I know this was posted five months ago, and that everyone else knows about Tobuscus, but I found this amusing. Especially the quote, "Insert Quarter, Gets Rejected!"
I am so excited about TRON: LEGACY, even with all the mockitude.
Tuesday, October 26, 2010
Thursday, October 21, 2010
Gamma World Supers -- Out of the Box
I mentioned in my recent Gamma World review that the games mechanics felt very much like a super hero role playing game to me and that my current GW game was being run with a post-apocalyptic super hero theme. In my world, the mutant heroes have decided to pick up the legacy of the heroic legends of the Ancients and defend the defenseless. Consider it a Legion of Superheroes meets Ralph Bakshi's Wizards.
But the game could be run as a straight modern super hero game straight out of the box with minimal changes to keep the tone heroic and to avoid comedic randomness. I will make a list of recommendations and follow this with two examples, one a randomly created character and the other a "modeled" character based on an existing superhero.
Now for a couple of examples.
Random Hero
I have left out some of the specifics of how the powers work, I want you to buy the game after all, but I am ready to play this character. As you can see, it didn't take much to adapt existing power titles based on their effects. Lashing Creepers does damage and then slows the opponent. That seems like a wave of cold to me. His Athletics check, and Yeti Origin (one of the super strong origins), will let him lift 10 tons on a 13 or better and more on higher rolls, but topping out at 20 tons if I choose a +5 to skill check for double the weight rule with categories doubling with each level increase as well.
Now for the "modeled" character:
I had to use cards from the booster to do this particular modeling of Johnny Storm, but I could have gone a different route to simulate his powers had I wanted. I think that this looks like a highly playable character. He won't be flying in every encounter, though he will be flying in about 30% of them and the odds increase as he goes up in level. I don't foresee adding more Alpha Powers as he levels up and with eventually being able to use 3 alpha powers at the same time, he will be able to fly in most encounters. That's if I use the "core" rules and make the players change Alphas after each encounter and on a roll of 1. House rules could guarantee the use of core powers.
My thoughts are that super heroes tend to have more powers than they actually use in any given encounter, so it isn't too big a deal for Johnny to only fly 30% of the time. Otherwise, I'd have given him the Hawkoid type which has a flight speed to start with.
But the game could be run as a straight modern super hero game straight out of the box with minimal changes to keep the tone heroic and to avoid comedic randomness. I will make a list of recommendations and follow this with two examples, one a randomly created character and the other a "modeled" character based on an existing superhero.
- Interpret the origins broadly. Look at what the powers and abilities affect the world around them and use the descriptive text second.
- To simulate super strong characters do the following. First, use skill checks to simulate lifting capability and base lifting cars etc on an Athletics check (scaled by level). "Hard" difficulties for 10 tons or so and as per page 95, "a super-challenging" check for 100 tons. Require that the character be themed super strong to gain the benefit. Second, use the weapons table on page 74 as your ally. There are no rules for disarming in GW and who says that a "Heavy Two-Handed Melee Weapon" isn't a haymaker? Third, use the abstract armor rules to help you simulate characters like a certain rock covered blue eyed strongman. He's got innate Heavy Armor. It's simple, abstract, and freeform. Go with it.
- Speaking of that weapons chart, don't be afraid to have it simulate all kinds of super hero attacks. A patriotic shield wielding brawler obviously is using a light one handed ranged weapon. Since the game assumes you "can find or make new projectiles as needed," you can simply rule that the shield returning to his hand is automatic. The "ricochet" ability of said patriot might require a power, but the basic throw doesn't.
- Take off your Hero System Microscopic Glasses. Don't be afraid to be abstract instead of granular. Rather than requiring a specific rule be crafted for your specific action, modify broad rules to specific applications.
Now for a couple of examples.
Random Hero
Plant/Yeti
Interpreting Plant -- Plant Characters have a high Con (18), a bonus to overcharging biological powers, are trained in nature, have high Fort, are vulnerable to fire, and once an encounter can damage and slow all enemies in a large burst.
