Tuesday, May 13, 2014

Xbox One Decoupled from Kinect, now competitively priced at $399...but too little, too late?

Microsoft has announced that on June 9th Xbox One can now be bought for $399 without a bundled Kinect. That's cool, and it may prompt me to buy one (though still not likely to happen until they actually have some exclusives worth purchasing).

The problem, of course, is that a lot of people (like me) opted for the PS4, and don't regret that decision. The PS4 and Xbox One have very, very similar catalogs of games right now....if you look at the existing lineup of games for each console, you'll see that the number of exclusives is damned small, and technically leaning in favor of PS4 right now (based on Infamous: Second Son and Killzone: Shadow Fall mostly, but I'm rather biased since I never much cared for the Dead Rising series...and Ryse doesn't sell well to people averse to the creep-zone brought about by the Kinect).*

If the 2014 releases for both consoles are almost perfectly identical (and they are), and the exclusives that would sway decisions on this are still looking like 2015 or later releases for the Xbox One...is anyone really going to buy a second console just so they can have both, when having one pretty much nets you everything right now? And on a console which is being trumpteted for its superior performance time and again?

 I was never a Sony fanboy and I didn't even buy a PS3 until February last year  ....but I'll be damned if Microsoft didn't make me one.




*Given that the best version of Titanfall is on PC, hard to include it as "exclusive."

Monday, May 12, 2014

The Elder Scrolls Online: Sitting in Troubletown?

If Elder Scrolls Online is going to have a hope and a prayer they need to get the following problems fixed:

1. periodic 6-8 minute loading screen wait periods need to stop. I can be playing WoW, Rift or GW2 in 30 seconds, but I'm lucky if I make it into TESO in 6 minutes.

2. The lag has got to go. The server instability has got to go. When 2 out of 3 times I try to log in and play but can't, or find that I get kicked and the server seems to have croaked....bad sign, Bethesda! I want to play your game, please let me?

3. This is more a pet peeve than anything, but lets get a little more color in the palette, for a change. The colorful environments of other MMOs stick out in sharp contrast to the perpetual drabness that is TESO. This could also be a side effect of being a spin-off of the decidedly prettier looking Skyrim, but bottom line is it needs something....some color, better modeling/textures...something.

4. This is more of a personal deal, but I do get worried that if I play TESO to the end all I'll encounter is an endless schedule of PvP focused content. I get nervous with any game that supports a ruling "king" of PvP and did not discover this was a big component of TESO until recently. Nothing wrong with PvP....but not really what I wanted out of an Elder Scrolls game, y'know?

As an aside, if PvP is a big component of the game, I can only imagine just how ticked off the PvPers must be with the sort of lag this game exhibits. Death by lag in PvE is infuriating enough....dying due to lag in PvP is dangerous for your blood pressure!

Other than that I do love this game, if only it would work right. But the technical issues are so bad I am thinking I'll cancel my sub before the free time is up next week and wait a couple months to see if they iron out their problems. Way back in the day I did something similar with Rift, which was technically flawed but interesting at the start....I came back a year later and it ended up being my main game for a good two years. With TESO, though, if I give it a year...odds are when I come back it'll be F2P anyway, I suspect....


Sunday, May 11, 2014

Fantasy Hero Complete Kickstarter

I don't back many Kickstarters (I've only backed three so far) but make that four now as I'm backing this one:




Champions Complete was an excellent all-in-one retelling of the Hero System specifically for superhero gaming. A new all-in-one Fantasy Hero...like it was for the first two editions of the game....is exactly the kind of project I can get behind (I still have Fantasy Hero 1st edition on the shelf).

1,000 Posts

I just noticed I passed 1,000 posts a few days ago. Woot! Since 2011 this blog has been a great creative outlet for me, and an excellent tool for keeping my writing skills tasked (if not honed). Gratz to me!


