The History of Venture Comics!

Ancient and Overlord are strong independently, and the combination can be overwhelming, punching far above expectations and easily getting a TPKO if the heroes aren’t on their A game. This one’s also got one of the most obnoxious possible upgrades, practically guaranteeing the team will need to spend three or more actions in the Green zone just removing it.

A lot of the outcome is going to hinge on whether the PCs can reduce her starting minion count to zero before she acts, leaving her having to start her engine cold with (probably) a mob of d4 minions rather than d12. That probably calls for at least one and probably two heroes twisting to use a Yellow multi-target sweeper and most likely other hero actions for Boost support. And that won’t get much if any work done toward clearing her upgrade.

Depending how the initiative plays out she might even forego a turn one summons if her status is down in the d4-d6 range. Instead hammer all the heroes she can target with a -3 or even -4 penalty on everyone and some moderate damage to boot. At that point in round two she can summon and her smaller minions can hope to survive a sweeper or even two with her reaction, starting the pain train of increasing minion count and status die sizes.

If she goes first you’re almost certainly going to need multiple collections and careful minion control to win this fight. Truly nasty villain build, that.

The fact that she also bypasses physical/energy damage reduction with psychic damage from her main Attack is just adding insult to injury. Or injury to injury, really. :slight_smile:

Yeah, I deliberately juiced the Empress of Ash up to the limits of what the system allows. As a GM, I would not deploy her against a party unless (a) I also gave them access to a challenge that let them dramatically weaken her, such as an anti-summoning measure to bind her again, or (b) the objective of the scene was to save civilians and escape, not to beat her. Or possible (c) I’m handing a bunch of lieutenants to the heroes to represent the other heroes they’re working with on this “all hands on deck” disaster.

She is that nightmarish, and she’s meant to be. After all, her rising was a serious challenge for a group of eight heroes!

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Rough as she is, I suspect a 4-5 hero team where they all have ~8 collections and a decent number of HP bennies from last session could handle her easily even with the other scene elements mentioned in her writeup. That’s about a year’s advancement when playing weekly sessions, and if the players know they can spend freely they’ll destroy her -or really pretty much anything you throw at them. Maximizing key dice and paying for twists to use abilities early make a huge difference when you can all do it repeatedly during a scene.

All three of the ongoing games I’m in right now are reaching that stage or beyond it and we’re all struggling to deal with it, with a lot of discussion on the subject while we’re still on holiday hiatus.

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All good points. I’ve never played an SCRPG game with more than four collections, so I have no advice.

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Four’s about the point where I really started to notice how the heroes felt more powerful, especially in issues where there was only one action scene. They weren’t overwhelming, but their effectiveness had climbed to the point where they could each reliably get a Moment of Awesome when they wanted it. Which is fine, but double the playtime investment to eight collections and your GM really has to do something to adjust the core book guidelines, and it offers zero help in that regard.

This probably merits a different thread to discuss, or maybe a whole blog post over on my site. Don’t need to hijack yours, but I do think it needs talking about.

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I’d be up for joining a thread about the discussion, although as noted, I don’t know if I have much to add. I can crunch some math possibly.

Randomizers:
Approach: 6, 4, 6 [Options: Underpowered, Disruptive, Overpowered, Tactician, Dampening]
Archetype: 5, 3, 5 [Options: Bruiser, Indomitable, Inhibitor, Squad]
Upgrade: 8, 3, 5 [Options: Group Fighter, Power Upgrade I, Quality Upgrade II]
Mastery: 6, 8, 7 [Options: Mercenary, Profitability, Mysticism]

The Driver

Real Name: Morris Grayson, First Appearance: Skybreaker Stories #126, Nov 1968
Approach: Underpowered, Archetype: Indomitable
Upgrade: Quality Upgrade, Mastery: Mercenary

Status Dice: Always d8. Health: 30+5H (Upgraded 50+5H)
Qualities: Ranged Combat d10, Self-Discipline d8, Criminal Underworld d6, Smooth Operator d8
Powers: Awareness d8, Agility d6, Signature Vehicle (The Cart) d6, Presence d6