Interpreting Yeti -- Yeti are Strong (16) as secondary, are also trained in nature, have a bonus to AC for being tough, resist cold, and can rake with their claws once an encounter, which slows their opponent.
Got it...
Doctor Chillbourne
Doctor Thaddeus Chadbourne was a undergraduate student assisting a professor who researching the polar ice caps when he came upon an amulet in one of his deep core samples. Upon examining the amulet Thaddeus body was altered. He acquired the ability to generate cold and manipulate the water in the air around him to create armor and weaponry. He also discovered that his body structure had become more hardy. He was now super strong and resistant to cold, but alterations in his body make up have made him vulnerable to heat based attacks.
STRENGTH: 16 (+3)
CONSTITUTION: 18 (+4)
- Atheletics -- +4
DEXTERITY: 8 (-1)
INTELLIGENCE: 11 (+0)
- Acrobatics +0
- Stealth +0
WISDOM: 9 (-1)
- Conspiracy +1
- Mechanics +1
- Science +1
CHARISMA: 11 (+0)
- Insight +0
- Nature +8
- Perception +0
- Interaction +1
HP: 30 Movement: 5 (Heavy Ice Sheath)
AC: 19 (Heavy Ice Sheath)
FORT: 17
REFL: 11
WILL: 11
RESIST: Cold 10, Vuln Fire 5
ATTACKS (Interpreted from Weapons on Page 74)
Blast of Cold (Heavy One Handed Ranged)
Intense Cold Wave (Heavy Two Handed Ranged)
"Ice" Claws (Heavy One Handed Melee)
ARMOR
Heavy Ice Sheath (Heavy Armor)
POWERS
Chillwave (Encounter as per Lashing Creepers)
Devastating Ice Claw Blow (Encounter as per Big Claws)
ALPHA POWER
BRAIN FREEZE (As per LMAO Base Card)
OMEGA TECH
AMULET OF NEGESTH (As per Flash Neurojack)
I have left out some of the specifics of how the powers work, I want you to buy the game after all, but I am ready to play this character. As you can see, it didn't take much to adapt existing power titles based on their effects. Lashing Creepers does damage and then slows the opponent. That seems like a wave of cold to me. His Athletics check, and Yeti Origin (one of the super strong origins), will let him lift 10 tons on a 13 or better and more on higher rolls, but topping out at 20 tons if I choose a +5 to skill check for double the weight rule with categories doubling with each level increase as well.
Now for the "modeled" character:
THE HUMAN TORCH
SPEEDSTER/PYROKINETIC
STRENGTH: 10 (+0)
CONSTITUTION: 14 (+2)
- Atheletics -- +1
DEXTERITY: 18 (+4)
INTELLIGENCE: 10 (+0)
- Acrobatics +9 (Flying Tricks Only)
- Stealth +5
WISDOM: 16 (+3)
- Conspiracy +1
- Mechanics +1
- Science +1
CHARISMA: 16 (+3)
- Insight +4
- Nature +4
- Perception +4
- Interaction +8
HP: 26 Movement: 8
AC: 18 (Flame On!)
FORT: 13
REFL: 17
WILL: 14
RESIST: Fire 10
ATTACKS (Interpreted from Weapons on Page 74)
Fiery Energy Blast (Light One Handed Ranged)
Double Fiery Blast (Light Two Handed Ranged)
Fiery Punch (Light One Handed Melee)
ARMOR
Flame On! (Light Armor)
POWERS
Fiery Aura (see page 49, house rule auras can be turned off per 4e standard)
Mobile Assault (Encounter - as per Quick Attack)
Intense Flame (At Will as per Fiery Flare)
ALPHA POWERS (Deck of 7 Selected Cards, Can only use 1 at a time):
WALL OF FIRE x1 (as per Force Field Generation)
FLIGHT x2 (as per Fire Wings)
ENHANCED FLAME AURA x2 (As per Shimmershield)
SMALL NOVA BLAST x1 (as per Body of Light)
LARGE NOVA BLAST x1 (as per Explode!)