Magic World meets Dark Ages Cthulhu

Tonight's Magic World session turned decidedly dark as the adventurers (well, Home Invaders as I've taken to calling them lately) trashed the smuggling ring beneath the warehouse in the harbor district of Samaskar and discovered that the smugglers had been leasing out the back wing to a den of serpent men cultists worshipping Hox Nagor, primordial god of serpents.

In the midst of the purge the entire event got a little Mythosesque on the group as the serpent men, while defending their turf, took to summoning something hideous from the Dreamlands in the back room. They popped the serpent man doing the summoning but not before one of these showed up:



Yep, a Gug. Most of these players are not versed heavily in the lore of the Cthulhu Mythos, but some knew enough to realize that this was not good. Suddenly, that extra book I was hauling around labeled "Cthulhu: Dark Ages" started looking a lot more concerning to everyone...

The gang eventually found a way to send the gug back to the Dreamlands, but not before realizing that they had very nearly seen a potent and horrific beast let loose in the heart of civilization. One of the adventurers, a nomad from the Aiga to the north was driven mad when the gug nearly ripped his left arm off....and the searing touch on his flesh left him with a keen sense of the beast's presence. Another, an elven thief, stole the jeweled eyes of the primordial statue of Hox Nagor earlier and suddenly discovered she could see all manifestations of the quintessence around her....and into other realms coterminous with ours, as well.

I let the group know this was still "heroic" Mythos level Howard-inspired type stuff afterwards; we're not playing with sanity rules, and these are all heroes who take for granted that the world is filled with supernatural horrors....but avoiding this thing's grasp was still an excellent idea!


Friday, May 9, 2014

Juggling Continuity - or how Disney got me interested in Star Wars novels again


Like many beloved continuities the Star Wars Expanded Universe grew over a period of thirty years in a manner typical of a complicated invasive pest organism let loose into an unprepared wilderness. Like tumbleweeds in the American Southwest, rabbits in Australia or the nutria in Louisiana the Star Wars Expanded Universe has run rampant though the unexplored off-screen potential universe of Star Wars. For better or worse this has led to some memorable stories that people love (anything by Timothy Zahn) and some horrible stuff that we all wish we could forget (list too long to name; also, contentious as everyone has their pet peeves). It's also led to an interesting and weighty nightmare in terms of just how a reader keeps up with all of this. Take a break from Star Wars novels for a year or two and you could find yourself hopelessly out of touch, unable to catch up and figure out what the heck happened.

Juggling continuity like this is a real beast of an issue, and some IPs have managed this better than others. Comic book publishers are especially famous for this: DC Comics, for example, periodically likes to reboot its universe and uses its many alternate realities to do so, a tradition going back to the Crisis on Infinite Earths which was ironically designed to clean up their many alternate-reality crossover storylines that had turned their comic continuity into spaghetti mush. This has the advantage of making it easier to jump into a contemporary storyline for DC (with the New 52 reboot most recently) but with the disadvantage being that older graphic novels and comics may be contradictory or nonsensical in relation to the newer tales.

Marvel, by contrast, dogmatically sticks to their core universe and periodically "soft reboots" with retellings and reimaginings of the classics stories of yore (for example, the Season One graphic novels) that are designed to make the original tales (many dating to the sixties with all the baggage that entails) more contemporary while not precisely negating the original tales. As a result, you have to read all Marvel comics with the implicit assumption that everything that has ever been published for the series technically takes place within the last 10-15 years of their condensed "super-floaty timeline." That means that in the early eighties when I was reading about the first Phoenix tale, in "Marvel-universe-time" those stories technically took place around 2000-2004 in "current Marvel-universe-time." And in ten years those stories will be taking place ten years later.

In Marvel's defense, they do seem to be progressing their universe, ever so slightly. It just so happens that their batch of younger protagonists, the second and third generation after the originals, tend to be really uninteresting. Marvel's focus on a sort of "quasi realism" in terms of these character arcs and the whole super heroes in suits concept puts brand recognition for the younger characters at odds with the more readily identifiable characters.

