11 July 2022

The Furies by Mike Carey and John Bolton

The Sandman Presents: The Furies

Originally published: 2002
Acquired: February 2022
Read: March 2022

Writer: Mike Carey
Artist: John Bolton
Letterer: Todd Klein

I read this over a decade ago in its context as a Sandman story. Now, I return to it with a new context: a JSA-adjacent story. Specifically, a story of Lyta Hall, who had been a main character in Roy Thomas's Earth-Two comic Infinity, Inc. before she got picked up by Neil Gaiman as a Sandman character. When we last saw Lyta in Infinc, she was married and pregnant, and then her husband Hector died, but it turned out he kind of lived anyway, as the new Sandman of the Dream Dimension. When Gaiman picked up with Hector and Lyta in The Sandman, he killed off Hector again and made Lyta the instrument of the death of The Sandman's Dream, and then made their son Daniel the new Dream. So when this comic starts, Lyta is trying to return to her life in Los Angeles, attempting to cope with the seeming death of her child. (From a chronology standpoint, it does read a little strangely. Lyta's apartment still has a baby room? This comic was published in 2002, and Lyta got pregnant way back in 1987 or so, but such is comic-book time.)

So how does it work as an Infinity, Inc. story? The answer is that it's okay, not as good as it does a Sandman story. There is an Infinity, Inc. group shot on one page, but overall this does the Sandman thing of being very oblique in its references to the superhero world it was all derived from. I did have to wonder at some of the continuity of it all. Lyta is of Greek descent, and knows the Greek language and Greek mythology... this would have made sense in her pre-Crisis backstory, when she was the daughter of the Earth-Two Wonder Woman, but post-Crisis, though her mother was Greek, she didn't know that until she was an adult; she was adopted and raised by Admiral Derek Trevor and the former superhero Miss America, Joan Dale-Trevor. But maybe I am overthinking all this!

Whose work has John Bolton pasted these real people heads over, anyway?
 

The Furies works as a story of a strong woman whose strength fails her. Lyta was an immensely powerful person, but she became a victim and a pawn—how can she get her agency back? I really like Lyta, and I remember liking the story, so I was looking forward to the reread... but I struggled with actually being emotionally connected to this story, since as I last read the relevant issues of The Sandman back in 2010, I was a bit fuzzy on what had actually happened to Lyta! So overall, fine but not great.

When I read panels like this, I kind of wonder what Roy Thomas thinks about Lyta's post-Infinc life. Did he ever imagine a comic where Lyta gets out her frustrations by having sex with and then beating up random men she meets in bars?

I am curious to see how it ends up playing into Geoff Johns's JSA run, if it does at all. As of this writing, I've read the first volume of that, where we're told Hector (resurrected again, of course) can't find Lyta. But according to this, she's living in their old apartment in LA, and the police have her on a register of ex-superheroes, so how is he so bad at looking!?

This post is twenty-eighth in a series about the Justice Society and Earth-Two. The next installment covers JSA by Geoff Johns, Book One. Previous installments are listed below:
  1. All Star Comics: Only Legends Live Forever (1976-79)
  2. The Huntress: Origins (1977-82)
  3. All-Star Squadron (1981-87)
  4. Infinity, Inc.: The Generations Saga, Volume One (1983-84)
  5. Infinity, Inc.: The Generations Saga, Volume Two (1984-85)
  6. Showcase Presents... Power Girl (1978)
  7. America vs. the Justice Society (1985)
  8. Jonni Thunder, a.k.a. Thunderbolt (1985)
  9. Crisis on Multiple Earths, Volume 7 (1983-85)
  10. Infinity, Inc. #11-53 (1985-88) [reading order]
  11. Last Days of the Justice Society of America (1986-88)
  12. All-Star Comics 80-Page Giant (1999)
  13. Steel, the Indestructible Man (1978)
  14. Superman vs. Wonder Woman: An Untold Epic of World War Two (1977)
  15. Secret Origins of the Golden Age (1986-89)
  16. The Young All-Stars (1987-89)
  17. Gladiator (1930) ["Man-God!" (1976)]
  18. The Crimson Avenger: The Dark Cross Conspiracy (1981-88)
  19. The Immortal Doctor Fate (1940-82)
  20. Justice Society of America: The Demise of Justice (1951-91)
  21. Armageddon: Inferno (1992)
  22. Justice Society of America vol. 2 (1992-93)
  23. The Adventures of Alan Scott--Green Lantern (1992-93)
  24. Damage (1994-96)
  25. The Justice Society Returns! (1999-2001)
  26. Chase (1998-2002)
  27. Stargirl by Geoff Johns (1999-2003)

08 July 2022

Star Trek Adventures: Playing "A World with a Bluer Sun"

After "Biological Clock," I knew I wanted my Star Trek Adventures game to have a few more standalone episodes, but I didn't have a strong opinion as to what those actually would be. So I made a list of all the ones accessible to me and literally picked one with RANDOM.ORG! (Well, kind of. When I do this, I do "reroll" if it means we'll have back-to-back missions that are somewhat similar. Like, I wouldn't want two Prime Directive–focused episodes in a row.) Doing this brought me to a mission from the These Are the Voyages compilation...

“Captain’s Log, Stardate 48276.1. After our harrowing ordeal in the microverse, we’ve put in at a neutral Haradin space facility so that both ship and crew can recover. In the interim, I’ve recused myself from command, and the ship is being run in rotation by the lower deck shift supervisors. It will be good experience for them before we resume our journey… beyond the Rim of the Starlight!”

