Any
Someone on Facebook was looking for Silver Age weirdness, like Batman and Robin on a giant typewriter or Superman going back in time and dating Marilyn Monroe on Krypton or something. (I think those are the examples he gave.)
So I put too much thought into this.
Adventures like that span both the Golden and Silver Ages, and to me it seems like they derive from a few things:
- First, they're mostly a DC thing, probably because Marvel was mostly doing monster and romance comics in the fifties. You can still find weirdness at every publisher, but we remember the DC ones.
- Apes and motorcycles always sold well; put them on the cover!
- They kind of come out of the idea that there aren't consequences. The audience for the stories is presumed to turn over in four years or less, so you don't get tied down in continuity. That's how you get some of those guano-crazy Bob Haney scripts, where Batman sells his soul to the devil or that Haney created Wonder Girl because he didn't realize that Kanigher had created Wonder Girl as the adventures of Wonder Girl when she was a teen.
- Some of it was just for the convenience of the artists. Giant props? They added visual interest while being things that might well be around the house, so it was easy for the artist to get it. None of this Harvey Kurtzman "No, Jack, the sulfa goes to the left of the gauze pad" business here.
- The comics were still trying to be “hip” and relevant to the kids today, so they would sprinkle in stuff like JFK or Marilyn Monroe, but often with slight changes to avoid legal problems.
- They weren't winking at the audience, who were presumably kids. If Superman fell in love with Lerilynlon-Roe on Krypton, he really did fall in love. The emotions were real, even if shallow, because the audience wasn't presumed to be ironic or sarcastic. They were kids.
Given all of that, you had to have what Orson Scott Card calls "event" stories and what Robin Laws calls "iconic" heroes. The characters didn't change because the characters couldn't change — you couldn't guarantee that a kid was going to get next month's issue or had bought last month's issue. (I've got a collected edition of Supergirl from the 1960s that's starting to get some continuity but in no way is it necessary for the stories...sometimes Supergirl uses something from another comic, and some things happen over two or three issues, but the changes are rarely permanent or are rarely personal.
Instead, you have more of a problem, attempt to solve, complication kind of structure.
Anyway, the original poster wanted some way of recreating the goofiness, and what occurred to me eventually was random tables. So we start with our premise, which is:
"An A gets powers but has to be pursued because he/she/it B, causing conflict, and there's this complication: D.
Use the appropriate die for each one; I'm just knocking this off, so I'm not striving for 6 or 10 or 20 of any of these.
# | This thing |
---|---|
1 | Ape |
2 | A pet (cat, dog, something) |
3 | Insect |
4 | Robot/alien invader |
5 | Close friend of hero |
6 | Rival of the love interest |
Changes in some way (gets powers, falls sick, is mutated, arrives on earth) but the heroes have to engage because it has:
1 | Secret, like nuclear launch codes |
---|---|
2 | Disease cure |
3 | Hero’s secret ID |
4 | Celebrity |
5 | Hero’s love/hate |
6 | Is actually a transformed friend of hero |
So there's conflict. But there's a complication, which is part of what makes the story goofy.
1 | Hero is shrunk |
---|---|
2 | Hero is grown |
3 | At place that makes giant working props |
4 | At historical period or mythical place of interest to readers |
5 | At historical period of interest to hero (Krypton, Crime Alley, etc) |
6 | Hero is altered some way (powerless, gender-swapped, obese, has head of ant, traded with subject of problem) |
That gets you Superboy shrinking into a small engine (a Julie Schwarz joint, written by Kurt Busiek!), various Krypton adventures, probably goofy things with Atlantis, most Jimmy Olsen adventures... Get a motorcycle in there and you might be good.
No comments:
Post a Comment