Friday, November 13, 2015

40K Friday - Eldar Allies




So what do you do when you end up with a nicely painted tank that doesn't really fit in with the rest of your force? Build up an Ally force!

So I had a nicely painted Falcon I picked up as part of a deal. It's done in Iyanden colors and I decided some time back not to paint my Eldar as Iyanden. So ... orphaned Falcon - what to do?

Well I also have some very yellow Fire Dragons...

Fire Dragons are the perfect unit to transport in a Falcon and the colors line up nicely. That gives me a heavy support slot and an elite slot. I need an HQ and a troop choice to make this work. HQ is easy enough...

I had a spare Farseer and I though about painting him up in Iyanden colors but I decided to continue the tradition and pick out a painted one instead. Now I need troops.

Minimizing point cost and effort-to-field I picked up a painted Ranger squad. That's enough to make it strictly an ally only force as you only need 1 HQ & 1 Troop unit to achieve that. In the interest of flexibility though I decided to add a second unit, a nicely painted squad of Dire Avengers. Now I could potentially field the group as a normal CAD.

The original theory here is that this is a nice little self-contained anti-tank force and a psyker/sniper team. It could really be used with any army as it doesn't need to interact with anyone. The Falcon zips across the board, drops the Dragons, and both units then annihilate whichever target is deemed worthy. The Ranger squad hangs out in some ruins or woods, likely on an objective, and pops targets as needed. The Farseer could go with the Dragons or stay with the Rangers depending on the needs of the fight.

Then I went and added a pair of Wraithlords. Now we're starting to make the turn towards becoming a "real" army.


Here's how it shapes up right now:

1 Farseer (HQ) @ 120 Pts
     (character); Ancient Doom; Battle Focus; Fleet; Independent Character; Runes of the Farseer; Psyker (Mastery Level 3); #Ghosthelm; The Spirit Stone of Anath'lan; Rune Armour; Shuriken Pistol; Singing Spear; Warlord

5 Dire Avengers (Troops) @ 65 Pts
     Infantry; Ancient Doom; Battle Focus; Fleet; Defence Tactics; Aspect Armour; Avenger Shuriken Catapult; Plasma Grenades

5 Rangers (Troops) @ 60 Pts
     Commander: None; Infantry; Ancient Doom; Battle Focus; Fleet; Infiltrate; Move Through Cover; Shrouded; Mesh Armour; Shuriken Pistol; Ranger Long Rifle

5 Fire Dragons (Elites) @ 110 Pts
     Infantry; Ancient Doom; Battle Focus; Fleet; Assured Destruction; Heavy Aspect Armour; Fusion Gun; Melta Bombs

1 Falcon (Heavy Support) @ 125 Pts
     Commander: None; Vehicle (Fast, Skimmer, Tank); Capacity: 6; TL Shuriken Catapults; Scatter Laser; Pulse Laser

1 Wraithlord (Heavy Support) @ 160 Pts
     Commander: None; Monstrous Creature (Character); Ancient Doom; Fearless; Flamer (x2); Starcannon (x2)

1 Wraithlord (Heavy Support) @ 180 Pts
     Commander: None; Monstrous Creature (Character); Ancient Doom; Fearless; Flamer (x2); Eldar Missile Launcher (x2)

Models in Army: 20


Total Army Cost: 820

At 820 points it is fairly "heavy" for a small army. With a bunch of anti-tank and a sniper unit it should be fine against tank armies and monstrous creatures. I think horde armies would give it a lot of trouble but then again at 800 points how much horde could you be facing? That's one of the reasons for taking the dual missile launchers on one of the Wraithlords - flexibility and to try and help  vs. armor, hordes, and air units.

As an ally force it could be as cheap as 400 points for Farseer + Rangers + Falcon + Fire Dragons. That adds a significant amount of anti-tank to any other army, plus a nice psyker. My orks might appreciate that kind of help.

