One does not expect Rocca to talk about how the bookshelf games of 3M -- in particular those of Sid Sackson
Saturday, April 02, 2011
B is for Boardgames
It's good to see that the board game industry has become successful enough to warrant a Mo Rocca feature for CBS News highlighting game play -- and GenCon one of America's largest Hobby Gaming conventions. In the piece, Rocca rightly points out that Eurogames like Settlers of Catan
helped to revive the board game industry, but his focus misrepresents some of the industry. Many of the games featured in the piece aren't European games, though they are Euro Designer Game influence, instead there are a number of American games in the mix as well.
One does not expect Rocca to talk about how the bookshelf games of 3M -- in particular those of Sid Sackson
-- went on to influence European game design and were partly responsible for a board game book in Europe that has lasted into the present. I would just have liked the piece to make these designer games seem a little less exotic. That is often what makes them so accessible to a wide audience.
One does not expect Rocca to talk about how the bookshelf games of 3M -- in particular those of Sid Sackson
Friday, April 01, 2011
A is for Armor -- Simulating Armor in Role Playing Games
In the almost 40 years that role playing games have been around, a number of traditional mechanics have evolved in order to simulate how armor protects individuals in combat situations. For decades people have debated the merits of the various systems and which more realistically emulates the underlying "physics" that ought be emulated by a rules set -- the important word being "ought." The mechanical preferences of players and systems is in part due to the fact that different games not only represent different time periods, they also represent different genre that often have very different levels of lethality when it comes to the combats being simulated.
Though there are countless ways that armor can be emulated, I have found that there are four basic mechanical structures that have been used to simulate the effectiveness of armor in combat.
1) Armor Class systems. The first role playing game to utilize an Armor Class system was the Dungeons & Dragons role playing game -- the first role playing game. In a "pure" Armor Class system, the armor the character is using affects how difficult the individual character is to hit in combat. In these systems, characters in better armor are harder to hit than characters in "worse" armor. Also factored into a character's Armor Class is how agile a character is, and thus how adept they are at physically avoiding damage. The system used in Dungeons & Dragons has its roots in the combat resolution matrices used in classic wargames like Gettysburg -- the so called traditional CRT. These tables compare an offensive skill value to an opponents defensive value and provide a numerical value representing the probability of scoring damage on an opponent. Just as a tank in Panzerblitz might have a defensive value of 6, a warrior in an Armor Class system might have an Armor Class of 6.
The average damage that any character receives during any given combat round can defined by the following linear equation:
Damage = (Probability of an attack hitting)*[average weapon damage + damage bonus] + 0
2) Damage Reduction systems. For many, the abstract nature of an Armor Class system seems less than intuitive and is less than satisfactory. To some, it doesn't seem intuitive that armor "makes you harder to hit," instead in can be viewed as reducing the amount of damage that a particular attack does when it hits. The first role playing game to use a Damage Reduction system was Tunnels & Trolls -- the second role playing game published. Damage Reduction systems vary in their complexity and end results. In some systems like The Fantasy Trip or Dragonquest, armor not only reduces the amount of damage your character takes from a blow, but it might actually decrease your own combat effectiveness as the system emulates how much a bulky suit of armor might affect your own combat capabilities. In these systems, there can be certain suits of armor that render certain weapons entirely ineffective as the maximum damage they can cause is less than the Damage Reduction value of certain suits of armor. This was not the case with Tunnels & Trolls, but has been for others.
The damage that any character receives during any given combat round can defined by the following linear equation:
Damage = (Probability of an attack hitting)*[average weapon damage + damage bonus] - Damage Reduction
3) Armor Penetration systems -- A modification of Damage Reductions systems are those systems where armors have an Armor Value that must be exceeded by a roll of a weapon's Penetration die. The innovative RPG Dragon Warriors uses this system for its damage determination. In this system while the value of the protective value of the armor, and the damage rating for any weapon, is static, the chance that the armor prevents damage is a variable number. In this case, the armor doesn't prevent the character from being "hit," nor does it reduce the amount of damage done. Instead, the armor acts as a barrier that either blocks all the damage of a "hit" or none. Like the earlier Damage Reduction system, there are circumstances where a given armor might be impossible to penetrate with certain weapons.