Marvel also has a problem with characters tied to specific time periods: the further the timeline "ages" the weirder the stories and justifications for these characters get. Magneto, as an example, should be 79 years old roughly by my estimates. He looks it in the movies, but I suspect in the comics he's had some sort of slowed aging going on....something? Who knows.

But back to continuity and Star Wars. The idea that the Expanded Universe would survive Episodes VII-IX is silly; there's no way that the people working on the films would slavishly adhere to the bizarre complex canon that grew up in the Expanded Universe, and in fact by not doing so they have opened up the Star Wars universe to a new reinterpretation, one which does not reflect the many years of various special projects, games, novel events (NJO) and other detritus that turned into the Expaned Universe.

For people like me this is a great thing: I get to jump back in to Star Wars feet first when they start releasing the "new canon" novels being scheduled for release. This is going to be great, especially if you (like me) often found the old EU novels to be strange ducks, a product which was one part fan service, one part "we don't know what we can/can't write about in relation to the prequels" and especially the weird anachronism that is the unaging characters of Luke, Han Leia and the rest whose real-life actors carried on in the real world while their on-screen doppelgangers at best got a slight dusting of gray around the temples on their book covers to symbolize the decades spinning away.

I don't know if ditching the whole canon like this is a good move for the cavalcade of Star Wars die hard fans out there, but for me it's just the incentive I need to actually think about getting back into the core Star Wars universe. I really look forward to reading some novels free of the baggage that the EU brings with it everywhere it goes.

Tuesday, May 6, 2014

Icons of Chirak in 13th Age

One of the more interesting and campaign-dependent features of 13th Age is the Icon system, which is a mostly role-play driven mechanic in which players pick up to three iconic entities of great power or influence and each game session you roll dice to see if there's a chance you interact with, gain benefit from (or advantage against) or otherwise influence or are influenced by that particular icon. The mechanic is really simple: roll a D6 per icon point. Each 5 is a "benefit with complications" and each 6 is a benefit without strings. You can have positive, conflicted and negative relationships with icons.

Icons as presented in the core rules are designed to conform to a specific template of fantasy and do so remarkably well; they map almost perfectly to key figures in my Ages of Lingusia campaign, for example. However in more exotic and detailed worlds you may need more specific icons, or even icons designed specifically for certain regions. What follows is an example of how I mapped out the Icons for the Realms of Chirak...


13th Age Icons in the Realms of Chirak:

Lady Poe – The Dark Queen (ambiguous)

Lady Poe is the queen of Kasdalan, mother to more than a dozen magically gifted daughters, and nearly immortal. Her reach from the south is felt throughout the Sea of Chirak region. Thanks to Lady Poe the dark kingdom of Kasdalan has a great reach, and she relies on her loyal daughters to enforce that power. Though regarded as a sorceress of darkest power, Lady Poe is not inherently evil or even inimical to the world at large, and would prefer to keep the realms as they are, a  world for her to conquer and rule rather than let the forces of chaos…including her ex husband….gain any ground towards its destruction.

An iconic relationship with Lady Poe will almost always be complicated, but a dedicated servant can earn her trust in time. Lady Poe will not always crush enemies….but she takes exception for male sorcerers and wizards, who are despised in Kasdalan and killed by her orders on sight. A male sorcerer who has a complicated or negative relationship with Lady Poe is almost certainly one who has met one of her daughters and earned the queen’s ire for it.

Zam Redar  - The Diabolist (villainous)

Zam Redar is the most potent and conniving of the Thousandspawn, who most recently attempted to utilize the demiurge Apophis to change the past so that he may permanently create a future in which he ruled all. He is currently lying low in the north, near Maegar territories. Zam Redar was once the husband of Lady Poe, and his centuries of adventure and mischief have led him down the path of the conqueror and the destroyer on many an occasion. It is his close connection to his father-deity, Ga’Thon, which makes him most dangerous.