Episode 7: "Never Again to See a Blue Sunrise"

(based on "A World with a Bluer Sun" by Marco Rafalá)

Planning the Mission

the unnamed planet orbiting the wormhole
(stock art, I think)
The premise of this one is that the players find a crashed Starfleet shuttle on an alien planet; they then discover the shuttle came from a century-old Starfleet vessel trapped in a wormhole, though thanks to time dilation, the shuttle crashed just six years ago and the ship has only been in the wormhole for two. Because of the death of the captain, the crew has divided into three paranoid, warring factions, mostly around departmental lines. This was easy to fit into my campaign setting: I made the wormhole responsible for carrying the USS Atlantis beyond the Rim of the Starlight.

That said, the scenario as written is set in the original series era, and the Atlantis is an NX-class ship from the Enterprise era, specifically from the time of the Earth-Romulan war. I decided to move the Atlantis's era up in parallel with my campaign's era. Specifically, I made the Atlantis a Walker-class starship (like the Shenzhou from Discovery), and the time period it had come from became the Klingon war seen in Discovery season one. I had a couple different reasons; one was that I am pretty sure no one in my group has seen Enterprise, but a few have seen Disco (season one at least). Another was that things on the Atlantis are very paranoid and dark, and that seemed a good fit for Starfleet in Disco season one. Enhancing that, in the scenario as written, the Atlantis crew is concerned about Romulan infiltration, but in Disco season one, the Klingons infiltrate Starfleet with a surgically disguised agent, so fear of infiltrators would be justified. On top of all this, I have a nice Eaglemoss model of the Shenzhou!

I also tweaked the time dilation some: two years seemed an awful long time given how bloodthirsty everyone was. So I had the shuttle crash be three years ago, and the Atlantis's time in the wormhole six months.

USS Atlantis in the wormhole
(Star Trek: Discovery screen capture)
This one worried me a bit going in. Every mission we'd done thus far had just a couple NPCs. This one has three factions on the Atlantis, each of which is represented by two named NPCs. I put a bunch of work into reorganizing what each faction believed about what was happening on the Atlantis, partially to streamline it, and partially to make it something I believed in more, and thus felt I could play. I wanted every faction to be kind of right and kind of wrong. In the scenario as written, some of it is very beyond the pale, with things like the science officer kidnapping people to perform lethal experiments on them! I wasn't convinced. What I ended up coming up with:

  • The Engineering faction thinks there's a Klingon infiltrator on the ship, and that it is almost certainly the head of the Command faction. If Atlantis returns to Earth without purging the Klingon, it could run rampant in Starfleet Headquarters. This faction wants to find and kill the “Klingon” — and if half the Atlantis crew must be sacrificed in the process, then so be it. This is war.
  • The Command faction thinks there is an alien, not of Klingon origin, but some kind of malevolent force brought by the wormhole, and they can’t let it go free. It is their duty to destroy the alien before it destroys them. Should it reach an Earth colony or other populated area, millions could die. They think the chief engineer is probably the alien, hence (they think) the reason the engineers mutinied against the first officer's authority after the captain died.
  • The Sciences faction thinks there is no infiltrator on the Atlantis, seeing this belief as an extension of the militarist mindset that had infected Starfleet during the Federation-Klingon War; they resent the co-opting of their research by the war programme, and see what is happening on the Atlantis as an extension of that. The chief science officer thinks, though, that the object that created the wormhole is a Klingon weapon; the chief medical officer thinks it's not Klingons but unknown aliens, and that these aliens are broadcasting radiation to make the Atlantis crew paranoid. (The science officer does murder someone still, a subordinate who is going to prove she's wrong about the wormhole object being Klingon.)

To help the players track who was who, I actually used screenshots of Disco background characters to represent each named NPC, so they would have a visual reference. I also almost always do some gender-tweaking to the characters. On top of that, the whole Atlantis senior staff in the scenario as written was human, because the ship comes from before the Federation; I initially made the first officer Mallory into a Zaranite named Camalov, but then I realized I should make her into an Osnullus, since that species appears on Disco, and thus I could depict her in the right uniform.

If it's helpful to you, here are my Atlantis crew mock-ups:

Other than that, my main change (thanks to a post on Reddit) was to streamline the mission a bit by removing a tribunal scene that would have scene a lot of NPCs arguing with one another. I changed it to the head of the Command faction just using a bogus test to "prove" the chief engineer was the infiltrator, no calling of witnesses or anything.

USS Atlantis transporter room
(art from These Are the Voyages)
Lastly, I did change the title. I doubt my players would have noticed or cared, but the "A World with..." construction felt too similar to our opening story arc's "A World Beyond the Starlight." After toying around with various ideas ("To Seek a Bluer Sun" was one, which I ended up using as the title of Act III), I ultimately used a sidebar title from the mission description, one that seemed pretentious enough to fit into my preferred style for Star Trek episode titles! (To make it work, though, one needs to make sure they read that sidebar aloud, especially its final line: "...I am never again to see the blue sunrise of home." If you don't do that, blue suns are never actually mentioned in the story!)