OMEGA TECH
None Selected
I had to use cards from the booster to do this particular modeling of Johnny Storm, but I could have gone a different route to simulate his powers had I wanted. I think that this looks like a highly playable character. He won't be flying in every encounter, though he will be flying in about 30% of them and the odds increase as he goes up in level. I don't foresee adding more Alpha Powers as he levels up and with eventually being able to use 3 alpha powers at the same time, he will be able to fly in most encounters. That's if I use the "core" rules and make the players change Alphas after each encounter and on a roll of 1. House rules could guarantee the use of core powers.
My thoughts are that super heroes tend to have more powers than they actually use in any given encounter, so it isn't too big a deal for Johnny to only fly 30% of the time. Otherwise, I'd have given him the Hawkoid type which has a flight speed to start with.
Gaming Paper Launches Patronage Project
Erik Bauer and the good folks at Gaming Paper are currently asking for patrons for the first product in their Gaming Paper Adventures line of combination map packs/rpg adventures.
This first product features the cartography of industry stalwart Christopher West who has created a giant map for the "Citadel of Pain," and an adventure written by Lou Argresta and Rone Barton.
Erik Bauer has found a way to use his industry competitive advantage, the production of high quality paper gaming maps, to differentiate his rpg adventure offerings. A complaint I have about many modern adventures is their lack of "out of the box" playmats. Some gamers prefer to keep their adventuring purely within their imagination, and I have participated in many successful campaigns that did so. The gaming group I have been playing with for the past 10 years isn't one of those groups. We have a combination of strategy game and eurogame veterans in addition to the pure role players in my group. All of the players like to role play out narrative scenes, but the majority of my players feel most comfortable when they have a nice batch of terrain in front of them during battles. This is one of the main reasons I own so many battle tile style products. I am constantly in need of terrain and maps to use in my adventures.
I am also very busy and rely heavily on prepublished adventures. Sometimes it can become irritating inventorying my tiles/maps to make sure I have the right ones on hand during the session since too few modules provide robust maps for use during play -- Paizo and Wolfgang Baur I'm looking at you.
This product addresses that issue, but it has one added bonus. The map tiles are designed to be GEOMORPHIC! How "old school" is that? What this means that I can use them even if I don't run the module they are associate with because any tile should be able to attach to any other tile. This expands the usefulness of the product to include those who need maps, but don't run published adventures.
I could continue with my thoughts on the product, but I think I'll let the Huckster in Chief (Erik Bauer) sell you on the merits himself.
Make sure that you support the project. I put a widget along the right hand column of the blog where you can help Kickstart the project.
This first product features the cartography of industry stalwart Christopher West who has created a giant map for the "Citadel of Pain," and an adventure written by Lou Argresta and Rone Barton.
Erik Bauer has found a way to use his industry competitive advantage, the production of high quality paper gaming maps, to differentiate his rpg adventure offerings. A complaint I have about many modern adventures is their lack of "out of the box" playmats. Some gamers prefer to keep their adventuring purely within their imagination, and I have participated in many successful campaigns that did so. The gaming group I have been playing with for the past 10 years isn't one of those groups. We have a combination of strategy game and eurogame veterans in addition to the pure role players in my group. All of the players like to role play out narrative scenes, but the majority of my players feel most comfortable when they have a nice batch of terrain in front of them during battles. This is one of the main reasons I own so many battle tile style products. I am constantly in need of terrain and maps to use in my adventures.
I am also very busy and rely heavily on prepublished adventures. Sometimes it can become irritating inventorying my tiles/maps to make sure I have the right ones on hand during the session since too few modules provide robust maps for use during play -- Paizo and Wolfgang Baur I'm looking at you.
This product addresses that issue, but it has one added bonus. The map tiles are designed to be GEOMORPHIC! How "old school" is that? What this means that I can use them even if I don't run the module they are associate with because any tile should be able to attach to any other tile. This expands the usefulness of the product to include those who need maps, but don't run published adventures.
I could continue with my thoughts on the product, but I think I'll let the Huckster in Chief (Erik Bauer) sell you on the merits himself.
Make sure that you support the project. I put a widget along the right hand column of the blog where you can help Kickstart the project.
Wednesday, October 20, 2010
Reviewing the New Gamma World -- The Adventures of Gamma Terra's Super Team Go!
