Well. I went to game day today but only had one person show up.
Still though I had a good time. Got to chat with some people, got to buy some minis and check out some new games.
I am looking forward to the next EN World game day and I hope tosee you all there.
Saturday, March 17, 2012
Zatannurday: Justice League Dark, the first 5
Switching from Young Justice Zatanna to the more mature and tattooed Justice League Dark Zatanna.
Justice League Dark concluded it's first story arc, the threat of Enchnatress and the mystery of June Moon.
To be honest I liked it. I like the idea that sometimes there is crap out there so scary that even the Justice League is incapable of dealing with it. That it takes a misfit group like this to deal with it.
Lets be honest here. This is a messed up group. I am not sure if Enchnatress will be a regular, but there are signs pointing to that. If so she might be more powerful than Zee.
Zatanna, in this incarnation seems to be bit over her daddy issues. Course that doesn't mean she is all healthy either. She tells Constantine that she wants to erase his memory when he uses one of her own spells, which of course gets to predictable response. She is not wearing her classical outfit and she has more than one tattoo on her.
Speaking of John. He seems younger here, but we assume that everything about him that was true before is still true now. He doesn't have any magic himself, but knows a couple of tricks. Still smokes. I am not a fan of smoking, but I am glad they didn't take that away. This is not the Hellblazer Constantine, but he is close. My fear is he will become the "Spike" of this bunch.
I am not sold yet on Shade or Mindwarp. But man do they have potential. I like how Shade, who's power is to reshape reality, only has a basic grip on reality himself. Mindwarp is just a couple shades of grey away from being a villain himself I think.
Deadman is really the only "hero" in the bunch. I liked his character more here than any other time I have read him (mostly in Batman).
Madame Xanadu is a treat. She has power and sees the future. I like how she sees it all the time and has to numb herself with pills just to get through the day.
As a book, well I am enjoying writer Peter Milligan's work but think he needs to do a better job with why this group has to deal with the problems they have and will face. The art by Mikel Janin is actually top notch. So few comic book artists draw women well, though they do keep on doing it. These are not the paragon of superpowers, so they are drawn like normal people (well except Deadman). Plus the scenes are great. When Shade looses his grip on reality and his M-vest reacts it is just cool to see.
My hope is that JLD will become something more akin to the supernatural and occult comics from the 70s.
I also have to admit that this group would be a fun one to stat up for Marvel Heroic Roleplaying.
If I have a complaint it is that the story building was so slow. I understand that there were a lot of characters we had to be introduced too and give enough of their back story, but I think the pace should have been faster. That being said it was all still a great read and now that we have the characters in place I am hoping for even more.
I have not read #6 yet, but I understand the next big story is building.
Justice League Dark concluded it's first story arc, the threat of Enchnatress and the mystery of June Moon.
Tattoos and a chain wallet? |
Lets be honest here. This is a messed up group. I am not sure if Enchnatress will be a regular, but there are signs pointing to that. If so she might be more powerful than Zee.
Zatanna, in this incarnation seems to be bit over her daddy issues. Course that doesn't mean she is all healthy either. She tells Constantine that she wants to erase his memory when he uses one of her own spells, which of course gets to predictable response. She is not wearing her classical outfit and she has more than one tattoo on her.
Speaking of John. He seems younger here, but we assume that everything about him that was true before is still true now. He doesn't have any magic himself, but knows a couple of tricks. Still smokes. I am not a fan of smoking, but I am glad they didn't take that away. This is not the Hellblazer Constantine, but he is close. My fear is he will become the "Spike" of this bunch.
I am not sold yet on Shade or Mindwarp. But man do they have potential. I like how Shade, who's power is to reshape reality, only has a basic grip on reality himself. Mindwarp is just a couple shades of grey away from being a villain himself I think.
Deadman is really the only "hero" in the bunch. I liked his character more here than any other time I have read him (mostly in Batman).
Madame Xanadu is a treat. She has power and sees the future. I like how she sees it all the time and has to numb herself with pills just to get through the day.
She doesn't look dangerous. |
My hope is that JLD will become something more akin to the supernatural and occult comics from the 70s.
I also have to admit that this group would be a fun one to stat up for Marvel Heroic Roleplaying.
If I have a complaint it is that the story building was so slow. I understand that there were a lot of characters we had to be introduced too and give enough of their back story, but I think the pace should have been faster. That being said it was all still a great read and now that we have the characters in place I am hoping for even more.
I have not read #6 yet, but I understand the next big story is building.
Friday, March 16, 2012
I think I need one of these
A pop-o-matic d20.
You can get yours here:
http://www.etsy.com/listing/95300176/pop-able-d20?utm_source=OpenGraph&utm_medium=PageTools&utm_campaign=Share
I might need to get one of these.
You can get yours here:
http://www.etsy.com/listing/95300176/pop-able-d20?utm_source=OpenGraph&utm_medium=PageTools&utm_campaign=Share
I might need to get one of these.
Thursday, March 15, 2012
Dark Shadows
Oh Angelique...still doing bad things to bad people. It looks campy as all hell, but damn I want to see it.
New Blog
I have started up a new blog.
I wanted a place where I could talk about some things that really would not be in place here. Namely my views on various world political topics, science advocacy and my atheism.