Playing the Mission

For this mission, I had six players. Five were continuing on from "Biological Clock":

  • Hayley as Liana Carver, human science officer
  • Cari as Jor Lena, Bajoran security officer
  • Andy as Gurg bim Vurg, Tellarite medical officer
  • Céline as Seleya, Vulcan engineer
  • Keith as Vivik, Arkarian pilot

We were also rejoined by one who had been in episodes 3 and 4, but then taken a hiatus from the group:

  • Claire as Mooria Loonin, Trill command officer

Claire had never gotten to command an away mission in her two episodes, and Céline and Keith were too recent to have commanded, either. The episode actually has two away missions, so I put Keith in charge of the first (a quick excursion to the planet's surface) and Claire the second (the trip to the Atlantis in Acts II-III). Loonin has a couple different Values about command being co-operative, so putting her in charge of a situation that had deteriorated so badly seemed apt.

USS Atlantis deck plans
(Star Trek: Discovery screen capture)
It took us two-and-a-half sessions of three hours each to play through the whole thing. The first session, the half one, covered the first two scenes of Act I, plus the teaser I had written, which is where the players first investigate the planet and its crashed shuttle. Some of the Reddit reports I read noted that some early parts of the mission seem like red herrings, and thankfully my players didn't spend too much time on those.

The second session covered Act I, Scene 3 and then most of Act II. This has the crew taking stock of the wormhole, and then beaming over to the Atlantis. At one point, Hayley had to step out of the room just before she needed to do something, which gave the other players extra time to brainstorm what she could do. The mission-as-written suggests that the player ship could attempt to destroy the object they find in the wormhole. This didn't even occur to my players, but they progressed from wondering if they could use a tractor beam to pull the Atlantis out to coming up with a plan involving using a probe as a relay to create communications with the Atlantis. Great plan... unfortunately, they rolled badly and the probe was destroyed by the gravity in the wormhole! I always like it when they do some good Star Trek–style brainstorming. They also had the good idea to bring an advanced communications device, more powerful than a comm badge, along, and there was definitely a point where I let them talk to their own ship that I wouldn't have, if they didn't have it.

(One of the conceits of the mission-as-written is that the player ship is on low Power... but if there's a spot in the Core Rulebook that lays out how much Power different ship functions cost, I couldn't find it!)

bottom view of the Atlantis, focusing on bridge
(Star Trek: Discovery screen capture)
Once they were on the Atlantis, it became tricky: unlike any other STA episode I have run so far, the players have a lot of flexibility in terms of where they go and how they do things and what they do. The mission-as-written is filled with a lot of notes about what might happen where, so I was constantly flipping back and forth trying to keep track of everything. It was all doable, and I enjoyed it, but it was a far cry from very linear starter set! Giving them pictures of the NPCs really seemed to help, and I also used my play mat to write down some high-level notes about the various factions on the Atlantis.

The players did not intervene in the battle between the Command and Engineering factions that is going on when they beam in; they then fell in with the Engineering faction at first, before spending their time moving around the ship trying to persuade the factions to agree to a cease-fire so that they could work together to free the crew. In doing this, they try to piece together the mystery: Is there really an intruder on board? Is it Klingon or alien? I let them take their time at first, but when we started the third session, I spent some Threat to establish that the ship's structure was decaying rapidly. They decided to split up and pursue different avenues (something I usually encourage by giving the players extra Momentum): two went to fix the Atlantis's transporters, two to investigate the strange pod in the launch bay, and two to talk to the Command faction.

I found that the episode really kicked into gear in this last session. The players investigating the pod (Vivik and Gurg) did a good job; Gurg's player in particular followed one of his Values ("Pursuit and Sharing of Knowledge") and didn't attend the tribunal so that he could do extra scans for evidence of what life-form might have been on the pod.

Loonin and Jor had a good showdown with Commander Camalov. The tribunal scene was strong; Loonin and Jor had the idea to persuade Parish to let them say something to the assembled crew before Camalov could do her bogus test on Phillips, and Claire gave a truly excellent speech about Starfleet values and won everyone over. The players were flabbergasted when Camalov shot Phillips, and Phillips did nearly die, but things turned out okay there in the end. The mission-as-written has a lot of suggested Threat spends for this section, which was very helpful to me. It felt pretty tense to me throughout the last act, especially when Camalov returned to try to kill the real intruder.

Commander Camalov's office (former mess hall)
(Star Trek: Discovery screen capture)

I did find one thing I read on Reddit is true; bringing Kearney, the crash survivor, along to the Atlantis, does feel kind of pointless. She mostly just followed the players around. But I did make some use of her, in that her presence made it easier for the players to convince Parish, Kearney's old subordinate, to help them at one point. But, I hadn't encouraged the players to take her or anything; it had been entirely their own idea.

When the players first rescued Kearney, she noted that their uniforms were different, causing Jor to respond, "We're trying something different... do you like it?" As the characters moved around the Atlantis, I made every new group note this same thing, so a running gag soon developed... one Gurg undercut eventually by just blurting out, "It's the year 2371 now. Deal with it." From then on the two each said their version simultaneously. It all climaxed well when Jor, without Gurg, found herself having to begrudgingly lead with what had been his line. (I had this Reddit post in the back of my head, but my players made it work without any prodding.)

The players reported enjoying it. They like the mystery angle, and they liked flexibility they had in their approach, and they liked the sense of not really knowing what was going on and having to piece it together. So, I was a little worried about this one going it, but it ended up being a strong episode, and the final session in particular is probably my favorite single session thus far.