For the future I don't feel a tremendously pressing need to expand this army but I do have some ideas:

  • A Spiritseer would be a slightly less expensive HQ for this force, flavorful,  and probably still very effective. 
  • A second Ranger squad would be an even cheaper troop unit to allow it to incorporate more heavy or elite units - if only they weren't so terrible under the current rules.
  • A Crimson Hunter would be a nice tool to have in the toolbox as an ally force and as a full army.
  • Wraithguard would up it's power quite a bit and are the obvious thing missing to make this even more of an Iyanden themed army.
  • Wave Serpents are pretty much required if you're going to field Wraithguard so they are definitely on the list. They would make the Avengers more mobile too.
  • A Wraithknight - well, maybe some day. It's another thematically appropriate unit and a very effective one too. 
I am not terribly interested in adding Guardians, Jetbikes, Artillery, or even most of the Aspect Warriors as this is supposed to be a simple side force while I paint my main Eldar army. Vehicles and wraith units will be the priority if an opportunity arises. I don't need to turn it into one of the other formations from the codex - a traditional CAD is fine.

In order to not split my focus I decided a while back to only add painted units to this army. So to some degree, this army's growth depends on what I find and when I find it. That keeps my army ADD under control and it also avoids adding any more to my already impressive backlog. I do need to unify the basing and that may happen as soon as this weekend. Right now I'm leaning towards snow but I won't really decide until I sit down and start digging in.

That's the update for this week - next time we will talk Iron Warriors!


Tuesday, November 10, 2015

Rifts Flashback - Stat Sheets



In 1990-91 Rifts was only the main book + the Sourcebook + Vampire Kingdoms, at least for a time. We were having a lot of fun with it but even then I was trying to find a way to manage the numbers in combat and help players keep track of their vehicle stats. Now I didn't have a PC but I did have my aging Commodore 64 and an alternate operating system that had gotten popular a few years before - GEOS.


GEOS turned the C64 into a very Mac-like device (well, 1980's Mac) with WYSIWYG word processing and some paint type programs that were pretty cool for the time. Availability met opportunity and I started making reference sheets:


There's a lot of stuff to keep track of but I managed to fit it all on to one sheet. Ranges, sizes, damage capacities, weapon details - whew! This was for one of my player groups.


This one was mainly for me. Sheet protectors and overhead markers made them reusable.


Another one for one of my players occasionally used for opposition as well. I was clearly having fun with  different font styles and sizes.


The skelebot sheet got used a lot as I thought they made great opponents plus I had visions of the future war scenes in Terminator 2 which was a big deal at the time. Admittedly at 5 attacks per round they could get pretty nasty but I only had to have one mostly-dead party to figure that out. Not running a full squad of 8 made a big difference.

With the sheet protector approach these sheets were still clean and used through most of the 90's.Heck, they're still clean now! They're just printed on that really thin fan-fold paper we used to use back then so they've yellowed and faded a bit. I've cleaned them up just a little in the scans here, but not too much. The C64 itself was lost in a fire a few years later but the sheets live on!

Anyway, this is what cutting-edge game aids looked like about 1991!

Monday, November 9, 2015

Mutants and Masterminds - Freedom City Year One: Battle on the Bridge!

The infamous Doctor Zero returns!


(actually it's his first appearance in my campaign - but he's been written into history!)

I recently ran a two-session episode in my very occasional Freedom City campaign using Mutants and Masterminds (second edition). I am hoping this leads into more frequent dips into this pool but only time will tell.

The setting: Freedom City, early 21st century. I am not setting a specific date on these as a) it's a comic book campaign and b) I figure I will retcon them into some kind of coherent timeline later

The heroes:

  • U.S. Patriot - a scientist who becomes a star-spangled super-man when needed
    (In M&M terms, a Paragon (Superman) type. Played by Paladin Steve)
  • Emerald Blue Defender - an alien guardian who crashed literally minutes before the attack on the bridge. The crash seems to have disrupted his identity a bit as he gives several different names during the action
    (In M&M terms, a Ringbearer (Green Lantern). Played by Apprentice Blaster)
  • Crimson Avenger - the mystic myrmidon dedicated to defending the earth
    (In M&M terms, a Mystic Battlesuit (Iron-Mannish). Played by Apprentice Who)
As our heroes go about their usual business - Patriot is at work, Avenger is at school, and Defender is spiraling out of control through the atmosphere - a report comes in about some kind of trouble on the Centery Bridge. A traffic copter report provides audio and video of the scene as strange insect-like mechanical forms swarm over the bridge and the vehicles crossing it. Overseeing it all, a huge tripod vehicle stalks across the structure and rants on about how Doctor Zero will finally have his revenge! Seeing this, the heroes swing into action!



As they arrive on the scene, Defender and the Crimson Avenger land on the bridge and begin slicing up, TK-tossing, and blasting the car-sized insectoid robots. Patriot, sensing the root of the problem, swooops down and lifts the walker into the air. Over the next few minutes Defender saves some encircled cops and rescues an injured driver while Avenger saves a minivan full of kids. In between, both of them smash multiple bug bots but are barely making a dent in the overall situation. Patriot takes the full force of Doctor Zero's wrath as he is blasted by various beams and rays emanating from the control pod of the walker. 

While this is going on all three heroes realize the bots are not just randomly tearing up the bridge but they are breaking down the vehicles and even parts of the bridge itself and constructing more bots! This problem could quickly scale out of control and threaten the entire city if it's not contained!

After managing to slow down Patriot with one of his many beams, Zero ejects the pod from the rest of the tripod and rocket-boosts down towards the bay, hoping to escape. The mighty chemist shakes it off and re-engages, grabbing the spherical pod tight enough to leave handprints in its shell. Then with a grunt he steers the pod up and over and slams it down onto the bridge. The material is too tough to smash outright but the Doctor is going nowhere now.

The heroes realize that tackling the bugs directly is a losing proposition. They team up to crack open the shell of the walker control pod but as Patriot peels back the canopy Zero lets loose with a maniacal laugh as he presses a button on his wristband. The bugs stop moving and begin emitting strange noises that mere into a slowly building tone ... almost like an alarm. 


“Now you will see the price of opposing me! That self-destruct signal will cause the power cores in my Bugbots to overload until they explode! In moments, this bridge will burn as a fiery monument to my genius, a pyre to light the very heavens! And there’s nothing you can do to stop it! The world will remember the name Dr Zero! Farewell ‘heroes!’”

Now concerned for far more than medium-scale property damage the heroes come up with a plan. Crimson Avenger uses his magical powers of thought-movement to sweep the bots into a pile as defender assists and then encloses them in a giant blue energy sphere. Patriot hoists the whole thing up over his head and lifts off. Avenger assists him, arms extended and trembling with power as Defender flies alongside to maintain containment. Their best guess is that they need to be 3 miles up (to prevent blast damage to the civilians, the bridge, and the city) and over the bay (to prevent damage from falling debris) and they only have seconds to do it. 


Three forms streak into the morning sky beneath a huge, glowing sphere, then are eclipsed as a massive explosion. A last-second "heave" by all three heroes tosses the bubble far enough that no one is harmed by the blast, not even themselves. Some bot-parts do rain down into the bay but boat traffic is light and no bystanders are harmed. In the confusion, Doctor Zero has disappeared. 

The three heroes return to the bridge to help the police get traffic moving again and to see to any damaged cars or injured civilians. Defender and Patriot find that they work well with the police but Avenger is less friendly and not sure that he wants to get too close to the authorities.

Today is a good day though. The city is saved, people are grateful, and their work here is done. As they depart, all three agree to meet again and set up some form of communication in case they need to act as a team once more.

DM notes: I used "Battle on the Bay Bridge" from Lame Mage Productions for this as I think it's a great introductory adventure. DTRPG link is here, though I don't see this adventure in the mix or on his site. There's probably not a ton of demand for M&M 2E adventures these days but I have been waiting years to run it and I am very happy that  I finally had a chance to do so. 

