TCC D&D: Make Mistakes

Playing the DM part 7

Make mistakes

Don’t make them on purpose, of course, that would ruin the integrity of the game. Talking to D&D players who want to be a DM, but never take the shot, I find their biggest fear is making a mistake. They look at the Dungeon Master’s Guide, the Player’s Handbook, and the Monster Manual and freak out. Those books are hundreds if not over a thousand pages of information. It’s easy to get overwhelmed. So go make mistakes.

When I started on this journey as a DM, I had played D&D less than a year and wanted to play with some other friends. No one wanted to step up to lead the campaign, so since it was my idea I did. I spent plenty of time preparing. The adventure was a perfect intro to the game for some and a good way to bond the group. Despite spending hours preparing, writing, and rewriting NPCs and story points, I made mistakes. The one that sticks out the most is the inspiration mechanic. In my first few sessions I kept treating inspiration, which gives a player advantage on a d20 role of their choice, as if it were bardic inspiration. It worked, but when I learned that I was doing it wrong I corrected it and informed the group of the change. 

This probably should have been my first post, and if you jump back to the second I did talk about bending or disregarding certain rules. While this relates, it is different than making mistakes and being willing to do so. The best way to become a good DM is to start and make mistakes, learn from those mistakes, and improve. Some mistakes will be small like the inspiration rule, others may feel more critical. The worst mistake you could make is to not try.

Session summary: 

Last session the Crusaders picked up in the ruins of Nagnalore. The clicking in the trees continued around them. As they took in their surroundings, they noticed a series of very life-like statues. Upon closer examination they broke the closest, which set the petrified victim free. After the victim gained her senses she introduced herself a Lara. The Crusaders learned the Lara was sent to break the news of the Queen’s loves death, and investigate reports that the queen was attempting to desecrate the blood of her father. 

As the Crusaders talked, Bryce heard a “bamf” noise and felt a weight on his shoulder. When he turned his head he noticed a little being with skinny legs arms and a stick like body. The head of the being appeared to be a mask, but it is animated. After many attempts to communicate with it Alex finally realized that he can understand some of his words. After confirming that the Chwinga is a friend, it bestowed a charm of restoration onto Bryce. 

The Crusaders offer to assist Lara and they followed the statues toward the tower at the end of the courtyard. They entered into the tower and were met by Zalkoré, the exiled queen of Omu. Most of her body was covered in a dress and veil of feathers. The Crusaders, mainly Jeska, distracted the queen while Lara snuck behind her. Before Lara could act, Zalkoré revealed that she was transformed into a gorgon.  

This revelation sent Lara into a rage and she attacked the queen, causing the Eblis, crane-like creatures, to swoop to the defense of the queen. After a short battle Alex, in the form of the Avatar of the Green, suffocated the queen almost to death in his grasp. H then released her and allowed Bryce to finish her off! 

With the queen of Omu dead, and the fate of Wandsa in the balance, what is the next step for the Crusaders in their mission to find and destroy the soul monger? Tune in for our next adventure to find out.

-Manderson, the Son of Mander

Curious about our adventures? Check out the replay of the episode below!

TCC D&D: Introducing New Characters

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Introducing new characters:

In my experience as both a player and a DM, groups do not stay stagnant for long. At some point someone wants to invite another friend to join or another player has to leave. As parties change size it is important to find a compelling reason for new characters to join the party. You could just plop a character in the middle of the story or magically have them appear, or retcon them into the group. Honesty as the DM it is your call.

D&D is as much about killing monsters as it is story telling. Dropping a character into the party randomly does not feel like good storytelling. In the two different groups that I DM, I have added 4 total characters to the groups. In my home group I spent time working with the new player to gain an understanding of their backstory, who they want their character to be. I spend time sharing a little of what is ahead, not in detail, but enough to allow them a glimpse into the story and the group dynamic. Spending this time with each player allowed for a better storytelling mechanic as an introduction. 

My home group just started on the “Curse of Strahd” campaign. The opening scene to this adventure was a confrontation with Strahd, who easily defeated the group. We ended one session with the entire party unconscious. When I planned this I always intended for them to somehow end up inside a shelter of some kind. We had a player who wished to join, and they sat in on the session to get an idea of where they could fit. Thankfully this player chose to be a Bard! The Bard class has a spell that allows them to create a hut. 

