Comic Book Review – Batman: The Dark Knight Volume Four & The Caped Crusader Volume Two

Batman: The Dark Knight Detective Volume Four (2021)
Reprints Detective Comics #601-611 and Annual #2
Written by Alan Grant, Brian Augustyn, and Mark Waid
Art by Norm Breyfogle and Val Semeiks

Batman: The Caped Crusader Volume Two (2019)
Reprints Batman #432-439, 443-444 and Annual #13
Written by Marv Wolfman, John Byrne, James Owsley (Christopher Priest), and Kevin Dooley
Art by Jim Aparo, Pat Broderick, Michael Bair, and Malcolm Jones III

Alan Grant and Norm Breyfogle continued their run on Detective Comics with a series of multi-part stories. In The Dark Knight Detective Volume Four, we get four plus a novel-length annual. This creative duo was a case of being in the right place at the right time on top of being immensely talented. They were working on Detective as Tim Burton’s Batman was released. Sales on the title went from 75,000 a month to 650,000 with that film’s debut. Their success on Detective would follow them to the Batman title for a couple years and even garner a spin-off ongoing with Batman: The Shadow of the Bat in 1992. Eventually, we’ll get to that one.

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Solo Tabletop RPG – Worldbuilding: The Location Crafter Part One

You can purchase The Location Crafter here.

For this session, I focused on the location details I rolled up in the last session with Random Realities. I used Tana Pigeon’s The Location Crafter, a spin-off of their Mythic GM Emulator engine to further develop these details into a playable space. Like all Mythic-related content, the Location Crafter is intended to be modular. A solo player can choose what they want to add to their core RPG system. In the case of The Location Crafter it is about creating an explorable space with lists. You’ll roll on these lists, adding a score for how much has been explored already, which enables items from lower on the list to be “unlocked.”

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Movie Review – Ernest Goes to School

Ernest Goes to School (1994)
Written by Coke Sams and Bruce Arntson
Directed by Coke Sams

Amidst a sea of mediocrity (and trust me, it gets so bad with the last two films), Ernest Goes to School emerged as a decent watch. Part of this is likely because it’s the only Ernest film that was not directed or written by John Cherry. Instead, Cherry’s longtime writing collaborator, Coke Sams, was promoted to the lead position. The result is a film that resembles the previous films but adds some new ideas that Sams must have had rattling around for a while. The problem, though, is that Goes to School is two scripts that have unsuccessfully mashed together. There’s a script about Ernest playing football and one about him returning to high school. 

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Movie Review – Ernest Rides Again

Ernest Rides Again (1993)
Written by John Cherry and William M. Akers
Directed by John Cherry

This was the end of an era. The Ernest films lost their Touchstone financing post-Scared Stupid. It was the largest budget with the second-highest box office returns, which wasn’t too bad. Ernest Rides Again would be the last nationally theatrically released entry in the series, and the decline in budget is evident on screen. The previous film had been given a $9.6 million budget, while Rides Again clocked in at $3 million. As a result, this movie resembles John Cherry’s first theatrical venture, Dr. Otto and the Riddle of the Gloom Beam. What we get is a movie that is trying to be something of theatrical quality but ends up being the first of many slogs we have to get through.

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Movie Review – Ernest Scared Stupid

Ernest Scared Stupid (1991)
Written by John Cherry, Charlie Gale, and Coke Sams
Directed by John Cherry

Of all the Ernest films, this is the closest we got to perfect synergy between a big Hollywood production and the particular sense of humor John Cherry & his collaborators shared. Every Ernest film had made more money than the last, which led to this being the highest budget Touchstone had ever given the production team, $9.6 million. Ernest Scared Stupid made less than Goes to Jail – $14 million compared to $25 million. This was also the final film handled by Disney, fulfilling the original four-film deal that started with Ernest Goes to Camp. Scared Stupid would mark the end of an era for Jim Varney and lead to a very different type of Ernest movie for the rest of the 1990s.

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Solo Tabletop RPG Review & Actual Play – Kids on Bikes Solo Part One

While the hit Netflix series Stranger Things was inspired by classic games of Dungeons & Dragons, it seems like a no-brainer that someone would develop a tabletop RPG system to make playing the show possible. That’s the basic premise of Kids on Bikes, a game where players are the inhabitants of a small town where mystery and horror are bubbling to the service. Despite the title, PCs can be kids, teens, or adults and use pre-made archetypes to quickly take on a role you would expect to find in such a story. A unique powered character is shared narratively between all the players, a la Eleven or E.T.