First question: "How much does a bug bot weigh?" This of course is not included in the stats, despite this being a nicely written and noted little gem. I know how much cars weigh, and the bots are car-sized, so I went with a number that made sense to me. Second question: "How much does the walker weight." Sigh - this is totally not car-sized so I actually had to look up size and weight rules for M&M and after that it all worked out. Note to self: Super-strength guys and Telekinesis guys are always going to want to pick stuff up and fling it about so remember to note down weight in advance where possible.

I was pretty proud of them for coming up with a solid solution to the problem so quickly. Playing videogames or even the same RPG or boardgame all the time can channel one's thinking. A good superhero session encourages wide-open thinking about how to solve problems.

Everyone had a pretty good time and some of the characters have been used in prior M&M one-offs so we are developing a little bit of a history here. Ideally this will be the gradual coming-together of a team of superheroes who will take over protecting Freedom City from the current Freedom League as they move into dealing with more global threats.  

I also finally managed to figure out how to run vehicles and minions in Hero Lab too which made the numbers much easier to keep track of in play. 

Overall it was a big win and we're hoping to work in more sessions in the future. Time is clearly the ultimate arch-nemesis of most of us grown-up gamers.

Friday, November 6, 2015

40K Friday - Even More Marines




I haven't played 40K in months, so updates here have been sparse. I tried out the "new" Orks against Apprentice Blaster's Eldar and took the worst beating I've had in years - not sure I'm going to put that one up online. That was in August and we've done zero 40K since then. I have added units to some of the armies but even that has been down - not playing = not as anxious to build & paint.

I'll have more on the new acquisitions in a future post but I have seen one new 40K item that's coming out and that's the new Horus Heresy boxed set.


Details on the contents can be found here and I think it looks pretty interesting.

  •  First up, it's a big boxed set of a bunch of older style 40K marine figures, so it's a nice thing to bolster an existing marine army. Considering I have about 5 of those I'm eyeballing it for an efficient means of mixing in some older marks of armor to my forces.
  • Second, it is from the time of the Heresy, so all of these models will also work for a Chaos army. I have a pair of those as well so that could be fun too.
  • Third, it is not a 40K starter set - it is a boardgame similar to Space Hulk which is set in the 40K universe and uses 40K style minis. That makes for a nice taste of 40K without as much setup and rules fiddling and army building. I doubt that it's going to be comparable to a lot of modern 1 hour or less boardgames but it's likely to be quicker than a 2000 point 40K battle.
So while I don't exactly need "more marines" these are more interesting than basic tacticals. Mix in an older mark of terminator armor and a plastic Contemptor Dreadnought and this a very interesting set. I'll also be curious to see some reviews of the actual game.

More next week!

Wednesday, November 4, 2015

Why I Like Rifts: The Coalition



In any epic story, you need bad guys - the opposition - the villains. For Rifts, this is the Coalition:

  • Not just black hats but black armor - check!
  • Skull motiff - check!
  • Technologically advanced - check!
  • Human supremacists in a world full of alien races - check!
  • Hated and feared by many who live outside the organization - check!
  • Led by an Emperor who rules the place with the help of secret thought police - check! 

So they cover all the basic things one would expect from an evil empire.


In a lot of really good stories though, you need villains who are more than just ... bad. They need to have some motivations that are at least understandable, if not downright sympathetic. Two of the best examples are from the superhero world - Magneto and Mister Freeze:

  • Magneto (especially movie Magneto) is a villain but is somewhat sympathetic as having been through a concentration camp once he's not going to let that happen again to his new race. You can argue with his methods, but the motivation is at the very least more nuanced than a quest for money and power. 
  • Mister Freeze (and I'm mainly using Animated Batman Mister Freeze here) is attempting to save his dying wife. His thefts are all built around this goal. He is not trying to change the world itself and is not just a greedy guy with some advanced technology, but he has a very personal goal and won't let anything stop him from achieving it.
The Coalition is all of the things I mentioned above but it is also the last defense of humanity against an invading tide of hostile beings, from insane mages, to warped psychics, to demons and dragons to mind-bending creatures from other dimensions. No other power in North America is capable of standing up to these things, let alone stopping them, other than the Coalition - the much-hated, black-armored, skull-helmeted coalition. Those soldiers aren't fighting just to be mean to people - they are protecting their families and friends back home from horrors humanity never had to deal with prior to the coming of the rifts! It's quite commonly viewed as a defensive war - everything was fine, then the rifts opened up and these things came through and started killing people and we are doing everything we can to survive and retake our home. If it's us vs. them then the humans of the coalition will happily take "us". The main point here is that they are completely right - from a certain point of view.  


So they raise up the dog boys, train up the psi-stalkers, build skull-themed power armor, tanks, aircraft, and giant robots, convert wounded soldiers (and crazy volunteers) into cyborgs to continue the fight and they can see themselves as "in the right" as much as anyone on the planet.

Now sure, you can play the Coalition as Cobra to your PC's GI Joe, clueless, blundering, schmos with leaders too busy scheming for internal power to really accomplish anything and if that works for your game that's fine - I myself don't want a debate every session as to whether it's OK to shoot them or not - but they can also be more. 

You can play around with characters and morality if your players want to go there. Uneasy allies, the blackest of blackhearts, noble opposition - they can be all of these things. If enough of the grunts and low-level leaders can be educated that not every non-human is out to destroy humanity, maybe the whole nation can be saved ... or maybe there would have to be a leadership change to make that happen! But ... would weakening humanity's shield to make that change damage its ability to stop Atlantis and the Splugorth or the Vampires of Mexico or a re-formed Federation of Magic? What if the price of enlightenment is the death of millions as the enemies of the Coalition swoop in on their old enemy, weakened by civil war?

There is so much potential there.

That's why I like them and why I like Rifts. 


Tuesday, November 3, 2015

More New Old TV: Greatest American Hero, Van Helsing, and X-Files




First, GAH - Article here. The guys behind the Lego Movie are behind this too and I'm going to say that's a plus because that was a much better and funnier movie than I ever expected. Considering how popular superhero movies have been for the last decade and a half I am a little surprised that it took this long. Much like the Trek announcement yesterday I think writing and casting will be the most important things here. Assuming the concept remains similar you need a good everyman for the lead, a hard-bitten cop sidekick, and a good comedic actress to play the wife.


Of course there's a pretty good chance they decide to change something up - what if the main character is female? Part of me says "keep it mostly the same" but there would be quite a bit of comedy there too so who knows? The basic concept is so ripe with potential, and TV effects are good enough now, that this has a lot going for it.




Next, Van Helsing - Article here. Ah, so it has really nothing at all to do with any traditional take on Van Helsing at all? It's Van Helsing's daughter (not a problem) who's resurrected (OK) five years in the future (from ... now? Is that right?) to fight against the vampires who have taken over the world.  Yeah ... so no Victorian era, no early 20th century era, it's now... ish. Oh and it's being handled by SyFy - HAH!

This sounds closer to Underworld or even the Walking Dead than previous movies and stories about the character. I'm not opposed to someone doing a modern take on it but I think they're pushing it pretty far out. Making a female lead character is fine. Making it modern is fine. But doing both and then having vampires in control of the world - that might be too much. Also, it doesn't read like it's some covert cabal ala the Masquerade from the RPG or the Authority from True Blood, it reads like it's post-apocalyptic in a way. Heck, you'd think they might try and tie in to the Steampunk thing that's out there and seems to be popular enough to latch on to, but apparently not. You could do it in the 20's/30's/40's similar to Agent Carter or Boardwalk Empire. I know "modern/near-future" = "cheaper to produce" but c'mon - you're only talking about doing 12 episodes!

Yep, that pretty much puts a ... puts the final ... oh you get it ...

This one is definitely a "wait and see and prepare to be disappointed", at least based on what I see now.