An iconic relationship with Zam Redar is always dangerous for both allies and enemies alike. Zam Redar sees those who would court him for power, knowledge or to benefit from his own machinations as tools, regardless of their outlook on the relationship. A negative relationship with Zam Redar is a very dangerous thing to have, for the thousandspawn has a wide reach and many resources to destroy you.

Marcus Darego – The High King (heroic)

The uniting king of Espanea, Marcus Darego has survived a great war and recovered his throne from the schemes of Minhaurous himself. Darego fosters knowledge and unity in the Sea of Chirak region wherever he can, and employs heroes of the land to get the job done.

Many heroes have strong affiliation with King Darego, and he also spends much effort to track and eliminate the enemies to his kingdom and the Sea of Chirak. A negative relationship with King Darego could be for any number of reasons, from being a bandit or pirate against Espanea to having the blood of the Old Sea Kings in your veins.


Mardieur Mardieux – The Prophet (heroic)

Mardieur Mardieux is the first new true avatar of this last century, though others are manifesting. He bears the weight of a unified Aquarius Stone, and is guided by the spirit of Akquinarios as well as the voice of Kalie’yana.

Mardieur Mardieux is a young avatar and his inspiration has led to the resurgence of cults dedicated to the memory of Akquinarios. He is careful in what allies he chooses, and equally involved in crushing his enemies.

Milina – The Daughter of Chaos (ambiguous)

Milina, daughter of Minhauros is a potent demiurge who travels the planes of existence as well as the physical world seeking relics of lost power and lore, while trying to recover the missing aspects of power that her father deposited across the many realms of existence. Her nature makes trust difficult; she means to do well, but finds the chaos in her soul often leads to betrayal.

Milina, like her father, is prone to using and discarding allies and enemies alike; she often works both with and against those who swear fealty to her, and her motives are never clear. Despite this, many seek to attain a portion of the power one can get from serving the daughter of chaos.

Kalie’Yana – The Maiden of Lore (heroic)

The demiurge of the seas has an active interest in thwarting the efforts of Piscrael in the Sea of Chirak region, and works actively with trustworthy heroes to aid them with divine lore whenever possible. She does all she can to steer the Sea of Chirak region toward betterment and greatness where she can, though she has only been on the path of the divine for six centuries.

A relationship with Kalie’Yana is usually one of trust, where she seeks to aid those who truly need it and do great deeds. She may on occasion see goodness where none is evident and set about a process of trying to reform an otherwise irredeemable villain, as well.

Piscrael – The Conqueror (villainous)

Piscrael is another potent demiurge who stole power from his predecessor Malib, and uses it to turn himself into a charnel beast of chaos. He has designs on enslaving all of the peoples of the Sea of Chirak to his will, and an army of demons from the aquatic Chaos Rift to do it.

Piscrael seeks out agents and allies to build a relationship with, and he seeks to destroy or harry those who would thwart him.

Kal Vassos – The Archmage (heroic)

Kal Vassos is a lord of the Tower of Kaledon as well as secret master of the Chronomancers from the Island outside of Time. He is the most portent near-immortal to achieve his power through the mastery of sorcery in the world and has worked across the centuries now to defeat enemies such as Piscrael and Tiamat that would complete the dark goals of the Betrayer Gods.

A relationship with Kal Vassos is one of comraderie and reliance; Kal depends heavily on his agents throughout the world to set aright the deviations put in place by the chaotic relics of the world. He also likes to keep close tabs on potential enemies.

Minhauros – The Vestige of Darkness (villainous)

The only relic of The Twelve known to exist (for Malib’s imprisonment in death is largely unknown) is Minhauros, and even then his vestigial spirit was believed to have been locked away, never to be released again. Only recently did this spirit escape by virtue of happenstance, and Minhauros’s dispossessed form once again roams free to determine how he will restore himself and fulfill his destiny as the destroyer of worlds.