Beyond the Rim of the Starlight:


06 July 2022

Blindsight by Peter Watts

Blindsight by Peter Watts

For a while, it was de rigeur on Reddit's "printSF" sub to basically recommend Blindsight in response to anything. Then the sub realized it was verging on self-parody, and it backed off, and I don't see it mentioned so much anymore. But I was intrigued enough that when I got an Amazon gift card, I used it to pick up a nice "Tor Essentials" edition of the book.

Originally published: 2006
Acquired: January 2021
Read: July 2021

It seems to me that it somewhat follows in the tradition of Solaris, it being interested in a group of scientists investigating an alien life-form beyond our comprehension that ultimately lose themselves. It's an interesting book with a big concept, asking "what is intelligence?" and positing that you might be able to have intelligence without self-awareness. This is followed in two ways: there are the aliens, but there's also our main character, who is hyper-aware of others but not so much himself.

I liked a lot of what was happening, and found myself frustrated by other parts of it. The interpersonal dynamics on the spaceship crew didn't always ring true; I feel like things the book asserted were true about the characters were not often demonstrated in practice. The concepts were interesting, but at a certain point—around the two-thirds mark—I started getting a bit lost, and I never really recovered my footing. The whole thing ended up feeling a bit... sterile? Which I think is partially by design, but still... It's the sort of book I appreciated more than I enjoyed, though it's also the sort of book I feel like I might get more out of on a reread. But when does one ever have the time to reread books!


04 July 2022

Stargirl by Geoff Johns, Lee Moder, Scott Kolins, Dan Davis, et al.

Stargirl by Geoff Johns

Collection published: 2020
Contents originally published: 1999-2003
Read: March 2022

Writers: Geoff Johns, James Robinson, David S. Goyer
Artists: Lee Moder, Scott Kolins, Dan Davis, Chris Weston, John Stokes, Mike McKone, Wayne Faucher
Colorists: Tom McCraw, Carla Feeny, John Kalisz
Letterers: Bill Oakley, Kurt Hathaway

This volume collects the entirety of Stars and S.T.R.I.P.E., a modernized take on the Star-Spangled Kid that began slightly before and ran alongside the Robinson/Goyer/John JSA revival of 1999. Our main character is Courtney Whitmore, a teenager who has recently relocated to Blue Valley, Nebraska because her mother has remarried, to Pat Dugan, who back during World War II was Stripesy, sidekick to the Star-Spangled Kid. She ends up becoming the new Star-Spangled Kid, eventually dubbing herself "Stars" and then "Stargirl," while Pat operates as her sidekick in  a robotic suit called S.T.R.I.P.E. (As the cover of my edition indicates, it eventually became the basis for the CW tv series Stargirl starring Brec Bassinger.)

As a concept, it's great. Definitely a good storytelling engine: you have high school stuff, secret identity stuff, interpersonal stuff, legacy stuff. Courtney is ultimately the inheritor of the Star-Spangled Kid mantle and the Starman mantle. But I ended up feeling like Geoff Johns might not have been the writer to successfully pull off his own idea. The idea here is that Courtney becomes a superhero to annoy her stepfather, and then sort of grows into it... but I felt like this is an idea that we were told more than we actually saw on the page. The interpersonal dynamics were often crowded out by the superhero plots and the crossover storylines; some of Courtney's development as a hero was seemingly happening over in JSA, not here. I never really got a feel for her and Pat's relationship in a meaningful way.... but of course this is Geoff Johns. Great idea, but hand the execution over to, say, a John Rogers or a G. Willow Wilson, and I think this would have soared.

Heck of a kick for a brand-new superhero.
from Stars and S.T.R.I.P.E. #1 (script by Geoff Johns, art by Lee Moder & Dan Davis)

Still, it's entertaining stuff. Johns picks up on the kind of "legacy" work Roy Thomas was doing in Infinity, Inc., and the result is strong. I liked the story about Courtney interacting with Starman, for example, paralleled with a flashback adventure about how the original Star-Spangled Kid became Skyman, and also tying in how Star-Spangled Kid got the cosmic converter belt way back in the very first story I reviewed for this project, Only Legends Live Forever. I don't know if this kind of storytelling is meaningful to people who haven't been reading JSA comics nonstop for over two years now, but I dug it.

Of course I am always up for an Infinc flashback!
from Stars and S.T.R.I.P.E. #4 (script by Geoff Johns, art by Lee Moder & Dan Davis)

The Teen Titan appearances were fun. The story delving into the post-Crisis version of the JLA/JSA/Seven Soldiers of Victory crossover that brought the Star-Spangled Kid and Stripesy into the present day was fun... almost certainly better than the original story, actually! (Although, since when was the Crimson Avenger's sidekick, Wing, a kid? In the Roy Thomas version, he was the chauffeur!) I liked the occasional conversations between Pat and the original Starman, Ted. The villain being an evil cheerleader was good. The only "legacy" element I disliked was learning that Danette Reilly, Firebrand in All-Star Squadron, was fridged off-panel sometime in the decades since WWII in order to give the Shining Knight some angst. She is too good a character to deserve that, but apparently has made no post-A-SS appearances except in the All-Star Comics 80-Page Giant.

