Sunday, October 12, 2025

ChatGPT seems to have opinions about the sort of games I want to play


I've been continuing my experimentation in using AI to code games/game aids by playing around with a character generator for the various threads of gaming that bounce around in my head.  The main games and settings I'd like to establish by the end of the year (fingers crossed but yeah right) are the Monstrous Matters setting, my own little fantasy heartbreaker (and an associated setting...?), and People of Adventure (POA), my take on skirmish gaming using action figures, with rules rooted in the RPG mechanics of the first two.  And then, beyond that, I'd eventually like to have something concrete in place for Agents of SKA, Underground Elemental Beastfighting, and probably 100 more that I wrote about one time and promptly forgot about.  Anyway, as I (use ChatGPT to) build the generator, those first three plus Agents of SKA are the campaigns I've included to form the skeleton to which I can add other settings later.

So, of course, in the midst of making adjustments and returning code to me during our conversation, ChatGPT decided these should be the campaigns I make characters for:

Classic Dungeons
Underworld
Skyward Isles
Vault Raiders
Mutant Frontier
Agents of SKA
Generic Fantasy
Post-Apocalypse
Science Fiction

Wha--?

Now, to be fair, I'm running with three different systems for the characters — 5e, my Monstrous Heartbreaker, and a system neutral option — so I think the really generic choices on there can be chalked up in part to the AI "wanting" campaign names that it finds very appropriate to associate with "5e" and "System Neutral."  Still, though...I truly don't get why chatbots will occasionally change things up like this out of nowhere (it's made a similar call for my species and class choices, as well as the general layout of the generator)...almost as if they think they know better even on matters of opinion, intention, and creativity.

And...well, maybe that's true, as when called out on it, ChatGPT first apologized(!), then went on to say, "That’s the version I included in the code above — these are your intended campaigns, right?"

Oh, okay...trying to tell me something, ChatGPT...?

We did get this little misunderstanding worked out, but it didn't take all that long for it to contribute some campaign options once again, with the choices becoming:

Agents of SKA
Underworld
Epic of Elaria

At this point, I started to wonder if maybe this AI has its own fantasy heartbreaker that it's looking for a chance to bring into being.  I asked it to create a cover for an Epic of Elaria RPG book and got this...


...so I guess it's pretty much generic fantasy, but the elves have one really long ear that they use for...making precise measurements...?

I'll post more here if I find out more about what happens in this Epic, or in any of the other campaigns toward which I'm being guided...

Tuesday, October 7, 2025

A slice of 1970s RPG life (IN SPACE!)

While I have unfortunately never gotten to roll dice with him, I knew that my uncle played D&D during its very early days. He suppposedly even wrote for an RPG fanzine, and while I had never seen any solid evidence of this before, my mother recently sent me some of his handwritten notes that she found in old papers from my grandmother's house. Apparently, we get a little glimpse here of what his adventures were like while playing with his acquaintance George as DM. No idea if this George fellow is anyone I've heard of otherwise, but it seemed like it'd be neat to type up the notes and share them here. Hopefully Mom will find more soon...


July 19, 1975

I was recently able to take part in a very unique campaign of Dungeons & Dragons. Because the setting has some really interesting differences from most of the ones I’ve played in up till now (more John Carter than Conan), I thought it would be worthwhile to write up some session reports for the fanzine, so that others can see just how flexible D&D is. I’ll try to remember the story as precisely as I can, but please remember that these are all “after action” reports, so I may miss some details here and there.

When I arrived at my cousin Joel’s house for a summer visit, he asked if I wanted to take part in a D&D campaign his neighbor George had been working on, that had been described to him as “a fantasy war in space” (I think he even said George just calls it “The Star War”). I thought this sounded amazing and, having just picked up the Greyhawk supplement, figured this would be a great chance to try out some of its options before returning to my own D&D group next week. So, we gathered last night at the home of another neighbor (Ted) to have an introductory session where we learned about the setting and created our characters. The adventuring party would be Ted, Theo (we were lucky that with two Theodores in the group, they use different nicknames!), Joel, and me, with George as DM.

George said it would be okay if we wanted to play nonhuman characters (even ones that are usually monsters), and that it would be easy to work them into the campaign world as aliens from one of the billions of planets in the galaxy where the adventures take place. I asked if I could play a Bugbear (from Greyhawk, described as “great hairy goblin-giants”), and George worked out some stats for it really quickly. One of the interesting things he worked into it is that my character (called Chewy by the others) can’t speak Common due to the way my vocal cords are shaped, BUT I can understand it, and there are many characters of other species who are able to understand my language when I speak it. This actually seems like it could make for some interesting roleplaying moments, so I’m excited to see where it goes. At first it seemed like it would get annoying really quickly, but that definitely didn’t happen in our short first session of play.

