of the book.

Mister Terrific #1

Again, I’m not familiar with Mr. Terrific, so it’s good that they’re doing an origin story. I like the hero – nice combination of haunted and driven, relying on intelligence and tech ((And money. Lots and lots of money.)) to fight crime. I think they’re jumping at the twist a little early in this one – I don’t know the character well enough to care deeply about it yet. But it is a good twist – no denying that.

Red Lanterns #1

More lantern mythology. Atrocitus lacks direction, so decides to become an avenging angel. I dunno about this one. On the one hand, that is one bad-ass kitty cat he’s got. On the other, I’m not sure I’m all that interested in a book about taking savage and bloody vengeance on all and sundry. I don’t think that’s totally the direction the book is going – there are strong intimations of more complex and interesting stories – so I’m going to give it a bit of a chance. But it’s going to need to work hard to win me over.

Resurrection Man #1

I liked this book. Resurrection Man is another new hero that I’m not familiar with, but this book is less of an origin story than some of the others. This works, mainly because of the mysterious nature of the origin. There’s a bit of a The Fugitive vibe being set up, with what looks like both Heaven and Hell hunting for him, coupled with a built-in story generator – the feelings that draw him to perform certain acts and go certain places. It’s got a nice mix of creepy and action.

Suicide Squad #1

I have mixed feelings about Suicide Squad, both as a group and as a book. The basic premise is interesting for about five minutes, then quickly reveals itself as an excuse to write about the main characters being absolute bastards. On the other hand, the story in the book was pretty good, even if they did telegraph the twist in it a little bit. And I like the character of Harley Quinn.

There’s been a bit of Internet grumbling about Harley’s new look, and it is certainly a more gratuitously sexy look than in a lot of other versions ((Especially than in the animated series.)), but I gotta say that those complaining must not have seen her in the Arkham Asylum video game. There’s also been some complaints about Amanda Waller’s new look – slimmed down and sexied up. There may be some merit to this complaint, but it seems like an awful lot of noise over a single panel. Anyway, the look of characters in comic books change all the time, whether as part of an editorial decision or because a different artist brings a different take to the character. With the relaunch, I figure you gotta expect even bigger changes, and I can’t see bashing an entire book because you don’t like the look of a single character.

But that’s just me.

Superboy #1

It’s not the Superboy I grew up with – it’s the post-death-of-Superman, clone-grown-by-secret-project, funky-telepathy-telekinesis Superboy. This first issue focuses on the lab and the shady secret agency that grew him, with hints of agendas and plots and secrets. There’s some strong association to the feel of the Project: Superman miniseries from Flashpoint and the Superboy origin and recruitment from the Young Justice animated series. It’s got some promise.

 

I plan to continue with Week Three of this little series of posts next week, but it’ll probably be delayed some, as I’ll be traveling. Still, I’ll be able to get my comics electronically, and can read them on the bus and in the hotel at night, so hopefully I won’t fall too far behind.

I generally give a new TV show or comic series three issues to grab me, and that’s what I’m thinking with the new DC universe. I’m only going to write about the new #1s, though – after that, I just won’t have much new to say. I may post a scorecard a few months down to take a look at what I’m still reading, though. We’ll have to see.

Mucking Around in Middle Earth: The One Ring RPG

Saturday night, I gathered together a group of friends to try out the new The One Ring RPG from Cubicle 7. Over the past couple of weeks, we had created characters, and I had produced a couple of cheat sheets, so when the time came, we were ready to sit down and play through the introductory adventure included in the game.

For those unfamiliar with The One Ring RPG, it’s the latest roleplaying game based on the writings of J.R.R. Tolkien. It comes in a wonderful set of two books ((One for players and one for Loremasters, the game’s special name for GM.)), two maps ((Again, one for players and one for Loremasters.)), and a set of the special dice ((A d12 and 6d6, each with special markings to be used for system quirks.)) needed for the game in an attractive slipcase. It uses a new system developed by Italian game designer Francesco Nepitello that is very straightforward, but has a number of interesting little twists to it that give it surprising depth while not slowing down play. The books and maps are beautiful, as might be expected.

We had a pretty good time, and really enjoyed the game. The rules do a good job of evoking the feel of the world, and reinforcing the kinds of things one sees in the source material. The adventure was paced nicely to wrap up in a single session and offered a sampling of pretty much everything the game has to offer.