Poor Danette.
from Stars and S.T.R.I.P.E. #13 (script by Geoff Johns, art by Lee Moder & Dan Davis)

Overall, this is fun, and I look forward to seeing Courtney shine in JSA. But I can't help feel that somewhere in the multiverse there's a version of this comic that rivals G. Willow Wilson's Ms. Marvel!

This post is twenty-seventh in a series about the Justice Society and Earth-Two. The next installment covers The Sandman Presents: The Furies. Previous installments are listed below:
  1. All Star Comics: Only Legends Live Forever (1976-79)
  2. The Huntress: Origins (1977-82)
  3. All-Star Squadron (1981-87)
  4. Infinity, Inc.: The Generations Saga, Volume One (1983-84)
  5. Infinity, Inc.: The Generations Saga, Volume Two (1984-85)
  6. Showcase Presents... Power Girl (1978)
  7. America vs. the Justice Society (1985)
  8. Jonni Thunder, a.k.a. Thunderbolt (1985)
  9. Crisis on Multiple Earths, Volume 7 (1983-85)
  10. Infinity, Inc. #11-53 (1985-88) [reading order]
  11. Last Days of the Justice Society of America (1986-88)
  12. All-Star Comics 80-Page Giant (1999)
  13. Steel, the Indestructible Man (1978)
  14. Superman vs. Wonder Woman: An Untold Epic of World War Two (1977)
  15. Secret Origins of the Golden Age (1986-89)
  16. The Young All-Stars (1987-89)
  17. Gladiator (1930) ["Man-God!" (1976)]
  18. The Crimson Avenger: The Dark Cross Conspiracy (1981-88)
  19. The Immortal Doctor Fate (1940-82)
  20. Justice Society of America: The Demise of Justice (1951-91)
  21. Armageddon: Inferno (1992)
  22. Justice Society of America vol. 2 (1992-93)
  23. The Adventures of Alan Scott--Green Lantern (1992-93)
  24. Damage (1994-96)
  25. The Justice Society Returns! (1999-2001)
  26. Chase (1998-2002)

01 July 2022

Reading Rinkitink in Oz Aloud to My Son

Rinkitink in Oz by L. Frank Baum, illustrated by John R. Neill

Rinkitink in Oz, like The Scarecrow of Oz opens outside of Oz and mostly takes place there, too. The protagonist is Prince Inga of Pingaree; his peaceful island nation is sacked by raiders from the islands of Regos and Coregos, and his parents kidnapped. Along with King Rinkitink of Rinkitink and the king's talking goat Bilbil, Inga has to travel to Regos and Coregos to liberate his people, and then go to the Nome Kingdom to find his parents. Near the end, though, Dorothy and the Wizard come to help him, and the character briefly visit Oz.

Originally published: 1916
Acquired and read aloud: April 2022

I didn't know the circumstances of this book's creation when I was a child. Baum wrote what was initially called King Rinkitink around 1905, after he had written just two Oz books, and a few non-Oz fantasies, including The Life and Adventures of Santa Claus. He never published King Rinkitink, though, and thus when he didn't have time to write a new Oz book in 1916, he pulled King Rinkitink out of a drawer, edited some of the continuity to make it fit what had happened in the Oz books (particularly the deposition of the Nome King in Tik-Tok of Oz), and totally replaced the ending so that Dorothy showed up to save the day. (He must have been thinking of somehow incorporating Rinkitink into the Oz mythos for some time, though, since the countries from it all appear on the map in the Tik-Tok endpapers, published in 1914.)

Something I never noticed until reading it aloud to a three-year-old is that it's very different tonally from most other Oz books. The dangers in Oz books are often very abstract, things that it's hard to be scared of. But in Rinkitink, the raiders from Regos and Coregos go around destroying buildings and whole societies; Inga's parents are constantly being threatened with destruction. It's more of a boy's adventure story than the gentle fantasies of most Oz novels. My son reacted very strongly to this, often crying out "no!" and hiding under the sheets as I read and telling me it was very scary. Though when I asked if I should stop reading it, he said, "No, I like being scared." But still he continued to react strongly, and it was enough that my wife suggested that maybe I shouldn't be reading him the Oz books until he is older. But my memory is that Rinkitink is very much an outlier in this way, and if we got through it, things ought to return to normal.

I asked my son what he thought of it when we were done, and he said, "I liked the good parts and didn't like the bad parts." Well, fair enough. The "bad parts," on probing, were any time anything was destroyed, or anyone was threatened with destruction. The good parts were all the rest of it.

I don't really remember what I thought of the book as a kid, but I enjoyed it as an adult. Baum has a tendency to undercut his protagonists, but here, even though Inga is aided by some Magic Pearls (given to his ancestors by a mermaid queen, presumably the same one we met in The Sea Fairies), he shows himself to be brave, resourceful, and clever, reasoning his own way out of many of the tricky situations he ends up in. Dorothy saving him in the ending is a little frustrating, but before that, Inga has managed to escape death at the hands of the Nome King many times, and I didn't find it too bad. What did bother me is that the King of Regos and Queen of Coregos die off-page through the total happenstance of their boat hitting a storm! No comeuppance for Inga there.

Unfortunately, the original manuscript to King Rinkitink no longer exists, so we don't know how Inga would have saved his parents without Dorothy's intervention. The International Wizard of Oz Club ran a competition in 2017 for fans to come up with an alternative ending without Oz elements, and published the winner as a new edition called King Rinkitink; I'll have to check it out at some point.

