Comic Books


This has rolled across my Kickstarter feed a while back: DIE the Roleplaying Game. The conceit is one we’ve all seen — players of a game get sucked into the “real” thing. I’ve run a couple of mini-campaigns using this idea in the past, but this looked like it was attempting to get a lot more meta about it. Written by Kieron Gillen, a British comic book writer, and Stephanie Hans, a French comics artist, it was a tie-in to a comic series…or maybe the comic was a tie-in to the game. Either way, while you don’t need to have read the comic (and I hadn’t when we kicked the tires on the game last week, I have now).

The rules are really light with influences from several other light weight systems. The basic mechanics are a dice pool — roll the number of die equal to your attribute, plus or minus dice for various advantages and disadvantages, to do what you want. A success is scored on a 4 or higher; a 6 also gives access to a special effect. The rules beyond that are tied to whatever class you play, and these are roughly analogous to Dungeons & Dragons classes, but with a twist — or maybe perversion is a better word.

Before you get to your characters, or “paragons”, you create your players. This involves a session zero where you all decide the backstories and desires, disappointments, etc. of your player, and the connections between them all. The players then create their paragons. This actually was an interesting stage as paragons that would have been perfect for some of the gaming group were not chosen, and paragons perfect for the players were taken.

There are six classes and the game is really set up to be played by six or fewer players. You can have two playing the same class, but that isn’t recommended. There’s the dictator –the bard as monster; you can control people and their emotions with “the Voice”. In the comic, this is used to horrific and tragic effect. It tied synergistically to the Emotion Knight. In the comic, one of the characters is a “Grief Knight” powered by his sadness; the Dictator in the comic powers him up with the Voice…but it’s a pretty awful thing to do. There’s the fool, who is the rogue analogue. So long as they are being foolish, they are pretty much untouchable. Their friends? That’s another issue. There’s the neo — a cyberpunk “wizard” if you will that is powered by “fair gold” — which is found in the “Fallen”, the game’s zombie/orc/bad guys you can kill without remorse (until you know their backstory…) There’s the Godbinder, a cleric who cuts deals with gods for some pretty damned powerful effects…but that debt has to get paid. Lastly, there’s the Master, which goes to the gamemaster; they are a player, after all. The Master is the wizard — he can bend and break the rules, but only so far before the power of DIE — a 20-sided world with different settings per facet — come calling.

(Since I was the GM, I took the Master, of course. My player was the not-great looking buy charismatic drama geek raised by a single mom with all sisters, and who has a tendency to play only female characters. His master is a soft-core leather fetish redhead…of course.) Each of the classes has their own special die — a d4 for the Dictator, d6 for the Fool and so on up to the Master with the d20.

The conceit is that you are either coming back together after a time from your last being together to play a game, but we tweaked that to the “last big game of the summer before we go to college”. You get sucked into the game and then the fun (or horror) begins. The basic premise is that the players wouldn’t necessarily want to go into the game. In the comic, the friends get sucked back to DIE after having barely survived it in their youth. The setting is supposed to be dark fantasy, but you can go light or REALLY dark (see the comics, of which there are four graphic novels.)

Our setting, we decided together was based on the stuff the players all did in the ’90s (we set the game in 1995), so we leaned into a Shadowrun-kind of campaign. The dictator is very much straight out of a White Wolf Vampire game, the Ecstasy Knight is armored up like a low rent Batman, the Fool is a dual pistol wielding street samurai, and the Master…well, I mentioned that.) Following the arrival in a knockoff Night City, they get attacked by Fallen (again, a suggested start for the game), and in the fray, the Master gets spirited away.

Afterward, they find out at their favorite bar from the games they had played, that the world is now in terrible danger and is starting to fall apart. They have a choice to make to save DIE and its inhabitants — they must all agree to play the game, or to leave the game…but they’re short a member.

That’s where we left it last week and we’re picking it up at Nerd Night this week.

It’s an interesting setting and depending on the group you have to play, this could be either light fun that has a dark underside, or a straight-up horror, “oh, shit!” quality to it. The system and its pretenses are interesting, and I could see this being a game to roll through on a semi-regular basis.