I also wanted to keep the faux-medieval fantasy theme typical to D&D going a little bit, so I asked if it would be reasonable for my Bugbear to have a crossbow as a main weapon. George said yes, but that it should be set up to fire energy like the raygun-type weapons the others are using. He said he would work something out about how those of the Bugbear species like using crossbows for some reason.

With the options being wide open, I don’t really know why Ted, Theo, and Joel all just wanted to play humans, but they did. Ted is playing an older spellcaster named Ben that George kept referring to as “sort of a space wizard who is also good in combat,” and Joel is this classic “farmboy who wants to be a hero” type guy with an amazing last name: Starkiller. (I actually can’t even remember what his first name is; I just called him Starkiller all night, because that’s just badass.)

Starkiller has some skill in flying, but the main pilot of the group (as George said we should have at least one in the party who owns and can fly a starship) is played by Theo, a pirate named Hans. I figured it would be cool if Hans and I had a history together, so we worked out this fairly elaborate story where he saved my life one time and now I’m completely dedicated to his protection and service. So, it was decided that Chewy the Bugbear is also a bit of a pilot himself.

After giving us a brief overview of the campaign world he has created (which honestly sounds absolutely amazing, and which I could never do justice by trying to describe it here – the key point is that in the galaxy, there is an evil Empire that is in control, and a group of rebels have been joining together to try to fight back against it), George had us introduce our characters to each other and jumped to an actual in-universe scene to make it all more impactful. You guessed it: We met in a tavern! I wish I had a recording of the way George described this “cantina” as he called it, and all the incredible species of aliens drinking in it.

The story so far is pretty straightforward. Starkiller and Ben were given what I assume is the key MacGuffin of the first adventure, some plans for a planet-destroying starbase which are being carried by one of the robots they have with them (both of whom were outside the tavern for our first meeting). So, they hired me and Hans to take them to the planet where they are supposed to deliver them. It was actually a pretty fun scene in terms of interaction, as Theo had Hans go on and on about how great he is as a pilot and how good his ship is, and he actually haggled with them on a price for the job (even though we all knew we were going to take it).

That was pretty much the end of the main story for the evening, and we’ll pick up next session as we head to a new planet on Hans’s freighter to deliver the starbase plans. There was a final little bit of roleplaying where George introduced this alien bounty hunter who wanted to capture (or maybe kill?) Hans. My first impression was that this alien (who I’ll admit had kind of a ridiculous name, Greed-O) was going to play a role in the unfolding adventure, but I hope that wasn’t the case, since Hans pretty much immediately killed him! George and Ted also talked a little about how Ben’s past is going to play a part in upcoming sessions, and apparently George gave Ben and Starkiller some sort of magical weapons that will come up again. I am guessing it’s the “blade of light” that Ben wielded during the tavern roleplaying scene, but we’ll find out more as the story unfolds.

I’ll be back to the journal tomorrow night with updates!

-HAG
From here

Thursday, October 2, 2025

(UEB v2.0)

[NOTE: I didn't mean to put this here as its own post, but since it's already achieved more than most of my posts by getting a comment(!)πŸ˜…, I think I should leave it here. Good luck in your beastcatching!] Elemental Beasts

Looking for a beast companion? Choose your element...

Underground Elemental Beastfighting -- The Video Game

(Although that's a really generous term for this...)


I found myself with some time to devote to geek projects on Monday, and while I intended to knock out something worthwhile in progressing People of Adventure (aka POA...my take on 3.75" action figure skirmish gaming), of course I ended up getting distracted by PokΓ©mon.  In this case, it was because I had seen an article where a guy talked about using AI to code a simple video game (even though he had no coding experience), and so I wanted to take a quick look at what that process was like, and the next thing I knew, I'd been on my phone going back and forth with ChatGPT for a few hours trying to make it understand the direction I wanted it to take the game's programming (and to keep it from "deciding" on changes I didn't request at all).

I'm honestly not completely sure how I feel about the use of generative AI in creative pursuits (and my thinking gets even muddier when it comes to its use in the technical realization of human-generated ideas)...BUT I thought it'd be worth mentioning on here how crazy it is that a very averagely-technologically-savvy old dude like me can put together a functional "app" as quickly and easily as I did.  I know it really doesn't look like much, and it's just a simple HTML document, but man does this get my brain bouncing around among possible future projects to start and never finish.  Maybe I should work on this piece by piece and turn it into the fully realized version of Underground Elemental Beastfighting...?  Maybe I should use AI to finally get Ring Doctors into a completely playable form...?  Or maybe I should try to keep my focus on just one project at a time...but attempt to harness this newly tapped resource into improving it...?