If King Rinkitink had been published when originally intended, it would have been the first appearance of the Nome King (aside from a minor cameo in Life and Adventures of Santa Claus), but by the time Rinkitink in Oz came out, the Nomes had been the antagonists in three Oz novels: Ozma, Emerald City, and Tik-Tok. In Tik-Tok, the original Nome King, Ruggedo né Roquat, is deposed, and he is replaced by his own chief steward, Kaliko. As a result, Baum seemingly just went through the Rinkitink manuscript and replaced the name. Some people argue that this results in a discontinuity: Kaliko is a nicer ruler in Tik-Tok than Ruggedo had been, but in Rinkitink, he enchants Inga's parents and will not let them go. I think people who argue this, though, are overlooking that Kaliko is not "nicer" in the sense that he is a "good person" overall. Rather, Kaliko is "nicer" in two ways: one, he is less cruel toward the Nomes themselves and thus a more popular ruler, and two, he is more deferential to people from Oz because they have more power than the Nomes and have defeated them on many occasions. Kaliko has no reason to be nice to Inga, and indeed, being nice to Inga would require him to break his word to Regos and Coregos, and we know from Ozma of Oz the extent to which Nomes will go to keep their deals. But as soon as Dorothy and the Wizard show up, Kaliko is highly deferential. It's all politics! As always, I enjoyed getting to use my very snobby-but-deferential Kaliko voice, especially with Kaliko being king. I had him always saying quite terrible things to Inga and Rinkitink, but sounding very apologetic in doing so.

Note that the Wizard considers Bilbil very unusual because he's a talking animal even though he's never been to Oz... but he meets Bilbil in the Nome Kingdom, which lies underneath the Land of Ev, and in Ozma of Oz the ordinary American chicken Billina becomes capable of speech when she arrives in Ev. 

The other thing that occurred to me on this read is that people from Pingaree age normally. This would be quite sad if you think about it: Inga may be good friends with Dorothy now because they are seemingly the same age, but in another couple decades, Dorothy will still be about ten while Inga will be an adult, and by the present day, Dorothy will still be about ten... but Inga will be dead! Dorothy may live forever, but she can never be friends with someone from outside Oz. I am given to understand, though, that Inga does return in Sherwood Smith's Trouble under Oz (2006), so I am curious to see how she handles this issue. Only forty-two more books until we find out!

30 June 2022

Reading Roundup Wrapup: June 2022

Pick of the month: Five Novels of the 1960s and 70s by Philip K. Dick. Once again, it was a good month. But also once again, one particular book—or rather, collection of books—outshone them all. These Library of America Philip K. Dick compilations are great stuff. Even a weak Dick is still Dick. But I read some other strong stuff; I particularly enjoyed Dangerous Visions and New Worlds (solid, accessible litcrit) and Kabumpo in Oz (my favorite Oz book in some time).

All books read:

  1. A Master of Djinn by P. Djèlí Clark
  2. Far Sector by N. K. Jemisin and Jamal Campbell
  3. Chaos on CatNet by Naomi Kritzer
  4. Glinda of Oz: In which are related the Exciting Experiences of Princess Ozma of Oz, and Dorothy, in their hazardous journey to the home of the Flatheads, and to the Magic Isle of the Skeezers, and how they were rescued from dire peril by the sorcery of Glinda the Good by L. Frank Baum, illustrated by John R. Neill
  5. Lore Olympus, Volume One by Rachel Smythe
  6. Five Novels of the 1960s & 70s: Martian Time-Slip / Dr. Bloodmoney / Now Wait for Last Year / Flow My Tears, the Policeman Said / A Scanner Darkly by Philip K. Dick
  7. The Royal Book of Oz: In which the Scarecrow goes to search for his family tree and discovers that he is the Long Lost Emperor of the Silver Island, and how he was rescued and brought back to Oz by Dorothy and the Cowardly Lion by L. Frank Baum, enlarged and edited by Ruth Plumly Thompson, illustrated by John R. Neill
  8. Redemptor by Jordan Ifueko
  9. The Sins of Our Fathers: An Expanse Novella by James S.A. Corey
  10. JSA by Geoff Johns, Book Two by Geoff Johns, David Goyer, Stephen Sadowski, Michael Bair, Carlos Pacheco, Jesus Merino, et al.
  11. Never Say You Can’t Survive by Charlie Jane Anders
  12. The Surprising Adventures of The Magical Monarch of Mo And His People by L. Frank Baum, illustrated by Fran Ver Beck
  13. Dangerous Visions and New Worlds: Radical Science Fiction, 1950 to 1985 edited by Andrew Nette and Iain McIntyre
  14. Hearts of Oak by Eddie Robson
  15. Kabumpo in Oz by Ruth Plumly Thompson, illustrated by John R. Neill
  16. A Snake Falls to Earth by Darcie Little Badger
  17. Elder Race by Adrian Tchaikovsky
  18. The Cowardly Lion of Oz by Ruth Plumly Thompson, illustrated by John R. Neill
  19. Lifespan: Why We Age—and Why We Don’t Have To by David A. Sinclair, with Matthew D. LaPlante 

Nineteen books makes it my best month since July 2021. Like last month, mostly Hugo reads, but I found time for some other stuff: a few books from my reading list (#6, 9, 14), my breakfast-time comic books (#10), and a whopping five Oz books with my son (#4, 7, 12, 15, 18). That's an Oz book every six days! (We've been doing this a year, and prior to this our average was 1.5 per month.)