The characters awoke in the next session inside a strange hut, hearing an unfamiliar voice singing outside. The details of the new Bard fit with where I wanted to take the party, we tweaked a couple of details and our new character shows up in a mysterious, but story driven way.

In part 5 of Crusaders and Dragons we introduced two new characters. In this case I knew that the party was heading toward a camp and it would be a good spot to introduce characters. When the gates to Camp Vengeance open, the new characters Wandsa and Jeska are pretty much the first people that the party sees. An NPC is quick to share that these two new characters are on a similar mission.

In both examples of character introduction I didn’t have to go very far out of my way to weave in the introduction into the story. While you can spend time creating an epic entrance, which makes the new player feel more powerful and special, it is not necessarily the way you need to go. If your party is visiting a tavern, there may be a character that has heard of their exploits, or perhaps one that seems to be leaning too close for comfort listening to them talk. Simple tropes could easily bring in a new character. The important detail in all of this is that your players enjoy the game. 

Session Summary:

We pick up this session immediately after the Crusaders have healed the most critically injured and sick in Camp Vengeance, which is not at all what Mara Hill wished for them to do. However, their assistance to the camp earned them enough good will that Mara was compelled to release them (if anything she threw them out of the camp). 

Attempts to acquire additional soldiers from the camp are declined, and Mara gets more and more angry as the interaction goes on. The Crusaders, and their new friends Jeska and Wandsa, leave the camp, spending about 15 minutes trying to steal a boat from the camp. Most of the camps soldiers choose to turn a blind eye and eventually Bryce slices the rope and they head off. 

They travel down the river for hours, the sun beating down on them, making the journey uncomfortable. Eventually they spot some ruins on the eastern bank and decide to investigate. Wandsa shares that she senses some sort of magical aura in the ruins, and decides to channel detect magic to help pinpoint it. Alex talks to crocodiles before they dock and explore the ruins. 

They quickly discover that some of the flora are carnivorous, Bryce is lured and then trapped inside of a Mantrap, which the Crusaders quickly deal with, freeing their friend. The next area they are not so easily fooled and deal with dangerous plants from afar. The crusaders climb out of the garden onto a terrace, however as they reach the top of the stairs the hear a clicking noise coming from multiple trees. It appears something is watching them!

What is hiding in the trees? Is the soul monger hidden in these ruins? Tune in next time to find out what shenanigans the crusaders get into next!

-Manderson, the Son of Mander

Curious about our adventures? Check out the replay of the episode below!

TCC D&D: Allow the Players to Guide

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Character interactions have been one of the more complex parts of the game for me. Those of you who have DMed, have likely struggled with this at least early on in your experience. With D&D and other similar table top games, it is easy to get caught up in pushing into the next encounter, dungeon or story point. Allowing the flow of the game to control the pace can cause  players to lose interest because they are not allowed to be as invested. 

While pushing from one town to the next and any peril or encounter that may come with the journey is probably the way new players expect the game to go, players and Dungeon Masters with more experience might feel this pace gets repetitive. If you only allow your players to use their combat abilities they miss more than half of who their character is. Compare D&D to video games like the Mass Effect series, most of your characters growth is combat based, while a small portion is for social interaction in these games. D&D on the other hand allows for most of ones abilities and traits to impact how they interact with party members and Non-Player Characters (NPCs).

Part of crafting a great story for the characters to play is creating different ways for this story to play out. If you create multiple paths to your epic conclusion how do they discover these multiple ways? Interact with NPCs! Whether those NPCs are encountered on the road, in a fort, in a city or a plethora of other locations they could hold new information or alternatives that the characters can explore or proceed with. 

Be prepared for the unexpected when interactions occur. In almost every one of the D&D episodes we have had the players have made a choice that I did not expect. As the DM I don’t mind these moments at all, as a matter of fact, I hope for them. They challenge me to stay creative on the fly and role play a bit more myself from the NPC perspective. 

Take this past session, while we did have a number of guests, the story continued. We are playing through the “Tomb of Annihilation” that Wizards of the Coast published last year. When the characters arrive at Camp Vengeance they are supposed to be commanded to either take the injured back to Port Nyanzaru or take a contingent of the Order on a patrol, just as Mara Hill suggested. If they do not they are to be arrested and tried for negligence of duty during a military crisis.

Now, if I had forced the decision in the moment one of those three outcomes may have quickly come into play. Instead I gave them time! The characters then talk out their options, despite not knowing what happens to the entire group if they say no, and come up with a third option: heal all the sick and wounded. This is not what I expected to happen. However, it created good dialogue between the Player Characters as well as some of the NPCs, which made it all the more fun for the players, and myself, and hopefully you the audience!

