Wednesday, July 22, 2020

A comic book whose point was going off the rails

I recently bought a bundle of Graphic Novels which includes the complete Ghost Fleet, which I had never heard of. And it was so much like reading someone’s fly-by-the-seat-of-your-pants RPG campaign that I have to comment on it.

(Since I really only read comic books by buying the odd bundle of graphic novels now and then, I don’t really blog about comic books since I’m always years behind on them. That said, is there any reason for Bruce Wayne to hide his identity other than avoiding endless civil and criminal lawsuits that would accrue every issue?)

Lots of spoilers ahead... lots of them.
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Spoilers
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The book starts off explaining how Andrew Jackson and Jean Lafitte set up a black ops smuggling infrastructure called The Ghost Fleet, which has continued to operate into present day. I mention this only because this demented bit of world building never comes up again, which is a shame because there’s some definite potential there.

Anyway, Trace and Robert are two operatives of the Ghost Fleet until Robert betrays Trace but leaves him alive. So Trace goes on a roaring rampage of revenge that basically involves stealing a semi-truck carrying a McGuffin. It’s an action adventure involving explosions, master assassins, crazy shoot-outs and big trucks slamming into things.

MASSIVE SPOILER

And in the last issue, the McGuffin turns out to the Death, the fourth horseman of the apocalypse, who possesses Trace so Death can Kung Fu battle the devil for the fate of the world. Death wins and the world becomes a post-apocalyptic world of mutants, robots and demons.

what

Okay. There was some foreshadowing and it turned out what the McGuffin actually was mattered to the story (sorry, Alfred Hitchcock) But the book jumped from cheesy summer action flick to gonzo crazy over the course a few panels. 

And, yes, I have a specific GM I know in mind who would run a game like this :D I don’t know if he ever ran an octaNe campaign but it probably would have looked like the end of The Ghost Fleet.

I’m not saying the Ghost Fleet is good. There are some bizarre plot holes, including that the guy who Robert sold Trace out to was also their employer, making the betrayal actually make very little sense. The need for either the betrayal or Trace not being a part of it just isn’t there. Basically, cool overrules common sense every time.

And I’m not saying the Ghost Fleet wasn’t fun. But, despite what I hear some critics say, fun isn’t that hard to find in comic books. 

But if it had had a less fantastic ending (Like: ‘we were hauling illegal nuclear weapons the whole time? Time to shoot everyone and drive off into the sunset’), I’d have forgotten the book already. And I’m going to remember the Ghost Fleet.

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