Koumei wrote:Wait, he did one even better than Transmet? I must check out Nextwave, it seems.
Yes, you must :snidehipsterwhoreaditbeforeitwascool:
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Koumei wrote:Wait, he did one even better than Transmet? I must check out Nextwave, it seems.
I had to read it after hearing the theme song.Josh_Kablack wrote:Koumei wrote:Wait, he did one even better than Transmet? I must check out Nextwave, it seems.
Yes, you must :snidehipsterwhoreaditbeforeitwascool:
Koumei wrote:I'm just glad that Jill Stein stayed true to her homeopathic principles by trying to win with .2% of the vote. She just hasn't diluted it enough!
Koumei wrote:I am disappointed in Santorum: he should carry his dead election campaign to term!
Just a heads up... Your post is pregnant... When you miss that many periods it's just a given.
]I want him to tongue-punch my box.
The divine in me says the divine in you should go fuck itself.
While I did like your list, I was thinking more of a top 5-10 things wrong with Identity Crisis.Ancient History wrote:I gotta think about that. I mean, my tastes have changed a bit over the years, and I've grown way disillusioned with Marvel and DC but...yeah, I guess I could.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
I honestly think that the reveal of Dr. Light as a rapist was supposed to be the payoff in of itself. I mentioned grimdark retcons previously, and given the infamy of events like 'Wonderdog mauls and eats Marvin and Wendy' or 'Gwen Stacy has sex with the Green Goblin' or 'Iron Man gets all NKVD on his allies' I think that firmly fits into the territory.Ancient History wrote:2) No Pay-Off
I agree. Which is one of the reasons why DC comics and to a lesser extent Marvel comics fail to interest me. The heroes on an ensemble team need to be roughly the same power level.5) This Should Not Have Been A JLA Story
JLA stories are difficult. You need some threat or challenge that takes the combined abilities of the group to address.
That's the thing that irked me about the story the most.4) Wasted Potential
Here's the damnedest thing: the discussion about mindwiping your victims is one superheroes should totally have. There are lots of implications about heroes as vigilantes with their own space station to begin with, but it's like the Squadron Supreme: if you're going to bring up a serious fucking issue in a serious way, you really need to make it the centerpiece of your story.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Shrapnel wrote:TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.
Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
Ancient History wrote:We were working on Street Magic, and Frank asked me if a houngan had run over my dog.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
The girl was examining a stamp, and they essentially called her a fake stamp collector.Lago PARANOIA wrote:virgil, I didn't get the last panel in your comic. What the hell?
Apparently there is an extremely socially inept subset of male nerddom that when faced with attractive young women who show up at comic book stores (or, god help them, conventions) wearing a superhero t-shirt (or god help them, a consume) and attempt to engage them in conversation about comic books ( or science fiction, or video games) of all things assume that it is some type of trap and, their fight-or-flight instinct suitably engaged, either run the fuck away or verbally attack the young lady, often in mass.Lago PARANOIA wrote:virgil, I didn't get the last panel in your comic. What the hell?
Shrapnel wrote:TFwiki wrote:Soon is the name of the region in the time-domain (familiar to all marketing departments, and to the moderators and staff of Fun Publications) which sees release of all BotCon news, club exclusives, and other fan desirables. Soon is when then will become now.
Peculiar properties of spacetime ensure that the perception of the magnitude of Soon is fluid and dependent, not on an individual's time-reference, but on spatial and cultural location. A marketer generally perceives Soon as a finite, known, yet unspeakable time-interval; to a fan, the interval appears greater, and may in fact approach the infinite, becoming Never. Once the interval has passed, however, a certain time-lensing effect seems to occur, and the time-interval becomes vanishingly small. We therefore see the strange result that the same fragment of spacetime may be observed, in quick succession, as Soon, Never, and All Too Quickly.
hyzmarca wrote:Then I did some google searching and "fake geek girl" accusations are apparently an actual thing.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
The horrible thing is that "fake geek girls" actually exist as marketing devices. And so these terrible people feel justified in abusing the girl at the comics shop wearing a green lantern tee because Olivia Munn once dressed like Chun Li.hyzmarca wrote:Apparently there is an extremely socially inept subset of male nerddom that when faced with attractive young women who show up at comic book stores (or, god help them, conventions) wearing a superhero t-shirt (or god help them, a consume) and attempt to engage them in conversation about comic books ( or science fiction, or video games) of all things assume that it is some type of trap and, their fight-or-flight instinct suitably engaged, either run the fuck away or verbally attack the young lady, often in mass.
When Identity Crisis first came out I said that if they wanted to really do a serious rape story the victim should have been Superman. I stand by that conviction.Ancient History wrote:Oh that. Ghost. Where to start.
1) Women in Refrigerators
Sue Dibny, raped and murdered. Jean Loring, insane. Arguably, Zatanna dishonored. These were rather minor characters in the grand scheme of things, but it was pointless sensational violence for no damn fucking reason, and not the enjoyable Michael Bay explosion superhero punch-ups. In Identity Crisis, violence against women is done just because they're women and considered expendable side characters. It even made Zatanna a dick for brain-raping people...I mean jeeze, that's normally the martian's job, isn't it?
Making this still worse is that the girls who are paid to wear the skimpy costumes to help sell things are an affront to the dignity of all comic fans. They objectify the women and their entire job is to manipulate the men. Everyone should be on board with disliking this tactic and the companies using it, but instead it's turning into some stupid war of the sexes where all women become the enemy.Sashi wrote:The horrible thing is that "fake geek girls" actually exist as marketing devices. And so these terrible people feel justified in abusing the girl at the comics shop wearing a green lantern tee because Olivia Munn once dressed like Chun Li.hyzmarca wrote:Apparently there is an extremely socially inept subset of male nerddom that when faced with attractive young women who show up at comic book stores (or, god help them, conventions) wearing a superhero t-shirt (or god help them, a consume) and attempt to engage them in conversation about comic books ( or science fiction, or video games) of all things assume that it is some type of trap and, their fight-or-flight instinct suitably engaged, either run the fuck away or verbally attack the young lady, often in mass.