This week Wizards of the Coast releases a new edition of the perennial "Gonzo Post-Apocalyptic" Role Playing Game Gamma World. This edition will mark the seventh incarnation of the game, and the 6th version by TSR/Wizards. In the 2000s, Wizards of the Coast licensed the game out to White Wolf Publishing who released a number of books that presented the Gamma World setting under the d20 rules set. The newest edition of Gamma World uses the new 4th Edition of Dungeons and Dragons as its foundation, and demonstrates the flexibility of that rules set.
Historically, the Gamma World game has fluctuated between editions which have significant similarities to the TSR/Wizards flagship game (D&D) and those that have their own unique system. The first and second edition of Gamma World were close enough for government work, and the 1st Edition AD&D Dungeon Master's Guide provided conversion rules that would let dungeon masters use Gamma World monster in their D&D games and vice versa.
The 3rd edition of Gamma World featured an Action Table mechanic that was used in a number of non-D&D TSR games at the time -- including Marvel, Indiana Jones, Conan, and Star Frontiers' Zebulon's Guide. The fourth edition of Gamma World saw a return to D&D based mechanics, but the fifth edition of the game had mechanics based in TSR's Alternity Science Fiction role playing game. Alternity was a quality game, that had a couple of high quality settings like Dark*Matter and Gamma World, that had the bad fortune of being released during a time when TSR's product lines were so extended that they were cannibalizing TSR's market share -- one of many problems TSR faced at the time.
For the sixth edition Wizards of the Coast licensed the property to White Wolf Publishing's "Sword & Sorcery" studio. That edition of the game used the d20 Modern mechanics (those rules were an adaptation of the 3rd edition D&D mechanics) and was published under a d20 System license. The game received some good support and like other editions of the game has its share of fans.
That's enough history for the moment. I'll be doing a series of posts covering the various editions throughout the month. That brings us to the newest edition which hits the shelves in its wide release today.
As mentioned earlier, the latest edition of Gamma World uses a stripped down version of the 4th Edition Dungeons & Dragons rules. Gamma World's 160 page rule book provides all of the rules that you need to have an entertaining post-apocalyptic game experience, but this experience can be extended if you supplement the rule book with the 4th Edition Rules Compendium, as will be made clear as we move forward.
First Impression
As soon as I opened the box I new I was going to enjoy this game, but not for the reasons I would have assumed. As readers of this blog know, I am a sucker for super hero role playing games and have made it my life's work to own a copy of every super hero rpg ever published. Past editions of Gamma World, like this edition, featured mutations that afflicted the post apocalyptic player characters, but those mutations never quite equated with "super powers" in my mind. This edition of Gamma World, on the other hand, screams to be played as a post-apocalyptic super hero game. From the character creation systems "origins" mechanic to the incorporation of "Alpha Mutations," this game comes closer than any earlier edition to being a supers game. This supers connection is enhanced by the "What is Human?" sidebar on page 57 and the discussion of "Reconciling Contrary Origins" on page 35 and the themes of the origins themselves. For some, that will be a bad thing. For me, it is a blessing.
Essentials got me to play 4e, but this Gonzo Post-Apocalyptic presentation will likely keep me playing that system.
The Setting
This game has one crazy post-apocalyptic setting. As their Introduction describes it:
In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No one knows exactly what they were attempting to do, but a little after 3 p.m. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality.
In some of these universes, little had changed; it didn't make a difference which team won the 2011 World Series, for example. In other universes, there were more important divergences: The Gray Emissary, who was carrying gifts of advanced technology, wasn't shot down over Roswell in 1947, the Black Death didn't devastate the known world in the 14th century, the dinosaurs didn't die out, Nikolai Tesla did conquer the world with a robot army, and so on. The Cold War went nuclear in 83 percent of all of the possible universes, and in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin, because it had to be done. When reality stabilized again, the familiar Earth of the 21st century was replaced by one formed from many different realities.
The year is now 2162, (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view). It's been a hundred and fifty years since the Big Mistake, and the earth is a very different place...