All books acquired:

  1. Legion of Super-Heroes: Five Years Later Omnibus, Volume 2 by Tom & Mary Bierbaum, Tom McCraw, Stuart Immonen, Chris Sprouse, et al.
  2. She Who Became the Sun by Shelley Parker-Chan
  3. Kabumpo in Oz by Ruth Plumly Thompson, illustrated by John R. Neill
  4. Captain Salt in Oz by Ruth Plumly Thompson, illustrated by John R. Neill
  5. Handy Mandy in Oz by Ruth Plumly Thompson, illustrated by John R. Neill
  6. Transformers: Perchance to Dream by Simon Furman, Andrew Wildman, Lee Sullivan, et al.
  7. The Cowardly Lion of Oz by Ruth Plumly Thompson, illustrated by John R. Neill
  8. Grampa In Oz by Ruth Plumly Thompson, illustrated by John R. Neill

Bit of a pattern! Acquiring my Oz books slightly out of order based on what is available at what bookstore.

Books remaining on "To be read" list: 689 (no change)

29 June 2022

The Expanse: The Sins of Our Fathers by James S.A. Corey

The Sins of Our Fathers: An Expanse Novella
by James S.A. Corey

Published: 2022
Acquired: March 2022
Read: June 2022

This is the last Expanse novella, and also the last Expanse book full stop, to my knowledge anyway. I think there was a plan for the short fiction collection, Memory's Legion, to contain an exclusive piece, but this didn't come to pass in the end. It's a coda to the series, showing us what one particular colony got up to after Leviathan Falls, and one particular character, who we last saw back in Babylon's Ashes. At first it didn't grab me—kind of action-y, kind of slow—but the last third made me sit up and pay attention in a way that made me think I ought to have been paying more attention all along, and wasn't giving the story its due. So, if I ever get Memory's Legion, I look forward to rereading it.

I read an Expanse story every eighty-ish days. Next up in sequence: nothing!

28 June 2022

Hugos 2022: A Master of Djinn by P. Djèlí Clark

A Master of Djinn by P. Djèlí Clark

This novel is set in the world of the Egyptian Ministry of Alchemy, Enchantments, and Supernatural Entities, where djinn and other creatures are active in early twentieth-century Cairo. This is Clark's fourth piece of fiction in this setting, but first novel; one of the earlier ones, The Haunting of Tram Car 015, was a Hugo finalist in 2020.

Published: 2021
Acquired: April 2022
Read: June 2022

It's a police procedural set in a government agency devoted to the supernatural; a "master of djinn" purports to return, dozens of British residents in a secret society are dead, and Ministry agent Fatma el-Sha'arawi is on the case. I found it occasionally charming but often a plod; there are too many dull fight scenes, and as a mystery, it's not very satisfying. There are no red herrings: pretty much the only person you suspect to have done it, has done it. But it takes Fatma far too much time to work this out, and it usually felt like she didn't really work anything out, actually; people would tell her things. A bit too much of the plot turns on somewhat obscure details of relationships between magical beings.

I feel a bit disappointed, in that the idea of a government department devoted to the supernatural could have a fun collision of rationality and irrationality. How does a government standardize something that by nature cannot be standardizes? But Clark's magical entities don't really feel, well, magical, and the story doesn't do anything with this idea. I mean, I guess it didn't have to, but maybe it would have been about something if it had. On the basis of some of Clark's other Hugo finalists over the years (e.g., Ring Shout) he is capable of more interesting work than this, which like so many other Tordotcom novellas, feels more like the pilot for a streaming show  than a work of prose fiction.

It was fun. It you handed this to me and said, "I think you will enjoy this," I probably would, but unfortunately, it is a Hugo finalist, which means it was handed to me with the statement, "This is one of the best six science fiction/fantasy novels of the year," and that I found difficult to believe, and thus my enjoyment was diminished.

27 June 2022

Chase by J. H. Williams III, Dan Curtis Johnson, et al.

Chase

Collection published: 2011
Contents originally published: 1998-2002
Acquired: February 2022
Read: March 2022

Plotter/Penciller: J. H. Williams III
Writers: Dan Curtis Johnson, Doug Moench
Inks: Mick Gray, John Beatty & Shawn C. Martinbrough
Artists: Kelley Jones, Bob Hall, Charlie Adlard, Eric Canete, Rick Burchett, Yanick Paquette, Eduardo Barreto & Greg Scott
Colors: Gregory White & Lee Loughridge

Of the four collections I'm reading before starting JSA, this one's connection is the most tangential. Indeed, as far as I know it doesn't connect forward to JSA at all; rather, it connects back to Infinity, Inc. But more on that later; first let me discuss the book on its own term.

Chase is about Cameron Chase, a former P.I., now an agent of the DEO, a federal agency with jurisdiction over matters relating to superheroes. It's easy to see that this comes out of the same cultural moment that also brought us Alias and, later, Manhunter. All three series focused on women who work in law enforcement (broadly defined), largely without superpowers (sort of), with an emphasis on what it is to be ordinary and powerless in a world of power. (Gotham Central is not too far off this, either.) Chase has a live-in boyfriend, a sister who loves superheros, and a sort-of ex-partner; we eventually learn that her father had a brief superhero career that ended in his death. She herself doesn't trust those with powers.

