I spend all my Wednesdays talks about old comics that I don't get much of a chance to talk about newer things. Here are a couple of recent comics that I have enjoyed and you might too. They all happen to have "world" in the title.
World's Finest: I've mentioned this one before, but Waid's and Mora's classic (Bronze Age-y) stories and characterization with a modern sensibility continue to be really good. There are now a couple of collected editions in the series.
World's Finest: Teen Titans: Spinning out of World's Finest, Waid and Emanuela Lupacchino bring a similar (though not identical. Being about younger characters makes this book feel a bit more modern) to a sort of new version of the 70s Teen Titans. It's like what might have been if X-men style angst and later 80s Deconstruction hadn't intervened.
Worldtr33: Shifting gears, this is a horror comic by James Tynion IV and Fernando Blanco. In 1999, a group of computer nerds discovered the Undernet―a secret underworld/intelligence in internet. They charted their explorations on a message board called W0RLDTR33. They thought they sealed the Undernet away for good. But now, seemingly random killings posted on social media proclaim the arrival of a new age. The world has access to the Undernet again, and, like Cthulhu rising, it will mean a terrible new age dawning for humanity unless they can stop it again.
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Four hexes southwest, eight northwest of Alakran.
Badlands are a region of steep, eroded hills with little soil or sand. In this hex, branching spurs of badland ridges coexist with gentler slopes. There is no vegetation on the crags, and precious little in the low places, vropped up by herds of goats from Ekkhusa as soon as it appears. Not just the famous greenish clay of Ekkhusa pottery, but another, beige clay with the property of growing six times its volume when water is added, can be found at the bottom of these ravines.
The region of badlands west of Targatana is known as the Khepu. This hex is only its northwestern extremity. We have until now seen terrain of this type only close by the Scarp, which provides a convenient landmark of direction. The Khepu, though, stretches for many miles, and travelers not skilled in survival lore (DC 13) risk being lost within its mazy channels as they travel through. If this happens, roll d8 for the direction of travel that, unknown, is actually being followed: 1-6 being the hexsides clockwise from north and 7-8 indicating a circle within the hex.
One remedy for being lost is to get an higher view, either through magic or by climbing one of the precipices. The latter solution, however, takes time, can be dangerous, and generally will only reveal the way through the present hex.
Castillo Xyntillan!I am pleased to draw your attention to the ongoing Kickstarter campaign for Castle Xyntillan, or, as we should say, Castillo Xyntillan! The module has been translated into the Spanish by Outremer Ediciones, and statted for Aventuras en La Marca del Este, a Spanish old-school game whose name translates as Adventures in the Eastern Marches. To quote the campaign,
“Xyntillan Castle is a megadungeon for old-school gaming, but not one like any other. Throughout its pages you will discover a strange, terrifying and absurd world, governed by dream logic and the unusual fantasies of the Malévols, the degenerate and decadent family dynasty that runs it.In other news, I would also like to draw your interest to a new book series, Foundations of Fantasy Roleplaying Games. Launched by Charybdis Press, this is a series that
Sunday, September 24th- Pizza Kick-Off
Engage Young Adults is a group of 18-30 year old’s pursuing God and community together. We have such an exciting year and what better way to start that a FREE pizza lunch. Join us and here about what Engage Young Adults is and how you can get involved.
Location: Youth Room
Time: 12:45PM-2PM See you there.And don’t forget to follow Engage Young Adults on Facebook and Instagram!
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Five hexes southwest, seven northwest from Alakran.
This is a large and prosperous village. Its great herds of black and gray goats have the free grazing of the valley and into the many mazy ways of the badlands whose shade lets moisture linger and hosts the shrubs and thorns that the beasts prize most. Moist clay is also fetched from certain crevices in the badlands at the end of the rainy season, and this is the basis of a kind of gray-green pottery glazed and baked with a secret technique that is highly praised in the region.Being out of the way and rich enough to afford eccentricities, Ekkhusa has its share, and more, of them. All decisions of families in the town, including who their sons and daughters marry, is decided by a meeting of all the men over forty and women over fifty in the hour around sunset. Straight majority vote prevails, and there must be a quorum of half the eligible people plus one.
Everyone knows a meeting is in session when, for thirty breaths, the mantra "Let it be accomplished" is chanted in unison by the rough, cracked, eligible voices gathered under the acacia trees by the well. "So it was accomplished" marks the end. Despite the rigid formality, the headwoman, Yesel, a thin and bald-shaven grandmother, conducts the proceedings with a playful touch, listening to each point of view and guiding the votes subtly with her arguments and preferences.
Adventurers might become interested in this otherwise out-of-the-way village when a pot turns up with an apparent map, showing a mazy path among ridges and buttes, leading to a sinister pair of eyes. This is the record of what one of the village clay-gatherers found when digging too deep - shades of Moria! - and recounted to a fellow potter, whose scandalized wife ordered it sold on to the outside world without being shown to the village. Negotiating the village bureaucracy, such as it is, to get help in finding the undoubtedly populated cavern, and making a deal to share whatever is found, will undoubtedly be part of the adventure.