Abilities:

  • In The Zone [A]: Boost yourself using Self-Discipline and use your Max die. That bonus is persistent and exclusive.
  • Long Drive [A]: Attack using Awareness. If you roll doubles, add that value to your Attack. If you roll triples, add all three dice to your Attack.
  • Push Your Limits [A]: Attack using Agility. Use your Max+Mid dice. Take irreducible damage equal to your Min die. If you roll doubles, you cannot use this ability again for the rest of the scene.
  • Fore! [A]: Boost using Ranged Combat. Use your Max die. Hinder using your Mid die. Attack using your Min die.
  • Mulligan [R]: Defend by rolling your single status die. If that defense reduces the damage to 0, Boost using the amount of damage prevented.
  • (U) Lifetime of Dedication (I): Increase all of your Qualities except “Smooth Operator” by one die size.
  • (U) Master Mercenary (I): If you have been given a contract to perform a specific task, automatically succeed at an Overcome in a situation where the difference is getting paid and not getting paid.

Common Scene Elements:

  • A city environment set up with a series of golf hazards and challenges.
  • Random Minions. Some group of d6 or d8 minions working for the Driver’s current employer.
  • Another Supervillain, either working with the Driver or as a fellow competitor in a game.

In 1968, the assembled criminals of Grovedale collectively hired the best assassin in the world to defeat Skybreaker, in the hopes of putting an end to his campaign of liberty and truth. The man they hired was The Driver, who was spoken of in whispers by the gathered crooks, and who, when he arrived, seemed to be a mild-mannered and middle-aged Black man who assured them that their problem would be dealt with, or he’d refund their money. Readers were not, perhaps, prepared for the Driver to have an extremely simple modus operandi: he waited for Skybreaker to appear to stop a crime in progress, set up a golf ball on a neighbouring rooftop, and proceeded to arc it across the street and directly into the hero’s head, knocking him instantly unconscious. If Rhonda Randall hadn’t been present to distract the goons assembled to finish the job, it would have been the end of the hero!

Now aware that he was being hunted by a foe with absolute determination, Skybreaker began a game of cat and mouse across Grovedale, narrowing avoiding death at the hands of the Driver’s many hazards and successfully capturing him before going on to fight the gang leaders who had hired him in the next issue. But the Driver’s easy-going attitude and his offer of a handshake upon being defeated stuck with readers, and the villain would return several times to face off against his foe once again, always armed with what seemed like far too little and yet managing to hold his own against the titans of Venture Comics.

Behind the Scenes

I may have watched too much Birdie Wing recently.

This is another “goofy Silver Age villain who is weirdly good at what they do”. The Driver should not be effective as a villain, because he’s a guy with a golf club and no actual super-powers, but he has dangerously powerful attacks (especially combined with a high-power persistent boost), a wild defense (especially in combination with that boost), and also some solid versatility. He’s a cultured, friendly sort of guy who will beat you to death with a golf club. But politely. He’ll give you a quiet clap when you make a good move against him, because that’s only fair.

It’s not actually possible for the Driver to take out an uninjured Skybreaker in one hit, but if Skybreaker is lightly injured and the Driver has one prep turn he can, if very lucky, do enough damage to drop him from Green to Out in one go.

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what a wild M.O. there XD

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Thank you! I wanted to be as precisely ridiculous as possible. Today, however, we get a bit of a contrast…

Randomizers:
Approach: 1, 1, 6 [Options: Relentless, Skilled, Disruptive, Focused, Generalist*]*
Archetype: 4, 1, 6 [Options: Predator, Guerrilla, Indomitable, Overlord, Formidable, Squad*]*
Upgrade: 2, 5, 9 [Options: Hardier Minions, Power Upgrade I, Defense Shield*]*
Mastery: 8, 5, 3 [Options: Conquest, Mad Science, Profitability*]*

Asphodel

Real Name: Adrianna Denton, First Appearance: Dark Rivers #3, March 1969
Approach: Generalist, Archetype: Squad
Upgrade: Defense Shield, Mastery: Profitability