The damage that any character receives during any given combat round can defined by the following linear equation:
Damage = ((Probability of an attack hitting)*[Probability of weapon bypassing armor's Armor Value])*[Weapon Damage].
For example, Sir Hereward has a 50% chance of hitting Ambassador Vyle with his longsword. Sir Hereward is attacking with a longsword (d8 penetration and 4 damage), and Vyle is wearing chainmail (AV = 4). Assuming that Sir Hereward has no bonus to his penetration roll from Strength or magic, his longsword would penetrate Vyle's chainmail on a roll of 5,6,7, or 8 on an eight sided die (50% of the time)his average damage to Vyle would be:
Damage = ([.5]*[.5])*[4] or an average of 1 point of damage per attempted attack. Any successful attack would automatically do 4 points of damage.
4) Combination Systems -- the majority of the remaining systems appear to be combinations of the above mechanics. The Palladium Fantasy Role Playing Game uses a variation of the Armor Class system with the addition of the damage armor blocks being absorbed by the armor which can be destroyed if it takes enough damage. The GURPS game uses a Damage Reduction system that also includes a "Passive Defense" system that allows for armor to make an opponent miss outright. The Hero series of games -- because of its effects based nature -- actually uses both systems. One could represent Armor in Hero as either reducing the chance to hit, or reducing the amount of damage done -- though the system always includes some element of a Damage Reduction system. This is also true of Green Ronin's excellent Mutants & Masterminds game system (and their True 20 system as well), which uses both an Armor Class system and a Damage Reduction system and can have armor simulated either way. Games like Mayfair's sadly out of print DC Heroes role playing game have armor work in a modified Penetration system.
From the above discussion, you can see that regardless of the expressed preferences of those who use Armor Class Systems, Damage Reduction Systems, or Armor Penetration Systems, the average damage per attempted attack can be expressed in a similar linear equation for each. That equation being:
Damage = [chance of doing any damage]*[average damage] - Damage Reduction. Even D&D uses this equation, it's just that the Damage Reduction is always equal to zero. The Advanced Dungeons & Dragons game did attempt to add some granularity to this linear equation through the use of a weapon vs. armor modification chart which added or subtracted from the probability to hit based on which weapon was being used against which specific armor. This system wasn't widely used for a number of reasons, not the least of which were that it was unduly complex and that it didn't include sufficient modifications for weapon use against monsters.
As an aside, one could argue that DC Heroes is one of the few games that breaks completely free of the simple linear damage equation I gave above. It still can be represented in a linear equation, but the variables are modified based on a hit and damage resolution tables that aren't purely linear in its expressions.
Which is your preferred Armor simulation system?
Are there any simulation methods I left out that you admire?
Though there are countless ways that armor can be emulated, I have found that there are four basic mechanical structures that have been used to simulate the effectiveness of armor in combat.
1) Armor Class systems. The first role playing game to utilize an Armor Class system was the Dungeons & Dragons role playing game -- the first role playing game. In a "pure" Armor Class system, the armor the character is using affects how difficult the individual character is to hit in combat. In these systems, characters in better armor are harder to hit than characters in "worse" armor. Also factored into a character's Armor Class is how agile a character is, and thus how adept they are at physically avoiding damage. The system used in Dungeons & Dragons has its roots in the combat resolution matrices used in classic wargames like Gettysburg -- the so called traditional CRT. These tables compare an offensive skill value to an opponents defensive value and provide a numerical value representing the probability of scoring damage on an opponent. Just as a tank in Panzerblitz might have a defensive value of 6, a warrior in an Armor Class system might have an Armor Class of 6.