This world features mutated Badgers, Giant Cockroach-Yeti Hybrids, Flying Plants, Fusion Guns, Pick Up Trucks, Draft Horses, Alien Technology, Felinoid Rat Swarms, and random holes in reality.
It is desperately in need of heroes.
The Rules
The game uses a pared down version of the 4th Edition D&D game mechanics. During character creation, players roll on a chart twice to determine their primary and secondary "origins."
The character's origin determines the value of the character's primary and secondary statistics, thus guaranteeing that at least some of the characters statistics and powers will line up with regard to usefulness. All other statistics are determined by rolling 3d6 like in "old school" D&D.
As might be imagined, the character origins might not always line up with what one first imagines. What does a Hawkoid/Plant Hybrid look like exactly? The rules provide some guidelines for reconciling these difference, but the key concept to take away is that what the powers do, and how those relate, is more important when reconciling origins than the origins' names. Our Hawkoid/Plant hybrid has a sonic screech, the ability to fly, and an ability that damages and slows all opponents within a small radius. Hmm...that sounds like Banshee of the X-Men. Players should feel free to redefine the "special effect" of an origins power set to assist in creating a theme for the character. The power that slows and damages opponents is described as "Lashing Creepers," but there is no reason it couldn't be an alternate scream effect that affects enemies inner ear.
Combat results and Skill use outcomes are determined using the standard 4e mechanic. A player rolls a d20, adds one or more modifiers, and compares that number to a target number. If the roll is equal to or higher than the target, then the action succeeds. Very simple.
Gamma World adds a ripple to the standard 4th Edition mechanical framework with its use of Alpha Mutation and Omega Tech cards. In the rules as written, these cards add a random element to game that adds to the atmosphere of unpredictability in the setting. Alpha Fluxes, and encounters with alternate realities, can occur at any moment which can cause new mutations to players' characters. Omega Technology, devices and weapons left by the "Ancients," are old and neglected tech that is amazingly powerful but isn't very reliable in the long run.
Players can minimize the pure random nature of Alpha Mutations by purchasing booster decks that contain a Alpha and Omega cards. These cards can be used to build character decks, typically 7 - 10 cards, that are used when the Alpha powers shift or when players discover Omega tech. This allows players to assign powers that match their early themes and with some minor house rules strengthens possibility of playing Gamma World as a super hero game rather than as a post-apocalyptic game.
Some consumers balk at the collectible nature of the game thinking that the collectible aspect makes the game sillier than it would otherwise be. The purchase of boosters is not a necessary activity to play a Gamma World game, the game is perfectly playable out of the box. Contrary to assumptions, the cards lessen the silliness of the game by providing additional stability of powers that are available to characters. The collectible cards won't be for everyone, some people will play the game and have a great time without them, but I am a big fan. As a "completist," I would have preferred that Wizards sold the cards in sets rather than in booster packs, but that is a different conversation.
All I can say is that the card mechanic makes this edition of Gamma World a pretty good super hero game.
Game Play Experience
The first session of Gamma World that my group and I played last week was one of the most entertaining gaming sessions we have had. It ranks up there with our Eberron, Greyhawk, and Necessary Evil experiences. This game is fun. It plays quick and is easy to pick up. The character creation is fast, but inspires the imagination. The shifting Alpha powers can get a little silly, but as we shift to player built decks this will become mitigated.
Our group decided early on to play the game as a super hero game in a gonzo post-apocalyptic setting. Yes, civilization is shattered. Yes, reality fluctuates. Yes, there are cannibalistic mutant humanoid chickens.
But this is a world in need of heroes, and my players are stepping up to the plate. The team is named Super Team Go! and is inspired by the heroic visual narrative archives of the ancients -- stories of heroes like Speed Racer, The Stig, and The Super Friends. They vigilantly defend the residents of Cul Ity in Sou Cal. Their ongoing battle against tyranny and villainy begins with a foray into the Hollywood Hills where they seek to find the source of the sinister attack robots that siege the fortress gates of Muggem Dios, the Keep of Cul Ity.
