The Alexandrian

Bastard!!

A manga that really didn’t manage to distinguish itself in my eyes.

Review Originally Published February 5th, 2002

WHAT IT IS

Bastard!! is a series of manga created by Kazushi Hagiwara and first published in Japan in 1988 in the pages of Shonen Jump. New episodes are still being published today, and over the years (as the success would imply) it has garnered a fervent fan base and continues to enjoy a high level of popularity.

In 2000, in Japan, Hagiwara began releasing the Bastard!! Complete Edition: This was a re-release of the original 1988 manga. Like the Special Edition of the Star Wars movies, this Complete Edition was retouched, redrawn, and variously improved. Viz Comics is now releasing this Complete Edition in an English translation (oddly credited as being translated by Kaori Kawakubo with an “English adaptation” by Fred Burke – I don’t know what that means).

The comic is subtitled (at least in English) as “Heavy Metal Dark Fantasy”. Based on this first issue, it’s a little difficult to see where either of those terms would apply: The general tone is more comical than dark; and Hagiwara’s Heavy Metal influence doesn’t seem to really enter the series until later based on what I’ve seen.

Basically, here’s the concept of the series: The legendary evil sorcerer Dark Schneider was imprisoned several years ago by the high priest of the kingdom of Metallicana. Dark Schneider’s personality was sealed away and his body transformed into that of a young boy named Lucien. The good priest then “adopted” Lucien, raising him as the younger brother of his own daughter, Tia Noto Yoko. Dark Schneider can only be released by a spell which requires, as catalyst, the kiss of virgin innocent. The high priest taught this spell to his daughter. It is known to no one else.

In the first issue, Metallicana is beset by an army led by an evil sorcerer. To save them from their peril, they are forced to call upon Dark Schneider. Dark Schneider, of course, is not only evil, he is also breathtakingly gorgeous – and Tia Noto Yoko is instantly attracted to him, despite the fact that’s he Pure Evil(TM). Of course, to add a little spice to the mix, every time she kisses him he transforms.

Much comedy ensues.

WHERE IT’S GOOD

Hagiwara is justly commended for the high quality of his artwork. Even in the more primitive forms and compositions present at this early stage of his career, it is easy to make out the seed of an immense talent. In addition to being simply gorgeous at many times, Hagiwara is also capable of simplifying his style and compositions when it serves the story and characters.

The other high point of Bastard!! for me was the humor. The tone is nicely set on page four, when the soldiers of Metallicana, standing before the oncoming horde, say: “Dammit! They’ve attacked when the king, imperial forces, and the priest are gone!”

What are the odds, right? That type of tongue-in-cheek satire is designed to warm the cockles of a fantasy fan’s heart. Hagiwara also gets some decent mileage out of the somewhat strange, mystically tainted love triangle of Tia, Lucien, and Dark Schneider.

WHERE IT’S NOT

Although one can make out the seed of Hagiwara’s talent, these early issues of Bastard!! still need a lot of work. The pacing is dizzying and inconsistent. Many of the compositions are too crowded. Some panels appear to have been simply rushed. In several instances Hagiwara simply drops the ball when it comes to telling the story he’s apparently trying to tell.

Nor is Hagiwara helped much by what I consider to be a sub-par translation. (Or, at least, I’m going to choose to blame it on the translator, rather than on Hagiwara.) All of the characters talk with the exact same voice. Most of the dialogue makes you simply want to wince. Worst of all, many things which you can see are meant to be jokes are translated so badly that the humor is lost. For example:

Tia Noto Yoko: I swear … you little ant! Don’t you have any feelings of frustration – of being pissed off, or of wanting to pulverize someone?! How can you be totally VOID of those kinds of emotions?

Lucien: Y-you’ve got more than enough for BOTH of us!

You can see the potential humor in those lines, but it’s lost because the translation of Tia’s dialogue doesn’t ring true. It’s like watching one of those bad sitcoms where you can tell the joke is being set up because all the characters have suddenly become mouthpieces of the writers.

Similarly, you have instances where the dialogue fails to rise to the dramatic quality of the action. Thus, not only do all the characters sound like each other, they sound the same regardless of whether they are having a quiet chat over breakfast or annihilating giants with mighty magicks.

A FEW CONCLUDING REMARKS

Having read Bastards!! from cover to cover, here’s my assessment: Slayers is better at RPG parody. Record of the Lodoss War is better at the RPG-inspired plot. Rumiko Takahashi is better at the bizarre love triangles complicated by strange magic.

Nor can I even say, based on this first issue, that Bastard!! earns the distinction of combining the three to any great effect. It doesn’t. Instead, Bastard!! simply seems to create an uninspiring mishmash.