Status Dice: No other villains: d6. 1-2 other villains: d8. 3+ other villains: d10. Health: 30+5H
Qualities: Finesse d10, Technology d8, Stealth d6, Ghost d8
Powers: Intangibility d10, Telekinesis d8, Awareness d8, Radiant d6

Abilities:

  • Ghostly Drain [A]: Attack using Intangibility. Use your Max die. Recover Health equal to your Min die.
  • Poltergeist [A]: Hinder multiple nearby targets using Telekinesis. Boost yourself using your Max die.
  • Intangible (I): Reduce physical and energy damage dealt to you by 1 if the scene is in the Green zone, 2 in the Yellow zone, or 3 in the Red zone.
  • Possession [A]: Boost another target, who must be willing, using Intangibility. This bonus is persistent and exclusive. As long as this bonus exists, redirect all physical Attacks against you to this target.
  • Haywire [A]: Attack using Technology. Use your Max die. Defend all nearby allies with your Mid+Min dice until the start of your next turn.
  • (U) Beyond the Veil (I): You cannot be damaged by anyone except yourself until the forces between you and existence are broken; this takes two Overcome successes. If a hero takes a minor twist opening the Veil, you can make an Attack as a reaction by rolling your single Intangibility die.
  • (U) Repair the Veil [A]: Overcome using Intangibility. Use your Max die. On a success, remove one success from the Veil challenge. This ability cannot be used if the Veil has been completely breached.
  • (U) Master of Profitability (I): If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who else pays the price.

Common Scene Elements:

  • Other Elysium supervillains, especially made up of bound spirits in technological frames or humans technologically merged with supernatural forces.
  • Challenges representing the dangerous forces that she is in the process of unleashing.
  • Orpheum Staff. D8 minions who roll twice to save against magical effects, taking the higher result.

Veilwalker faced off against a variety of supernatural threats, but from the beginning, a major recurring opponent were the mysterious operatives of the Elysium Corporation. Officially a medical and industrial research organization, Elysium was in fact researching the blend of dark magic and scientific principles in order to conquer death! Their experiments often stirred up the supernatural in dangerous ways, which Veilwalker then had to deal with, and they quickly became aware that someone was interfering in their efforts.

Introduced in Dark Rivers #3, Asphodel was a mysterious researcher into the Veil that seemed to know far too much about Veilwalker’s capabilities, leading a group of bound spirits in an attempt to capture her. Asphodel herself was fascinated, wanting to know where the young woman’s power came from, but at the height of the issue was caught in the edge of one of Veilwalker’s spells and vanished - it turned out that she, too, was a ghost, who had merely been possessing one of her lab interns!

In future issues, it would transpire that Asphodel knew exactly who Veilwalker really was, and was hiding that information from Elysium, while trying to capture Karita for her own purposes. The truth was that she was Karita’s mother, who had died in a lab accident five years earlier. Adrianna had bound herself to Elysium’s technology as a ghost with her last breaths, and was now beholden to the corporation for the resources she needed to stay in existence. Karita would not learn this fact for some time; she only knew that Asphodel seemed oddly aware of her behaviour and ideals…

Behind the Scenes

Another thing that is generally missing from Venture Comics up to now - evil family members! Veilwalker’s Family Principle is going to be challenged by a ghost mom who is going to cause her all sorts of problems but also doesn’t want to hurt her. But also ghost. It’s an issue. She gets a name in line with the corporation she works for, rather than something Indigenous, because (a) that conceals the surprise, and (b) I don’t think there are any Indigenous ghost-like myths that would not be aggressively appropriative and probably deeply sacrilegious.

Possession is a unique adaptation of the “Stay in Formation” ability, which is quite powerful combined with “Haywire” but can be beaten by using non-physical attacks or just knocking the ghost out of their host. I’ve also made a slight adjustment to Asphodel’s version of Defense Shield, which reduces the number of Overcomes required but doesn’t let heroes just punch their way through. In her upgraded form, she needs to be fully drawn into the world to be attacked.

And Profitability becomes our second thing to be wiped out, which is a bit sad but not a big deal, especially with only ten villains to go in this phase.

