How come it's turning out that some of the things I'm doing here at the back end to 'fill out the KS' are ending up as some of my favorite parts of the whole thing? I present to you Doc's Secret Lab...
Wednesday, November 20, 2024
Sunday, September 8, 2024
Thoughts of KS and Marvel
I have had the wonderful opportunity to reconnect with some college friends and play the Marvel Multiverse RPG once a week. We're meeting again tonight, and I'll keep playing Skye Stalwart as adapted to a rank 2 hero in that game world. The game did a pretty good job of allowing me to play Skye as she is - her basic abilities are all about where I see them, and she's pretty capable. She lifted a car. She was able to knock out several bank robbers in a round. She can fly pretty quickly from one point to another.
But... she's got a list of things she can do. When she attacks, she can use a few different very specific tactics that have very specific mechanical benefits and requirements. If and when she gets more powerful, she will unlock some new tactics and abilities that will give her more options. However, if I decide I want her to do something that isn't clearly delineated by one of those things - and they are pretty solid, so there are good strategic options each round - it is murky to me. Maybe it's not as murky as it feels right now.
Now, I'm only a session in, and I've only read the briefest selection of rules, but I can tell you how it feels to play. It feels like a game. Which it is. That's reasonable; it is a game that feels like a game and works like a game should work. It's a good game. Maybe it's a great game (I have no idea). But it is, first and foremost, a game set in the Marvel Universe.
When I play Stalwart, I don't feel like I'm playing a game. I feel like I'm in a comic. Sometimes, I kind of forget that it's a game, because I don't have to look anything up and I just think of something I want to try and then roll the die for that thing (because there are only five options, it's pretty obvious most of the time which of the dice I should use), and then see if it worked, and how well. And then I keep going, moving through the comic. I don't pause to read about my strategic options and deliberate over whether to activate my 'haymaker' or 'hail of blows' or 'shock and awe' or whatever other title I decide to give this particular mechanical nuance. I just decide to do something cool - maybe something I've never thought of before - and just go for it.
The last few weeks have shown me, that out of everything about Stalwart as a game, I'm most proud of how intuitive it is, and how well it gets out of the way of the comic book story. I'm grateful that the Kickstarter has allowed me to share it with so many people.
Monday, August 26, 2024
Turning the Page
Tuesday, August 20, 2024
A Herculean Effort
Today, I spent a decent chunk of time changing the rules
for invulnerable and impervious, linking these to power instead of might. My
thinking was that this would give greater variety to heroes, since the
characters with invulnerability tend to be the big bruisers, and the
might/endure combination makes them very powerful with the single stat.
However, halfway into the process of initiating this change, I realized that it
created all sorts of weirdness - characters who shouldn't have high power
ratings suddenly needed them to justify the invulnerability they should have
had (and did with the higher might). I'm hitting the point in editing and work
on the game where I realize that every change I think about making ends up
being a step backward - the design is pretty solid as-is. I keep reminding
myself I've been working on this game for decades (in significant ways), and
everything I have learned about game design has already been baked into the
core system. There isn't a lot I can do 'better' without making foundational
changes to the game. It's very, very good at being what it is. I'm going to let
it be that.
Also, after drawing Modi yesterday, I decided to draw her Olympian parallel
today, the great Prince Heracles. My 'War of the Demigods' storyline is about
the children of the elder gods and their efforts to establish a new home as
their old ones were dying. Modi was a leader among the Norse gods, and Prince
Heracles was a leader among the Olympians. They will both appear in Stalwart
'85.
Friday, August 16, 2024
Cataclysm Across the Cosmos
Thursday, August 15, 2024
A Minor Revelation
As I am tinkering with the layout for Stalwart '85, I had a little bit of a revelation; I wanted the 'core rules' (40-50 pages at the front) to be totally under the Creative Commons License, and the back part of the book (maybe 120 pages) to be my copyrighted material; I realized that if I use the art of public domain characters throughout the first part of the book, and only use my original characters in the back part, I get to have my cake and eat it, too. I've been having a lot of fun playing with the public domain heroes, and adapting them. I particularly enjoyed adapting Moon Girl's Moonship. Here it is!
Wednesday, August 14, 2024
Two Creative Commons Characters for the KS Campaign
I've posted an update to the Kickstarter with two characters who will be in the KS-24 superhero pack (that is released under a Creative Commons CC-BY-SA 4.0 License... these are drawn from the database of Public Domain Super Heroes, but I'm adding my own twist to each of them (and doing my own designs largely). I've got about twenty more to come... (although stretch goals may increase this even further).
Tuesday, August 13, 2024
The Strange Story of the Startling Comics Company
Some background for the Kickstarter Campaign...
***
The Startling Company of Comic Publishers (also called SC Comics) was a relatively minor comics company that started publishing in 1948. They launched a series of romance, war, and western comics, with titles like "Two Hearts", "Patriots in War", and "Wonders of the Wild West". However, when Kirby Jackson was looking for work after his time in World War II, publisher Gordon Richards offered him a job - launch a line of superheroes with his own title, "Startling Comics Presents".
Running for 57 issues from July of 1951 through March of 1956, Kirby Jackson (along with several uncredited assistants) churned out superhero adventures featuring, among many more, the Powers Squad, Tribune, and the Blue Bowman. You were always aware of these characters growing up - and your uncle, who was a huge comic collector, had a particular affinity for these characters. He always had the comics around the house when you went to visit him, and he loved talking comics with you.
However, it was no big surprise when Startling Comics declared bankruptcy in 1979; they had been running on fumes for over a decade, and their superhero line never recovered from Kirby Jackson's departure in 1956 (after they refused to increase his pay per page from $10 to $12). They continued to reprint his books continually from the time he left until they went bankrupt, despite turning out relatively scant new stories in the superhero genre. A suspicious fire at their warehouse - that destroyed much of the original art - was the final nail in the company's slow decline.