Also, don't forget the X-Files is coming back in 2016 too. I really liked that show, especially the first 5 years or so. It's one of the cardinal examples of a show staying on too long, but when it was good it was really good. With a nice long gap I'm hoping the creative team has rechanged their batteries and have some new stories worth telling.



I'd just like to see someone aiming high on some of this stuff. There is so much good TV out there now, even sci-fi/fantasy TV like Walking Dead, Flash, Daredevil, and Doctor Who that "OK" isn't going to cut it anymore. I like to think that a lot of us aren't going to settle for simple, cheaply produced shows featuring generic situations with cardboard characters and cardboard sets just because it's on the air. There are fan-produced films and shows that cover some interesting ground nowadays. If at least half of these new shows measure up to he new standard then I will be happy to call that a win.


Monday, November 2, 2015

New Trek Series




Well this was a surprise - details here. My own thoughts:


  • In general I think it will be good to have a new Trek show out there
  • I don't like that it will only on this new CBS streaming service. If it was on Netflix or one of the existing cable channels, sure. But now you're asking people to pay for this CBS service separately to access it. I get the business reasoning - I just don't like it.
  • The people behind it:
    The new series will be produced by CBS Television Studios in association with Kurtzman’s Secret Hideout. Kurtzman and Heather Kadin will serve as executive producers. Kurtzman is also an executive producer for the hit CBS television series Scorpion and Limitless, along with Kadin and Orci, and for Hawaii Five-0 with Orci.
    I am not sure how much of this is a plus or a minus. Kurtzman also was involved in the two JJ Abrams movies and I have mixed feelings about those. I haven't heard anything earth-shattering about Scorpion or Limitless and while I enjoyed Hawaii Five-O the first couple of seasons as a sort of Miami Vice redux, I don't know that any of them show any aptitude for doing something like Star Trek. That said, I didn't know much about anybody on the Next gen series other than Roddenberry himself and that turned out alright. 
  • Setting? The article does mention that it has nothing to do with the next Trek movie, and I keep seeing internet chatter that CBS only has rights to the original universe while Paramount only has rights to the new movie universe but I don't know how true that is. Is this set in some known Trek time period? Is it a new, separate continuity or is it tied to one of the existing ones? I'm very interested in where they will take this.
  • The important stuff will be, regardless of platform, writing and acting. If they can hit on one, it will do alright. If they hit on both I think it will get some serious attention. Note that going to a streaming channel instead of broadcast TV means the standards are very different. We could be looking at 12 episodes per season and more blood/sex/nudity/violence than we are used to seeing. That's never been a thing with Trek, really, but it's never really had the option to push the limits like this either. 
This is clearly part of a business plan at CBS to push their streaming channel to the next level, and that's fine. Hey, if it gets us a decent Trek series then it's a big positive. I hope that we see something akin to the new Star Wars approach where they are willing to acknowledge and embrace the past stories and characters but also not afraid to push out in new directions with new characters. 

It's all very vague right now but hey, it will give us something to overanalyze for 2016 after Force Awakens is old news.

Tuesday, October 27, 2015

Canon, Star Wars, and Star Trek



In the 80's, despite the popularity of the movies, there were very few Star Wars novels. Splinter of the Mind's Eye, Han Solo at Star's End, and a few others. Plus some comic books. That was about it.

In contrast, we were drowning in Star Trek novels.



When it came to Trek novels, comic books, games, and other stories, there was one rule: None of them were part of a shared universe. Each one was "canon +1" -  referencing only the TV show and maybe the movies plus the new work itself. "Black Fire" was not in any kind of continuity with "Web of the Romulans" or "Dreadnought". Now an individual author could write several books that shared continuity with each other, and some authors tried to cross-reference their stories, but none of it was official.

None of it was canon.

That's probably a good thing, as a lot of these things were not very good. Rather than trying to curate a coherent, connected universe of 3rd party media, Paramount said "go nuts" and didn't try to endorse anything as official or canonical. And no one was really asking them to do so.

