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DOGFACES Rule Alterations
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===SOCIAL ISSUES=== Comics began to deal with some of the issues forbidden by the Comics Code by handling them in what was considered a helpful way, offering positive role-models for young readers. For example, the comics addressed the issue of drug abuse by clearly portraying it as something bad. So long as it wasn’t glorified, the Code didn’t pose any problems (particularly since it was largely self-enforced anyway). The major social issues of the 1970s and ‘80s all showed up in the comics to one degree or another. Among the most popular were: * Women’s Rights: Feminist heroines and empowered women became more common. Female heroes made it clear they weren’t going to serve solely as “secretaries” to hero teams and they were just as capable as any male hero, if not more so. Female villains often had enough of male-domination and were prepared to serve it up in spades. Stories ranged from serious issues of discrimination to campy “battles of the sexes” where empowered heroines who’d had enough fought it out with their male counterparts (usually under some sort of villainous influence). * Black Power: Minority heroes—notably black heroes—become more common, although it was all but required for such heroes to have the word “Black” in their names. Such heroes were often angry crusaders for equal rights as well as justice for all. * Substance Abuse: Drug and alcohol abuse, previously forbidden by the Comics Code, became issues. Heroes fell victim to the “demon in a bottle,” and were forced to deal with the consequences, or discovered their young wards were addicts, much as unsuspecting parents were forced to deal with children on drugs. In later years, the “War on Drugs” became a common theme, and drug-dealers common foes for street-level heroes. Some heroes even gained their powers from accidents involving designer drugs, echoing some of the deliberate “super-serum” heroes of the Golden Age, some of whom discovered they had a drug problem stemming from the source of their powers. * Youth Empowerment: From the flower children of the 1960s to the “Me Generation” of the 1980s, comics featured more young people who weren’t just loyal sidekicks of older mentors, but full-fledged heroes in their own right. Often, the younger generation had a new way of doing things, and they were looking for independence from their elders. * Multinationalism: Following the trends of minority-rights, comics in the later years began to introduce more heroes and villains from nations outside North America. Often they were simply guest-stars, but some comics included regular foreign characters, with different cultural backgrounds. Comics also took place outside of North American cities and went to other places on Earth.
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