Yeah...I dunno.

But...I'd be delighted if you wanted to take a moment to check out the direction I'm going with UEB.  You can click here if you'd like to see its humble opening scene.  You'll be asked to choose an element for your Beast...


...then given a randomly generated monster (with d20-ish stats) and the option to send them into the Beastfighting pits to find glory, misery, death, or some combination of the three.


There's not much more to the story at this point, but I can't really exaggerate how amazed I am that this thing works at all.  And now that I have a skeleton to build from, who knows...maybe it'll actually lead to me learning a thing or two about coding...?

Whoa whoa whoa...guess I don't want to get ahead of myself.

Anyway...if you have any ideas on this, please send 'em my way!

Monday, September 22, 2025

Aaron Burr, Sir

Hmm...maybe I should have deemed this a Musical Monday...?  Well...at a time when I'm hardly blogging at all, I guess the timing is just right for this one, even if it's just me posting about stuff that's been making me happy lately.  (It also puts me into an interesting -- to me, that is -- one-year cycle for posting about how much I like Broadway.  Maybe there's something about this Northeastern fall weather that makes me think we should all be singing all the time...perhaps to stave off the inevitable seasonal depression that the shortening daylight heralds...?)

Anyway...yeah, I've come to like Broadway musicals quite a bit, with much of that interest almost certainly attributable to the Hamilton phenomenon.  I've always enjoyed them and even daydreamed of incorporating elements into my own creative projects, but when I finally saw Hamilton (on Disney+ during Covid lockdowns), a whole new level of interest was unlocked.  There are a billion and one opinions of the show out there, so I won't bother with writing much in the way of specifics, but I will say that if you're reading this and you haven't seen it, you owe it to yourself to give it a solid shot sometime...maybe even if you don't like musicals at all.  It is likely the most complete and compelling work of art I've ever experienced, and I have a feeling I'll still be discovering new layers of storytelling within it after several more years of watching and listening to it.

Image from here

So, two things on Hamilton:  First, a couple of weeks ago, the very well-filmed presentation of the live show that has been on Disney+ since 2020 was released to movie theaters for the first time.  While I've read about some people having less-than-stellar experiences with raucous crowds singing and dancing along with the film enough to hamper others' enjoyment (writer and original Alexander Hamilton, Lin-Manuel Miranda, did post that fans should sing along), our experience was just awesome.  Pretty much everything hits a little different on a big screen with surround sound, and the shift in perspective and ability to catch little details had both Laura and me thinking that it was cut differently from the version we'd already seen many times.  (That doesn't seem to be the case.)  There's also a documentary-style intro that adds a bit to the experience, but the real draw for me was just getting to see the show in a (literally) different light, with the framing and camera angles often making it feel like we were sitting in the audience of a live theater.

Image from here

Anyway, we were pretty excited when we found out that was going to be happening, and it lived up to expectations.  Our reactions to it were nothing, however, when compared to our learning that Leslie Odom Jr. -- who originated the role of Aaron Burr in Hamilton's Broadway run (and won a Tony for his efforts) -- would be returning to his old part for 12 weeks this year.  Laura got in early for tickets (when we could still afford them), and we got to see him last week.  And I don't want to oversell how great it was, but...it was pretty much the best thing ever.  Obviously, everyone in Broadway shows is super-talented...but my gods can this man sing.  You could feel the anticipation in the room when his biggest numbers were about to start.  I think "The Room Where It Happens" is the one that really popped for me that night, but I'm probably most excited that I got to see him perform "Wait For It," which is such an incredibly moving song with him behind it...


So...that's pretty much what I've got today.  Just a nod to the genius of Hamilton and the transcendent talent of Leslie Odom Jr.  Because I'm always kind of thinking about how gaming weaves in and out of the things I enjoy, I'm certainly turning over some tabletop ideas in my head after all of this.  It got me thinking about rules for a duel with pistols (uh...spoiler alert, I guess, if you don't know much about Aaron Burr), and it really has me working through thoughts on how to bring the narrative artistry of Broadway into a tabletop RPG.  There has to be something there...I just have to figure out what tools are needed for a musical to emerge from a story about beating up goblins and taking their stuff...

Monday, September 1, 2025

Grozz keeps gettin' graphic...plus, a Soldier!

I hate to start out posts by just lamenting my lack of posts...

BUT...man, I'm really having a tough time working regular blogging back into my schedule, aren't I?

Luckily, Grozz has me covered!  If I can't post my own thoughts, I can at least update my buddy Art's graphic novel reviews every so often.  So...that's what I've done.  He led with Scott Pilgrim & the Infinite Sadness and has now added The Punisher: Born to the list.  Check out the Gettin' Graphic With Grozz page for the full (yet concise) reviews...!