Their roster includes the following heroes:
Paul Cano --Pyrokineticist/Mindbreaker. In his White Alpine Stars armor and wearing his Stig helmet to conceal his features, Paul is the current leader of the team. His fiery temper in the face of injustice motivates the group.
Harvey Glenn -- Plant/Hawkoid. Harvey is the team's frontline fighter. He is agile, tough, and wise. His deep connection to nature allows him to call upon the spirits of the air and the woods.
Wendel Heckler -- Mindbreaker/Electrokinetic. Wendel is the cautious type. When combat begins he fires on the enemy with his trusty mini-autocannon and only after they are softened up does he enter the fray to bludgeon his foes with his trusty "transformer on a stick." Those who think he is a pure combatant are quickly surprised as they feel the brunt of his psychic assault.
Francis Speed -- Speedster/Seismic. Francis is the descendant of the famous NASCAR/F1 driver Scott Speed, an Ancient hero from Sou Cal. He embodies Ancient Sou Cal culture. He is always on the go, but likes to shake things up every now and then.
I cannot wait to see what this group encounters next, and will blog about their first encounters soon. Needless to say, their early Alpha powers included Wings, Tentacles, a Proboscis, a Polar Aura, Hyper-Balance, and the ability to speak with dead.
This last power led to their recruiting of their handy "valet" Stiff. Every super team needs a valet after all.
RPG Now Supports Another Good Cause with a Great Offer
PDF publisher RPGNow has added a Pakistan Flood Relief Bundle to their regular offerings. As RPGNow points out:
Record monsoon rains caused flooding that left almost 2,000 people dead and 20 million homeless. Prime Minister Syed Yousuf Raza Gilani estimates crop losses at $3.3 billion, total damage of about $7 billion. People displaced by the flooding that began at the end of July are still living in temporary shelters, such as schools, or in tents. Doctors Without Borders continues to provide medical care, clean water, and relief materials.
During major floods, medical care is a central concern. Please donate to the cause.
As a bonus, in return for your donation a number of publishers are offering their products. In all, you get $700 worth of product for a $25 donation.
Among the products offered are:
Magnum Opus' excellent Dragon Warriors RPG
Adamant Entertainment's remarkable Icons Super Hero RPG
James Maliszewski's haunting module The Cursed Chateau
Pelgrane Press' terrifying Fear Itself
Those products alone would be worth the $25 price tag, but the bundle is filled with other gaming goodness.
Tuesday, October 12, 2010
Upcoming Blu-Ray "Back to the Future" Release Has Eric Stoltz Footage
Ever since I first watched Some Kind of Wonderful, I have been an Eric Stoltz fan. I have known for years that he was the actor originally cast to play Marty McFly in Back to the Future, and I've always wondered what his performance was like.
According to The Hollywood Reporter the new Blu-Ray release of Back to the Future will finally answer that question.
Now...if only I had a Blu-Ray player...
According to The Hollywood Reporter the new Blu-Ray release of Back to the Future will finally answer that question.
Now...if only I had a Blu-Ray player...
Friday, October 08, 2010
First Impression of the New Gamma World
I am in love!
Sweet Christmas!
Can't wait to play this tomorrow!
...why is the book so shabbily bound?
More will come next week after a proper playing.
Sweet Christmas!
Can't wait to play this tomorrow!
...why is the book so shabbily bound?
More will come next week after a proper playing.
Thursday, October 07, 2010
Some Recommendations from Poul Anderson
Some time ago, Poul Anderson wrote a famous essay providing advice for would be authors of heroic fantasy. The title of the essay was "On Thud and Blunder" and that title became a descriptor for an entire sub-genre of mediocre and derivative heroic fantasy stories. In written form, "Thud and Blunder" tales would include the John Norman Gor novels (though those have additional issues as well), the Lin Carter Thongor tales, and the vast majority of Conan pastiches. In film, almost every heroic fantasy ever made -- with some recent exceptions -- falls into the "Thud and Blunder" camp. Kull, the Conan movies, Krull, The Sword and the Sorcerer and countless other films fall into this category. The recent Lord of the Rings and Harry Potter movies (among others) have managed to avoid the syndrome, as has the wonderful independent film The Midnight Chronicles by Fantasy Flight Games. One imagines that the upcoming Conan film will be no different from its predecessors in this way. It seems that whenever anyone writes a Conan story (no matter the medium), they use the old Frazetta covers as inspiration rather than Howard's work.
