Comics & Quests: The Spirit of Myrrth

The start of the Advanced Dungeons & Dragons comic book line presented an epic tale in which a motley crew of do-gooders overcame their differences to stop an evil wizard from overrunning the land. It was a good introduction to the setting and our heroes, but it was the sort of giant epic quest that, quite frankly, does not play to D&D‘s strengths.

That’s not to say that D&D can’t be about epic quests and heroism, but a role-playing game is a unique place where group storytelling, whimsical jokes, and unlucky die rolls meet. That combination creates an off-beat sort of tale that stands apart from other fantasy literature. The second story of the comic book line, “The Spirit of Myrrth,” feels more like something that players would experience at a table. Here we find a portal to the underworld, a giant skeleton, and a group of jesters willing to kill to get the respect they think they deserve.

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Fiction: High Society

Orignally published in Garbled Transmissions.

We laid naked together in her parents’ barn, watching the skies through the holes in the roof.

“Tell me about it again,” said Tracy. Brown hair fell over the olive skin of her face as she sat up. Her eyes glittered like a pair of emeralds in the evening light.

I didn’t move. My body was young, but she still had a way of wearing me out. I looked at her sleepily and smiled. “It’s all just memories from childhood. I don’t even know if they’re real.”

“Come on, Dakota.” Her voice took a pleading tone, knowingly baiting me. “Just tell me a little.”

With a resigned sigh, I gave a nod. “I only remember bits and pieces of my real home—the home I had before the white man put my people on the move. But the land was open there, and the air was crisp. Just breathing gave you energy to run, swim, and hunt. It was a land of freedom, a land of possibilities, where you could do anything. Nature walked right next to you, so close that you could touch it. But we never took from it, besides what we needed for food and clothing. We were too thankful to hurt the earth that had given us so much.”

She smiled a reckless smile that did remind me a little bit of my old home back east. “And was it green?”

I breathed in and brushed her hair out of her face. “During the spring, it was even greener than your eyes.”

Tracy rolled her eyes at my stale cliché, but kept her smile. She dropped, getting a grunt of surprise as she landed heavily on top of me. Then she rolled onto her back and curled up, pulling my arms over her body and turning me into a red-skinned coat. Her eyes watched what little we could see of the stars, and her breath came out as a deep purr.

“It won’t be long until I’m out from under my daddy’s thumb. Then I’m gonna go east and see the green for myself. You’ll join me, won’t you Dakota?”

Since she couldn’t see me, I didn’t try to smile. I swallowed and gave a small shudder as I thought of going back there, a stranger again in a new land. “We’ll see,” I said.

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Fiction: First Base

Published in The Avalon Literary Review and The Binnacle.

“You never slide into first base,” said Jim. My boss had been kind enough to drive me to the emergency room, missing the rest of our game so I could get my stitches.

“Isaac’s a big guy,” I muttered, staring at my mummified hand. The nurse had done a solid job wrapping the bandages, but I could still see the dark red of my blood slowly seeping through the gauze. I figured at the time that Isaac had me beat in the weight department by at least 100 pounds. Looking back now, it was probably more like ten or fifteen.

“That doesn’t matter,” reiterated Jim as he looked up from the three-month old Sports Illustrated that had been left in the waiting room. “You still never slide into first base.”

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Mario is Evil

Mario is an evil, evil man.

The most popular character in video game history, Mario rose from humble origins as a carpenter out to defeat a psychotic ape to become a plumber, a doctor, a superhero, an athlete, and countless other celebrity roles. However, underneath the exterior of the fun-loving, fearless video game hero is a racist, a coward, and a womanizer. As can be deduced through his video games, Mario is a horrible person.

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Comics & Quests: The Gathering

I have many criticisms about the various editions of Dungeons & Dragons, but one thing has remained consistent for at least 35 years: tehe comics based off the games are tons of fun. Since I love trips down memory lane, I’m going to spend some time waxing nostalgic about some comics which readers of this blog may have forgotten, never heard of, or been born well after. First up: the simply-titled Advanced Dungeons & Dragons.

Back in the late 1980s, DC Comics got a license to produce various D&D comics. The first was based on the Dragonlance series, and I have sadly not read that one. The second was set in the Forgotten Realms and introduced a mishmash of hapless adventurers who struggled through adventures that ranged from epic to ludicrous. The first four issues served as their origin story, in a tale dubbed “The Gathering.”

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A History of Superheroes

In creating a setting for a superhero RPG, one of the first steps is to think about how super-powered beings affect the world. Some comic continuities choose to alter history greatly. For example, Watchmen provides a world where Richard Nixon has successfully run for five terms as president after the presence of superheroes allowed America to win the Viet Nam War. Other settings assume that history happened as recorded, but with superheroes somewhere in the background. Most mainstream comics are representative of this philosophy.

Below is a sample history I created for a game of Mutants & Masterminds I ran some years back. This history takes something of a mix of the two philosophies described above. On the one hand, history hasn’t deviated greatly from the real world. On the other hand, many historical events happened because of superheroes – they helped captured Al Capone, inadvertently led to the Kennedy assassination, and so on. This is obviously just one example of a fictional continuity, and can easily be changed to fit many settings. Superheroes and villains are described in the history, but the details on their background and personality are vague, allowing GMs to tweak them to fit their campaign preferences.

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Fiction: Fallen Hero

Originally published in The Lyndon Review.

He walks across the baseball field where we like to hang out. His left hand swings casually at his side, but his right fist lies hidden in the deep pockets of his navy blue corduroys. The crisp autumn air has left the field abandoned for weeks now, and the pitcher’s mound lies covered in the dead Technicolor of Vermont leaves. He brushes the old foliage away with his foot, never removing the secret from his pocket. Climbing onto the mound, he stands as close to heaven as either of us will ever get. He points his head toward the setting sun. His hand shoots out to follow his line of vision, finally revealing the secret on his right index finger. The small plastic band still glows green from its hiding place in darkness. He smiles as I let out a gasp of awe.

It’s his power ring. It cost him two proofs of purchases and half of his allowance for shipping and handling, but it has finally arrived.

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