The average damage that any character receives during any given combat round can defined by the following linear equation:
Damage = (Probability of an attack hitting)*[average weapon damage + damage bonus] + 0
2) Damage Reduction systems. For many, the abstract nature of an Armor Class system seems less than intuitive and is less than satisfactory. To some, it doesn't seem intuitive that armor "makes you harder to hit," instead in can be viewed as reducing the amount of damage that a particular attack does when it hits. The first role playing game to use a Damage Reduction system was Tunnels & Trolls -- the second role playing game published. Damage Reduction systems vary in their complexity and end results. In some systems like The Fantasy Trip or Dragonquest, armor not only reduces the amount of damage your character takes from a blow, but it might actually decrease your own combat effectiveness as the system emulates how much a bulky suit of armor might affect your own combat capabilities. In these systems, there can be certain suits of armor that render certain weapons entirely ineffective as the maximum damage they can cause is less than the Damage Reduction value of certain suits of armor. This was not the case with Tunnels & Trolls, but has been for others.
The damage that any character receives during any given combat round can defined by the following linear equation:
Damage = (Probability of an attack hitting)*[average weapon damage + damage bonus] - Damage Reduction
3) Armor Penetration systems -- A modification of Damage Reductions systems are those systems where armors have an Armor Value that must be exceeded by a roll of a weapon's Penetration die. The innovative RPG Dragon Warriors uses this system for its damage determination. In this system while the value of the protective value of the armor, and the damage rating for any weapon, is static, the chance that the armor prevents damage is a variable number. In this case, the armor doesn't prevent the character from being "hit," nor does it reduce the amount of damage done. Instead, the armor acts as a barrier that either blocks all the damage of a "hit" or none. Like the earlier Damage Reduction system, there are circumstances where a given armor might be impossible to penetrate with certain weapons.
The damage that any character receives during any given combat round can defined by the following linear equation:
Damage = ((Probability of an attack hitting)*[Probability of weapon bypassing armor's Armor Value])*[Weapon Damage].
For example, Sir Hereward has a 50% chance of hitting Ambassador Vyle with his longsword. Sir Hereward is attacking with a longsword (d8 penetration and 4 damage), and Vyle is wearing chainmail (AV = 4). Assuming that Sir Hereward has no bonus to his penetration roll from Strength or magic, his longsword would penetrate Vyle's chainmail on a roll of 5,6,7, or 8 on an eight sided die (50% of the time)his average damage to Vyle would be:
Damage = ([.5]*[.5])*[4] or an average of 1 point of damage per attempted attack. Any successful attack would automatically do 4 points of damage.
4) Combination Systems -- the majority of the remaining systems appear to be combinations of the above mechanics. The Palladium Fantasy Role Playing Game uses a variation of the Armor Class system with the addition of the damage armor blocks being absorbed by the armor which can be destroyed if it takes enough damage. The GURPS game uses a Damage Reduction system that also includes a "Passive Defense" system that allows for armor to make an opponent miss outright. The Hero series of games -- because of its effects based nature -- actually uses both systems. One could represent Armor in Hero as either reducing the chance to hit, or reducing the amount of damage done -- though the system always includes some element of a Damage Reduction system. This is also true of Green Ronin's excellent Mutants & Masterminds game system (and their True 20 system as well), which uses both an Armor Class system and a Damage Reduction system and can have armor simulated either way. Games like Mayfair's sadly out of print DC Heroes role playing game have armor work in a modified Penetration system.
From the above discussion, you can see that regardless of the expressed preferences of those who use Armor Class Systems, Damage Reduction Systems, or Armor Penetration Systems, the average damage per attempted attack can be expressed in a similar linear equation for each. That equation being:
Damage = [chance of doing any damage]*[average damage] - Damage Reduction. Even D&D uses this equation, it's just that the Damage Reduction is always equal to zero. The Advanced Dungeons & Dragons game did attempt to add some granularity to this linear equation through the use of a weapon vs. armor modification chart which added or subtracted from the probability to hit based on which weapon was being used against which specific armor. This system wasn't widely used for a number of reasons, not the least of which were that it was unduly complex and that it didn't include sufficient modifications for weapon use against monsters.
As an aside, one could argue that DC Heroes is one of the few games that breaks completely free of the simple linear damage equation I gave above. It still can be represented in a linear equation, but the variables are modified based on a hit and damage resolution tables that aren't purely linear in its expressions.
Which is your preferred Armor simulation system?