I would suspect that I would enjoy this comic more if the translation were better at capturing character and conveying the humor. (There’s nothing more annoying to me than to read something and say to myself: “Wow, that would have been really funny if you’d just delivered the punch line correctly.) I also suspect I would enjoy Bastard!! more a year or two down the line – when Hagahashi’s talent has had a chance to mature.

Those of you who are big fans of Slayers, Record of the Lodoss War, or Rumiko Takahashi’s works might want to give this a shot, though: It would definitely be up you alley, and might appeal to you more than it did to me. I’ll probably be stopping back at this well from time to time myself to see if things have improved.

Style: 4
Substance: 2

Authors: Kazushi Hagiwara (Translated by Kaori Kawakubo; Adapted by Fred Burke)
Company: Viz Comics
Line: Viz Comics
Price: $3.95
Pages: 72

I received Bastard #1 as a review copy. I have absolutely no memory of how or why that happened. While I had some channels for receiving RPG review copies in 2002, I hadn’t done any work with comic books. (It’s possible this was somehow related to a letter I wrote that got published in a Punisher comic book several years earlier. My address had been published with the letter and several smaller companies sent me new comic books hoping that I would write back with letters they could use to fill their letters pages. I seemed to linger on some mailing lists for a while, but although I don’t remember the actual events, I don’t think that’s actually why I received Bastard.)

In any case, receiving a review copy it’s the only reason this review exists: This was still during the time when receiving review copies was such a novel experience for me that I felt honor-bound to review everything I received. For better or for worse, that’s not an ideal I can live up to any more: I’m simply too inundated with requests for reviews. When people ask if they can send me review copies, I tell them that the odds of getting an actual review from me are quite small. Even after getting the copy, the book has to intrigue me enough to read it cover-to-cover. Then, particularly if it’s a new game, it generally needs to be good enough to convince me to actually play it. And even then, it may still not get a review if I don’t have anything interesting to say about it.

The existence of review copies creates a surprising amount of distress for some people, which, to be perfectly frank, is mostly just amusing to professional reviewers, who know it’s  standard industry practice and always has been. “But you won’t review something honestly because then you won’t get more free stuff!” is a pretty common refrain, and there are some reviewers who think that way. But those reviewers don’t have integrity to begin with, so it doesn’t matter. The reality, particularly for professional reviewers, is — as I said — being inundated with more review copies than we know what to do with.

I do think it’s important to disclose when you’ve received a review copy. It’s an important facet in what brought you to the product. Something I try to be aware of is that receiving a book for free can have an impact on perceived value. This is also true of birthday presents, of course, but you subconsciously expect less from something that you got for free than you do for something you paid for.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Spiral of the Plagueborn

The pages of the first part of this volume are covered with an exhaustive detailing of disease – partly its symptoms, but always the methods for its spread, and never a word about its cures.

The second part of the volume espouses the teachings of the Brotherhood of the Plagueborn. These cultists seek to achieve destruction and devastation through disease and pestilence. They promote the accumulation of filth, rot, and decay. They sneak contaminated foods into marketplaces. They steal bed linens of the ill and slip them into the beds of children. They dump filth into wells.

Their temples, it seems, are almost always found in the sewers, trash heaps, and waste pits of civilization. They lurk in the places where civilization breaks down into its foulest parts and then – like vermin – seek to spread that corruption and decay to every part of the world.

Deadly Carrier
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: Standard action
Range: Personal
Target: You
Duration: Instantaneous

You render yourself immune to the effects of a single disease you currently carry within your body. At the same time, the disease becomes twice as contagious as normal. If the disease does not already have mechanics for contagion, assume that anyone spending at least 10 minutes within 20 feet of you must make a Fortitude saving throw (DC depends on the disease) or become infected.

DESIGN NOTES

Some material on this page is covered by the Open Gaming License.

Like the Songsingers, the Plagueborn weren’t part of the Night of Dissolution conspiracy.

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My Session Notes

May 17th, 2026

Mothership - Behind Justin Alexander's GM Screen

First: I’m frequently asked what my session notes look like. People want an example of what my prep looks like.

Second: Last week at Green Dragon Fest, I was asked if I would be sharing the scenario I ran on the Alexandrian. I said I’d like to do that, but wasn’t certain if it would happen, because it would involve a lot of work.

“A lot of work? For an adventure you’ve already prepped? Why?”

These two things are related to each other.