Williams and Johnson are pretty fond of the lots-of-text-next-to-silent-image technique, and it works well given the subject matter and focus of the series.
from Chase #1 (script by Dan Curtis Johnson, art by J. H. Williams III & Mick Gray)

It's a good storytelling engine, and gives us a set of engaging tales: Chase goes to Ohio to investigate a teenage boy with pyrokinesis; Chase goes to South America to escort the Suicide Squad; Chase is assigned to watch over a Teen Titans publicity event that goes horribly wrong when the Clock King attacks; Chase goes to Gotham to see if the DEO can figure out who Batman really is. J. H. Williams III is always a solid artist with great layouts but also good storytelling and character, and that definitely comes through here; he co-plots with scripter Dan Curtis Johnson as well. Other than the Suicide Squad story (I didn't buy that such a new agent would be assigned such a difficult task solo), these are good stories, with an interesting angle of superheroes and an interesting main character. My favorite was surely the one where she tries to figure out who Batman is, which had some good twists, and a neat use of Alan Scott; I also really liked the pyrokinetic one, which really captured the "ground-level" Alias vibe. (The series is never quite that downbeat again, though, which is probably for the best.)

I felt like this subplot didn't go much of anywhere in the end, for example.
from Chase #6 (plot & script by Dan Curtis Johnson, plot & pencils by J. H. Williams III, inks by Mick Gray)

Its main downfall is that it just didn't last long. There were just nine regular issues of Chase; three of these were flashbacks, so there were only six in the ongoing narrative, plus the prequel story in Batman #550. So you can very obviously tell that Williams and Johnson are gearing up a long run with lots of threads... and it just doesn't happen. If this had lasted twenty-eight issues like Alias did, it would be a classic, I suspect; as it is, it has to be one of those things people call "a cult favorite."

Pretty nice dress on a government salary.
from Chase #8 (co-plot & script by Dan Curtis Johnson, co-plot & pencils by J. H. Williams III, inks by Mick Gray)

This collection also chucks in Chase #1,000,000 (about the DEO in the 853rd century) and a number of small Chase appearances from various DC "Secret Files" issues. These are okay, but of course mostly focused on doing things like foreshadowing about Gorilla Grodd. Weirdly Chase is barely in DCU Villains Secret Files #1, which is included... and has a footnote telling us to see DCU Heroes Secret Files #1 for more Chase... which is not included!

Like, this is just not explained or clarified!
from DCU Villains Secret Files & Origins #1 (plot by D. Curtis Johnson & J. H. Williams III, script by D. Curtis Johnson, art by Eric Canete & Shawn Martinbrough)

Anyway, though I've long been curious about Chase, I picked it up now for one reason: Mister/Director Bones. In Manhunter, Bones was a director in the DEO, a mid-level bureaucrat addicted to cigarettes... and with transparent skin and muscles and a cyanide touch. Then, I read Infinity, Inc., where he was a young supervillain who eventually made good. How did he go from the one to the other? The answer was, ostensibly, in Chase. Chase is indeed the series where Bones first appears as DEO director, his first appearance in a decade since Infinity, Inc. #53. But it's actually not really addressed in Chase because he's mostly a background figure here, just appearing in four issues, none of which delve into who he is. (If you know, you know—there's some Infinc nods in his office—but nothing in the text would tell you he's a reformed supervillain.) It doesn't really get spelled out until JSA Secret Files #2, three years after the series was cancelled! So is there a comic out there that actually delves into this transition? I will have to keep searching...

Why did he stop speaking in rhyme, anyway?
from Chase #6 (plot & script by Dan Curtis Johnson, plot & pencils by J. H. Williams III, inks by Mick Gray)

This post is twenty-sixth in a series about the Justice Society and Earth-Two. The next installment covers Stargirl by Geoff Johns. Previous installments are listed below:
  1. All Star Comics: Only Legends Live Forever (1976-79)
  2. The Huntress: Origins (1977-82)
  3. All-Star Squadron (1981-87)
  4. Infinity, Inc.: The Generations Saga, Volume One (1983-84)
  5. Infinity, Inc.: The Generations Saga, Volume Two (1984-85)
  6. Showcase Presents... Power Girl (1978)
  7. America vs. the Justice Society (1985)
  8. Jonni Thunder, a.k.a. Thunderbolt (1985)
  9. Crisis on Multiple Earths, Volume 7 (1983-85)
  10. Infinity, Inc. #11-53 (1985-88) [reading order]
  11. Last Days of the Justice Society of America (1986-88)
  12. All-Star Comics 80-Page Giant (1999)
  13. Steel, the Indestructible Man (1978)
  14. Superman vs. Wonder Woman: An Untold Epic of World War Two (1977)
  15. Secret Origins of the Golden Age (1986-89)
  16. The Young All-Stars (1987-89)
  17. Gladiator (1930) ["Man-God!" (1976)]
  18. The Crimson Avenger: The Dark Cross Conspiracy (1981-88)
  19. The Immortal Doctor Fate (1940-82)
  20. Justice Society of America: The Demise of Justice (1951-91)
  21. Armageddon: Inferno (1992)
  22. Justice Society of America vol. 2 (1992-93)
  23. The Adventures of Alan Scott--Green Lantern (1992-93)
  24. Damage (1994-96)
  25. The Justice Society Returns! (1999-2001)