For characters, we had a Barding slayer, a Barding treasure-seeker ((Brother and sister.)), a Woodman wanderer, and a Wood-Elf warder. Character creation is a simple templated system: you choose your culture, choose your background, choose your motivation, and then spread around a few discretionary points. It runs quite quickly once you figure out where everything is in the books and how it fits together, but this is a stumbling block that I’ll get to a little later.

There is an actual subsystem for handling the party as a party – what the rules call a Company. It gives the characters each a job to do in the journey system, provides a pool of points to help the characters out, and defines who your most important relationship is with in the group. That was how we started the game, as the characters had been developed independently: defining the Company and fleshing out who the characters were, how they had met, and why they were together.

I’m not going to talk too much about the adventure itself, to avoid spoilers, but here are some general observations:

  • Combat is wonderful. It is fast, cinematic, and deadly. There is a sense of real tactical choice and danger, despite the fact that it doesn’t use minis or battlemaps or anything like that. It abstracts positioning by using stances, where each character decides if they’re fighting on the front line or hanging back and using a missile weapon or something in between. Initiative, chance to hit, and chance to be hit are all determined by choice of stance, and the Loremaster just throws the monsters at the appropriate combatant. It works very nicely, and we all loved it.
  • There is an Encounter system, which is somewhat similar to skill challenges in D&D. It’s used specifically to handle social situations where the characters might or might not impress or offend a person or group. It works fine, but I found the scenes ran just as smoothly through straight roleplaying, taking into account the prejudices of the other party, without making a lot of rolls. I can see mixing it up a bit during ongoing play, but recommend not getting too slaved to the dice rolling.
  • The journey system works well, but it met some resistance in play. Part of this is the fact that I’m not experienced in running it cleanly, so it felt awkward, and part of it is that the roles for the journey were called out in other parts of the game for special tasks. The roles and journey system are there specifically to provide spotlight moments for different characters and to have everyone in the Company contribute to success ((Also to avoid everyone in the group rolling for every single challenge faced by the Company.)), but the rigidity of the roles felt artificial. Running this adventure a second time, I would handle the non-journey system invocation of the journey roles differently, asking who was doing what at a given moment, then asking for the roll.
  • I was very pleased with how easy it was to mix combat with other types of action – such as holding off an attack while escaping. I can’t say too much more about that without spoilers, so…
    Spoiler
    …when escaping the cellar while pursued by the Marsh Dwellers, it was easy to switch back and forth between characters involved in different aspects of the escape – fighting off the Marsh Dwellers, hauling the rescued Dwarves, acting as scout or guard, etc. It flowed very nicely, and created a great sense of desperation and urgency.
  • We only had the one set of special dice for the game, and it got a little annoying to share them. According to the Cubicle 7 forums, there will be dice available without buying the rulebooks in the next couple of months, and I plan on picking up a couple of extra sets ((What can I say? I love dice!)), but it was easy enough to use regular d12s and d6s.

There is one big problem with the game, though: the rulebooks are not well-organized. First off, they are split between an Adventurer’s book and a Loremaster’s book, and the split is not clean. As Loremaster, I need to look in both books to run combat, because combat is asymmetrical between PC and monster. The indices in the books are not true indices, but instead just an alphabetical listing of headings. The character creation leads you right through the process very nicely, except for one piece – Virtues and Rewards – which requires you to jump two chapters ahead to find the details. Without a page reference.

Now, the rules are not all that complicated, but it’s still a big stumbling block for the first few sessions, when the players and GM are having to look up a lot of stuff. The lack of proper index and the split between two books makes finding a specific rule mainly a matter of random chance, and that just slows the game down. A lot.

That said, the game ran fairly smoothly, and worked pretty well. We had enough fun that the players want to try another adventure in the system, following on one of the obvious next steps from the intro adventure. I’ve said okay, and given them the go-ahead to revamp their characters based on what we saw during play this time. We may even add a couple of players. And it means I get to figure out how to build an adventure in the system.

But that won’t happen until after I get back from Ireland.

Feints & Gambits: Too Long a Sacrifice

We had a full house for the first time since adding the new player, which meant we had eight people crowded into my living room. It was a little tight, but turned out to be workable. And it was nice to see how the dynamic with the full group worked.