As an aside, Anderson mentions DeCamp as a fantasy author who managed to avoid writing tales of "Thud and Blunder." Those who are only familiar with DeCamp's Conan pastiches might find such an assertion baffling, as DeCamp's tales of Howard's barbarian are particularly bad, but those readers would be well served to read further into the library of DeCamp's work. Sprague was quite a wordsmith and when he wasn't busy unfairly damaging the writing reputations of talented pulp era writers, he was writing wonderfully fun and imaginative fiction. One might attribute the degrading of past authors by a talented author of one generation as a necessary "canonicide" by which one generation of writers asserts its talent and authority, were it not from the genuine pleasure that DeCamp seems to derive from reading the fiction of Howard and Lovecraft.
Adding to bewilderment in this regard is DeCamp's contemporary Lin Carter. Carter also enjoyed and promoted the virtues of heroic fantasy, and compiled wonderful collections of older fantasy writings. Carter's own attempts, like the aforementioned Thongor series, are nigh unbearable to read. Yet Carter's passionate, and articulate, introductions to his collections demonstrate that he could be a capable writer.
Maybe there is something about the heroic fantasy pastiche that brings out the worst writer in all of us, kind of like buddy heist movies can bring out the worst in screenwriters.
Back to "On Thud and Blunder" though...
The key tenant of advice that Anderson, who was a skilled author of heroic fantasy, gives to prospective authors is the need for verisimilitude in the presentation. Certainly fantasy tales will violate many of the laws of nature, but they should seem to take place in living and breathing worlds. Anderson provides several ideas for areas where authors might look to increase the realism of their world and the quality of their fiction. He recommends that authors think about the physical aspects of the environment (what lighting would really be like for example), the real politics, the role of religion, the realistic use of weaponry, and/or the lives of the common classes when they approach a fantasy tale.
When one thinks about it, the best fantasy stories are those that do just that. What draws me to George R.R. Martin's epic fantasy? His portrayal of political relationships. What draws me to Michael Moorcock's Elric saga? The living nature of the metaphysics and religion of the tales. Elric's actions have consequences and the religion of his people is a "living" thing -- quite literally. Tolkien was a wonderful practitioner of mythopoesis. Even when Tolkien's tales lacked "action," they contained deep realism.
Anderson's brief essay should be required reading for any fantasy author, and for most Dungeon Masters as well. Think about how much better your role playing game sessions would be if they took place in a living world. I often think that James Maleziewski's rejection of the "narrative" module model of rpgs, is that he wants to have room for a deep verisimilitude that is often included in "geographically" based adventures and lacking in "narrative" ones.
My only criticism of the Anderson piece are his uses of Society for Creative Anachronism activities as proxy for any kind of historical representation. These events have themselves become as divergent from the reality they seek to recreate as anything else. When one, as Anderson does, begins discussing chainmail constructed of hanger wire as analogous to real chainmail it is easy to see how the comparisons can begin to fail. Add to that modern metallurgy, which creates lighter and stronger metals, and the errors only begin to compound. SCA comparisons aren't useless, but they shouldn't be viewed as "accurate simulations" any more than an episode of "Deadliest Warrior" or a wikipedia article. Members of the SCA aren't typically Andre Marek who attempt to live their entire life as if they were in the middle ages. Speaking of Andre Marek, the Timeline film is a perfect example of how you can take a book which isn't "Thud and Blunder" and transform it into a "Thud and Blunder" tale in another medium.
I'd like to re-assert though that if you want to write fantasy, or if you are looking for game master advice, Anderson's "On Thud and Blunder" is must reading.
