Overdue Who Review: The Invasion of Time

1978, The last story of season 15 (6 episodes)

Shimmering, mind-reading, non-corporeal aliens are too powerful for the Time Lords to thwart, so The Doctor has to trick everyone by becoming Time Lord President and de-activating the forcefield that protects Gallifrey. Only then will the mysterious Vardans reveal their true form – white dudes in jumpsuits. The Doctor institutes a ‘time lock’ which nullifies the Vardans in some hand-wavey fashion, but the lack of forcefield allows the warlike Sontarans to invade Gallifrey, with the full force of maybe four or five of them. The Doctor leads them on a merry chase through the bowels of the TARDIS and then shoots them with a space gun.

Overall a pretty embarrassing story that’s tough to slog through, punctuated with a few gags from Tom Baker.

The last story with Leela, I will miss her feisty penchant for knifing people.

Next up: the much better Ribos Operation

All the Resources in One Place: How to Be A Better DM (5 Principles):

  1. Communicate often with your players. Do this both as a group and one-on-one. Converse with them, not to them. Tell them what your expectations are of your players and ask what they expect out of their DM. If you see conflicts, address them. Understand that what works for some of your players may not work for others, and you may have to make some hard choices to play the game you want to play. But above all – communicate.

    TOREN’S TIP: You are the game referee, but you are not your player’s conflict mediator outside of the game. Set healthy boundaries. Seth Skorkowsky has an excellent video on his channel about this.

2. People these days talk a lot about ‘Session Zero’ – this is basically a subset of point 1. It could be in person or it could be virtual, or even just an email. It’s a communication of what the tone, gaming style, rules restrictions, setting, and everything else about your game will be, including what you will allow and what you won’t allow. This happens before the first adventuring session and it’s a great time to find out what your players are comfortable with (remembering that many of your friends have deep traumas that you might now know about including sexual assault, death of close relatives at young age, etc.).

Is alcohol allowed at the table? How about cell phones? Will characters level up via XP or milestones? What’s the balance between crunchy combat and roleplay-heavy social encounters?

TOREN’S TIP: Ask each character to have a connection or bond to any 1 or 2 other player characters (the fighter and I escaped the slave mines together; I follow the cleric’s god and look to her for advice; the druid is my adopted sister!)

There are lots of articles and youtube videos about what you should cover in a session zero. Here is a good one:

https://slyflourish.com/running_session_zeros.html

3. Watch your Group Size.
It’s legendarily difficult to find a good, stable gaming group (congrats if you have one) and there are different philosophies as to the perfect size. You can absolutely have a game with 1 player and 1 DM. Typically the magic number is 4 players and 1 DM. With smaller groups, you risk having to cancel the entire session if 1 or 2 players has to cancel, whereas if you have a larger group of 5 or more, the danger becomes when everyone shows up and you get very little done in the session because there is more time used up between players’ turns. It really depends the reliability of your players so all I can say is good luck!

4a. Set reasonable standards for yourself. Everyone wants to be the greatest DM/GM in the world, and many feel like podcasters and youtuber like Matt Mercer are the gold standard to aspire to. Keep in mind these are professional actors and what you are watching are performances for a medium, rather than a casual gaming group of friends. Look to them for inspiration and ideas, but remember you will never be Matt Mercer, and you shouldn’t. Just be a good you.

4b. Don’t burn yourself out! I find preparing for my RPG sessions very therapeutic, but manage your expectations. The players will inevitably thwart or avoid many of your lovingly crafted encounters, so just try to roll with it (pun). Also, find a balance for how often you play. Most people try to have a weekly game, but if that seems to be too much for you, adjust the schedule. See if anyone in your group is interested in running a separate game (even a different system) and you can alternate weeks as a GM and a player. Also, consider the idea of a co-DM, if you have a friend that you have a good relationship to work with, having two DMs can ‘share the load’ as Samwise Gamgee once said.

5. Is Everyone Having Fun? If they are, then you are doing it right! This might be the most important tip, perhaps tied with #1. And if you are not having fun. Ask yourself why and what you might want to change.