Next up, our grand finale villain for the Silver Age…

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X = 30 in this case.

Interesting concept. One thing I’m light on in my own roster is magical organizations. Plenty of loner villains but I’m lacking something with hordes of chump agents backed up by a tougher foes, like Cult of Gloom or Champions’ DEMON.

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Health fixed!

Yeah, one advantage of coming at this from the perspective of “what are the big storylines this hero deals with” is that slotting in an organization with a leader makes for a common answer.

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the Principal of Family with an evil family member makes me think of the Marvel Avengers Disk Wars anime, when the young boy and Thor bond over “I have to protect my little brother from the world” and “I have to protect the world from my little brother”

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Randomizers:
Approach: 4, 2, 6 [Options: Skilled, Underpowered, Disruptive, Mastermind, Overpowered*]*
Archetype: 1, 5, 2 [Options: Predator, Inventor, Bruiser, Indomitable, Overlord, Formidable*]*
Upgrade: 8, 7, 12 [Options: Quality Upgrade I, Quality Upgrade II, Brainwashing Zone*]*
Mastery: 9, 4, 2 [Options: Behind the Curtain, Enforced Order, Superiority*]*

Head Master

Real Name: , First Appearance: Champions of Truth #50, April 1969
Approach: Mastermind, Archetype: Formidable (Vulnerable to Misfortune)
Upgrade: Quality Upgrade I, Mastery: Enforced Order

Status Dice: No Misfortune Penalties: d12. Misfortune penalties and prophecy bonuses: d8. Misfortune penalties and no bonuses: d4. Health: 45+5H (Upgraded 65+5H)
Qualities: Finesse d10, Insight d8, Alertness d8, Magical Lore d8, Persuasion d8, Well-Laid Plans d8
Powers: Precognition d12, Deduction d10, Vitality d8

Abilities:

  • Deliver Prophecy [A]: Boost yourself using Magical Lore and use your Max die. That bonus is persistent and exclusive. Also Attack with your Mid die.
  • As Was Ordained [A]: Take any basic action and use your Max die.
  • Precise Action [A]: Attack one hero using Finesse. Hinder all heroes using your Max die.
  • Playing Into My Hands [R]: When Attacked, Boost yourself using the attacker’s Max die.

Common Scene Elements:

  • Devoted Disciples. D8 minions who, as a Reaction, may treat a successful save result as a Boost.
  • A hostile environment that the Head Master has stacked in his favour.
  • Multi-stage challenges related to the dangers that the Head Master has put in place.

After the successful shake-ups of Dimensional Devastation and Flatfoot, the editor of Venture Comics was looking at their last few bi-monthly titles and deciding how to shift them around. The decision had been reached that it was time to go monthly, and the only things remaining were Venture into the Unknown and Champions of Truth. Neither title was pulling in numbers sufficient to attain a monthly status. Venture into the Unknown had almost completely abandoned its original premise in favour of rotating crossovers, and Champions of Truth was increasingly a grab-bag of villains and ideas with no fixed concept.

The solution was a three-part crossover between the two comics over the course of April to June of 1969, introducing the most terrifying foe the Champions of Truth had ever faced - the Head Master!

Hinted at in early 1969 comics, the Head Master was a man with an incredible ability to predict the future based on his intricate understanding of every possible contingency both mundane and magical, and who used his incredible genius to plot out a course to world domination, assembling an army of followers awed by his genius and predictions. He knew the Champions would be his first opponents, and took steps to sideline them. In Champions of Truth #50, he struck by tricking the Wonderer’s young companion Khalil into making a wish that his friend could have a day without responsibilities, trapping the Wonderer without magic right before he moved to steal the Spear of Assal from Skybreaker, cut off Flatfoot’s communications, and then sent robotic minions to attack Greenheart in the heart of the city, drawing her away from the plants and animals she relied on. By the end of the issue, Skybreaker, Greenheart, and Flatfoot were captured and Wonderer was powerless, leaving the Champions in terrible danger!