Most people I talked to about D&D love it because they love storytelling. Allowing every person at the table to contribute to that story makes it more rich, unexpected and enjoyable for anyone involved whether at the table or spectating. Creativity from the group enhances the game play. So don’t be afraid to sit back and let your players do whatever they want! What’s the worse that could happen? They roll a natural one and fall to their death? I guess that is pretty bad, but then they get to make a new character!

Session Summary:

In this session we pick up after the encounter with the Zombie T-rex and an angry Goblin King. While the Crusaders are victorious, Diane appears to be killed and is floating down the river, though Alex and Bryce do not know this. The remaining Crusaders decide to continue with their mission and deliver Undril Silvertusk to Camp Vengeance as asked. 

They arrive at the camp shortly after dark, and are suspiciously engaged by Commander Mara Hill, the Camp’s Commanding Officer. After being let through the gate they encounter Wandsa Maxitoff, a Tiefling Sorcerer who is being held captive and her companion Jeska Daughter of Jones a Cloud Dwarf Barbarian (also Amy’s new character). Mara quickly reveals that she has a prejudice against magic wielders and that is why Wandsa has been taken prisoner. They are offered, however, a deal. If they undertake a mission for the Order of the Shield Wandsa will be set free to assist with the mission and let go afterward. 

As a sign of goodwill Mara releases Wandsa and has Bryce, Alex, Jeska and Wandsa led back to a relatively luxurious place to spend the night. The Crusaders and their new friends, however do not turn in, they spend their time talking about their options for escape or cooperation. They land on the idea of healing all the sick and wounded to earn the goodwill of the camp. As part of their plan Bryce is sent to distract, or seduce Mara, which he succeeds with at least the former, if not the latter. 

We left the Crusaders having healed the camp and disappearing back to their cabin and with a flash to Diane who we find dead on the shores of the Soshenstar, only to have the spirit of Gimpy the Three-legged Berserking Wolf inhabit the corpse, bringing Diane back to life!

-Manderson, the Son of Mander

Curious about our adventures? Check out the replay of the episode below!

TCC D&D: Perils for the Players

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Continuing my (rather public) journal on what I have learned while trying to DM for the Crusaders and others!

D&D can come in many different levels of play: certain groups love the challenge of role play and interacting with Non-Player Characters (NPCs). Other groups want to dive into combat discover new and challenging enemies. Others still fall somewhere in between. No matter where your group falls, and despite needing to provide a fun game, the DM also needs to provide the very real risk of failure. 

Failure can come in many different forms. Let’s use our previous session with the Crusaders for instance. Up to this point there was no real risk of failure; they had decisions to make, but they are now in a very hostile environment. Not only is there risk from being away from civilization and in the wild, but undead stalk the jungles as well as creatures both big and small that could provide a threat. The Crusaders also came to discover that exploration of ruins or jungle could possibly end in failure. 

While exploring the remnants of Camp Righteous, the first camp established by the Order of the Shield, they discover ruins from the long dead Kingdom of Chult. They use guile and intelligence to make their way through, but not without taking bits of damage and failing to solve a few of the puzzles and traps along the way. While none of the Player Characters (PCs) took enough damage threaten their life, it did provide a very real threat. Eventually they solved the riddle of the ruins, by imitating the pictographs on the wall and riding piggyback style through the ruins.

After leaving the ruins, the mystery of the dead sisters of Diane is solved as the Goblin King rides in on a Tyrannosaurus Rex claiming that they would destroy the “God Killer.” This combat was entertaining, fun and dangerous. When the T-Rex attacked Diane we learned that this monster provided a very real threat to the group. With one bite, this adversary knocked off more than half her hit points, and the players learned when she is released that this is a zombie dinosaur that can produce other zombies by vomiting them up! 

This encounter and the puzzles of the ruins created a session that finally had some real danger and hopefully instilled in the players and spectators alike that this quest could possibly end in the failure and death of the entire group. These challenges required some unique strategies including the befriending of a baby Axe Beak bird, and even the use of abilities that causes friendly fire damage. 

This encounter very well could have wiped out the entire party if not handled correctly. Not every puzzle, or every encounter with monsters or foes needs to be life threatening, some may just push the story along, while others may threaten the success of the quest. In many combat encounters you may even find that there is a non-combat solution to the encounter.