Image link

And to celebrate the Punisher's appearance among the selections on that page, I though it'd be fun to stat out old Frank (or, more specifically, a rather young Frank) using the Soldier class I recently wrote about...

(More soldiers to come, I think...!)

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Frank Castle

(Francis G. Castle, born Castiglione)

Soldier, Level 2

Image from the Marvel Database.  Plus, check out Kelvin Green's excellent breakdown of this issue from his exploration of Marvel Comics' 1991 offerings.

Human, 25 years old
Affiliation: United States Marine Corps

STR       DEX        CON      INT       WIS      CHA
15 (+1)  13 (+1)   14 (+1)   14 (+1)    16 (+2)    13 (+1)

HP 12     Move 30 ft. (6 units)
Attack Bonuses: +3 melee, +3 ranged (+5 w/Two-handed Small Arms)
Additional notes: Effects of exhaustion treated as one level lower than usual

Proficiencies
Skills: Athletics, Perception, Religion, Survival
Languages: English, Italian, French, Russian, Dari, German, likely others
Saves: Strength, Dexterity
Weapons: All simple and martial weapons; expertise with Two-handed Small Arms
Armor: All armor, shields

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Tuesday, August 19, 2025

Rehashing a 5e-ish Soldier class...to get me rolling...

Man...I had a nice little blogging rhythm going for a brief span...which I guess was easy enough when I was just doing irregular work from home.  Now that I'm back to "the grind," I'm a bit disappointed in how easily I've let the million and one blog posts I want to write get repeatedly pushed off to another tomorrow.  (I do have kind of a cool job though...where I scan my fingerprint to get into the lab and have to unironically say, "I can't tell you that," when folks ask about some of the details of my work.  It's honestly nothing all that exciting, but it's fun to play important government contractor sometimes...maybe I'll work that into a post at some point...)

Image from Joepedia

So, I need to do something to give me a nudge back into action, to help me maintain my delusion that I'm getting closer and closer to finishing some of the projects I've started over the years, then left to barely keep a heartbeat through a trickle of attention here on Monstrous Matters.  I'm finding that, sometimes, I want to post about something specific, but then I think, "Wait, that'd be better if I ALSO posted this character with it..."  Which then leads to, "Oh, if I'm gonna post that character, I need to outline this class first..."  Which quickly devolves into "How can I write up this class without first finishing that other class I need to compare it to?"  And by that time, I'm well past thinking about whatever post idea prompted the whole chain of events, and the cycle gets to start all over again when I read a science article or see an action figure I want to pick up.

This is (hopefully) a post that's going to make it easier to write down the stuff I want to, when I want to, IF I actually have the will to.  Now that I've posted some thoughts on classes for my fantasy heartbreaker, I want to revisit the Soldier class that I scribbled down a couple years back (with action figures in mind) so that it'll fit the simplified, OSR-inspired, 5e-ish form of Monstrous Heartbreaker classes.  The basic fighting class for the game is The Warrior, which is essentially just a simple set of rules that boost a character's effectiveness in combat in different ways.  I think The Soldier should be similar but give a bit more of an impression of formal training in things besides dealing and taking damage.

As for balance...?  I definitely don't want to end up with comparisons that make one class better than another in every reasonably conceivable RPG scenario.  BUT...I'm also a believer that anything different about two similar components of a game is an opportunity for scenarios where either one can outshine the other.  So let's see where that puts me with...

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Image from Joepedia

The Soldier


Hit Points: [5 + CON] per level  (Hit Die: d10)

Proficiencies
Armor: All armor, shields
Weapons: All simple and martial weapons
Saving Throws: Strength, Dexterity
Skills: Athletics, Survival

All characters have had a life leading up to becoming a 1st-level adventurer, and many have hobbies and interests outside of their main profession.  Decide on some of these details for your character, and select one additional Skill (from the Skill list) and two Tools and/or Talents to represent the proficiencies gained from these activities.

Equipment
Begin with a set of campaign-appropriate equipment (per DM).


Tireless
Beginning at 1st level, you treat the effects of exhaustion as one level lower than usual.


Military Specialty
You have trained for one specific role above others. At 2nd level, choose one or two of the specialties from the following list of items in bold. You gain the underlined items (skills, talents, tools, weapons, and/or languages) as proficiencies. If you already have the proficiency from another source, you gain expertise.

Asterisks (**) indicate the "cost" of each specialty. You may choose one ** specialty, two * specialties, or one * specialty taken at the level of expertise (does not stack with expertise otherwise gained).