MORE RESOURCES:

https://theangrygm.com/tag/gming-basically/

Overdue Who Review: Underworld

Season 15, 1978 (4 parts)

“The Quest is the Quest”

Leela and K9 materialize with the doctor on a Minyan ship questing to find a DIFFERENT Minyan ship carrying their ‘race bank’ to populate a new homeworld. They find it at the center of a planet where as usual society has developed into a slave class and a ruler class, plus the supercomputer ruling them all. A very boring story with jarring chroma key/blue screen of the various characters running through the ‘underworld’ of caves.

The best part of this story is the pacifier guns which make angry people docile and dopey for a while.

Next: The Invasion of Time

D&D and Call of Cthulhu Miniatures for Sale

Various sold individually. If something doesn’t have a price please ask. Please keep in mind all photos may not be 100% up to date, let me know what you’re interested in and I’ll visually confirm them for you.

Chainmail Gnolls – $10 each

Original Spaceship Zero Art

Astro-Automaton

If you see something you like make sure you contact me! I may have neglected to remove previews of unavailable items. I’m that way.

All reasonable offers considered! Prices in USD unless otherwise stated

If there’s no price listed for an item it’s because I haven’t gotten to it yet – PLEASE contact me! thickets@uniserve.com and/or:

INSTAGRAM https://www.instagram.com/torenatkinsonartist/
DEVIANTART https://www.deviantart.com/torenatkinson
ARTSTATION https://www.artstation.com/torenatkinson
FACEBOOK https://www.facebook.com/torenatkinsonartist

REDDIT https://www.reddit.com/user/torenmcborenmacbin

The following drawings were published in Spaceship Zero: The Roleplaying Game. All of these are pencil on paper unless otherwise noted

Comic Book Art!

These are original comic paper size 11″ x 17″ – they don’t have text on the original art. Photos forthcoming

Overdue Who Review: The Sun Makers

Season 15, 1977, 4 episodes.

An evil corporation on Pluto has a stranglehold on the economy and freedoms of mankind. But The Doctor, Leela and K-9 foment rebellion! Surprise, the creep in charge is an alien!

This is a less gonzo episode than the past few and that’s welcome. It’s perfectly serviceable and apart from K-9’s errant laser beam there’s not much groanworthy special effects. The characters are standard but fun, especially the smug tax collector who reminds me of a greedy pompous Fred Willard who really loves his job. Apparently the writer of this episode really had a grudge with taxation.

You’d think an episode called the Sun Makers would have more focus on the artificial suns around Pluto. But really it seems just a way to justify the typical English grey skies when the characters are outdoors.

Next up: Underworld

Overdue Who Review: Image of the Fendahl

Season 15, 1977, 4 parts.

Some unethical scientists do some kind of sciencey-scan on an unusual, possibly alien, skull. This ‘activates’ the skull which slowly transforms the lady scientist into a gold, gorgon-like woman and summons beasties reminiscent of H.P. Lovecraft’s From Beyond…I think so that it can manifest into it’s previous gestalt form and do some bad things to the universe. Luckily, old local Mrs. Tyler is a disciple of the ‘old religion’ AKA witchcraft and knows some tricks, and she teams up with our heroes.

This is one that probably could have been done in 2 episodes, especially considering The Doctor and Leela don’t do much until the climax. As usual it’s a mix of occult and space/time gobbledygook. The most mad of the mad doctors has a bad accent but the other doctors are less hammy. Overall, another germ of an interesting concept, left out so long that it becomes stale, and tentatively kicked down the hall a bit.

Next up: The Sun Makers

Wally Zoo Meets the World Wildlife Federation of Justice

SUPPLEMENTAL MATERIAL

A bit of background on how I got here…

It all started in the late 90’s, I made a character for a superhero roleplaying game I was playing. That was Rhinosferatu, the vampire rhino

He was such a hit I started thinking about what other animal superheroes and villains I could make using punny portmanteaus. Some worked! Boomerangutan, Cardinal Sin, Dupligator, Earthquack… Others, not so much (Dire Rhea?)

Naturally, I started drawing all these characters, studying character design by buying a lot of old Super Goof, Mighty Mouse and Baby Huey comics.

When the opportunity arose, I created a mini-comic, “The Ominous Origin of Rhinosferatu” that was published in a local anthology

Rhinosferatu Page 3

This led to another, longer comic with a wider array of characters in a book called “Mega Fauna”

“Eye Eye Eye” written by Ian Boothby

Once I became a storyboard artist, I used Storyboard Pro to make a rough opening titles sequence for a proposed cartoon

Suffice it to say that anthropomorphic animal super heroes have been a bit part of my life for a very long time. I love the designs, the mash-ups, and the puns.