One of the wonderful new yarns I've gotten to try this year is Circulo InLove! And after making the Woven Wheat Tote with this dreamy yarn, I totally get why they named it that. Well, I had two hanks left over and decided it would be fun to share it with all of you! Take...
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19While the Dungeons & Dragons team developed the game‘s fourth edition for a 2008 release, they faced problems from several directions. Corporate owners Hasbro brought a big corporate cost structure and return on investment expectations set by Magic the Gathering and Pokémon. As third edition sales sagged, the D&D team endured annual Christmas-season layoffs. World of Warcraft debuted in 2004 and experienced surging popularity. By 2008, the WoW community hit more than 11 million players. D&D fans saw fellow players switch their attention to the online game and disappear from tabletop games.
To compete, D&D needed a big advance—a new edition that didn’t just improve the game but an edition capable of winning Warcraft players by matching some of what drew players to online games. “As far as I know, fourth edition was the first set of rules to look to videogames for inspiration,” D&D designer Mike Mearls said. “I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible.”
So, the new edition focused on the elements that might appeal to fans of online fantasy games. Mearls recalled that the team felt that “building a player character was the real thing that drove people to play the games. You wanted to choose your feats, your prestige classes and whatnot.” Lead designer Rob Heinsoo sought to give the game an irresistible hook that tied the game together and compelled gamers to play. “The solution James Wyatt, Andy Collins, and I were excited about was to give every PC an ongoing series of choices of interesting powers. Most every time you gain a level you select a new power or a feat. Every combat round you have an interesting choice of which power or powers to use.”
The game didn’t just need to be fun to play. It needed to be easy to run online. Casual DMs could simply buy an adventure, read the boxed text, and then run a sequence of skill challenges and combat encounters. In a skill challenge, the DM just had to decide if a skill helped the players—but only when the challenge’s description neglected to list a skill in advance. Ideally, Players could drop into the virtual tabletop at any hour, join any available DM, and feel confident that a stranger could deliver a fun experience. A thriving virtual table would let players join a game 24/7, just like Warcraft. And all those players would pay monthly, just like Warcraft.
Despite the lofty goals, the new edition divided D&D’s existing players and failed to win a generation of new fans.
While the D&D team readied their game for release, magazine and D&D adventure publisher Paizo planned their response. They sent future Pathfinder designer Jason Bulmahn to a convention that offered gamers and chance to preview the new edition. Paizo founder Lisa Stevens recalled, “We had trepidations about many of the changes we were hearing about. Jason’s report confirmed our fears—4th Edition didn’t look like the system we wanted to make products for.” She led her company to create Pathfinder, a game that boasted compatibility with the existing, third edition of D&D.
For gamers who shared the Paizo team’s distaste for the direction of fourth edition, Pathfinder offered an obvious alternative. And plenty of gamers chose the alternative. By 2010, rumors circulated that Pathfinder outsold D&D. The rumors proved false, but Pathfinder seemed to dominate many conventions and game stores. At Gen Con, its players filled the massive Sagamore Ballroom that had once hosted D&D play. Meanwhile, D&D players became exiles in a much smaller space.
“No one at Wizards ever woke up one day and said, ‘Let’s get rid of all our fans and replace them.’ That was never the intent,” Mike Mearls explained later. “With fourth edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”
From the D&D designers’ perspective, the market’s rejection of fourth edition stemmed from two causes: The game dared to change too much at once and suffered from a lack of design time.
The designers came to regret changing so much so fast. Steve Winter, a designer since D&D’s 2nd edition, wrote, “Fourth Edition was a glorious experiment that succeeded technically. Unfortunately, its breaks from the past were too severe for many fans, who didn’t pick up the new banner.” Rob Heinsoo wrote, “Knowing what I know now, I might have worked for smaller changes in the world, since shifting both the world and the mechanics at the same time proved difficult for some of the D&D faithful to swallow.”
More players might have accepted the change if the developers had gained time to perfect the edition. “We just ran out of runway.” Mearls explained “That’s kind of the story of fourth edition in a lot of ways. We ran out of runway as we were trying to get the plane up in the air.”
Fourth edition never emphasized D&D’s unique strengths. As Mearls put it, “I think what was happening was [fourth edition] was really focusing on really hardcore mechanics, the intricacies of how the rules interact. It really became about the rules and about mastering the rules, rather than about the story, or role-playing, or the interaction between the DM and the players.”
By the end of fourth edition’s run, the designers had perfected a game about building characters and showing them off in dynamic fights. Perhaps they lost some of what makes D&D uniquely compelling.
For the full story, see The Threat that Nearly Killed Dungeons & Dragons—Twice.
Next: Number 3.
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