A Relationship with Minhauros is fraught with danger for the one seeking some sort of allegiance or servitude. Minhauros uses allies as readily as he seeks to destroy enemies, and he is desperate to find a means of corporeal resurrection; his spirit can only be destroyed when someone at last integrates all parts of the Taurus Stone into one and makes it their own as a semiurge…until then, his mind seeks a means of at last fulfilling his destiny, and he will use his agents to any ends to do it.

The Demon Gods – The 113 (Villainous)

The demon gods are the one hundred and thirteen warlords of Perdition as well as other being, such as corrupt spirit lords, immortals, and thousandspawn who collectively amount to the old generals and support for the Betrayer Gods. In truth there are probably far less than 113 still active, alive or not imprisoned, but they are given strength by the worship of the Xoxtocharit and other cultures that revere them, and allow them to creep back into the mortal plane through planar gates.

A relationship with the 113 is a relationship of great peril whether it be positive, negative or ambiguous though some groups such as the Xoxtocharit revel in these connections. The specific demon gods which might take particular interest will vary, but the results will always be the same: chaos and suffering.

Malenkin – The Lich King (ambiguous)

The sorcerer who was Malenkin preserved his soul in undead centuries ago and bides his time in the Kraggit Mountains of Mercurious, working behind the scenes to attain more power and seek to gain advantage against all other icons. He has allied himself with Minhauros in the past but regrets it. He has entertained the idea of allying himself with other icons at different times, but his self-serving nature makes this difficult.

To have an iconic relationship with Malenkin is to be a mercenary for one who seeks to accumulate power and knowledge at the expense of all others. Malenkin is opposed to the chaos forces that would destroy the world only insofar as it would set him back on his own quest for sorcerous immortality and lore. Those who would thwart these goals are his sworn enemies.

Rovas, Kaos, Tyriath and Shadamas – The Wyrmlords  (ambiguous)

The Wyrmlords are the council of the dragons, the ancient dragon lords who still try and hold the diaspora of their kin together while they await the final resolution of Tiamat. These particular wyrmlords have determined that the manifest destiny of Tiamat is necessary, although it is opposed by Kaos, who is the immortal reincarnation of Bahamut, and it is regarded as a grim necessity by Rovas, the guardian of the goddess who is also the reincarnation of ancient Marduk. The wyrmlords operate under the principle that all dragons everywhere must be ready for the great rebirth, when Tiamat destroys the world and remakes it in the image of dragonkind….for better or worse.

Tiamat is a force of nature as much as anything, and she is currently loose in the planar realms, but her destiny seems to be to have her followers coax her back to Chirak to initiate the destruction of the material plane, allowing for its rebirth into the Next World, an idyllic paradise the dragons have foretold will happen when the world is unmade. This incarnation of Tiamat is conflicted, for her spirit is that of the draconian Von, who flinches at the power she wields even as it overwhelms her with power and lust.

Iconic relations with the wyrmlords means a generally better relationship with dragonkin in general, but it also means a grim acceptance of the manifest destiny of the dragon goddess….be that destiny one where she destroys the world now, or in some future incarnation. To stand in opposition to the wyrmlords is to stand against the manifest destiny of Tiamat.


Addeas Immortas – The 13th Divinity (villainous, ambiguous or heroic…time will tell!)

Recently reborn, laboring under a curse in which his mere existence is forgotten by all, the being called Addeas Immortas possessed the mind of a common band named Madaran Sath it in the south while seeking to fulfill a vague destiny as the 13th God. Forged from a shard of each of the twelve Zodiac Stones, the divine stone which Addeas Immortas holds contains an amalgamation of all other divine powers combined. His worth to those who would control him is immeasurable. His value to the other icons is unknown or suspect, but his own aims and goals are equally suspicious, for his last incarnation was not unifying as intended but instead sought to destroy the other gods entirely. He works now with his vampiric spouse Irtralia while avoiding the Razaphar, ancient seraphim charged with his containment…or destruction.

Those who have been contacted by the mind fo Addeas Immortas are sought for their singularly unique abilities and the need of the “god” to seek out their talents to aid him. Those he marks enemies are watched carefully that they may be contained or destroyed. His reach in the Sea of Chirak so far is limited, for he is a young unknown by the standards of the current era but he is also the oldest known being in existence right now upon the world.


