Author Archives: AFDStudios

SOD.183 – An homage to the King

The great thing about drawing like Jack "King" Kirby is, anything goes. Lines, dots, swooshes, funky goggles, headgear that looks like a robo-rooster, it's all good. Love that guy.

Early Eisner

You certainly don't need me to tell you that Will Eisner is one of the greatest comics artist who ever lived, influencing the shape of the art like few others before or since. From his alternately sad and joyous homages to life in New York City to his legendary "Spirit" character, Eisner had an amazing ability to tell stories visually. He also thought deeply about the foundations of the medium, putting together a language that helped elevate it from slapstick funnies to serious art.

But just like the rest of us, he didn't leap out fully-formed as this magnificent, looming talent -- he had to work at it, think about it, practice it, and evolve over time. When he was just starting out he was but one more fish in a very crowded sea, a raw young talent -- clearly gifted, but not yet the master he would later become. Even then, however, you could see flashes of brilliance in his pacing, story telling, and panel composition. One of the great things about going through the "Police Comics" of the early 1940s is getting to see the birth of "The Spirit" and of Eisner's career as a major comics artist.

Take a look at this great series of panels that ends the story in 1943's "Police Comics" number 15:

On the one hand, you can see from the virtually non-existent scenery and background elements that Eisner is not yet fully in control of his abilities. As he grew more confident, those aspects of panel design became one of his greatest strengths, but at the beginning he focused much more on the essentials of figure and story. Even at this early stage, you can see how he plays with the panels, particularly in that third scene where Mr. Midnight is draped over the round frame frame while holding himself up against the square one. Having The Spirit break that frame as well increases the sense of dimension here, while not being as disconcerting as other artists would do with their characters speaking directly to the reader or completely trashing the page itself.

I also love how beat up The Spirit is. Eisner brought a street-tough gumshoe level of realism to his characters right from the start -- no sparking invincible blue underpants for this guy! The use of shadow in that last panel is also vintage Eisner, a great foreshadowing (ha!) of how he would later embrace the technique even more, to much greater effect.

Reading and seeing these stories not in isolation, but as part of the whole comics industry of the 1940s, really shows how Eisner both arose from, and yet transcended, the other artists of his age. Flashes of brilliance burst through the struggles of an up and coming talent still unsure of his skills in a way that's just a pure delight.

RP: Great moments in not-so-heroic poses

(From "Police Comics" number 15, 1943.)

SOD.182

RPG Corner: Alignment

Few things get gaming geeks more riled up than arguing about alignment. Worthwhile or pointless, good or bad, nonsensical or the Best Thing Evar? Goodness (or Evilness or Chaositude or what have you) knows, if you've ever dealt with an angry twelve year old "role playing" a chaotic evil character in your party, you've seen how bad alignment can be when played poorly. And it doesn't make a lot of sense if you think about it for too long. But it's been an integral part of game design almost from the beginning, for better or worse.

My question for you this week is, "What classic AD&D alignment would your favorite comics characters be?" I'll start it off with a very obvious one -- Superman is Lawful Good. Never does anything selfish, always plays by the rules, thinks authority is the best thing since Lois in a mini-skirt, code against killing, the works.

But how would you rate Batman, or Spider-Man, or the more troublesome and dark characters like The Punisher or Spawn? Do you judge characters by what they do, or where they're from, or what they say they're about, or what?

Also, how do you judge characters' actions in games that do not have a formal Alignment system, like Champions for instance? Do you find that leaving that mechanic out enhances or detracts from the game play experience?

Finally, if you have any fun stories about alignment played either well or poorly in your RPGs, I'd love to hear them.

Have at it folks!

RP: The short but epic career of "The Urinal"

(From "Police Comics" number 12, 1942.)

Packing it in

In my defense, the abandoned backpack we've been staring at witlessly for the past two weeks despite early and overwhelming desire to take it is very pretty, with lots of embroidery and a two-level effect like a little path running down the middle (NI!). So we were hypnotized, basically. Ahem.

Anyway, we decided to examine the contents of the bundle, which leads us to:

Wrapped in a bundle of women's clothing is a small velvet purse containing 6 Gold Crowns and a Tablet of Perfumed Soap. You may take these Items and continue your journey. Turn to 213.

See, women's clothing! And soap! Given our history I think we can be forgiven for lingering over these reminders of a softer, gentler time, when no one was trying to kill us. Dropping the soap, yes, getting stabbed by Giaks, no. Suitably attired and smelling lily-fresh, we resume our journey.

You have been trudging through the forest for nearly two hours. The nagging fear that you are lost begins to seem a reality. Apart from the occasional cry of a Kraan in the far distance, you have seen or heard no evidence that the enemy is in this part of the forest. As you descend a rocky hillock, you see something unusual in the tangled woods ahead. Turn to 331.

Uh oh. My dad was almost killed by a 331 once, this might be bad.

Surrounded by thorny briars and closely packed roots, you see the entrance of a tunnel disappearing into the hillside beyond. It is approximately seven feet in height and just over ten feet wide. As you get closer, you can feel a slight breeze coming from the inky blackness. If the other end of this tunnel emerges on the far side of the hill, it could save you many hours of difficult climbing. But it could also harbour unknown danger.


[polldaddy poll="3419195"]

So what'll it be, gentlefolk? A brave but possibly foolhardy plunge into Freudian symbology, or attempting to scale a hill because it is there? Either way we're looking smart and smelling great, so I am sure we'll have no problems with whatever we might face.

SOD.181 – Wonder Girl

Not sure which incarnation she's on now, but this is one version of her.

Props 101

Many thanks to Hammerknight for putting together another totally cool guide to making some nifty stuff with HeroMachine 3. The table in particular is pretty rad, but the barrel is nothing to sneeze at. Great job once again sir!


RP: I bet it's a Slurpee!

(From "Police Comics" number 12, 1942.)