Over the next two issues, Madame Liberty tried to challenge the Head Master, recruiting her old ally the Steward to help, but he seemed to be one step ahead of them - until a single quirk of fortune changed everything. In Venture into the Unknown #87, Reverie was investigating swirls of prophecy that had the fae in an uproar, and stumbled into the plot. Reverie’s fae magic was a monkey wrench in the Head Master’s works, creating tiny moments of bad luck that utterly devastated his predictions, and allowing her to save the heroes that he had trapped. In Champions of Truth #51, the old heroes and new joined forces, defeating the Head Master and locking him up.

In the aftermath of the battle, the Champions decided that they had become complacent. Instead of relying on the Wonderer’s magic, Madame Liberty proposed the construction of a base of operations and the Steward promised his alien technology to help. The Wonderer decided to continue on his way, pulling heroes together as the mystical winds required; he promised that his own Hidden Champions would be available when possible. In his place, Reverie took over as the team’s magical specialist.

As for the Head Master, he revealed in the final pages of the book that while this had been an unexpected setback, his plans were still in motion. Even from jail, he intended for the Champions of Truth to fall…

Behind the Scenes

Plans within plans within plans…

The Head Master probably doesn’t appear that often, because it’s exhausting to create a plan where ‘every contingency has been accounted for’, but I love the idea of a Formidable enemy whose weakness is “whoops you hit them with a bad-luck Hinder”. It’s very funny to me. And it fits the sort of enemy this guy is, utterly unstoppable when you’re playing by his script, not so much once he gets sidetracked.

That’s it for our Silver Age villains! Whew! Going to write up some history tomorrow, and then on to the Bronze Age…

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This villain trope usually hates, hates, hates Wild Card archetype heroes. Fundamentally unpredictable types and elaborate pre-planning mix like oil and water even when the hero doesn’t have a way to target Formidable vulnerabilities. I think half the Wild Cards I’ve seen have had some kind of probability manipulation/gambling/dumb luck schtick going on too, which would be even worse for Head Master.

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History of Venture Comics, Pt. 5: The Height of the Silver Age (1962-1966)

Throughout the mid-60s, Venture Comics continued to grow and expand, with crossovers becoming more common and longer-form storylines beginning to take shape across many of its stories. In 1963, a new publishing deal led to Venture having the option for up to twelve titles a month, which they quickly expanded to, picking up eleven main titles and restarting Cryptic Trails as a Wild West comic, which proved to be a mistake; its characters proved unpopular, and it struggled for just over four years before being cancelled in 1967.

During this period, Venture Comics blended its various themes. Science fiction stories increasingly relied on dimensional aliens rather than the outer cosmos of Celestial Travels, and magical forces clashed with technological ones on a regular basis. Venture into the Unknown increasingly began to focus on stories in which two or more heroes who rarely interacted joined forces against an established foe or pair of foes, with fewer and fewer attempts to create new heroes; the Drifter was the last new hero to gain a foothold.

History of Venture Comics, Pt. 6: The Venture Trinity (1967-1969)

By the late 1960s, societal trends were changing, and Venture Comics was changing with them. Many of the ideas that had seemed evergreen were now growing more complex, and Venture Comics struggled to remain relevant within the Comics Code, with over half of its titles in danger of outright failure and the company running towards rocky ground. In 1967, a new Editor-in-Chief came to Venture Comics. Harold Mossby was a veteran of the publishing industry, with big ideas and a willingness to challenge authority that led him to lay out a three-year plan to revitalize the struggling business. His proposal became known as the Venture Trinity.

The Venture Trinity began in 1967, with revisions to the Big Three of Venture Comics. The most notable revision was the Death of Flatfoot storyline, leading into the new version of the robotic hero, but Mossby also began a new arc for Skybreaker Stories, unceremoniously dropping the “magical foe seeking Skybreaker’s spear” storyline that had been bubbling without resolution for the past nine years, and began a more socially-conscious Madame Liberty that began to interact with the Summer of Love and the rise of the Hippie Movement, more sympathetically than in the past few years of her comic.