WHAT MY PREP LOOKS LIKE

What my prep looks like actually varies quite a bit. At one end of things, the scenario notes for the Alexandrian Remix of Eternal Lies are what I used when actually running the campaign. Patrons of the Alexandrian can also grab my actual running files for the Dragon Heist Remix. These are expansive, detailed campaign notes with elaborate continuity, deep themes, and extensive, integrated player handouts.

But my adventure notes are generally written for an audience of one (me), and it’s not at all unusual for them to be essentially incomprehensible to anyone else. I was reminded of this while working on The Vladaam Affair, a campaign arc which I prepped in a significant amount of detail, but nevertheless discovered — when I started sharing it here — required extensive editing and additional writing to make useful to anyone else.

But more than just being tailored to my own idiosyncracies, it’s not at all unusual for me to be running adventures from notes that are essentially chicken scratch. The principle of Smart Prep boils down to not prepping stuff that you can improvise at the table, and I’ve been doing this long enough that there’s a lot of stuff that I can improvise at the table.

For example, here are the original scenario notes from Bloodwight Heist, the scenario I ran at Green Dragon Fest 2026.

BLOODWIGHT HEIST

Job: Steal a Namir-Radi G7 genesplicer from the Nanopore Genlabs facility located in Zoyechka, Katerineta. 30,000cr.

NANOPORE GENLABS (Zoyechka, Katerineta)

  • Laboratory A – Genetic Census (Katerineta)
  • Laboratory B – Aphrodite Crops
  • Laboratory C – PT Soil Seeds
  • Laboratory D – Yellow Goo Prep

Admin – File Servers

Offices – Cubicles and Offices on north/south side

Lower Level – The Blood

LEADS

  • Splicer going to Genma (Nirvana).
  • Admin: Missing Shipment @ Tranquility Station
  • Lower Lab: Source in Dark System (Ukweli-17)

Very rough drawings of two-storey scientific research facility, featuring four labs labeled Lab A through Lab D

AT THE TABLE

This scenario was originally prepped for my Mothership open table. These notes, plus the monster stat blocks (which I pulled from a different adventure), were everything that I had prepped, although the “Job” entry was actually player-facing and I dropped it into a template to create a small card that I added to the Jobs Board that hangs in my game room:

STEAL. Acquire a Nadir-Rami G7 genesplicer from the Nanapore Genlabs facility located in Zoyechka, Katerineta. 30,000cr.

In terms of play, I got four sessions of open table out of it:

  • Group 1 took the job, had the heist blow up in their faces when the monsters showed up, and fled. This led to local authorities placing Nanopore Genlabs under quarantine. A new job was then posted, offering payment for retrieving data from the file servers and tissue samples from the basement lab.
  • Group 2 attempted the new job, infiltrating a drone into the facility after an elaborate heist. They caught a fleeting glimpse of the monsters as their drone was destroyed, and they decided to high-tail it out of there. The contract remained open.
  • Group 3, including a member of Group 1, took the job. It took them two sessions to complete and they were forced to abandon the tissue samples, but they were able to retrieve the data.

For Group 2 I had kept some brief notes of what Group 1 had done (e.g., breaking stuff and blowing up rooms), then added an adversary roster for the monsters and another one for the security team enforcing the quarantine.

For Group 3, I beefed up the federal security forces.

For Green Dragon Fest I added a few additional layers to the overall experience, but the heist portion of the adventure was essentially unchanged except that I prepped fancier versions of the blueprints to use as player handouts. (At the table, the adventure followed a similar course, with each additional group getting a version of the job and site modified by the previous team’s efforts.)

Nanopore Genlabs Blueprints - 1st Floor (Laboratories A, B, and C located in separate wings)

Nanopore Genlabs Blueprints - 2nd Floor (Laboratory D, Production, Offices)

AFTER ACTION REPORT

If I were to make this adventure publishable — or, perhaps more importantly, to put it in a form where someone else could meaningfully run the same adventure I did — I would obviously need to download a lot more of my brain onto the page. For example, what are PT Soil Seeds? (Hint: PT stands for Pre-Terraforming and PT stations can be found in orbit around or on the surface of multiple planets in the Tempest Cluster.)

So what’s my point? Am I saying that you should prep your own adventures like this?

Not exactly. After all, I’ve already linked you to adventure notes where I prepped a lot more than this, and that was not, generally speaking, wasted effort.

But I’m also not NOT saying that. It’s definitely useful to be able to run a scenario from notes like this ­– or, at least, whatever your version of minimal looks like. Even if, like me, you’d generally prefer to have more notes when you’re running, occasionally running a scenario from minimal notes is a good way to test your limits and can also help you figure out what is and isn’t essential prep for you. (Which can improve the quality and usefulness of your more detailed prep notes.)