As an aside, Anderson mentions DeCamp as a fantasy author who managed to avoid writing tales of "Thud and Blunder." Those who are only familiar with DeCamp's Conan pastiches might find such an assertion baffling, as DeCamp's tales of Howard's barbarian are particularly bad, but those readers would be well served to read further into the library of DeCamp's work. Sprague was quite a wordsmith and when he wasn't busy unfairly damaging the writing reputations of talented pulp era writers, he was writing wonderfully fun and imaginative fiction. One might attribute the degrading of past authors by a talented author of one generation as a necessary "canonicide" by which one generation of writers asserts its talent and authority, were it not from the genuine pleasure that DeCamp seems to derive from reading the fiction of Howard and Lovecraft.
Adding to bewilderment in this regard is DeCamp's contemporary Lin Carter. Carter also enjoyed and promoted the virtues of heroic fantasy, and compiled wonderful collections of older fantasy writings. Carter's own attempts, like the aforementioned Thongor series, are nigh unbearable to read. Yet Carter's passionate, and articulate, introductions to his collections demonstrate that he could be a capable writer.
Maybe there is something about the heroic fantasy pastiche that brings out the worst writer in all of us, kind of like buddy heist movies can bring out the worst in screenwriters.
Back to "On Thud and Blunder" though...
The key tenant of advice that Anderson, who was a skilled author of heroic fantasy, gives to prospective authors is the need for verisimilitude in the presentation. Certainly fantasy tales will violate many of the laws of nature, but they should seem to take place in living and breathing worlds. Anderson provides several ideas for areas where authors might look to increase the realism of their world and the quality of their fiction. He recommends that authors think about the physical aspects of the environment (what lighting would really be like for example), the real politics, the role of religion, the realistic use of weaponry, and/or the lives of the common classes when they approach a fantasy tale.
When one thinks about it, the best fantasy stories are those that do just that. What draws me to George R.R. Martin's epic fantasy? His portrayal of political relationships. What draws me to Michael Moorcock's Elric saga? The living nature of the metaphysics and religion of the tales. Elric's actions have consequences and the religion of his people is a "living" thing -- quite literally. Tolkien was a wonderful practitioner of mythopoesis. Even when Tolkien's tales lacked "action," they contained deep realism.
Anderson's brief essay should be required reading for any fantasy author, and for most Dungeon Masters as well. Think about how much better your role playing game sessions would be if they took place in a living world. I often think that James Maleziewski's rejection of the "narrative" module model of rpgs, is that he wants to have room for a deep verisimilitude that is often included in "geographically" based adventures and lacking in "narrative" ones.
My only criticism of the Anderson piece are his uses of Society for Creative Anachronism activities as proxy for any kind of historical representation. These events have themselves become as divergent from the reality they seek to recreate as anything else. When one, as Anderson does, begins discussing chainmail constructed of hanger wire as analogous to real chainmail it is easy to see how the comparisons can begin to fail. Add to that modern metallurgy, which creates lighter and stronger metals, and the errors only begin to compound. SCA comparisons aren't useless, but they shouldn't be viewed as "accurate simulations" any more than an episode of "Deadliest Warrior" or a wikipedia article. Members of the SCA aren't typically Andre Marek who attempt to live their entire life as if they were in the middle ages. Speaking of Andre Marek, the Timeline film is a perfect example of how you can take a book which isn't "Thud and Blunder" and transform it into a "Thud and Blunder" tale in another medium.
I'd like to re-assert though that if you want to write fantasy, or if you are looking for game master advice, Anderson's "On Thud and Blunder" is must reading.
Friday, October 01, 2010
Yogi Bear (2010) -- It will likely annoy me, but my daughters will love it.
Even by the sneak preview, I can tell that my daughters will be enraptured by the upcoming Yogi Bear movie. The animation on the bear looks pretty good, and it has just the right amount of slapstick to appeal to them.
The Warrior's Way (2010) Cowboys and Ninjas! My Life is Now Complete.
The Warrior's Way looks like a combination of Once Upon a Time in China and America, Chushingura, Lone Wolf and Cub, and Ninja Assassin with just a touch of The Quick and the Dead.
All it is missing is pirates, dinosaurs, and zombies.
I am so jazzed.
All it is missing is pirates, dinosaurs, and zombies.
I am so jazzed.
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