Are there any simulation methods I left out that you admire?
Wednesday, March 30, 2011
Buy Dragon Warriors Before It's Too Late
At the end of March, the Dragon Warriors role playing game license currently held by Magnum Opus Press will expire. This means that one of the best fantasy role playing games to hit the market in decades will -- temporarily at least -- be unavailable.
Dragon Warrriors is a reprinting/reworking of the classic 1980s fantasy role playing game of the same name originally published as a series of standard sized paperback rule books. James Wallis, and his crew at Magnum Opus, did a wonderful job creating an aesthetically appealing set of rule books that contained easy to read text and presented robust game mechanics. The game was originally written by Dave Morris and Oliver Johnson, and some of the products feature work by the famous Undercover Economist Tim Harford, in an attempt to better capture the feel of Sword & Sorcery tales in a role playing system.
The game features an interesting setting and some of the best adventures written for any role playing game.
You can currently -- through tomorrow -- buy the printed rule books from Mongoose Publishing and the pdf versions at RPG Now. The rights will be returning to the Morris and Johnson, which is a good thing, but there are no immediate plans for a republication of the game. Morris and Johnson are currently promoting products related to Morris' -- also highly recommended -- Fabled Lands line of products. Sadly, Dragon Warriors has been overlooked by the larger fantasy role playing game community who have possibly been spending so much time with edition wars -- and have been missing out on some gems because of it.
Morris and Johnson are talented game designers and storytellers, and James Wallis has yet to make a bad product. Do your self a favor and pick these up now.
Dragon Warrriors is a reprinting/reworking of the classic 1980s fantasy role playing game of the same name originally published as a series of standard sized paperback rule books. James Wallis, and his crew at Magnum Opus, did a wonderful job creating an aesthetically appealing set of rule books that contained easy to read text and presented robust game mechanics. The game was originally written by Dave Morris and Oliver Johnson, and some of the products feature work by the famous Undercover Economist Tim Harford, in an attempt to better capture the feel of Sword & Sorcery tales in a role playing system.
The game features an interesting setting and some of the best adventures written for any role playing game.
You can currently -- through tomorrow -- buy the printed rule books from Mongoose Publishing and the pdf versions at RPG Now. The rights will be returning to the Morris and Johnson, which is a good thing, but there are no immediate plans for a republication of the game. Morris and Johnson are currently promoting products related to Morris' -- also highly recommended -- Fabled Lands line of products. Sadly, Dragon Warriors has been overlooked by the larger fantasy role playing game community who have possibly been spending so much time with edition wars -- and have been missing out on some gems because of it.
Morris and Johnson are talented game designers and storytellers, and James Wallis has yet to make a bad product. Do your self a favor and pick these up now.
Atari's Warlords -- Then and Now
This summer Atari will be releasing a new version of the classic Arcade/Atari 2600 "Pong variant" game Warlords -- a game that was programmed for the Atari 2600 by Carla Meninsky who was one of the few women game designers of the era. The game is an example of Atari's ability to build upon the game play of prior designs and how one's perception of a game can be changed merely through the application of thematic elements.
If one were presented the graphics of the original game without the introduction of thematic/narrative elements, one might enjoy the game purely for its play but one would likely have very little emotional stake invested in success. By adding the narrative them of competing warlords destroying each others' castles, it provides the player with emotional stakes in succeeding and allows the player to project themselves into the role of a character. It also makes the player think about the computer opponents as if they have personalities. Listen to the voice over in the video describing how to succeed at Warlords, the reviewer discusses the computer opponents as if they were real opponents based on their AI behavior. This is only really possible due to the background and art provided in the instruction manual. Given the limited graphics capabilities of early Atari games, the packaging and instructions were often as important as the video game's visuals.
Now take a look at the modern variation of the game. While the inter-cutting of game play and interstitial makes it difficult to get a firm grip of game play at first, one can readily see that this is essentially a prettied up version of the original game -- with the addition that the number of players is variable. One also sees how advances in the graphics capabilities of games has added the ability to show players what they could only imagine in the past. The "floating warlord shield" of the original is purely abstract, while the newer shield is literally a shield attached to the walls of the fortress.