At the end of our session, we leave Diane passed out from her wounds floating down the River Soshenstar back toward Port Nyanzaru. Bryce, Alex and Undril have defeated the goblin and the zombies, including the T-Rex. What is to come of Diane? Will the rest of the Crusaders save her or is she lost to the wilds of Chult? To answers to these questions tune in to our next episode of Crusaders and Dragons!

-Manderson, the Son of Mander

Curious about our adventures? Check out the replay of the episode below!

 

In Remembrance of Anthony Bourdain

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He grew up wanting to be a comic book artist. He ended up writing a couple later in his life. 

In between these two points, Anthony Bourdain was a chef who became a writer who evolved into a philosophical traveler. A rockstar in the world of food and travel. An introvert who opened our eyes to cultures we assumed we understood and those we knew nothing about. He traveled around the world, from the tallest buildings in western civilization to the darkest, hidden corners of the globe. He confronted injustice, intolerance and ghosts of the past over a bowl of soup. He discussed a nation’s class warfare in a relaxed manner over slices of cheese and bottles of wine. He would open up and speak freely about his own personal demons over an espresso.

Anthony Bourdain showed us what it means to be a citizen of the world. He showed us the importance of learning about the different cultures in this world and how easily we can all be connected. He defended the importance of being bluntly truthful. He taught us to go on adventures and be a part of a story. He told stories in a way that only he could do, and we hung on to his every word.

While Anthony Bourdain’s end is tragic, it is a lesson to us all. He explored the world and now it is our turn to explore. We must explore mental health and mental illness. We mustn’t hide it, shun it and brush it under the rug. We must bring it out to the light, discuss it, and be there for those who need help. This is how we truly follow in the footsteps of Anthony Bourdain. 

Travel. Eat. Connect. Open your mind to the world... and be sure to order something weird on the menu.

Thank you for everything, Anthony. Rest easy, you rockstar traveler.

National Suicide Prevention Lifeline: 1-800-273-8255.

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Flash Season 4 Review: Despair and Hope

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If you have followed the Crusaders for any length of time, you have probably heard us say that “This is a great time to be a comic fan!” We have the MCU, DCEU (which I am just as a big a fan of despite the general despair from the fan base), the Marvel Netflix shows and the CW DC show, along with many others. While Marvel has done an unparalleled job of creating a wonderfully connected universe on the big screen, DC/CW has created a well-connected universe for the smaller screen.

While I love all comics from DC, Marvel, Image and others, I am firstly a DC fan. So I have done my best to keep up with the “Arrow-verse” as it is commonly called. This year I cut back but still followed Arrow, Supergirl and The Flash. Out of these three series’ The Flash has been the best. While the crossover was fun, cinematic, and amazing, The Flash consistently had the strongest season. I say this as a fan who was beginning to get tired of The Flash taking on speedsters three seasons in a row.

The formula of: “Hey I’m the fastest man alive” to “oh crap this dude is faster and he beat me” to “how do I get fast enough to beat this new baddie” was getting stale. That is why this season when they introduced the Thinker as the big baddie had me excited! While The Flash still had to be faster than ever before to beat him, or so he thought, it wasn’t always about punching in super-speed. This season brought more heart to the show than ever before, and heart is what really makes comics great.

I’m sure my fellow Crusaders will laugh at the fact that it is me, the Son of Mander, that is talking about heart, as I am often teased for my lack of emotional awareness (being partly Vulcan). However, as a husband and a father, I appreciated what this season brought. The status quo was broken. Characters took on different roles, Iris West for instance, being the team leader, while Barry still remained the heart of the team. Heart, however, would not necessarily win the day.

Across the three series’ that I kept up with, this was the darkest by far, and the darkest season for The Flash yet. Normally, The Flash gives us glimmers of hope throughout the season. This season had very little hope, as The Thinker bested Team Flash at almost every turn. Every time it appeared that the good guys achieved a small win, The Thinker showed that it was all part of his plan. We see this drive the Flash farther into despair than any previous season.

The shining light in all this darkness? Iris West-Allen! Iris kept Barry from drowning in the depths of despair. No matter how many times defeat felt imminent, heart kept the team going. Ultimately, it was heart, or the emotional equation, that kept The Thinker confused the most. As his power grew, his connection to his human side, the emotion that defines humanity, diminished. His calculations grew further and further from emotion and more and more based in logic. Honestly, the Thinker should have taken a page from Spock’s book, think logically but plan for emotionality.  

