Search the Community
Showing results for tags 'campaigns'.
Found 1 result
In order to help myself better understand how to give my games and other product the appropriate tone, I've begun to make a list of the differences between a typically Golden Age setting and a typically Silver Age one. Here are the lists I've made so far. Typically Golden Age: powers gained through magic, religious reincarnation, or (mainly) no powers except the virtues of manliness. An un-self-consciousness and mostly unwarranted ease and confidence in the face of adversity. Lurid, horrible, and ghastly ends for Bad Guys. Bad guys normally gangsters, spies, saboteurs, and mad scientists. Occasionally wizards or devils. Relatability is often achieved chiefly through the device of a Kid (or otherwise mundane) sidekick. Continuity loosely adhered to, if at all. Costumes designed to be easy to draw and print with the primitive four-color processes of the day. Typically Silver Age: powers derived from elaborately science-fiction-dressed sources like radiation, advanced chemistry, time travel, and aliens. More human-scale interpersonal relations and the problems of Real Life. Villains retained moral reprehensibility but developed powers and wore costumes. (For instance, The Melter wasn't a military saboteur, but rather an industrial one.) A different strain of adversaries, derived from Monster comics of the 50's, hang around to confound the wits of heroes both street-level and godlike. Stories became interconnected both within the title and between company's titles, and continuity becomes a strong hand guiding future development, for good and ill. Due both to better color separation and to avoid repetition, costumes become more garish and more intricate. What are some of your own ideas about the differences?