The second major event came at the dawn of 1968 with Dimensional Devastation. In the aftermath of the event, the teams involved were all shuffled around. Doctor Cosmos left the Vanguards to explore the newly available dimensions alongside Neutrino and Wavelength, as the Celestial Traveller. In her place, Fission and Nucleon joined the Vanguards, with nothing left to defend in Santa Juanita. Reactors and Cryptic Trails were both cancelled, opening the door for what were meant to be two new heroes born out of the chaos - although neither of them would ultimately gain any traction.

Finally, in 1969, Mossby closed out the last of Venture’s bi-monthly productions, cancelled the two struggling new titles, and replaced them with a new Champions of Truth lineup and one last attempt at a new hero, Dark Rivers, which proved more popular than its predecessors. Along the way, Mossby also stunned long-time readers by finally cancelling Venture into the Unknown, using the grand reboot of the Champions of Truth as a send-off for the publication. He reasoned that Hidden Champions would take on the stories of heroes crossing over, and the anthology introducing new heroes was no longer needed.

With its lines revamped and new stories on the horizon, Venture was now in its Bronze Age, and was ready to begin struggling against the strictures of the Comics Code…

Behind the Scenes

Historical and metafictional discussion time! This is long, so apologies

So, first off, you may notice that a few dates have changed. While writing up this section, I discovered that I had done math wrong, resulting in Flatfoot #300 being listed as a full year later than it should have been. While fixing that, I discovered a number of other errors, so a lot of comic titles have had to be revised in the final timeline. Most of the dates are the same, but Dimensional Devastation had to be slid forward one month to end on Celestial Travels #350 in April 1968.

Secondly, and this is just a little thing, but I kind of like that we have our first utterly abandoned storyline! I had mentioned in Skybreaker’s writeup that he was contending with a shadowy villain who was trying to steal his spear, and then I didn’t actually get around to writing that villain. So it goes away. Whoosh.

Now, looking ahead! Historically, the Bronze Age doesn’t have a well-defined start date, but various comic events throughout 1970 and 1971, along with the revision of the Comics Code in 1971 to be more permissive, are generally viewed as the transition period. When I was making notes about Sentinel Comics, I pegged 1970 as the start of the Bronze Age in the metaverse, with the beginning of Conflux and Battle Unending, the end of The Indestructible Bunker, and the Mad Bomber Baron Blade story in 1971.

Recently, Christopher and Adam suggested that the Bronze Age starts a bit earlier for Sentinel Comics, kicking off with Moonfall in late 1968. As a result, I’ve moved my own Bronze Age forward a year to 1970, and extended the events beforehand a bit. Moonfall is doubly unusual in that it’s the first limited-run series for Sentinel Comics; more would start popping up a lot in the 70s. In our world, limited-run series didn’t start until 1979, so I’m going to have to start tracking my issues more carefully to include some of these. Which is, to be honest, going to be fun.

A second thing of note - compared to real-world publishing companies, Sentinel Comics is small in the Silver Age, and doesn’t grow much in the Bronze. Adam mentioned in a recent podcast that realistically, based on their metaverse popularity and reach, Sentinel Comics should probably have about twice as many titles as they actually do. I think he’s, if anything, understating the situation.

For real-world comparisons: up until 1964, Marvel was only able to publish eight superhero titles a month; they gradually increased from 1964 to 1969 until they were up to sixteen. DC, I think, was publishing twelve superhero comics monthly in 1960, and by 1969 seems to have been publishing anywhere from sixteen to twenty-one titles a month, with an evenly larger number of titles, but many of them popping up bi-monthly or quarterly. By the end of the Bronze Age, Marvel published 25 in-universe titles plus five licensed titles a month; DC ramped up to an even higher number, but then had to cancel a whole lot at the end of the 70s and restructure.

Sentinel Comics, however, starts the Silver Age with only eight titles, one of which doesn’t start as a superhero comic and one of which, The Indestructible Bunker, is riding the line between superhero and war comic. In 1964, they cancel Arcane Tales to drop to seven, in 1965 they launch Arcane Tales Vol. 2 and Stranger in a Strange World to rise to nine, but but then they cancel Stylin’ Shirley in 1966 to go back down to eight, and Stranger in a Strange World in 1967 to end the Silver Age with only seven titles. And unlike Sentinel’s extraordinarily low Silver Age hero-count, which can be kind of explained as “the C-listers and D-listers of that age haven’t been written up”, this has been consistently presented as the full publication list.