Despite all these set-backs the final episode begins with the culmination of The Thinker’s plans. How do you defeat such a logical being? Strike at his heart! Find the good still inside of him. I won’t spoil too much, but this quest leads them in a different direction than the team expects. The final defeat doesn’t come from The Flash alone, it comes from the team. Team Flash leverages the knowledge of the city to locate The Thinker and fight him on their own terms. The city together restores hope to Barry and Team Flash. The final blow is delivered by The Flash, and a mystery speedster, streaking pink lightning behind them. This final blow ends the threat and sees our hero being cheered by the city he has vowed to protect and bring hope to, which he has continued to do. 

Switching gears, and to wrap up, there was one odd element through out the entire season. A character that seemed to sporadically show up, make herself noticeable, but only enough to draw minor suspicion. In the next few episodes you wouldn’t think anything of it, until she showed up again. This character drew attention to herself because she has way too much energy, and talked way to fast. In the final scene of the finale, she once again shows up, by this point we’ve pieced together who she probably is, and she announced “I’m your daughter Nora from the future, and I think I made a big, big mistake.” BOOM! Right? Ok, not really, I saw it coming from mid-season. However, I love that the seeds for season 5 where spread throughout the season, and that final victory in season 4 was delivered by a family, even if Barry didn’t know it at the time.

I can’t wait for season 5 of The Flash! Let us know what your favorite moments of season 4 were and any theories, hopes or dreads you may have for season 5.

-Manderson, the Son of Mander

TCC D&D: Planning and Improv

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Welcome to the third entry in “Playing the Dungeon Master.” The Crusaders have only just begun to explore Chult; however, we will get into that later. Today, I am going to talk about planning and improv.

Planning the Paths!

As a Dungeon Master (DM), you control the pace of the game; you have to create the setting, while also laying the path before the adventurers. However, you do not want to shove them onto one path, but provide multiple options. Giving one path, even if that is not what the players feel, is often referred to as railroading. There are times when this is necessary, but Dungeons and Dragons (D&D) is a game that should invite exploration and options. Reflecting on this past week, the setting created was vibrant, full of life and provided multiple storylines to explore.

Like any story there is an end. How the players get to that end does not have to be the same for each group that plays a specific story. If you watched or listened to our adventure from this past week you may have picked up that I laid two paths in front of them. Both would ultimately lead to the Jungle. However, I had planned for them to follow Talia to O’chaka’s; which I had character interactions, settings and events planned for or the Cru would find their own lodging, and encounter Undril —which they did do!

Why plan for something that may not be done, you ask? For one, it provides options; it creates a larger world. The characters and events I had planned may never be encountered based on the players’ choices. I could also decide that something I had planned was so great that it could be encountered later in a different, potentially more exciting, way. On my DM outlines I still have two potential paths for them to follow, my initial outline guides them down one path or the other depending on who they encounter. However, if I decide I would rather they enter a certain set of ruins, or discover a certain culture, I can still work that in, or even present the options as part of the story for them to choose. 

Despite all the planning that I do, these players still throw me for a loop. I was pleased when I listened back that my improv felt more planned than not. For instance, Billy Shortcakes did not exist until Alex (Dr. Barrie) asked to talk to him. This character would not have been encountered if they went to O’Chaka’s home. Now, there is a halfling tavern owner with a Boston accent that we call “Shorty.” As the DM, I enjoyed creating and playing this character so much I have crafted plans for him. 

Remember; the DM must roll with the punches, plan for the unexpected, throw out the plan and guide the group back to the path of adventure that leads to heroism!

Summary of our adventure so far:

The Crusaders have made their home in Leilon helping it to prosper in the harsh environment that it is located. One cold night, they are summoned to Baldur’s Gate by someone from Bryce’s past. When they arrive at Talia’s, they find that she is slowly decaying into death and that she needs the Crusaders help in destroying something called the “Soul Monger.” The apparent years of head injury that Bryce has taken caused him to be confused as to who Talia is.

Accepting the mission, Talia transports the group, and herself, to Port Nyanzaru in Chult. The port is hot and humid, alive with life and the business of a port city. Dinosaurs are common here and chance encounter with an Ankylosaraus introduces the Cru to Undril — a half orc officer in the “Order of the S.H.I.E.L.D.”