There is much to be said about the aesthetic appeal of the graphics for the upcoming game, they look humorous and fun, but there is also something lacking. The original graphics, while primitive from an artistic point of view, had a clean presentation that allowed for non-distracted game play. You don't have a lot of surplus imagery distracting you from the task at hand. Your mind is still imagining all of the chaos of war between you and your fellow warlords, but you don't have the very real visual distraction.
It is interesting how often modern games can forget that sometimes simpler is better and that we don't need HD cartoons for every game we play. Games like Uncharted and Assassin's Creed use increased graphics capabilities to create interactive movie experiences, and they are wonderful, but there are other kinds of playing experience that are equally fun. The new Warlords looks fun, but it also makes me long for the original. Much in the same way that modern Massively Multiplayer Role Playing Games make me appreciate the Table Top Role Playing Game experience.
Tuesday, March 29, 2011
Do We Really Need Airships in Our Three Musketeers?
Today I asked my inner 12 year old the following question, "We aren't really so jaded that we need Eberron-esque Airship/Zeppelins and Clockwork Assassination Weapons in our Swashbuckling Adventures...are we?"
He responded, "No, but c'mon! How awesome is that?!"
I had to concede that the Micheal York, Oliver Reed, Christopher Lee, Richard Chamberlain film almost perfectly captured the spirit of the books -- save for a few moments of slapstick -- and that Airships are indeed awesome.
He responded, "No, but c'mon! How awesome is that?!"
I had to concede that the Micheal York, Oliver Reed, Christopher Lee, Richard Chamberlain film almost perfectly captured the spirit of the books -- save for a few moments of slapstick -- and that Airships are indeed awesome.
Sucker Punch: Just What is Going on Here?
Many of the reviews for Sucker Punch have been scathing in their disgust for Zack Snyder's film. High on the list of many of the reviewers complaints is how the film promises to be a violent "sexploitation" film, and fails to deliver. Many of these critics accuse Snyder of presenting the audience with "near-rape fantasies and violent revenge scenarios disguised as a female-empowerment fairy tale wasn’t going to satisfy anyone but himself" or similar accusations. In a way, it is as if these critics' expectations have been "sucker punched" by what they witnessed in the theater. They expected a high concept tale of "kick ass chicks" killing Samurai, steam powered Nazi zombies, Orcs, Robots, and Dragons. They expected Buffy
That isn't what they got, and it isn't what you should expect should you choose to go to watch this film. The movie is visually stunning, but it shares more with Scorsese's Shutter Island
So...if Sucker Punch isn't a high concept kick ass chick movie, and is instead a film of despair and fantasy, just what is going on here?
Sucker Punch is quite brave. In a world where critics, continually complain that no one is making "original" films. Snyder did exactly that with Sucker Punch. It is wholly his own creation, even with its obvious inspirations.
The film transitions between "dream" sequences and "reality" in a way that is unnerving and odd, but when one sees the end of the film one realizes that one watched something they didn't come in to see. The film has voice over bookends that tell viewers that angels watch over us and can be found even in the most horrific of places, and that these angels don't fight for us rather they inspire us to be able to fight even in hopeless situations. Given that despair can be viewed as the gravest of all sins, it seems justifiable that the role of angels would be to encourage us to fight rather than despair.
Sucker Punch opens with the death of "Baby Doll's" mother, an event that leaves "Baby Doll" and her sister in the care of their sinister step-father. This step-father finds out that his wife has left her not insubstantial wealth to her two daughters. The step-father responds to this news with rage and decides to take control of that wealth by physically, psychologically, and sexually abusing the girls into submission. "Baby Doll" responds by breaking out of her room, finding a gun, and arriving in time to prevent her sister from being abused. She shoots at the step-father...misses...and kills her sister by accident. She is quickly institutionalized in an asylum, where the father bribes an orderly to arrange a lobotomy for the girl. The psychiatrist who runs the asylum doesn't support the use of lobotomies, but in five days someone who does perform them will be at the asylum and the orderly will forge the psychiatrist's signature and arrange for the deal to be done.