When we had left the last session, the characters had just followed rumours of Padraig Pearse’s ghost right up to the gates of Kilmainham Gaol. I backtracked a day or so to bring the two characters who hadn’t been at the last game up to speed and involved. This was pretty easy to do, as I had originally planned to have one of the characters hooked into the plot from the start, but had to change that last session when he couldn’t make it.

Now, the O’Malley boys are good Irish lads with a reputation for being involved in some strange things. This led an acquaintance of theirs to approach them with a job offer – well, the offer of an offer, really. He told them that he was helping out another man – a patriot ((Full disclosure. I’m a little uneasy about writing about how I use the Troubles in the game. I mean, they are a big part of the history of Ireland and Dublin, but I’m just a Canadian prairie boy who has no real insight into them, no matter how much research I’ve done. And using them for entertainment might offend some people, which I don’t want to do. Suffice to say that I intend no offense, and am using the Troubles as a fodder for collaborative fiction. All people, situations, and events are used in a fictitious manner.)) – who wanted people with a certain kind of knowledge to help him help the Republic. Nothing violent. Honest.

When it came out that the meet was supposed to be at Kilmainham Gaol after dark, the boys got a little nervous. They had heard some unsettling things about the Gaol, and the suffering and death that had occurred there over the years left Mark with little doubt that the place was steeped in some rich negative juju. Still, they figured they better go see what was going on so that they could put a stop to it if needed. And, as they showed up at the Gaol, they noticed the rest of the characters skulking in Rogan’s car in an alleyway ((Yay! All the characters together, and less than half an hour into play!)).

The two groups spent a few minutes bringing each other up to speed, then came up with a simple plan. The O’Malley boys would go in first, as they had an invitation, and they would create a distraction ((Nate is especially good at providing distractions. Fiery, catastrophic distractions.)), allowing the rest of the gang to follow them in.

Inside the Gaol, Mark and Nate met with Sean Miller, a few of his companions, and around a hundred or so ghosts, including Padraig Pearse. Miller wanted some protection from the fey ((The Winter Warlord, Elga, was looking to get the ghost stone he was using back from him.)) so he could use his ghostly army to free Ireland from the English ((Step three: Profit!)). Mark startled Miller by putting him in a magic circle briefly, at which point Nate was tired of playing things carefully, so he started insulting the Pearse ((Who was already predisposed to not like Nate, after Nate had used cleansing fire to clean the ghosts out of the GPO.)).

At that point, I decided the distraction was occurring, so I cut to the outside group, and reported the gunshots, explosions, and flashes of fire coming from inside ((These are the standard signals that Nate has started a distraction.)). They all came running in.

Now, this was a big group – seven players – for running a large combat. I had been wondering how I would do it, and decided to go to a very loose, cinematic structure. Everyone got a turn, and we went round in an arbitrary order, letting people do stuff and deal with the consequences on their turn. This was easier than tracking initiative for the characters and the bad guys and going strictly by that and by the standard measure of a round. Instead, I let each character do about as much as would be shown in a single cut from an action movie fight scene of similar magnitude. Basically, they could each do one meaningful (cool) thing on their turn, and whatever other stuff got them to the place where they could do that cool thing.

I also let the initial part of the combat – the bit where Nate and Mark were alone amidst a horde of ghosts and several mortals with submachine guns – happen off-screen ((With the players’ consent. That’s important to note.)). I had them back-to-back in the middle of the mess when the rest came through the doors, Mark holding off the ghosts with a shield while Nate blasted them with fire. To reflect that they had been holding off massive odds for several seconds, I had them each take a 2-shift and a 3-shift Mental Stress hit.

The fight was a lot of fun. I think pretty much everyone got a good chance to have some spotlight time doing neat stuff. Some notable moments:

  • Aleister running into the press of ghosts and immediately shooting Sean Miller between the eyes ((So he thought. Miller actually took an Extreme Consequence (Eye Shot Out) and then conceded.)).
  • Kate’s Ghost-Freeze potion that took all the (non-Pearse) ghosts out of the fight right at the start.
  • Safire using her aspect Relatives Everywhere to know one of the prison guard ghosts that Pearse called in as reinforcements, and talking him into keeping the guards out of the fight.
  • Mark using the Ghost Dust he had prepared as a fist-load to punch right through Padraig Pearse’s head.
  • Nate’s mad, desperate wrestling match with one of the living opponents in the midst of slippery fire-extinguisher foam.
  • Firinne taking a video of said desperate wrestling match and uploading it because it was funny.
  • Rogan, broken leg and all ((Which I completely forgot to compel during the fight. Stupid!)), leaping into the fray and tearing the head off her opponent.