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Comic Book Review – Batman: The Dark Knight Detective Volumes Two & Three

Batman: The Dark Knight Detective Volume Two (2018)
Reprints Detective Comics #583 – 591 and Annual #1
Written by John Wagner, Alan Grant, Lewis Klahr, Steve Piersall, and Denny O’Neill
Art by Norm Breyfogle, Dean Haspiel, and Klaus Janson

Batman: The Dark Knight Detective Volume Three (2020)
Reprints Detective Comics #592 – 600
Written by John Wagner, Alan Grant, Sam Hamm
Art by Norm Breyfogle, Irv Novick, Eduardo Barreto, Denys Cowan

Unlike Superman, Batman didn’t have a hard reboot following the continuity shuffling Crisis on Infinite Earths. Superman got a stand-alone mini-series, Man of Steel, that retold his origins and reshaped his supporting cast. Batman did get Frank Miller and David Mazzuchelli’s Year One arc, but it didn’t wipe the slate clean like DC did with Superman. Superman also had a reasonably solid writing team during this period, helmed by John Byrne and Roger Stern. Batman has creative teams rotating in and out on his two monthly books in shorter runs.

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Solo Tabletop RPG – Worldbuilding: Random Realities

You can purchase Random Realities here (you can see a sample page from the zine there)

I realized I have lots of what I would call tabletop RPG “toys” and “tools.” These documents aren’t necessarily an entire game but can be used to create or add to complete games. I’ve had a desire to jump into a new setting, and rather than choosing a game first, I decided to use some of these tools to do world-building, and that would, in turn, lead me to a system that would fit what I needed. I’m also using advice from Geek Gamer’s Solo Game Master Guide, specifically, her recommendation that you focus on the world first, and character will naturally emerge from those elements.

First up, we’ll be using Cezar Capacle’s Random Realities. This oracle zine is meant to help spark ideas in any aspect of a tabletop RPG campaign. It’s over 60 pages with 10 categories on each page. The PDF version has a neat feature where you can simply click on the picture of dice in the bottom corner, and it will send you to a random page in the book.

The categories are General (Yes/No oracle and other abstract results), World, Quest, Location, Exploration, Creation, Scene, People, Creature, and Fate (Odds of something happening). Within each of these categories are other labels. For example, you have Name, Aspects, and Inhabitants under World. Under Scene, you have Challenge, Reaction, Senses, Activity, Detail, Development, Complication, and Advantage. The idea is that no matter what part of roleplaying you are engaged in, Random Realities can be used to add something to that story. 

I decided to use Random Realities to roll for three aspects that I would apply to four genres – fantasy, science fiction, horror, and superhero. From there, I would individually role for an inhabitant, a picture icon, and a location for each genre. Then, I would do a rough write-up of the ideas these sparked. 

Because I want you to have some say in where we go next, read the descriptions below, and then vote in the poll at the bottom of the page to decide which of these we will develop further into a solo campaign.

Aspects for all four settings– Void, Death, Desert


Fantasy
Inhabitants: Celestial Assassins
Icon: Bamboo
Location: Gold rush – embassy, exposed – barren, poisonous extraction, healing – reflective, monarch heir, stoic indifference, bewitched painting, healing – refuge

Concept: 
Magic was discovered millennia ago by the first mages. They found a parallel realm of pure energy that could be harnessed through unique objects (wands, staffs, crystal balls, etc.). Now, the world has prospered from this magic. A vast desert was formed when the land was laid waste during a war between mages. Some magic users are pushing its boundaries, and stories of the risen dead are becoming more prevalent. But the void where magic power comes from is not that at all. There are beings composed of energy who live there, and the more humans on the material plane use magic, the more they destroy the other realm. Celestial assassins have come from the void intent on killing the magic users and destroying the artifacts in a desperate bid to save their world.

The primary location of this adventure would be an embassy on the fringes of an empire. This had once been a booming town during the days of the great mines whose ore was used to forge the magic conduits. Desperate people with few chances left gather here. It’s a barren wasteland due to brutal battles between some of the greatest mages ever known. It has become the home of Prince Phelix, the exile of the Kingdom of Murimont. He is elderly and near the end of his days, having never sat on the throne. This embassy is also home to a painting of Ravenna Metus, one of the most infamous necromancers in history. The painting is said to be cursed and that as long as it exists, Ravenna can be resurrected as her blood was mixed with the pigment.

This setting combines elements of fantasy and westerns. It is an embassy at the end of the world where disparate people have gathered. It has a lot of potential for diverse characters, with lots of double-crossing, hidden agendas, and the looming threat of the celestial assassins coming to town and taking out every magic user.


Science Fiction 
Inhabitants: Mysterious Mechas
Icon: Gordian Knot
Location: piracy – military, prosperous – glimmering, treacherous pact, spirituality – ornate, divine entity, immediate camaraderie, ancient ruins, champions – solace

Concept: 
Humans have spread from their original home on Earth to many colonies across the galaxy. Space is quiet as the distance between outposts is quite vast. One of the worries in these outer colonies is the resurgence of a plague thought to have been cured. It is said to be wiping out vast swaths of humanity. The looming threat of mass death has forced factions who previously were at each other’s throats to combine resources to make it through this dark period. This is easier said than done because long-standing grudges make it difficult for some to work together.