Airborne (Athletics, Parachutes) **
Artillery *
Chaplain's Assistant (Perception, Persuasion) **
Cook *
Communications (equipment) *
Diving *
Dog Handler (Animal Handling, Dog Training) **
Electronics *
Hand-to-Hand Combat Instructor (Unarmed Combat, Perception) **
Heavy Weapons *
Intelligence (Perception, Deception) **
Interpreter (Choose four languages) **
[Biome] (Arctic, Desert, Jungle, etc.) Warfare (Nature, Survival) **
Medic (Medicine) *
Pilot (aircraft) (Flying, Aircraft Repair) **
PT Instructor (Athletics, Perception) **
Radar *
Rifle Instructor (Two-handed Small Arms, Perception) **
Sabotage (Insight, Demolitions) **
Small Arms Armorer *
Transportation (Driving, Ground Vehicle Repair) **


Action Surge
Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level (seriously? good luck to you...), you can use it twice before a rest, but only once on the same turn.


Ability Score Increase
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Image from Marvel.com

The idea with this class is definitely to have the skills of a "typical" member of an infantry as the core (so that many members of the Joe team fit the model, and to feed the mechanics of action figure campaign play), but I wouldn't mind having it flexible enough to also cover similar roles like those taken on by the drivers of the Wheeled Warriors' Lightning League, or MCU Sam Wilson's work in the Air Force. The list of options is definitely a work in progress...as I tried to get the ball rolling by looking through some early G.I. Joe file cards and adapting what I found there, but it's surely an effort that could use a deeper dive into that source material, and maybe even a little more reasoning around the balance of specialties (yeah, even after scoffing at the idea of balance up above).

But now that I'm "free" to stat up Soldiers to my heart's content, I suppose I'll see how that all works out...

Thanks for reading!

Monday, July 21, 2025

It's time to get graphic with Grozz...

And now, for something completely different...!

(Sort of.)

I've mentioned my good friend Art (AKA Grozz) before here on Monstrous Matters when I wrote a bit about the boxing microgame Ring Doctors that he inspired me to try creating.  Since then, I've learned that (1) his name is, indeed, Art, and (2) we share many interests beyond the tabletop sports sims that were at the center of our meeting back during Covid.  I'm not even completely sure what he knew about me that led him to take this specific approach, but it was somewhere around the time he left a random voice text that was just a selection from Rorschach's journal (read in character) that I was like, "Yeah, I think this dude is weird enough that we'll probably get along pretty well..."

Grozz

As we talked comics more, I realized that Art took the time...seemingly after every comic he read...to put together concise but detailed reviews of the work he had just made his way through.  As in...it seems to be part of his process...like a comic isn't fully digested until he has it summarized in review form.  And he was about to take a journey through a list he found of the top 100 graphic novels ever.  It's the kind of thing that I would want to share here on the blog if I were ever organized and methodical enough to do it for everything I read.  But, y'know.  I'm not.

BUT...I also thought it'd be cool to collect his reviews in one place.  And since I have a blog about nerd stuff...I have that power.  And so, today I introduce to you a new section of Monstrous Matters...Gettin' Graphic With Grozz.  There's a permalink up there on the menu bar below the header; I'll try to post when new entries are added.  The plan is for them to be collected on that page as long as Monstrous Matters is plugging along as an amorphous expression of my life and interests.  As a bonus (for me)...I've just started a new job and have fallen off of the blogging schedule I managed to build up for a little while there, so this gives me something to make me feel like I'm tending my little corner of cyberspace a little more than I actually am... ;)

I definitely appreciate Art "trusting" me with his reviews!  Obviously, this isn't exactly a hub of internet nerddom, so I'd be a little surprised if the overall number of eyeballs on his work is actually increased significantly by appearing here in addition to the other spots on the web where folks post reviews...

But, hey...you never know.  And to all of you readers/victims of the usual Monstrous Matters content, I hope you enjoy!  It's all definitely a work in progress...please let me know if you have any thoughts or suggestions for making this feature worth even more of your time.

(Oh!  And in case it needs to be said:  Art's opinions, on comics or anything else, are not mine, nor do my opinions = Art's.  And the opinions expressed in "Gettin' Graphic With Grozz" are not the official stance of Monstrous Matters.  I suppose you could say that my opinions actually are the official stance of Monstrous Matters, but that view implies a level of perceived self-importance that makes me pretty uncomfortable, so I'm not gonna be the one who says it.)


Wednesday, July 16, 2025

Wheeled Wednesdays: Maybe, someday, in 1:18?