In the midst of this row ((Miss Kerrigan fainted, her cheeks at the same time as red as a rose.)), Miller dragged himself off. Aleister ((Who was the recipient of our first player-on-player compel bidding war. Two other players each offered him a compel on a different aspect – one to stay and help Nate, Kate, and Firinne, and one to go after Miller. This was an excellent way to dramatize the kind of internal struggle that we see so often in fiction but so seldom in roleplaying. It was pretty much the high point of the game for me, and I think for Aleister’s player, too.)), Safire, Rogan, and Mark tracked him to the courtyard where the 1916 executions had taken place. He made a feeble attempt to fight them off, but really had no hope. Safire grabbed the ghost stone, and Mark took a look at Miller with the Sight to see if he was being controlled in any way.

He saw that Miller was covered in blood, with blood running off his hands, but under his torn flesh, he shone like burnished gold that was hard as steel. And he felt a huge, intimidating presence behind him. One player-on-player compel later, Mark turned around to see a huge humanoid figure that seemed to be made of fire wrapped in chains. And it spoke Mark’s true name perfectly ((Cue Epic (+7) mental assault as Mark tried to close his third eye. It took him a Fate Point, but he pulled it off.)).

That’s when the sirens sounded, forcing the characters to run off before fully dealing with Miller. After all, he had conceded, so he got to get away.

In the aftermath, Mark told the rest of the group about his vision, saying that he thought he had seen the Martyr Ghost, the living embodiment of Kilmainham Gaol’s crucible-like property of burning away everything but the idea that drives a person. Rogan thought that this might be something useful for her to try, until it was pointed out to her that what Mark had seen of Miller suggested that he had undergone this purification.

And as for the ghost stone, the group destroyed it and delivered the fragments to Elga, who told Firinne that Winter was in her debt.

Because nothing bad can come of that, right?

The last thing we did that evening was I asked all the players to take some time over the next several weeks and to send me an e-mail outlining what her character would like to accomplish in the game. This will allow me to work a few more personalized hooks into the campaign, and start pulling a storyline ((As in an emergent campaign storyline, for those following along at home.)) for the overall campaign together.

And that’s where we left it.

The New 52, Week One (Plus History)

I love comics. And I’ve always been a DC guy ((I don’t dislike Marvel. I think Ultimate Spiderman is one of the best series ever, and Ed Brubaker’s Captain America and J. Michael Straczynski’s Amazing Spiderman are examples of great storytelling in any medium. But first and foremost, I like DC. Something about Batman, Superman, hell, even the Legion of Superheroes, just grabs me. I have a theory that your preference probably relates to what you started reading first.)). Over time, I’ve branched out into a lot of other companies, including a lot of the smaller press ones, but I’ve always – at heart – been a DC guy.

So, I was somewhat concerned when I started hearing rumours of a relaunch of the DC titles. And when those rumours were confirmed, I have to admit that I had the initial, knee-jerk reaction common to most fans ((“Keep your hands off my stuff! Don’t go changing things I like!” You know what I mean.)) and started mourning the loss of the comics I loved.

But I hate that reaction.

A little research turned up more information, and I started to become cautiously optimistic. Then I discovered that the entire New 52 thing was going to be introduced by another big crossover ((You know, I kinda hate those, especially when they happen so frequently. And especially especially when they put a gun in Batman’s hand and then kill him like a punk. Thank you, Final Crisis.)) event called Flashpoint. I figured that I could either check out Flashpoint and see what kinds of things they were trying to do, or I could just write off DC and cut waaaay back on my comic buying.

Given that option ((As those who know me will tell you, it wasn’t really a choice.)), I rounded up Flashpoint and started reading.