Though Snyder spends an entire act developing this backstory, it is possible "Baby Doll" is not the "protagonist" of the film -- if the film's one twist is to be believed. I say "if the one twist is to be believed" because one could argue whether the film's "angels can be anywhere" message is the real message or whether the film is all a fantasy world created after after the lobotomy takes place.
There is something in this film, it is as brave as "Pan's Labyrinth" and shares many of the same themes, but Sucker Punch is not as good as del Toro's masterpiece.
Sucker Punch is a weird piece, and the more I contemplate the film the more I come to think that it is a strongly tragic piece. The more I analyze the structure of the film, and visual clues, the more I believe that any vengeance fantasy aspect of the film is exactly that...fantasy.
It's funny. In Pan's Labyrinth, I chose to accept the fantasy ending at the end as reality. I wanted so badly for the girl to be safe and to have succeeded in her tasks. In Sucker Punch, it doesn't matter whether the fantasy is the reality or mere fantasy, because the girl is "safe" either way.
The message is very much the same as Shutter Island. In Shutter Island a the protagonist has to deal with the twin horrors that his wife murdered his children and that her murdered her for it. He creates a fantasy world to deal with these tragedies. In the end, he despairs choosing to be lobotomized instead of facing cold reality. He asks the question, "would you rather live life a monster, or "die" a hero?" Sucker Punch asks the same question. "Baby Doll" killed her sister while trying to save her. She doesn't want this memory. She would rather be a savior that helps someone else escape a horrible situation. She has five days to do this very task and the film is about that journey...or is it?
It is possible that the film could have better met Snyder's honest intentions if it had been rated R, but I wonder if it would have reached the audience that should be watching this film.
There's something tragically humanist about this film that I think needs discussing. There is something there. I don't know that Snyder quite captured it, but I do know that one could have some genuinely interesting discussions about this picture akin to discussions I have had after Shutter Island.
It's a strange film that needs the idyllic fantasy segments to work, and I don't think the film would be better if the audience where shown Baby Doll's dances -- these dances seem to be the obsession of many critics. This is because the dances are only happening in one of the fantasy layers of the film. We never see the actual dancing because there aren't really any dances to see in the first place.
Snyder has layered his fantasy world in the following way:
Act 1 takes place in the real world and presents the back story that shows viewers why "Baby Doll" has been institutionalized, establishes the hopelessness of the asylum, and introduces the other characters in the film -- the orderly, the doctor, and the fellow inmates. This act ends just as a doctor is about to perform a lobotomy on "Baby Doll."
The baseline "reality" of acts 2 - 4 take place in "The Club," a combination burlesque and brothel run by the orderly, where the girls are all prostitutes and dancers. This is where "Baby Doll" works with the other dancers to create an escape plan, and this is where "Baby Doll" dances
Every time "Baby Doll" dances in acts 2 -4, the viewer is transported into "The Dream within the Dance." This is the world of the visually fantastic sequences we have all seen in the previews. This is also where "Baby Doll" meets Scott Glenn who, in a nod to his role in The Challenge
The final act of the film "returns" us to "reality." Return and reality are in quotes because this reality may or may be nothing more than the inner thoughts of a lobotomized mind. What happens in act 5 is entirely dependent on how you choose to read of the film.
I'd like to reiterate that acts 2 - 4 alternate between "The Club" and "The Dream within the Dance" depending on what is happening at that moment. The dances are used to signify when we are transitioning from one fantasy world to the next. All dances happen at the level of "The Club" and at no time does "Baby Doll" dance in the real world. The only reality we can be certain of is that "Baby Doll" is institutionalized, that she sees a possible way to escape, she attends therapy sessions, and then she ends up in a chair about to be lobotomized. What happens after that is up to interpretation.
My interpretation is a tragic one. In my view the final act is entirely fantasy because of the use of the word Paradise and the appearance of Scott Glenn in the act. This interpretation makes the film a tragedy that, far from being exploitative of young women, shows us how the power of the human mind to create fantasy can help us deal with the greatest horrors. The fantasy world is preferable to the real world, it is a better world, it is a world where we can fight for the survival of others and succeed.
