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Killing rules, or does it

Designers of superhero role-playing games have suffered far more agonies over whether, why, who will and who won’t, how-to, do-or-don’t, and what-have-I-done, regarding killing, than any fictional superhero ever did.

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Knowing your Unnhh from your Arrghh

I do like it when creative comics talk and role-playing design talk can use the same words. Let’s narrow it down to one of my three current supers design projects, Champions Now, and talk about the fights. There are three interrelated points: what happens and knowing why; the damage, pain, hurtin’, including the two famous gutturals in the post title; and why the characters are even there and fighting at all.

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Kill, kill, kill

Art by John Hotchkiss

I jumped back into role-playing with gusto in late 1985, armed with Champions 3rd edition and a handful of enthusiastic friends. Before too long I was meeting lots of others playing the game, in person and through The Clobberin’ Times, and I got a good look at how plenty of people expected to play their heroes. How was it? Easy. In a word, they were killing all over the place.

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Sense, coincidence, nonsense, and consequence

We’re all grown-ups here, right? Not gonna freak out when I say, all plot is contrivance. Read the rest of this entry

Six million bucks

steveaustinThat’s $29,003,975.66 today, according to the CPI which may even be lowballing it. So keep your “one … million dollars” quip to yourself.

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How did I get these mutton chops?

Quick! Count the Wolverine things he doesn't have.

Quick! Count the Wolverine things he doesn’t have.

Wolverine, sheathe your claws! In fact, go away. (Denial … crumbling …) All right, I admit it, that would be covering up for my 80s self who dribbled all over the hairy bastard like everyone else.

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