Flashpoint

Well, these big crossover events get pretty tangled, so I was very grateful to find Allyson’s Attic had a reading order list for the various books. That was immensely useful, so thanks for that, Allyson!

In general, I was blown away by the Flashpoint stuff. I realized pretty early on that this was a throw-away universe/continuity/whatever, so they felt safe taking some big risks in storytelling, knowing that the reset button ((Well, not quite reset, but set-back-to-more-traditional-status-quo button, anyway.)) was coming. That said, I was still very pleased by the size of the risks they took, and the stories they got out of it. I mean, when you start off with sinking Western Europe, and the Amazons invading England, you show people you’re serious about doing big things.

Flashpoint was made up of a number of miniseries, with a few one-shots and a single continuing series (Booster Gold) thrown in. Each of the miniseries focused on a different hero or group, and showed you a twist in the way they were in this new timeline. I don’t want to spoil things too much, but Flashpoint won my heart the instant I realized that Slade Wilson and Travis Morgan ((That’s Deathstroke the Terminator and the Warlord, for those who don’t know.)) were waging piratical naval battles in the water above sunken Paris.

The things the series did with Batman, with Superman, with Dick Grayson and Frankensein’s Monster were just brilliant. I wasn’t too impressed by some of the other books, like The Outsider, The Canterbury Cricket, and The Secret Seven ((Really, I have no idea why Shade the Changing Man keeps coming back. None.)), but most of the books were just good reads. I was even impressed by how the Flash ((I’ve never really cared for the Flash much. I don’t dislike him, not like I do Shade (see above), but he just never did much for me.)) was worked into all this.

And then it ended, and it left me pretty jazzed for the New 52.

Justice League #1

This was the first book to come out, and they started it pretty slow. The default assumption for the universe seems to be that Superman is the first open superhero, and he popped up on the scene about five years ago. Batman was around before then, but he was mainly regarded as an urban legend. So this book opens up five years before NOW (with NOW defined as the current time-point in the bulk of the new DC continuity) with the first meeting of Batman and Green Lantern.

There’s some neat stuff that happens, though as I said, it starts slow. They seem to have gone back to basics with the characters – Batman is grim, pessimistic, and kind of a dick, while Green Lantern is cocky, smug, and kind of a prick. The bulk of the issue is devoted to setting up the expectations of both the characters and the world: the characters are as stated, and the world thinks they’re dangerous criminals.

I liked the issue, and I’m heartened by the fact that they’re taking their time with the storytelling.

Action Comics #1

Restarting the numbering on Action Comics is a pretty big deal. The fact that DC did so, in my opinion, shows that they are seriously devoted to the new universe, and I like that.

Story-wise, this book presents a younger, cockier, less-boyscoutish Superman than I can remember seeing. He’s still a nice guy, and he still values life, and still upholds justice, but he’s going after people that the law can’t touch. And he seems to be having fun. That right there is an interesting take on things, and it was surprisingly refreshing. I found myself liking the character, and the book, a whole lot more than I expected. And for those of you on the Interwebs complaining about Superman’s costume in the book, get a grip.

Animal Man #1

Never followed Animal Man previously. No real reason – I just didn’t. This story struck me as very human. Buddy Blake is a pretty normal guy, and the story is, in large part, about his concerns for his family. He’s grateful for his wife’s support, he worries about his kids, and he hopes he can make them all proud and keep them all safe. So that’s where he’s going to get hit, and the hit, when it comes in the book, is really pretty awesome. Definitely hooked me.

Batgirl #1

I’ve always liked Barbara Gordon, first as Batgirl, and then as Oracle. I liked the recent Batwoman run in Detective Comics. I think that there are interesting Batman stories to tell that benefit from ((Maybe even require.)) a female point of view. So, I was happy to see her getting back into the game. They haven’t dismissed everything that happened in Alan Moore’s stunning The Killing Joke – Babs was still shot, still crippled. But in the new universe, she regained the use of her legs after lengthy rehab, and is putting on the cowl again.

There was a lot about this book I liked – Barbara as a strong, smart, resourceful, determined woman, both in the costume and out of it; Jim Gordon’s worry and devotion to her; her own fears and doubts and her struggle against them – but there was some ham-handed stuff that just didn’t work well. I mean, having a roommate introduce herself by saying, “I’m kinda an activist,” and point to a big Fight The Power scrawled across the living room wall in fresh paint. I know they have a limited amount of space to introduce the characters, but that one hurt.