When I was growing up, 3.75" action figures (AKA 1:18, AKA God's scale) were understood to be the default size for any new toyline coming out, especially if the line included a fair number of vehicles.  This is thanks to G.I. Joe and Star Wars, of course...and while there were certainly some iconic action figure lines that deviated from this scale, if they were going to do so, they needed to have a reason.  It has been a lot of fun as a grown-up kid to see characters that weren't originally available in that size (or weren't originally available at all) make their way into 1:18 form through lines like Super7's ReAction Figures.  Several years back, Hasbro even released a San Diego Comic-Con exclusive set that featured characters from brands that spent the '80s in another scale (e.g. MASK, Rom, Visionaries) brought in line with the 4" G.I. Joe figures of the era.

Official product shot, found with this review at the Transformers Wiki Community

Much like MASK, the 1980s Wheeled Warriors toys were released in a much smaller scale than G.I. Joe and Star Wars (and even smaller than MASK, for that matter), which allowed for an extreme focus on cool vehicles without vaulting the toys out of the price range of their target audience.

Image from eBay

My renewed interest in these toys was spurred, at least in part, when I was thinking recently about what other lines or properties I would enjoy seeing with 3.75" figures, and I realized that Wheeled Warriors would be very close to the top of that list (if not at the very top).  I like the idea of having Joe-sized figures to represent the generic folks that came with the toys (like Drill Sergeant's driver above), but since Jayce and the Wheeled Warriors was a reasonably popular cartoon, some action figure customizers have naturally turned their attention to the series, and I'd also like to occasionally look at some examples of these creations here on Monstrous Matters.

The first set of awesome customs is from artist Chris Sizemore, who posts on Instagram as sizemore77customactionfigures and on the HissTank.com boards as Flint_rocks.  Four of the show's heroes, as well as main series baddie Saw Boss, are represented here in the updated (4") G.I. Joe scale.  I definitely recommend clicking over to this thread on the forum to see these in greater detail...!

From the HissTank.com forum

Wednesday, July 9, 2025

Wheeled Wednesdays: Let's go ahead and get this out of the way about Jayce and the Wheeled Warriors

Okay, after focusing last week on the greatest contribution of the Wheeled Warriors to 1980s pop culture (that theme song!), today we have to come to terms with some of the fundamental issues of the IP.  It's worth it to talk about these things now, so we can keep them in mind while evaluating aspects of the series and toys, and then set them aside as needed to get closer to fully appreciating the franchise.

Image from Wikipedia

#1 - The cartoon is remarkably disconnected from the toys.

This isn't completely out of line with 1980s standards.  With the onslaught of toy/cartoon one-two punches of the era, there were often discrepancies between the onscreen product and the items found on store shelves, especially if the toys included comics giving a glimpse into the world of the toys.  (See, for example, the early efforts of the Masters of the Universe toyline.)  With that said, there's a special kind of disconnect going on here.

The show is called Jayce and the Wheeled Warriors, yet a Jayce figure was never released.  In fact, the figures that came with the toys weren't even given names and were essentially generic soldier-drivers onto which kids could paste whatever background they wanted.  Now, I actually think this is pretty cool.  I had tons of fun with my Wheeled Warriors (despite later trading them for a MASK Switchblade).  It's probably worth noting, though, that my little south Georgia town also didn't even have access to the syndicated show, so the only time I was able to see it (same with MASK, fwiw) is when we visited my grandmother in Florida.  My kid brain definitely conjured whatever version of WTF it was able to grasp when I did finally look through Grandma's TV listings and find this show about a dude named Jayce.

Image from the Jayce and the Wheeled Warriors Wiki

#2 - The cartoon's first episode...and arguably its entire premise...is a mess.

I really look back on the Wheeled Warriors fondly.  I like the idea of playing in that universe, especially in the form given to us by the toys, with a small army of freedom fighters who work to save the galaxy/universe from a cabal of evil plant-brains who are self-aware enough to call themselves the Monster Minds.  And I'd love for that form of the franchise to be tied closely to the cartoon that lots of kids presumably watched in the '80s.  And I've watched the first episode of the show multiple times, wanting to love it each time.

Unfortunately...it just has some issues that are so glaring it's practically impossible to ignore them.

Now...once you get past the first episode, if you just catch up later with where the characters are in their (sort-of) arcs, this isn't much of a problem.  The show is well known for the participation of J. Michael Straczynski in its writing (and world-building?), and that may be why it comes across as so much stronger after that introductory story.  In fact, the last couple of episodes are probably some of the best 1980s toy-cartoon tales I've ever watched.  (Seriously, just find out the basics of the universe and skip to the last couple of episodes if you want to start out enjoying the series...)

But that pilot...oh man...

There's no way I'm going to be able to do justice to this whole topic in one hastily-tapped-out blog post, so I'd like to direct you to some YouTube creators who have delivered excellent looks at the series.  First of all, the channel Secret Galaxy (formerly Toy Galaxy, and arguably the best channel on YouTube) has a really nice overview that you can find here.

