My librarian friend Jamie picked up the first two volumes of The Sixth Gun on a whim recently and recommended I read them. Very glad I did. They’re set just after the American Civil War and the titular guns are basically forged in hell demon weapons that are bound to their wielders.
In Cold Dead Fingers we meet Drake, our badass antihero who’s been hired to look for the guns. The last owner of one of them (the one that let the wielder see the future) had been killed and hidden on sacred ground, but his old posse (with guns that spout hellfire, or plague, or grant eternal youth, or summon golem armies from the people they kill) kill all the priests and dig him out. The future-glimpsing gun gets bonded to the daughter of a preacher who’d been hiding it. Lots of crazy action happens, culminating in Drake being bound to the other four guns.
The second volume, Crossroads, has Drake down in the swamplands looking for information about the guns and what to do with them. There we discover what a magnet for trouble weapons forged by the devil are and how vodoun spirits would also like to get their (metaphorical) hands on such things. More crazy action happens.
These books have an excellent melding of crazy action, magickal weirdness and characters you care about. Cullen Bunn and Brian Hurtt (both of which do sound like fake names) are telling a pulpy tale that’s worth following, especially if you’re a fan of the Weird West (and stuff like Deadlands) like I am.
I played my first Fiasco game on Saturday with Jonathan (who’s a boardgamer and RPG dabbler) and Jamie (who had never played a tabletop RPG before). I’d just bought it at Emerald City Comicon, so it all seemed very serendipitous.
Fiasco is a GM-less storytelling game and it’s often pitched as “a game for creating a Coen brothers movie.” Unlike a more traditional RPG, the dice are more of a pacing mechanism than strict determinants of success and failure. Characters are generated through the relationships they have with each other before you really get into the specifics of what makes them tick. The other keys to the game are Needs, Objects and Locations. Each of those, along with the Relationships, are supposed to be things that will get the characters into a huge mess of trouble.
The game rotates through scenes focusing on each of the player characters. Halfway through a Tilt element is added, and then in the end you show what happened. Setting things up is done through a mix of choice and randomness based on the charts in each Playset (which are a basic setting).
Our game was set in the old west. We had a sick lazy Sheriff, his “doctor,” and his deputy. The doctor and deputy were trying to steal Widow Tompkins’ inheritance and get away with murder. The sheriff just wanted some pie (and everyone else at his beck and call). In the end, the doctor got away scot-free, the sheriff was an invalid being tended to by a disgraced deputy.
The game is definitely fun. There’s a lot of choice and everything feels pretty meaningful (as far as sitting around telling stories about made-up people can be). I think the next time we play, I’d want to push our scenes to have slightly higher stakes and stronger conflicts. We could have ramped it up to be a bit more madcap by the end. A gun was drawn in anger, a widow was defrauded, but it never got out of control.
Part of that was just because this was our first game and we were learning the ropes. We sometimes stumped ourselves deciding what the next good scene might be, and we could sometimes go a bit overboard in the establishment, leaving little for the scene itself to do. I can see how with a bit of practice and sense of short clear questions that the scene will resolve this game will produce some awesome experiences. I can’t wait to play again.
Brian Wood writes good comics. His book DMZ is one of my favourites. I knew he wrote a Viking book too but I don’t really have a huge hankering in my heart for Vikings. On the cover of Sven the Returned there’s a quote saying “Finally, Vikings done right!” I have never really felt the lack, nor have I seen Vikings done poorly, so yeah. But I like Wood’s characters and reading it from the library required little from me. If I was going to read Viking comics Northlanders would be the ones I’d read.
This book is about a guy Sven from the Orkney islands returning home to claim his inheritance from his scheming uncle who stole it. There’s a lot of killing people with swords and arrows and shit. It covers a lot more time than I would have expected, and I gather that the later story arcs aren’t Sven’s further adventures.
Reading it though, I couldn’t put the roots of comics in pulp fiction out of my head. I suppose it’s the Watchmen effect, like how in that world they had Pirate comics instead of superheroes. And I read Old West comics. I don’t know. I just felt like I was in some other world where Viking comics were the norm for tales of people being badass.
Man, I haven’t been able to write a coherent review or anything else in months. I’m sorry.