Not enough to turn me off the book, though.

Batwing #1

Okay. A black Batman works for all the same reason a Batgirl or Batwoman works. It gives you access to stories that you couldn’t tell otherwise. And setting the thing in the Democratic Republic of the Congo is brilliant. Batman stands out as a sort of dark anomaly in the US – a savage force lurking inside civilization. Batwing lives in a more openly brutal world, with people who aren’t going to be frightened by a bat. He faces horrific conditions without the supporting infrastructure that Batman has. His world is not Batman’s world, but he still tries to do Batman’s work. The character rocks, and the book rocks.

Detective Comics #1

Like Action Comics, it’s a big deal that DC started Detective Comics over at #1. This is a great Batman story, and the Batman in it is less of a dick than the one in Justice League. That may be because this is set later in his life (in the NOW), or it may be because he isn’t interacting with any other superheroes on his turf, so he doesn’t need to do the alpha dog thing.

But this is hard. Core. Batman. It is nasty, and brutal, and glorious, and heroic, and dark, and disturbing. The Joker is awesome and terrifying, and the story that this kicks off really bears watching. It looks to be amazing.

Green Arrow #1

Like Animal Man, Green Arrow was just not a hero I ever followed. I liked Frank Miller’s bitter, disillusioned socialist version in The Dark Knight Returns, but other than that, he didn’t really appeal to me. I’m not sure if that’s changed with the new book, but they seem to be taking a different tack – one more inspired by the Smallville Oliver Queen. He is sort of the anti-Batman, now: rich, dressing up to fight crime, but with a larger support team and less brooding. It bears watching.

Hawk & Dove #1

Well, Hawk and Dove were always heavy-handed heroes. That hasn’t changed. There’s not really anything subtle about the avatars of War and Peace, and not really anything subtle about the book. We get that Hank’s angry. Of course he’s angry. He’s Hawk. And Dawn ((Who seems to be Deadman’s girlfriend. How does that work, exactly? Is that left over from one of the infinite crises that have plagued the DCU?)) is keeping a secret from him, something about his brother, and she’s anguished about it. I’m going to give it one more issue just because it had the line, “Nobody likes zombies anymore!” Maybe it’s just first-issue jitters. Or maybe it just doesn’t work for me.

Justice League International #1

I dunno. This is, like the JLI books of the 90s, a light superhero comic. It’s got a bevy of good comedy-fodder characters – Booster Gold, Guy Gardner, Rocket Red, maybe Plastic Man – but it seems to be trying too hard. The story has potential, more because of the political aspect of being a supergroup assembled by and reporting to the UN than because of the awkward comedy so far.

Men of War #1

Really mixed feelings about this one, caused by the fact that there are two stories in the book. The first shows how Corporal Rock became Sergeant Rock, and it is pretty good. It gives some insight into the man beyond his sleeveless shirt and crossed bandoliers, and it places him and Easy Co. firmly in the DC universe, with the appearance of a superhuman ((Which does not go all that well.)). I liked it.

The other story is an anvilicious tale of the Navy SEALs in a modern conflict. It reads like a re-purposed propaganda script, and it drove me nuts. I hated it.

But Sgt Rock. Sgt Rock. Okay, I’ll go another issue.

OMAC #1

I remember liking OMAC back when he was a back-up feature in (I think) Warlord. I realize that the idea went through some changes just prior to Final Crisis, because Brother Eye was zapping folks into OMACS left, right, and centre in that arc, but I never really figured out what the changes were. Now this book makes it look like DC is splitting the difference, with one OMAC, linked to Brother Eye, but with transformation and taking over the body and consciousness. I hope that they stick with one OMAC – hard to have a hero book with a random hero every issue ((Though Warren Ellis’s Global Frequency did it with great aplomb, making a great series. But even it was a limited run.)).

There’s plenty of Kirby-esque weirdness going on the book, which is good. The art captures the Kirby style without just aping it – the influence is very recognizable, but the artist’s own style shows through. All in all, I really liked the first issue.