Snyder should be admired for his effort and I think this will be a film that will be watched for stylistic and visual skills for years to come. I had fun during parts of Sucker Punch, but other times I felt distinctly uncomfortable. Snyder took me far out of my comfort zone by luring me in with one kind of tale and giving me another. I expected an action fantasy and received Shutter Island. I had expected a "kick ass chick" movie, but instead got a deconstruction of the genre. I found the film to be disturbing and thought provoking, a feeling very similar to how I felt after my first viewing of The Straw Dogs
Over the course of his career so far, I have found Snyder to be a brave and wonderful film maker. He has made everything from 300 to Legend of the Guardians: The Owls of Ga'hoole without the slightest sense of irony.
Friday, March 25, 2011
It's Official! Steve Jackson Games to Release Ogre 6th Edition This Year!
Every gamer has a game, or 12, for which he or she feels a certain nostalgia. These games have likely been out of print for some time and may not have the market cache to justify a new release. The nostalgic gamer wishes that the publisher would release a version that "gets it all right," but understands that game publishers must make profits in order to continue and thus these wonderful -- but niche -- games get left behind. It should be noted that many of these now niche games were once huge successes that launched vibrant companies -- Gettysburg, Broadsides & Boarding Parties, The Fantasy Trip, and Ogre are fine examples of this phenomenon.
And at the top of that list -- for me -- lies Ogre. The game was released in 1977 and sold a very reasonable 8000 copies at he extremely reasonable price of $2.95. The game has gone on to sell well over 100,000 copies in various editions -- with continually higher quality components and prices scaled to match the increase in component quality. My favorite two editions of the game are the Deluxe Ogre edition printed in 1987 -- a 10,000 game print run -- which featured a traditional hard mounted map and large easy to read/play with counters and the 2000 combined Ogre/GEV which included these two fantastic games in a sturdy VHS like case. These were the game at its non-miniature aesthetic pinnacle.
Ogre's game play is simple and fun. It was the game that introduced me to the Wargaming hobby with its tiny chits and arcane rules formulations (e.g. rule 1.1.9 "Set Up") and showed me that abstract images on small pieces of cardboard could represent epic struggles against extreme odds.
Earlier this Month, Steve Jackson announced that a 6th edition of the game would be released this year -- even though market forces don't demand it -- and that the edition would be the game that players always dreamed of playing. Steve Jackson promises this new edition will include well designed counters and constructable Ogre miniatures. To quote the man himself:
The first images of the prototypes were very impressive, but looking at the sales package that SJG put together for the GAMA Trade show are mind-blowing to me.
The unit counters are intuitive and elegant in their design.
But the Ogres...oh, the Ogres...
They are beautiful.
I must have this game!
And at the top of that list -- for me -- lies Ogre. The game was released in 1977 and sold a very reasonable 8000 copies at he extremely reasonable price of $2.95. The game has gone on to sell well over 100,000 copies in various editions -- with continually higher quality components and prices scaled to match the increase in component quality. My favorite two editions of the game are the Deluxe Ogre edition printed in 1987 -- a 10,000 game print run -- which featured a traditional hard mounted map and large easy to read/play with counters and the 2000 combined Ogre/GEV which included these two fantastic games in a sturdy VHS like case. These were the game at its non-miniature aesthetic pinnacle.
Ogre's game play is simple and fun. It was the game that introduced me to the Wargaming hobby with its tiny chits and arcane rules formulations (e.g. rule 1.1.9 "Set Up") and showed me that abstract images on small pieces of cardboard could represent epic struggles against extreme odds.
Earlier this Month, Steve Jackson announced that a 6th edition of the game would be released this year -- even though market forces don't demand it -- and that the edition would be the game that players always dreamed of playing. Steve Jackson promises this new edition will include well designed counters and constructable Ogre miniatures. To quote the man himself:
Why? Because I want to. Ogre was my first design, and the boardgame version hasn’t been available for years. And people keep asking me for it. So some of our Munchkin money is going back to support the people who bought my very first game, by bringing them an edition with the best possible components.