Heavy Gear Blueprint File - Dream Pod 9

Dream Pod 9 has established a reputation of visual excellence, and delivers it strongly with their line of poster-size blueprint files.

Review Originally Published February 5th, 2002

Dream Pod 9 has earned a reputation of high excellence across its three lines of games (Heavy Gear, Jovian Chronicles, and Tribe 8 — and if you didn’t already know that, shame on you). One of the more innovative forms of supplementary product they’ve tapped in these product lines are the “blueprint files”.

Each of these files – including the Heavy Gear Blueprint File which is being reviewed here – comes packaged in an 8.5” x 11” white envelope. On the front of the envelope is the title and a sort of “table of contents” – which tells you that there are eight 19” x 15” (poster size) blueprints folded inside the envelope, and that these blueprints are of: A Hunter gear; a Jager gear; a Mammoth strider; a Vortex landship; a Khan landship; a CEF hovertank; and a Fury-class assault shuttle. In addition, each of the blueprints is presented in miniature on the cover – so if you have any question regarding what these blueprints look like, you can just take a quick peek at the cover and you’ll know.

Each blueprint comes with some background text on the design, plus various specifications and explanatory passages. They are elegantly suitable for either framing or for actual reference to the crafts in question.

The biggest drawback of the product can be summed up in a simple question: What the heck do you do with it?

Well, like I said, these blueprints are great display pieces: Frame ‘em, tack ‘em up, whatever. If you’re a gearhead like me, your favorite might find a place in your office. Even if you’re not, then you may find displaying them on the walls of your game room will help add ambience and atmosphere to your Heavy Gear campaign.

Speaking of gaming, these blueprints can also come in handy as props and hand-outs. This is particularly true if your adventures are based off of a landship – in which case the landship blueprints can become primary reference points for the campaign.

Other than that, though, I’m not really sure. I, personally, find them cool. Of course, I own a Heavy Gear keychain… judge me if you must.

In short: Take a look at the cover in the store. If it looks like the type of product you’re going to get some use out of, pick it up. If not, don’t. You’re not going to be missing anything.

Style: 5
Substance: 4

Publisher: Dream Pod 9
Price: $9.95
Product Code: DP9-058
Page Count: n/a
ISBN: n/a

The Heavy Gear keychain was solid metal and really cool. I used it for years and years until it broke. Afterwards, I kept it in one drawer or another for several years, but it appears to have wandered away at some point. I’d forgotten all about it, until rereading this review unlocked a core memory.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Song of Discord - Brotherhood of the Songsingers

This volume appears to be a cult manual for the Brotherhood of Songsingers.

The Songsingers worship chaos in the form of the Discord – the “song of chaos”. They perceive the ways of order as the monotony of a single note beaten again and again. They see, in their acts of chaos and wanton destruction, a “changing of the tune” to include discordant notes. It this discord, they believe, which is the essence of freedom and life. Without discord, liberty would be a hollow and empty shell.

But there is also a deeper level on which the Discord exists. The book speaks of the Galchutt – “Dukes of Chaos” who “slumber in eternal aeons” in their “caverns ever-echoing”. The cult believes that, through their religious rituals, they can open their “inner ear” to the whispers of Galchutt – whispers which are, in fact, the Song of Discord and of Chaos.

In this way, the actions of the cult can be seen as variations played upon an eternal theme chanted into the world by the sleeping Galchutt.

DESIGN NOTES

This lorebook notably describes a cult which DOESN’T appear in my Ptolus campaign. It’s something of a meta-red herring. It’s like the old joke: If you want to prank someone, sneak three pigs into their house. If you want to drive someone insane, release three pigs in their house and label them One, Two, and Four.

If I gave my players a list of the chaos cults who appear in the campaign, then that list simply becomes a checklist. But if that list includes additional entries, then its sows uncertainty: Where are the Songsingers? Why haven’t we encountered them? Did we miss them? What are they plotting?

And even after the players become certain that the Songsingers are not, in fact, part of the conspiracy they’re investigating, the references continue to evoke a wider, deeper, and more mysterious world: The Songsingers were not here, but they are out there. These things that you have experienced are only one part of a larger world.

There is some risk with this technique that the players will take the bit between their teeth and go haring off looking for the thing which, technically, was not part of the current scenario. But this is hardly a bad thing. “Oh, no! The players are pursuing something they’re passionate about!” It’s easy enough to follow their lead and gin up a new scenario. Perhaps it’s only a side quest. Perhaps you (or they) can find some clever way to reflect it back into the primary scenario.

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