Static Shock #1

Static has moved to NYC, giving the book even more of a Spiderman feel than the character had previously. This is not a bad thing – adolescent superheroes trying to sort out regular adolescence coupled with the complications of super powers is a pretty good mix for pulling stories out. Look how many great Spidey moments came from just the struggle of a teenager to prioritize things.

That said, I’m hoping the book stretches out beyond that bailiwick. If it stays there, it’s going to get more and more comparisons to Spiderman, and the storylines starting to be developed look to deserve better than that. I have hopes – the last page ((Actually, this bears mentioning: pretty much all of the new books end with a page that has caused me to go, “No way!” Detective Comics was the most pronounced (and horrific), but the gang at DC are working really hard to hook you into issue #2 of all the books. And good for them!)) had a cliffhanger that really caught my attention.

It’s a good book, so far.

Stormwatch #1

I was leery of Stormwatch in the DC Universe. The types of stories told in the various Stormwatch series, including The Authority, are both bigger and grimmer than we usually see in the more mainstream comics. And the inclusion of Martian Manhunter on the Stormwatch team really made me nervous. After reading the first issue, I’m still nervous. There’s some less-than-elegant exposition dropped on you ((I’m looking at you, Projectionist!)), and MM’s reason for joining Stormwatch is a little too trite for my taste, but the basic story told in the book is as big and grim and awesome as I could have hoped. I’ll give them a couple of issues to decide if the mix is chocolate and peanut butter or cheerios and spam ((If you have tried cheerios and spam and like it, I don’t want to hear about it. It’s just a bit of rhetorical metaphor. Leave it be.)).

Swamp Thing #1

I like Swamp Thing, whether he’s Alec Holland or just the memory of Alec Holland in a plant elemental. He is, after all, the source of my all-time favourite comic character, John Constantine ((And if you think I’m not terribly afraid about what DC is gonna do to my John Constantine, you really need to buy a clue.)), and the big green thing that saved us all at a certain seance in Washington DC by arm-wrestling the hand of destruction ((Hey, DC! You know what you need to round out your new books? Night Force!)). But I hadn’t followed it the past little while, so I was kind of taken aback by this book. Alec Holland alive and human and working construction was not a sight I was ready for. Is that something that happened in the main continuity, or is it something new?

Anyway, there are some neat things happening here that may (or may not) be linked to what’s going on in Animal Man, and a return of a great foe from the old Alan Moore days of Swamp Thing. It looks promising.

Digital Sales

One of the other things DC did with this relaunch was go to day-and-date electronic sales for their comics. I love this, because I love reading comics, but I have waaaaaay too many of them in my home. So, now I can buy the book electronically on the same day as the print version becomes available, and store them on my computer, read them on my iPad, take them with me on my iPhone, the whole thing. My only complaint about the setup is that I can’t subscribe to the digital comics, getting them automatically downloaded to my devices when they become available. That’s not a big complaint, but it is a complaint.

In fact, looking through the Comixology site while I was getting ready for the launch of the New 52, I wound up buying a number of other comics. These were mainly old series that I had read long ago, but wanted in a convenient, portable form. No hunting for back issues; they were all there to be downloaded. I spent more than I had intended on rounding out my collection in light of the long plane trip coming up for me.

So, yeah, as far as I’m concerned, every comic company should go to the day-and-date electronic sales format. But that’s just me.

So?

There’s plenty of complaining on the web about this new launch. I think there’s something kind of disingenuous about accusing a company of making a cash-grab – companies exist to make money, and that means getting us to give it to them. It’s not a cash-grab, it’s business. And there’s been some complaints about the new costumes, which doesn’t bother me – if there’s one thing we know about comic books, it’s that each artist puts his or her own stamp on a character and costume, and both things change and evolve as the book goes on. And there’s been some public squabbling about gender and race employment and portrayal, and I’m just gonna steer right clear of discussing that.

Me, I come down pretty positively on the whole thing. If this is a cash-grab, DC has successfully grabbed my cash, and I have no regrets about that. I think the fresh start presents the opportunity for a lot of interesting new stories, and I want to see them. I’m hoping that DC will continue to take big risks with the books and stories, doing audacious, challenging stories that will equal some of the things they did in Flashpoint. I think I’ll be a little disappointed in that, but I’m willing to give them the chance to prove me wrong.

I’m more excited about buying and reading comics than I have been in a long time. That’s really all it comes down to.