To the physical aspects of the game. Hans’ artwork is superb and provides a good sense of what the flavor of the game is supposed to be. There’s bits and pieces from the comic book, but for the most part, the imagery is taken from the sample characters that were used by the authors and their playtesters. It’s well written and understands that needs of getting the rules right and making them easily comprehensible, and the artistic end where you’re setting up the world for the players. The book is hardcover and well-bound; there’s no slop here — it’s high quality. The GM screen is equally good — heavy stock with cool but not distracting artwork on the player side. There’s the basics for the rules on the GM side, but…well, there’s not a lot there. Lastly, it came with a nice heavy cardstock dice box with a magnetic clasp. Inside six red polyhedrons with the top number an image of the die type. Yes, they’re cool. And since everyone get one specifically for their character, they stand out from the d6 die pool, and are supposed to.

This was the first new game in a while that my game group got really excited for, and we had a blast with the player/character, initial introduction session. The game is available through the link above and the comics are available on Amazon or a decent local comic store. (That’s where I got mine.)

So is it worth it? To get the book and all the attendant dice, etc. will set you back £90 or about $100. The quality of the artwork, the production values on the book and attendant materials, is well worth it. If the setting intrigues, do it. I feel I got my money’s worth, and I’m even going to pop for the Fair Gold I hadn’t added on during the Kickstarter.

As for the comics — they are very well done. The writing is a bit forced at the start, but once the plot gets rolling, it’s got a nice flow, the characters are rich and well-written, and the story gets progressively more involved and interesting. I’ll stop there as there’s tons of spoilers. The whole series set me back $60 and was more than worth it. Hell, I may have to have a look at The Wicked + The Divine.

It’s been getting “meh” reviews and i wasn’t particularly interested in this series, so I went in with low expectations…but found myself enjoying Iron Fist, even though it is unquestionably the weakest outing of the Netflix/Marvel series.

The good stuff — the supporting characters are interesting and richly-fleshed out. In particular, I found Tom Pelphrey’s Ward Meechum and Jessica Henwick’s Colleen Wing to be the strongest of the bunch. Madam Gao, a recurring antagonist for Daredevil, is also nicely fleshed out. Finn Jones does a workman-like job with what he has as Danny Rand, the hero, but he’s quickly overshadowed by the more interesting Colleen Wing. The bad guys are also good — from the revenant Harold Meechum, to Gao and her nemesis inside The Hand, Bakuto (played with a nice oiliness by Ramon Rodriguez, who i vaguely remembered from The Wire.)

The “meh”: Where Daredevil used color motifs, lighting, and inspired fight choreography to play up the moral conundrums and physical pain of a vigilante’s life, and Jessica Jones played the noir detective look and feel to accentuate the themes of control and abuse, and Luke Cage used strong color palettes, urban music and fashion to craft a believable Harlem in the middle of the Marvel universe…Iron Fist is pedestrian. The fight scenes are not over the top Hong Kong Action Theater. They’re bland and uninspired. The blocking, the shot lists, the lighting, the use of color are something you would expect out of Law & Order: Superheroes. The other Marvel shows evoke the Miller/Mazzucchelli Daredevil run; Jessica Jones has that tired PI in a dirty world flavor; Luke Cage is decidedly Black America; they’re unique. Iron Fist doesn’t play up the Eastern mysticism, choosing a bland corporate backdrop.

That makes sense in some ways. Rand is a billionaire and heir to a massive company and the board doesn’t want him there. It’s a plot element that definitely should have been explored, especially as it is the motivation for the bad guys. BUT… He’s a “living weapon” from the mystical city of K’un L’un out to destroy the Hand. He’s just not dipped in the Eastern mysticism enough, whereas — for instance — Doctor Strange at least did a better job playing to that. The character does meditation and martial arts, sure, but the look of the show isn’t exotic enough to evoke that.

The “bad”: Really, it’s the focus of the show on the Meachum’s corporate machinations and the lack of fight scenes that flow and are elegant. The credit sequence should have informed the look of the fights, with loads of sweeping movement. Jones moves well, and the choreography is accurate to some of the forms used, but it’s not chop-sockey enough, and I suspect that’s what the fans wanted.

So is it worth watching? Yes. It’s a decent addition to the Netflix/Marvel catalogue, but don’t expect anything ground breaking. Substance-wise, it’s got a lot of good character development, especially in the supporting cast, and it breaks the 3rd Act Slump that all Marvel shows seem to have; unlike the others, it doesn’t have that episode 9-11 drag. But stylistically it’s weak tea.

John Carpenter. Grown-up Peanuts characters. Slasher flicks.