Second...and I'll embed these here...the channel RetroBlasting produced a three-part series on the franchise that I would imagine has served as a pretty comprehensive introduction to the IP for many people in the nearly 12 years since its upload.  Let me note...and I'm not completely sure why I feel the need to note this...that I really became aware of the dude in RetroBlasting's pair of hosts when he had a weird online beef with another guy whose Masters of the Universe (and general toy industry) content I liked.  It gave me a weird view of the guy to start with (one that was potentially completely unfair, btw) and has kind of made me assume this fellow's general approach to...everything...is to act annoyed by it.  Well, whether that's the truth or not, that attitude is pretty perfect for looking at the Wheeled Warriors and dissecting the franchise's foibles.  (And either way, these folks know their stuff and make great videos...)

The first episode here is largely a skit (that's actually pretty funny and demonstrates some of the fundamental problems of the IP well).  Part 2 covers the cartoon, and Part 3 hits the toys.  If you think they're worth a bit of your time, I hope you enjoy...!



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I'm still going to game-ify the Wheeled Warriors on here.  Soon.  Just a reminder, I want to be able to make a character sheet for this guy:
Image from eBay

Monday, July 7, 2025

Musical Monday: Seal sings "kissed by a rose on the grey," and my world is falling apart (a little bit)

"Kiss From a Rose" has to be one of the most well-known and well-loved pop songs to be heavily associated with a superhero movie.  Originally released in 1994, its inclusion on the soundtrack to 1995's Batman Forever (not a bad movie btw...something maybe suited for a future post...) is what vaulted it into the public...ear.  And it does work amazingly well with the Batman mythos, since Bruce Wayne's lasting emotional trauma after the death of his parents gives a simple connection to the song's rose on their grave(s).

Except I just found out yesterday that he isn't singing "grave," he's singing "grey."  And I'm not sure how to feel about it.  It seems to be a pretty commonly misheard lyric...I'm definitely not the only one to be shocked by it, and I found at least one person suspecting the Mandela Effect at play.

Which would make sense...I mean, we even see the Waynes' graves, and roses, in the music video, don't we?


Wait...don't we?  Wtf do I remember THAT from?

Hmm.  What else am I going to find out about all of this?

Wait a minute, Val Kilmer died?!


Okay, I'm leaving this and coming back to it...

Sunday, July 6, 2025

The last skill list I'll ever need...

...because it'll work for everything!

Fantasy?  Check.

Historical?  Of course.

Modern?  Yup!

Superheroes?  Absolutely!!

TRON-style interprogram conflict within a computer system?  Uh...

Maybe not everything.  I guess.  But I do want to have one that I can apply across most genres I'll be playing...and potentially mixing into the games that sprout from my fantasy heartbreaker.

Well...I wanna create stats for Mutt from the G.I. Joe team, right?  So let me think through this...


The core of the game is D&D Fifth Edition.  It has 18 skills, which were kept identical in the transition from the 2014 to 2024 editions and which are used as-is by the 5e-forked rules of Tales of the Valiant.  They're a solid set for fantasy and in general hit a nice level of broadness (breadth? too weird a word for this use...).  Some of the really specific choices from 3e/3.5 have been absorbed by others, and we're left with a selection of nouns that feel more specific than ability/attribute descriptors, but that all could also be subdivided into more specific tasks.  So...no Use Rope.  They should all stay; here's our base:

• Athletics
-----
• Acrobatics
• Sleight of Hand
• Stealth
-----
• Arcana
• History
• Investigation
• Nature
• Religion
-----
• Animal Handling
• Insight
• Medicine
• Perception
• Survival
-----
• Deception
• Intimidation
• Performance
• Persuasion

And vehicles, FWIW, are treated as Tools, so a different kind of proficiency entirely.

Now, I consulted with a couple of modern takes on 5e to see how they deal with the skill list -- Everyday Heroes and Ultramodern5.  They're both worth looking at!  And since both games are pretty open and have SRDs just a search away, I think it's probably safe to talk about their skill selections pretty...er, openly.

So...both end up with 22 total skills.  Ultramodern5 does this by just adding four more on top of the 5e list: Computer Use, Demolitions, Engineering, and Sciences (all designated for use with Intelligence, although I'm not TOO concerned with that yet, as I think it might be best to just let every skill check have its associated ability determined at the time of the check).  And vehicles, once again, are handled by a proficiency separate from skills.

Image from DriveThruRPG

Everyday Heroes, meanwhile, also has a list of 22 but goes about it in a different way.  For one thing, as you might have imagined I would get to by my mentions of them above, Vehicles is a skill in itself.  The rules also drop Arcana, History, Nature, Religion, and Animal Handling.  Arcana is arguably gone just to fit the modern setting better.  It's also possible that it is simply taken up into the new skill Social Sciences, much as History and Religion must be.  Natural Sciences can then absorb Nature.  (Getting rid of Animal Handling is a little bit of a head-scratcher for me, though.)