Then in the 90's Star Wars realized there was a lack in this area and started up a new line with a new approach - what would some day be called the Expanded Universe was canon, was coordinated, and was all in continuity with everything else.

At the time, this seemed pretty cool. Even then, however, I said to my friends and myself "sure, it's all canon - until George Lucas gets around to making Episodes 8-9-10." Did anyone really think that Lucas was going to let his movie-making be limited by a novel someone else had written? That's ridiculous.

I do admire the effort that went into it though, even if it seemed like something that almost had to have a limited lifespan. I also liked that the Star Wars RPG laid a lot of the ground work for names and locations and other elements of the universe.

Over the last year, with the new movies getting underway, there has been a lot of hubbub over the revocation of this state and the implementation of a new order: All of the old EU stuff is branded "Legends" and now there will be a new canon, undoubtedly better than the old canon.

And in 20 years (or less) you can bet they will do this same thing all over again.


So I would encourage those who spend a lot of time sweating canon, especially since 99% of you are not getting paid by Lucasfilm/Disney to work on it to stop worrying about it. A good book is still a good book and a bad one is still a bad one. "Canon" does not equal quality!

Sure, it chaps me a little bit that the Zahn books - written by an author I knew of before that time and really really good even today - are no longer "officially endorsed" and all that but that's more because I suspect not as many people will read them than because it reduces their level of goodness. It doesn't mean I wouldn't recommend them to a friend. The same thing happened to Splinter of the Mind's eye and a lot of us thought that was uncool too - circa 1980.  Yet I still see the book on shelves.


Just remember that the only true canon for Star Wars are the six movies (soon to be seven). I know, I know, Clone Wars and Rebels are canon too. So was the Holiday Special at one time.

The movies are canon. In the long run, nothing else is. Go with that and you'll sleep easier.


Monday, October 26, 2015

The Flash - Season One




I watch this show every week with Apprentice Who and it has become much more than a show I watch because one of the kids is interested. I have to say I have been pleasantly surprised - even more than that, I've been amazed. That doesn't happen a ton when it comes to TV anymore. I was cautiously optimistic a year ago. That proved to be worth it as the first season of this show is really really good. That is, if you like comic book superheroes adapted to a live action TV series. Sure, we've had the movies for over a decade now, and we've had some quality animated series, but it's been a long time since we've had a decent live action superhero show, and this one really makes me happy.



Why is this a surprise? Well ...

  • I've never been a huge Flash fan. I've always thought of him as a nice supporting player in the Justice League but I've never cared enough to read his solo comic books. I've become more and more aware over the decades that he has been a fairly big player in the history of superheroes. It still wasn't enough for me to care a whole lot outside of his team appearances.
  • I've always been more of a Marvel guy than  DC guy. I don't hate DC or anything, but I've spent more time digging into Marvel characters than DC characters. A DC live action show of all things turning out well is a nice surprise. Given the history, maybe I shouldn't be. It's generally upbeat most of the time. It doesn't use a washed out color palette. Flash is young but it's not a show about teenage angst. They're doing a bunch of stuff right that movie DC still hasn't figured out.
  • I've usually thought of super speed as kind of a boring power. Sure, you're fast, but other than mobility and defense what do you have? This show has helped dispatch that notion for me, and the power does fit really well into an ongoing series. Plus they made it look visually interesting, which I thought was tough to do.
  • They made Captain Cold interesting! CAPTAIN COLD! The guy whose whole schtick is a parka and a freezing gun, the most mundane combination of supervillain looks and power sets in comicdom, is maybe the most interesting villain on the show! That's not a disparaging comment, it's just some combination of the actor's choices and the writing has combined to make him an interesting character.  
  • Overall, it doesn't feel like there have been a bunch of compromises made to get this show on TV and that's so rare when it comes to putting superheroes on TV. It's rare in putting a lot of things on TV. The Sopranos, Breaking Bad, Game of Thrones - those are other examples where it feels like there is not a lot of compromising being done. This show might not be quite at those levels in terms of drama - we're not exactly dealing with realistic life problems here - but in terms of being well-done it is right there with them. 
Another interesting note is that it generally seems to be well-liked among both marginal and more dedicated super-fan-types. That's an achievement that rarely happens. The only real criticism I've heard is that the actor who plays Barry is too young. I get that. I can understand it, especially coming from the long term hardcore Flash fans, where it seems to mostly originate. Barry is the more seasoned character, and Wally West is the young whippersnapper. It's easy for me to overlook it, shrug, and say that we're watching "Flash: Year One" and that he should be young. I understand those who have a harder time doing it though. I just worry that you're missing a really good show over an issue that may not be as important in the long run as the weight you're giving it. 