In the Bronze Age, Sentinel Comics grows and then shrinks again. In 1970, they add an eighth title, and start doing limited runs on a regular basis, effectively giving them nine monthly titles. They grow to ten in 1973 and eleven in 1975, replacing cancelled titles with new ones along the way, then shrink back down to ten in 1977 and to nine in 1978. In 1980, they’re back up to ten through the transformation of Mystery Comics to twice a month. But that’s still only nine to eleven monthly titles for the entirety of the Bronze Age. Even if we assume a couple of failed titles for minor C-list or D-list heroes we don’t know about, that’s quite a bit less than half what Marvel or DC was putting out.

I had originally said that Venture was mostly a single-digit titles company. Obviously, as we have reached twelve monthly titles, that has not fully succeeded, and we’ve technically bypassed Sentinel Comics’ output. I’m going to keep our total number of titles small in the Bronze Age, but I’m probably going to add one or two slots, which means that Venture always put out a few more titles than Sentinel did despite being a smaller publishing company footprint-wise. Such is the wibblies!

With this update, we’re back to M-F updates kicking off the Bronze Age, so see you Monday for our first new hero.

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Worth noting that getting dates a little wrong on individual issues would be expected. IRL many titles struggled to make their deadlines every time, resulting in a slow creep towards “monthly” comics being closer to 10-11 issues per year for particularly troubled publishers. Sometimes it wasn’t even the creators’ doing - paying the printer on time was an occasional source of delays, and that’s accounting’s fault. And that won’t really get much better in the decades to come - if anything the 90s were notorious for late-running and never-appearing issues, and post-2000s still sees plenty of solicitations for stuff that comes out extremely late or never at all.

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That is true - I thought that didn’t start happening until the 70s, because they would have slush pile stories ro t. Oh, well, revisions are made now.

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Slush piles, and they were a lot more willing to do straight-up reprints in the 50s and 60s when they had too, but there were still “oopsies” once in a while - which I’m inclined to blame on printers wanting their money at that point. By the 70s and early 80s you were starting to see the odd missed deadline due to creative staff and the reprints were getting used for specific books where (at DC, anyway) they’d bundle two old stories with a single new one - or Marvel’s run of X-Men reprints from 1970 to 1975. DC’s numbering went nuts for a while around Crisis in the 80s, of course. From 1978 to 1987 Marvel had the oft-maligned Jim Shooter making damn sure the books came out on time, and more power to him for doing so IMO.

The 90s were a blasted wasteland of delayed books and countless first issues that took years to see #2, if they ever even got one. That was about when I stopped working comics retail altogether and moved on to game stores, which could survive on their own strengths during the CCG and later d20 RPG booms. I dipped out just before the Heroclix craze hit, which saw a lot of purist game stores start carrying comics and comic shops carrying more games.

Going by the owner of my FGGS/comic shop delays and cancellations have not gotten better in the ensuing 25 years, and distribution of both comics and games are worse then ever.

Tl;DR Don’t worry too much about your fictional books not coming out quite on time. Being late is upholding a comic industry tradition. :slight_smile:

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Your recall for the details of the titles running during Sentinel Comics’ Bronze Age is impressive - do you have a resource you used to keep track of that?

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As it happens, I have a spreadsheet.

Some time ago, Dude_in_Target, using data that WalkingTarget assembled, put together a spreadsheet of all of the cards and a number of podcast episodes. For my own purposes, and because I had a bunch of free time at the time, I started adjusting it for my own interest. My long-term plan was to have one focused on comic events, without duplicate entries for multiple cards referencing the same story. I didn’t actually finish it, but I’ve kept it for reference purposes and do plan to go in and finish it some day.

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Oh that’s fabulous, thank you so much for sharing it!

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