In an amazing turn of events, the bankruptcy of the company caused the rights to the characters to fall into question. When Kirby Jackson decided to pursue legal action to get these rights (which he considered a longshot), he was shocked when he appeared in court and representatives for SC Comics failed to appear; the judge awarded the rights to Mr. Jackson. Many believe that the same people who could have claimed copyright had bigger problems - notably their insurance fraud case - and were trying to put as much distance between themselves and the company as possible.
Moved by the public outpouring of support for him, and for the love these characters were receiving, Mr. Jackson decided to allow the characters to be used for the Mighty Doc Stalwart Annual #2, and he would allow a young up-and-coming creator to assume the rights for $1 so that the characters could continue.
At the end of the 'greatest comics jam ever', Kirby Jackson himself appeared and, to anyone who had contributed to the issue, he offered entry to the lottery. Dozens of creators held their breath as the lot was drawn - someone would be able to build upon the legacy of these characters created decades ago by Mr. Jackson.
You were as shocked as anyone when you won.
Monday, August 12, 2024
Hero Points and the GM Section
Wednesday, August 7, 2024
The Incredible Story of Mighty Doc Stalwart Annual #2
Scooter eventually became a creative voice as well. He sent in a story idea that served as the foundation for the “Return to the Future” storyline (Mighty Doc Stalwart #127-130), and at fifteen, started contributing story outlines (paid $3 per outline), that were adapted into backup features, almost always featuring his favorite characters, the Stalwart Legion of the 28th Century.
So, it was somewhat appropriate that as of Mighty Doc Stalwart #251, at age 24, he was hired full time as the editor-in-chief of New Stalwart Press; he was the one who was tasked with hiring the replacements for Byron John, the brothers Mike and Theo Pretzlaff, who took over the book going forward.
He had big ideas. He launched the Spectacular Stalwart Super Society. He started negotiating television and toy rights for the characters. He started to look at ways to merchandise Doc and his world, building the brand beyond its humble comic book origins.
But one of the biggest and most outlandish of his ideas was unveiled at the New Years’ Comic Con ’84, two weeks into his tenure as editor-in-chief. He organized the first ever ‘Independent Comics Company Summit’, where dozens of small publishers and independent creators met together in Ballroom B of the Grand Castle Hotel to share an idea he had.
The “Big Two” were doing huge crossover events, bringing together their major characters to battle a huge cosmic threat on a grand scale. He wanted to do something similar. He knew that New Stalwart Press, though a successful company, was nowhere near the size and scale of the Big Two, and wouldn’t be able to do such an event independently.
However… he suggested that everyone in the room, if they wanted to work together, could pull it off. His pitch was simple: The Mighty Doc Stalwart Annual #2 would be a collaborative story where dozens of creators, representing dozens of smaller companies, would come together to tell a story with each of their signature characters joining together against a huge cosmic threat. They would all continue to hold the copyrights to their own characters, granting one-time rights to publish them here.
Over the next twenty-four hours, what might be the greatest comic book jam session of all time took place, as dozens of creators worked together to build a story and crank out 64 pages. This was released to much fanfare; each creator received 100 ‘limited edition’ copies to sign and sell at conventions, and the book was released through newsstand distribution. Each creator kept a few original pages, and these were distributed in a lottery system. All proceeds were donated, and many of the creators who contributed suggested that this was a ‘launch point’ for their independent comic companies.
But, I mean, I don’t have to tell you all about this. You were there, after all.
And the Kickstarter will reveal how it all went down.
Kickstarter Pre Launch Page
Monday, August 5, 2024
Kickstarter Thoughts
Friday, August 26, 2011
And There I Go Again
- It's essentially the Resolute game system, although I've limited the number of core abilities (I have a list of ten I'm working from right now), and everything else is an application linked to one of those abilities. For example, stealth will not be a distinct ability; it is an application of your intuition.
- Its big deviation from Resolute is the lack of a referee; the role of narrator is shouldered primarily by one player, but other players take turns narrating scenes depending on what's happening. I've got notes in place for a system whereby you randomly generate events as you go (inspired by reading about the Mythic Game Master Emulator, although I still haven't ponied up the $ to actually get a copy of that and read it). I like how it feels so far, but until I actually play test it with other people, I won't have an idea of how it actually works.
- I'm going through all my previous edition of Army Ants and taking the stuff that worked from each edition, and trying to make it all fit. I want this to be the COMPLETE game; I want to include every foe, every predator, every vehicle, every weapon, and every option from every edition of the rules I've published in one book. The Resolute engine presents information in such a condensed form that I can pack a lot of information on a single page. I'm thinking of the 160-page range right now. That's a total guess. I want it to be a digest-sized book. I've always wanted an Ants RPG printed in digest size; it's my big chance!
- The book has to be available as both a print edition and a PDF.
- When it's finally ready, I'll also be releasing the complete Army Ant comics as a digest-sized book, assuming I can get all of that into one book (it's over 300 pages). If not, I'll have to break it over two volumes. Don't know about the logistics of that yet.
- There is NO chance this is done anytime soon (as in 2011). Look for it some time in 2012. I want to do a better job marketing this as I go, and this blog is the first step. I know that it's a bad idea to announce a project when you don't have more than a few pages of notes and a spark of inspiration, but I've written enough games at this point that I am pretty confident it will eventually get done- and I'm not looking for kickstarter money or anything (yet... although that's definitely a possibility... hmmmm). I'd really like to hear about anyone's experiences with kickstarters, and how that turned out (either as a consumer or creator).
Thanks and happy gaming.