The first season gives us a quick origin, the supporting cast, a significant chunk of his rogue's gallery, several plot twists and turns, crossovers with several other heroes (Green Arrow, Firestorm, and The Atom), and the resolution of most of the major story arcs introduced along the way. 

Season 2 just kicked off this month and has already introduced Professor Zoom, Jay Garrick, Earth 2, and the 52 universes! Not only did this show start strong - it's getting better!

Another plus: There's no reset button. From 50's Superman to Batman 66 to most versions of Star Trek that's been a regrettably common element in telling out-there stories. This show is a serial. Like a comic book. Remarkable, eh?


Now it isn't perfect but the list of possible improvements in my head is limited.
  • I thought the whole keeping-the-bad-guys-in-the-basement thing was a little too "silver age convenient" for a modern TV show. By the end of the season, they fixed it! Nicely too!
  • I do still wonder if an HBO or Netflix approach with 12 or 13 episodes in a season wouldn't make it stronger. I didn't feel like there was a ton of filler in season one (unlike, say Agents of Shield) but filling up 20+ episodes every year can be tricky. The possibility of halving that number makes me wonder how it would be in the long run.
  • Just the chance of doing "too much" - from Cisco's naming of bad guys to references to other DC universe cities and companies to crossovers to new villains to new supporting characters there is a lot going on and a lot of windows being opened. Maybe that's the key to making those 20+ episodes interesting but there is a chance of spreading things too thin and only touching on things that might deserve more attention. I haven't seen it yet - it's just a concern for the future.  
That's about as strong a recommendation as I can give. It's worth your time if you like the kinds of things I talk about on this blog. Enjoy!

Wednesday, October 14, 2015

Into the Unknown for D&D 4E

Just to change things up a bit ...


Why this book now? Because it's one of the two books I never picked up for 4E and I figured I might as well finish the set.

This is subtitled the "Dungeon Survival Handbook" but it's a mix of material for players and for DMs. It is very much optional and I never missed it while I was running my 4E games.
  • Up front is a selection of Themes for a dungeon-heavy campaign. These were a late addition to 4E that added a lot of flavor and a little bit of crunch, first appearing in Neverwinter I believe. I liked the concept and I still do. There are 7 new ones here and they seem broad enough to be useful in a lot of campaigns if a little less flavorful than the Neverwinter themes. "Treasure Hunter" and "Trapsmith" are samples of what we're talking about here.
  • We also get new races: Goblin, Kobold, and Svirfneblin. Very underdark-themed, but I could see them being fine in some games. 
  • There is a section of dungeon-themed alternate powers for a bunch of classes. Nothing essential, and nothing I saw seemed to be a game-breaker, but some cool moves nonetheless.
  • That's about it for the mechanics other than a few pages of magic items near the end. Most of the rest of it is good ideas for exploring dungeons, types of dungeons, things that live in dungeons (no stats, just flavor, habits, descriptions), famous dungeons (White Plume Mountain, etc) , DMing dungeon adventures, and methods for creating dungeons including a random dungeon generator. 
 In general it's a fine book if you're going to feature a dungeon-heavy or megadungeon campaign, and there's nothing bad here, but you could run a dungeon-heavy game without it too. It didn't impress me as much as Neverwinter or Mordenkainens Magical Emporium but I do like it overall. If anyone out there is still running a 4E game and doesn't have it, it's certainly worth a look