The WWFJ has been pitched before in different formats, but some real life ordeals that have come up lately made me realize that the way I deal (or not deal) with real people could use some work. And so with that angle I have re-adjusted the pitch to include the character of Wally Zoo, who likes to lose himself in a fantasy world. I hope that with this series I can tie the good clean fun of comic superheroes into a project with heart that can help others — and myself — work through some personal difficulties.

You can find more information at the official WWFJ site:

https://worldwildlifefederationofjustice.com/

Who Exactly Are You Going To Call?

I saw Ghostbusters: Afterlife. I liked most of it, but as a critic and as a Ghostbusters fan there was some stuff that rubbed me the wrong way, and so I’ve come to the internet to write it down.

Michael Reaves has strong feelings about Ghostbusters: Afterlife

You want spoilers? Cuz I got spoilers!

A lot of things in this film are both a strength and a weakness. Almost every relationship in the film seems surface level. Nobody connects in any real way except the young girl Phoebe and Egon’s ghost, which they do without any words. The mother is physically there, but not emotionally. She is both disinterested and uninteresting. She is blasé, takes no interest in her kids, and takes every opportunity to tell them (and everyone else) what a terrible parent Egon was. Which is weird for fans of the Ghostbusters and also seems like bad parenting maybe?

The ghost plot is a rehash of the first film, so not much original here and an overabundance of member-berries for old nerds like me. So if that is something you’re looking for, they got you covered – everything from Slimer 2.0 to Stay Puft 2.0 to “who you gonna call” and “are you a god?” I did like the Evo Shandor stuff and mossssst of it worked. I really liked that J.K. Simmons only got one line but the Evo in a box thing was a bit confusing, and I don’t understand why the terror dogs were just sitting around on the sidelines while Gozer was getting smoked by particle throwers.

The sudden deus ex machina of the original Ghostbusters was another strength and weakness. I mean, we all want to see those characters again and what they are up to, but showing up so suddenly to take agency away from the other characters legitimately took me out of the story. It kind of ruined the movie to be perfectly honest? That said, I thought their characters were on point and well-scripted. And I still have mixed feelings about CG-resurrection of Harold Ramis, which I thought they milked about 40% too much in the final scenes. But there were tears, so yeah, they got me.

Also, why, OH WHY did Egon lead Phoebe to release Vinz Clortho from the ghost trap? Didn’t that put them all in terribly deadly danger? I guess maybe it was part of his master plan but jeez, if you can move chess pieces and lamps, how about a pencil on a piece of paper?

The Elmer Bernstein music cues, identical to the original, brought back many memories, what with the original Ghostbusters being one of my most-watched films of all time, and I liked the design of Slimer, er, I mean MUNCHER and how well the animators pulled off its facial features.

Perhaps the thing Ghostbusters: Afterlife was most successful at was getting me to want to watch the original again, as well as The Real Ghostbusters cartoon…especially the “Egon’s Ghost” episode, which is excellent.

What other Real Ghostbusters episodes are excellent, since I have you here? Sounds like a great time to make a top 6 list!

  • Collect Call of Cathulhu, not just because they fight Cthulhu, but a well-crafted story by Michael Reaves.
  • Mr. Sandman, Dream Me A Dream One of the entities that causes people to fall asleep and dream goes rogue and tries to put the whole world to sleep so there will be no more wars or conflict. Dreams come to life and IT’S WHACKED!
  • Ragnarok and Roll – a jilted lover tries to bring about the end of the world, written by J. Michael Straczynski
  • When Hallowe-en Was Forever: Samhain, the spirit of Hallowe’en, stops the clocks so that Hallowe’en will last forever. Written by J. Michael Straczynski
  • Slimer, is That You? Egon and Slimer have their brains swapped, with hilarious results.
  • and of course Egon’s Ghost, in which an accident ends up sending Egon to the netherworld. The guys have to go in and rescue him. Includes a terror dog!

Honorable mentions: Knock Knock; The Boogieman Cometh; Night Game; The Thing in Mrs. Faversham’s Attic; Citizen Ghost; and Take Two – the crew is called to California to help make the Ghostbusters Movie

Most of these are available to stream somewhere or other