It’s not like your work isn’t still gonna be there in a few minutes, so get to watching!

Presented by Book My Garage…

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Home Advisor put together a nice infographic looking at ten recent superhero movies to see who is more dangerous to the general population, heroes or villains…

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No contest: Atomic Robo by Evil Hat. If you want to know why, hit up the comic’s site at Atomic Robo.com and read the whole thing for free. Then go purchase the graphic novels, you cheap bastids!

While I was part of the initial playtesting, I hadn’t read the finished product until I had a little time on planes while running around the country on ‘vacation’ (seeing family.) Evil Hat has the print version in the final works, but the pdf is available through their preorder or Drive Thru. Behold! The dramatic reveal!

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The system is Fate, tweaked a bit for the universe of Atomic Robo, but the basic mechanics are unchanged. Character creation is fast and “no-math” — the player choses the usual concept descriptor, a couple of their modes (ex. Action, Science, Intrigue) and their skills lump under those. Those odes with the same skills stack, so a character with, say, a vehicles skill in three modes would place it under the highest mode with the +4, then add two more for the synergy with the other modes. It’s easier than it is to describe.

You can have a character slapped together in minutes and be playing, and the rules allow for tweaking your character on the fly, and whenever you hit a particular milestone connected to the adventure or character.

The main additions to the rules are in the area of “brainstorming” science ideas, in which the players get to use their skills to try and figure out a science conundrum, then the one with the best quasi-applicable idea gets to define how the bad guy or mcGuffin for the adventure works (“The giant ants were obviously created by radiation!”) As for the rest of the mechanics, it’s Fate. It you aren’t familiar with the mechanics, you can find them for free on the interwebz. Have a look, if your puny mammaliam brains can conceive it!

On to the book itself — it’s very well laid out, easy to read, and captures the flavor of Atomic Robo and the related Real Science Adventures comics very well. Explanation blurbs with pics of characters from the series help you understand the mechanics, or just amuse you. They have Dr. Dinosaur — that alone was work the price of admission for me. Do not question it!

The book does an excellent job of laying out the timeline of Robo’s adventures, describing the various organizations in competition, and has rules for the kind of support the organizations can provide and how the characters’ adventures affect them.

So is it worth the $35? How can you even ask that? It’s got robots, and science!, and punching…and dinosaurs and stuff. The layout and utility of the e-book is better than most , but I’ve got one of the final pre-release copies and the hyperlinks to jump around the book weren’t enabled yet. I assume they will be in the current or future releases. The substance? The new rules help capture the flavor of the comics, and the book gives a pretty decent introduction into the world of Atomic Robo for those who are uninitiated, but this book has a pretty specific demographic — fans of the comics — so they could always crack open the original material, if need be. The rule book is very good about pointing you and the right series and issue of the comic that ties to the material in the background sections.

It’s a buy, especially if you’re a Tesladyne booster.

UPDATE: I received the physical book today from Evil Hat. The $35 gets you the book and a free e-book download. The look of the pdf is preserved in the softback book, which has a nice satin finish to it, and is slightly smaller than usual for a game book at what looks to be a 6.5″x10.25″ aspect. (I didn’t measure it, but should be close.) Still worth it.

So, I’ve been an early adopter of e-comic books, and loved the Comixology app. I’ve been buying all the Atomic Robo stuff through the app. Problem: they just got bought by Amazon, and all of a sudden they’re doing the out-of-app purchases. Remember, Amazon is sticking to the prickish idea that you don’t own the book you bought; you just “licensed” it — so I suspect this might be part of the issue I’m about to relate:

All my bloody books are goneI did their little two-step. I “restored my books, which only gave me three issues of the latest volume of one series, and one book from another. I keep trying. No joy. I download the new app — those aren’t even showing. That’s right, Stupid here dropped probably close to $100 on a series I no longer “own.”

That’s pretty bad. Worse is I know I’m not the only one. At the last check, the App Store was running almost unanimously 1 star rating for the new version, but hey! where are the hundreds of reviews? They’re not showing. Afraid to have your customers warn prospective customers what a sorry set of sticky fingered thieves you are?

Review: the app is gorgeous and worked beautifully. The downside: you’ll lose your stuff if you’re not careful (or in my case, even if you were.) Final word: don’t download, don’t buy from them, unless you want to shell out hundreds for nothing. Go to the local comic store and make them some money; Comixology wasn’t cheaper, anyway.

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