Image from DriveThruRPG

The other additions are Endurance, Computers, Mechanics, Security, Arts and Crafts, and Streetwise.  (Oh...and if it matters, Medicine is moved from Wisdom to Intelligence as the standard base ability.  I do like it better with INT...)

As I mentioned above, I want to take the Ultramodern5 route and just keep the basic 18 from 5e, adding on what's necessary.  So, from what I see here...what's necessary?  Both games have a computer skill...that's a good one.  Demolitions?  Nah...I definitely had a phase where I thought Demolitions made sense as a skill, but that just seems so...specific.  It can be a Talent/Aptitude/whatever I end up choosing to call the proficiencies that work kind of like Tools but don't have to be tools.  Same with Security from Everyday Heroes.

I'm fine with just one Sciences skill and letting Nature hang around as a related but not identical set of knowledge that someone may have.  After all, quantum mechanics seems to be at the root of how nature works, but that's not what we mean when we say someone has an understanding of Nature.

Arts and Crafts?  It's broad enough to fit the theme, but just seems...unnecessary.  And do we need Streetwise when we already have Insight, Perception, Survival, and all the skills that describe characters' impact on those around them?  (I don't think so.)

Engineering and Mechanics hit a similar note for the games, and I'm definitely tempted to run with one of those...there is something a bit different about these approaches as compared to the more theoretical angle of the Sciences.  That's a tough one, though...especially since we so often think of the scientists in a story/RPG as the ones who come up with all the gadgets.  I'm leaning no, but with these and Endurance, I could still be convinced either way.

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Alright...uh, drumroll please...?  The WIP skill list for the Monstrous Heartbreaker stands at (and please feel free to check my math on this):

• Athletics
-----
• Acrobatics
• Sleight of Hand
• Stealth
-----
• Arcana
• Computers
• History
• Investigation
• Medicine
• Nature
• Religion
• Sciences
-----
• Animal Handling
• Insight
• Perception
• Survival
-----
• Deception
• Intimidation
• Performance
• Persuasion

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I think it might work.  And I'm definitely up for whatever criticisms you may have to send my way...!

Saturday, July 5, 2025

Geeky SKAturday: Some love for Skapara!

For today's Geeky SKAturday, I wanted to look once again at Haruto Suzuki, the first agent known to be a member of the Agents of SKA (Sentinel Khrononaut All-Stars).  He was created/introduced back in February when I tried to highlight how much of an international phenomenon the ska scene is.  And then in March, Haruto got some stats and became the first representative of one of the SKA classes, the Three Minute Hero.

Born in Tokyo in 1981, Haruto has undoubtedly been greatly influenced by the multigenerational champions of Japanese ska, the Tokyo Ska Paradise Ochestra.

Image from TokyTunes

Formed in 1988, the band (often simply called Skapara) have become legendary over their 35+ year history.  They've played on video games, on tokusatsu, and at the Olympics.  Their sound is rooted in ska but influenced by styles from all over the map, and their musicianship is always top-tier.  It just seemed worthwhile to give them a bit of a shout out this week.

This year, they released a "best of" album, but they also continue to drop new singles.  I don't think this week's song of note is previously released, but I could definitely be wrong about that.  And for some reason, the YouTube video seems be blocked from embedding here...BUT, if you'd like to hear the track "Toi Toi," recorded with actor (and singer) Murotsuyoshi (Tsuyoshi Muro), just click here for it...

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I think the track does a pretty good job showing off their technical prowess and skill across genres.  I really wish I could embed it.  And I bet there's a way, and I just don't know it, which bugs me.  The GOOD THING, though, is there's a possibility I like the instrumental version even more (with apologies to Murotsuyoshi), and I CAN embed that one!  I could easily see myself using this in the soundtrack for an Agents of SKA game...

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So...for Haruto Suzuki, I really think I'd like to put together a custom action figure that will let him cross over from my SKA adventures to my POA (People of Adventure)...er, adventures.  I've never ordered from them before (and I think their website could probably be a little easier to navigate), but I'm thinking of grabbing a custom combo from Marauder "Gun-Runners."  This head and body combo looks pretty perfect for Haruto as a Rude Boy.  I can give him a few guns.  And instruments.  And if I can find a 1:18 porkpie hat somewhere, even better!

link

link

Marauder even has some pretty solid G.I. Joe cred after dipping into the Red Shadows faction for their own figures.  I'll definitely post here if I get Haruto put together and skanking...!