Monday, May 5, 2014

The Solidification of 13th Age as a Go-To Game

Roleplaying games in my gaming circles generally fall into one of three types:

--Interesting games we might talk about but never can spare the time to actually try (Numenera, FATE, Edge of the Empire). They either have some flaw (weird dice, exotic mechanics), some level of buy-in (too many tomes, no PDF available) or are just a bit out of the overlap on the venn diagram of the local group's interests to permit it a chance.

--Games that are a fun occasional "break game" or alternatively the "beer & pretzels" rpg; something you play when you're looking from a temporary break from the regular game (Tunnels & Trolls, Savage Worlds, about 90% of all indie games out there)

--And last but most importantly is the bread-and-butter "go-to" game. This is the one (or two) that your group will play religiously....the one which brings everyone to the table. You can usually identify this one by how many of your regulars actually buy copies of the game; buy-in is serious business among gamers.

Until recently for me that "bring them to the table" game was Pathfinder (with BRP as my backup), but lately it's slowly but surely starting to turn into 13th Age. With two regular 13th Age games going now, one weekly Wednesday and one every other Saturday....and Magic World on the off-Saturday, it's basically the first time in ages that I am essentially "D&D free" depending on how loosely you want to define the D&D term. 13th Age feels like an offspring, not quite the same as the real deal....but it's damned interesting that it's apparently got the muscle to tow two game nights and more than half my players seemed to have bought copies...and at least one of my cohorts plans to run it soon. Good stuff!

Makes me wonder how August (assuming D&D 5E is still on track for an August release.....) is going to play out....


Friday, May 2, 2014

Gear Maidens in Magic World/BRP

The gear maidens as a B/X D&D monster appeared a week or two back, but I have been steadily converting all that material plus the Pergerron setting to my Magic World campaign that is ongoing. Here then are the Gear Maidens D100 style...


Gear Maidens (The Maidens of Sar)
STR        3D6+6   16-17
CON       3D6+6   16-17
SIZ         2D6+6      13
INT        3D6+3    13-14
POW      12+1D6  15-16
DEX       2D6+6      13
APP       3D6        10-11    

Move 10
Hit Points  15
Damage Bonus +1D4
Skills: Climb Dodge 40%, Listen 50%, Hide 40%, Move Quietly 40%, Jump 80%
Armor: natural metal plating 1D8
Attacks: Unarmed (slam) 50%, 1D8+1D4 or arm blades (two) 75%, 1D6+1+1D4 each
Traits: healed by electrical damage; immune to cold damage but are slowed to Move 2; immune 
to mind-affecting magic
Terrain: any ancient ruins

Gear maidens are an unusual construct sometimes found in the ancient ruins of Pergerron. Each gear maiden has the appearance of a suit of armor or a mannequin made to look like a woman comprised of complex clockwork moving parts. Most of the gear maidens appear to be one of three types: jackal-headed, elvish-looking, and on rare occasion smooth, featureless faces with a mirror of silver where eyes, nose and mouth would be located.

Gear maidens may have served some other purpose in the ancient past, constructs designed for amusement, or to serve as guards perhaps. Today they are relics which haunt the ancient ruins, acting erratically and without purpose. When a gear maiden (or group of such) is encountered roll to see what their pattern of behavior is (D10):

1-4 - the gear maidens function as if the ruin around them is still alive; they prop skeletal remains up on chairs, serving them empty platters of food while serving long-dried bottles of wine. They will grow antagonistic to anyone who tries to point out the absurdity of their actions or the deathly nature of those they "serve."

5-7 - the gear maidens are mad, and appear to have suffered some sort of mania, which they may call "malfunctioning" to those who can prompt them to speak coherently. These are deadly, usually attacking randomly before fleeing, only to circle back later and strike again.