Undril guides the Cru to the Thundering Lizard, a loud and boisterous Tavern that has rooms to spare, but not a seat to be had in the main tavern area. Billy “Shorty” Shortcakes provides drink food and rooms to the Cru so that they may rest prior to leaving on their adventure. Alex valiantly attempts to gather intel on the “Soul Monger” while Bryce and Diane have one too many drinks and oversleep the next day. Undril asks for their help getting to Camp Vengeance where hopefully the group will get more intel on the “Soul Monger” and where it might be!

After a nights rest, the Cru gather supplies and jump into Undril’s boat to start their journey to Camp Vengeance … or was it Camp Righteous? Undril may not be entirely sure! The Cru make camp on the east side of the river, mainly because Alex (or more correctly Dr. Barrie) hopes to encounter undead. His hopes are not realized when instead the camp is almost trampled by Girillon, an ape-like beast with four arms and tusks. The group kill all the beasts, while almost losing Bryce in the process. 

What dangers await them in the Jungle? Will Alex get to fight any undead? Will Bryce remember how to fight? Will Diane ever truly be sober? And what happened to that cute little puppy they looted at the end of the second part of our adventure? For answers to these questions tune in next time to Crusaders and Dragons!

-Manderson, the Son of Mander

Curious about our adventures? Check out the replay of the episode below!

The Last Son of Krypton (Action Comics 1000 Review)

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I have always been critical of Superman. Even as a kid, I wasn’t THAT impressed by the last son of Krypton (I was more of a Spider-Man kid). The idea of this perfect specimen, with every super power in the book, didn’t catch the interest of a kid who saw himself as far from perfect. It took me years, almost 15 of them to be exact, to get to the point where I could appreciate the effect that Superman has had on our world, and really enjoy a comic featuring him.

Now I am near 30. I consider myself well versed in all things comics. I still sometimes balk at how perfect Superman can be portrayed, but I definitely enjoy a good book with the boy scout (All-Star Superman is one of my favorite comics if you can believe it). Which brings us to Action Comics #1000, a book 80 years in the making. It is an anthology of stories from a variety of teams, all centered around Superman or his influence on the DC universe.

And I loved it.

Every story brought something different to the table. Every story focused on a different facet of what makes the man of steel so important, not just to comics, but to our collective moral consciousness. The stories were fun, unexpected, and heartwarming. I could break down every one, but we’d be here a while and I want to leave some mystery for you if you haven’t grabbed a copy yet. So I’ll talk about one.

Which brings me to Tom King, Clay Mann, Jordie Bellaire, and John Workman’s addition to the super book, “Of Tomorrow”.

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I have become a Tom King super fan over the last few years. Every character he’s tackled (including my beloved Swamp Thing), he has done great things with. And Superman is no different. The story is simple: Earth is about to be destroyed. Not by a great cosmic evil, not by an inter-dimensional monster. This is the far future, and Earth’s time is up. The sun is expanding and will consume the little blue marble, and Superman feels it is time to let it go. The planet has been abandoned for billions of years, no life will be lost, but Clark is there to say one final goodbye at the resting place of his adopted parents, Martha and Jonathan Kent. To thank them for everything they taught him, and tell them how much he loves and misses them.

This story tore me apart. It was five pages. Just five. We only see Superman straight on for one page. Yet I was an emotional wreck at the end. As a son, and a husband, and a father, I hung on every word, re-read every panel, and sat in silence after it was done.

The story was great. It made me want to go back to that little boy I was and say “I know he seems perfect, but he’s not. And that’s ok. Give him a chance.” It made me want to call my parents and tell them how important they are to me. It made me want to pick up my daughter and hold her for as long as possible.

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On the final page, Superman says a line that, in my opinion, is one of the greatest I have ever read, seen, or heard.  “We’re all stardust fallen. And we so we look to the sky. And we wait to be reclaimed.” We are connected by the words of an alien who lost his world, adopted ours, and defended it until the end. In a world where division is all around us, based on invisible lines we’ve created for ourselves, leave it to the original comic book super hero to try and bring us together.

“Faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound. Yes, it's Superman, strange visitor from another planet, who came to Earth with powers and abilities far beyond those of mortal men. Superman, who can change the course of mighty rivers, bend steel in his bare hands, and who, disguised as Clark Kent, mild-mannered reporter for a great metropolitan newspaper, fights a never-ending battle for truth, justice and the American way.”

- Dr. Barrie (not a real doctor)