One colony has finally organized once rogue pirate forces into a trained military to protect them from those like them. However, the prosperity they once enjoyed due to resource harvesting has dwindled, leaving the future uncertain. The colony’s leaders entered a deal with an antagonistic force wanting more control. The community circles up around their shared belief in a divine figure tied to the colony’s founding. As the newly turned pirates into soldiers show more allegiance to the evil force the community has made a pact with, it is time for outside heroes to save them from this quicksand. Then there are stories of mysterious mechs made by alien technology that have activated and are destroying whatever crosses their paths.

Like the fantasy setting, this would include elements of westerns or classic Kurosawa films. I see a beleaguered mayor or marshall trying to wrangle a motley crew of soldiers. I’d also be interested in developing this villainous figure and what they want from the arrangement. The alien mechs in the background are also looming threats that could be fun. I could see the player character being a mercenary or drifter pulled into the colony’s drama.


Horror
Inhabitants: Dreaming Sages
Icon: Cactus
Location: discovery – medicine, radiant – dense, a skeleton in every closet, innovation – overgrown, trade consortium, infectious joy, missing heirloom, diplomacy – hospitality

Concept: 
Falcon Creek, Tennessee, has become another casualty lost to drugs. Once a thriving manufacturing town centered around a washing machine/dryer factory, the business has been moved overseas, leaving the economy in a nosedive. A new drug has shown up in town, nicknamed Void, and is believed to be a research chemical. Users claim it takes them to another place, a dark building they wander through but never find the exit. Some have overdosed and died, leading residents to recall similar drug deaths from back in the 1990s. Something has awakened in Falcon Creek. It is putting itself back together, using certain townsfolk as its protectors even if they are unaware.

The primary location here would be the town itself. Falcon Creek had been the site of a mineral boom when it was founded, and now, with the factory closing down, the most activity has been the arrival of CDC agents who are studying and treating the many drug overdoses. Everyone seems to have a dark secret, making it hard to know who to trust. A handful of Void users have formed a cult on the edge of town, projecting an image of overflowing joy & health, but most people don’t buy it. It hasn’t been discovered yet, but the diary of town founder Ebenezer Sutter has been stolen from the town museum, and it answers what is happening.

The dreaming sages prompt has me thinking this could be a very Twin Peaks-esque campaign. I could see playing as a high school student with friends getting caught up in Void use. I could also be a local authority or even a CDC agent from outside coming into town to get to the bottom of things. A different angle could be an occultist who comes to town to try and drive back the evil force beneath the surface. I see this as a modern-day story with some elements of cosmic horror throughout.


Supers
Inhabitants: Timeless Spies 
Icon: Quill pen & ink 
Location: artifacts – academy, thriving – pristine, rebellion stirs, ceremony – foreboding, local magistrate, contagious enthusiasm, eldritch tome, technology – sanctuary

Concept: 
The attempted invasion of Earth failed. An interplanetary alliance had built up their forces secretly and launched a brutal attack on the planet. Thankfully, many superpowered heroes joined together to repel the enemy. Left behind are tons of advanced pieces of weapons and tech that are being snatched up by Earth’s supervillains, making them deadlier than ever. A team of heroes is using the same tech for good, though. They attempt to transform the Sahara Desert into a lush paradise and end some of humanity’s suffering. A hero who has been believed dead for decades has emerged, but even his old friends find something wrong. The answer may lie in the memoirs of an obscure Golden Age hero who knew the deceased figure. Then there are the Chrononauts, multiversal police, who are trying to repair the damage done to reality by some of the most dangerous alien weapons.

Our primary setting would be a superhero academy founded during the 1940s, in the wake of World War II. It was once the jewel in the superhero community but has lost much of its grandeur following a darker turn in the 1990s. Some instructors find the current headmaster delusional, and talk of a coup has surfaced. The authorities of Forge City have allowed the academy to stay open for decades, but new leadership has plans to take over the institute. They want to ensure the heroes are trained to serve them alone. The academy is also home to a vast occult library, and within the collection is a tome that can be used to awaken long-slumbering dark gods.

In this world, there are many options for characters to play. I could be a student at the academy, one of the instructors, a member of the team working on transforming the Sahara, a former friend of the resurrected hero, an investigative reporter assigned the supervillains using alien tech story, and more.

Check out part one of our look at The Location Crafter as we continue our world building exercises.


Movie Review – Ernest Saves Christmas

Ernest Saves Christmas (1988)
Written by B. Kline and Ed Turner
Directed by John Cherry

Ernest made his film debut in Goes to Camp in the summer of 1987. By Christmas 1988, his second feature was in theaters. Ernest Saves Christmas is my personal favorite of the series. I think it understands some things about Ernest that many other films, especially the post-Touchstone movies, don’t seem to understand. Between these two films, we saw the airing of Hey Vern, It’s Ernest, a CBS Saturday morning kids show in the vein of Pee-Wee’s Playhouse. Varney played Ernest plus other characters, the cameraman as Vern was continued, and Chuck & Bobby were brought into the canon. This has all the elements you expect, which is why I was surprised as I watched the rest of the franchise and realized certain things like this is the only film Vern appears in.

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