8-9 - some may be found which are coherent, usually hunting for parts. These gear maidens salvage relics of lore and preserve them, as if enshrining the lost civilizations of old Sar and other empires of the past. They are not above cutting down maddened versions of their own to salvage parts to repair themselves.

10 - Occasionally a cunning and vengeful gear maiden will be found. These are the deadliest, for they remember the fall of the old empires, and the destruction of those they served. They will seek to hunt down and exterminate all humans and demi-humans they come across, and will do so with great cunning and relish.

Aside from the retractable blades (about as long as a short sword, but much sharper) gear maidens have the traits of other constructs, and are immune to any gaseous or poison attacks, as well as any attacks that affect life force (POW draining, for example); they also can never increase their initial POW score. They are immune to mind-affecting spells, for their magical artificial brains cannot comprehend or react to the magical influence of the mind. Lighting damage heals them. Cold damage deals 1/2 damage to them but they are slowed to Move 2 for 1 round after being subject to the cold-damaging attack.

An entrepreneurial fighter with some weapon smithing skills could extract the arm blades of a destroyed gear maiden to find that they will make enchanted short swords of amazing quality (+10% attack and +2 damage).

Source

Thursday, May 1, 2014

Unfettered! On Comics, and Other Stuff


Free to write whatever I feel like for the first time in three months --following February's Savage Worlds in Space Daily, March's 13 Days of 13th Age and April's 30 days of B/X D&D....gah!-- I now have may resume writing whatever springs to mind at any given moment, including boring blog posts where I talk about not much at all.

Hidden behind the focused run for three months has been my secret "actual focus" going on in real life: comics. Lots and lots of comics. My years-long drought of staying away from the medium of comics is at an end, and thoroughly staked through the heart now. I have hoarded so many graphic novels, so many series both current and past that I accidentally booked my comic reading for the next couple of years, I think.

Hoarding is a problem that runs in my family. I like to think my manifestion of it is more benign, albeit expensive at times.

Given that I'm now subbing (via the local Comics Warehouse) to around 20 or so titles (maybe more) on top of the heaping mounds of graphic novels I have acquired, I think I have more than enough to sustain me through to the point at which I snap and get tired of it all again. Assuming I reach that point...I actually love comics as a medium, but the price point over the years reached a critically dangerous "dollars to fun" ratio that regular novels, RPGs and video games seriously outstripped. Now, thanks to the generous price point of many graphic novels (DC's pricing is very nice for its New 52 books) as well as judicious use of Ebay and Amazon it is once again possible to buy TPBs without feeling guilty, or like I should be shoveling all this money into my retirement. Even though I probably should.

So it is with all this discussion that I am implying, but not announcing, that I may be talking a lot about what's going on in comics these days. It may not all be current.....I am really enjoying catching up on the complete Brian Michael Bendis run of New Avengers, for example (acquired the New Avengers Omnibus I for about $35 on Ebay....over 1,000 pages in the damned thing!) but it's quickly becoming apparent to me that Marvel really owes Bendis for making them so great. Hope he's well paid, he deserves it!

Likewise I am neck-deep in the New 52 now, and am reaching a saturation point with DC, enough so that the visceral thrill of getting back into the swing of reading comics is now being replaced by a scrutinizing, critical eye on certain books, especially ones that someone thoughtlessly turned over to Rob Liefield, a guy who seems to be very good at damaging the IPs entrusted to his care; the travesty he made out of Grifter and Deathstroke....seriously, there's some bad writing going on in these books. Just painful stuff. I could only hope the Wildstorm characters were popular enough to get a Flashpoint/Crisis style retcon, or maybe a reboot in their own universe again....the way they were subsumed into the DC continuum with the New 52 is endlessly painful; only Voodoo's two book run really did something to make the character better than it had been. And there's no good excuse for Deathstroke, DC's quasi-Punisher type, who was getting better, more coherent stories and presentation thirty years ago in the Teen Titans as a proper villain.

Anyway....more to come, just enjoying a chance to write a blog without a chosen theme for once!