The Freedom of Nonbelief
http://freedomofnonbelief.blogspot.com/
You can read what it is all about in the posts there, but here is the selling blurb.
I wanted a place where I could talk about some things that really would not be in place here. Namely my views on various world political topics, science advocacy and my atheism.
The Freedom of Nonbelief
http://freedomofnonbelief.blogspot.com/
You can read what it is all about in the posts there, but here is the selling blurb.
A blog about skepticism, atheism and the freedom of not believing in irrational or magical thoughts. I am not going to use this blog to attack religions, but instead talk about how throwing of the mental shackles off belief has been a freeing experience.I seriously doubt there will be crossover between The Freedom of Nonbelief and The Other Side. But one never really knows.
Wednesday, March 14, 2012
Don't Forget!
EN World Game Day Chicago is this weekend!
Celebrate St. Patrick's Day by coming to the the aid of Ireland in her darkest hour.
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
And because I can.
One of my favorite Irish "rebel" songs.
Celebrate St. Patrick's Day by coming to the the aid of Ireland in her darkest hour.
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
And because I can.
One of my favorite Irish "rebel" songs.
White Dwarf Wednesday Issue 8
Back at it! Sorry for that.
White Dwarf #8 came out Aug/Sept of 1978. The cover art for this is really cool. I am not sure what is going on here, but it is cool and very evocative of what I feel was D&D at the time.
The editorial laments that there are so few gaming companies overseas, especially in England and Europe.
There is a neat article on making your own monsters. Not stats, but making models of monsters. They skew heavy on recent additions from the Fiend Factory, but the Carrion Crawler is rather cool. I personally never had the skills for these "arts and crafts" sort of articles.
The Fiend Factory introduces to future Fiend Folio entries such as the Tween and the Coffer Corpse.
Lew Pulsipher gives us a simple critical hit system.
The Man-Beast is a new class/race of half-human/half-animal characters. It is very reminiscent of the Wolf Man or Jekyll and Hyde. It is an interesting class, and one that as far as I know never had any traction.
In Open Box we have a rare treat. A review of the first AD&D book ever, the AD&D Monster Manual. It is described as hard cover, but with the option of getting a soft cover in the UK. Had anyone else ever heard this before? Don Turnbull gives it the highest praise. This was the game changer. The review is joined by "Space Marines" by Fan Tac Games, "Starships & Spacemen" by Fantasy Games Unlimited and "War of Wizards" by TSR.
Kalgar is down to half a page, while the letters are now a full page.
Rowland Flynn gives us our first bit of fiction in the form of "Valley of the Four Winds". It is par for the time. Fiction in White Dwarf and even Dragon was never my thing really. A few pages later we get a line of miniatures based on the story. There is more here than I know obviously.
We are given a couple of pages of classified ads and more ads.
All in all this a larger issue, but like issue 7 most of the new space is given over to ads. Again, this is not a bad thing. Then as now, I like to look at the ads. The ads of Dragon have been loving detailed by James at Grognardia. Someone really should do the same for the ads of WD.
For example have you seen this one before in Dragon?
Maybe you have, I haven't. It looks awesome!
I think that is what enjoy the most going through these old White Dwarfs. Everything was so new, so exciting.
White Dwarf #8 came out Aug/Sept of 1978. The cover art for this is really cool. I am not sure what is going on here, but it is cool and very evocative of what I feel was D&D at the time.
The editorial laments that there are so few gaming companies overseas, especially in England and Europe.
There is a neat article on making your own monsters. Not stats, but making models of monsters. They skew heavy on recent additions from the Fiend Factory, but the Carrion Crawler is rather cool. I personally never had the skills for these "arts and crafts" sort of articles.
The Fiend Factory introduces to future Fiend Folio entries such as the Tween and the Coffer Corpse.
Lew Pulsipher gives us a simple critical hit system.
The Man-Beast is a new class/race of half-human/half-animal characters. It is very reminiscent of the Wolf Man or Jekyll and Hyde. It is an interesting class, and one that as far as I know never had any traction.
In Open Box we have a rare treat. A review of the first AD&D book ever, the AD&D Monster Manual. It is described as hard cover, but with the option of getting a soft cover in the UK. Had anyone else ever heard this before? Don Turnbull gives it the highest praise. This was the game changer. The review is joined by "Space Marines" by Fan Tac Games, "Starships & Spacemen" by Fantasy Games Unlimited and "War of Wizards" by TSR.
Kalgar is down to half a page, while the letters are now a full page.
Rowland Flynn gives us our first bit of fiction in the form of "Valley of the Four Winds". It is par for the time. Fiction in White Dwarf and even Dragon was never my thing really. A few pages later we get a line of miniatures based on the story. There is more here than I know obviously.
We are given a couple of pages of classified ads and more ads.
All in all this a larger issue, but like issue 7 most of the new space is given over to ads. Again, this is not a bad thing. Then as now, I like to look at the ads. The ads of Dragon have been loving detailed by James at Grognardia. Someone really should do the same for the ads of WD.
For example have you seen this one before in Dragon?
Maybe you have, I haven't. It looks awesome!
I think that is what enjoy the most going through these old White Dwarfs. Everything was so new, so exciting.
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