It won’t be “Euro” style. No meeples, no plastic. This will be the kind of hex wargame that we dreamed about 30 years ago, back when our heroes were SPI and Avalon Hill. HUGE double-sided map boards. HUGE full-color counters with HUGE type. A HUGE box to hold them in. And giant constructible Ogres!
The first images of the prototypes were very impressive, but looking at the sales package that SJG put together for the GAMA Trade show are mind-blowing to me.
The unit counters are intuitive and elegant in their design.
But the Ogres...oh, the Ogres...
They are beautiful.
I must have this game!
Wednesday, March 23, 2011
Captain America: First Avenger...In Context
There are going to be those in the interwebs who watch the preview below with something less than excitement. They will bemoan how cheezy the special effects and the lighting look, or complain that Chris Evans isn't right for the part. They are wrong on all counts, and they likely need to be reminded of the history of the Captain America franchise when it comes to visual entertainment.
Take a few seconds to watch the most recent preview.
Now...compare this to moments from the 1990 Columbia Tri-Star production.
And...the 1979 television movie.
Captain America (1979) - Opening by Internapse
Given the history of the franchise, the new version looks like it was crafted by the hand of God. My inner child, my nostalgic gen-Xer subconscious, and my hyper critical comic geek super-ego are all in agreement. We will love the new movie, because it will be the best Captain America film produced to date.
Take a few seconds to watch the most recent preview.
Now...compare this to moments from the 1990 Columbia Tri-Star production.
And...the 1979 television movie.
Captain America (1979) - Opening by Internapse
Given the history of the franchise, the new version looks like it was crafted by the hand of God. My inner child, my nostalgic gen-Xer subconscious, and my hyper critical comic geek super-ego are all in agreement. We will love the new movie, because it will be the best Captain America film produced to date.
Coming Soon -- Villains and Vigilantes Customizable Card Game
Superhuman Games will be releasing the Villains and Vigilantes Card Game this summer -- likely coinciding with the convention season. Superhuman Games entered into a licensing agreement with Monkey House Games to use the iconic cast of characters from Jeff Dee and Jack Herman's classic super hero role playing game. Superhuman games claims that the game will feature "the full comic book experience" in game play.
Based on the description of their market plan, Superhuman Games will be following the example of Fantasy Flight Games and offering the game as a customizable and "living" card game that features regular updates which allow players to create new decks with new strategies.
It's an intriguing concept. V&V has a rich catalog of characters to draw from, and the role playing game is gaining popularity since it was re-released in the past year.
My only concern is with the art work. In the modern card game marketplace, consumers will punish artwork that they deal to be amateurish. Dee's artwork has a nice cartoony style, and if they are able to replicate that then they will be able to appeal to the core fanbase. The company is looking for artists, let's hope they connect with the right ones. Companies like Fantasy Flight are successful partly because of the depth of their artist bullpen and the strength of their graphic designers.
Monday, March 21, 2011
What Should a Television Wonder Woman Look Like?
With the news that David E. Kelley is planning a new Wonder Woman series for NBC, and the fact that the internet geek subculture is abuzz with chatter about the first look of the costume in this series, it seems time to ask just what exactly the costume should look like in a weekly television program.
A generation of television viewers grew up with the Silver Age comic book inspired costume worn by Lynda Carter. If those same viewers are honest with themselves, they'll admit that while Lynda Carter looks fantastic -- the outfit itself is a tad campy. It adheres honestly to the Silver Age costume, it isn't intentionally overly campy, but its mere adherence to the comic book imagery means that Lynda Carter looks good, but she doesn't look like she can "kick ass." The focus on the outfit is on the "Princess" and not on the "Power" to borrow a few terms from Marvel's analogue to Wonder Woman.
This points to what I think should be the central component of the equation. Whatever costume Wonder Woman wears, sexploitation or classy fashionable, it should look like the woman in the suit is a Warrior -- a badass Amazonian combat machine from a warrior culture who has come to fight injustice!
There are certain elements of the Adrianne Palicki that seem to be aimed at increasing how "asskicking" David Kelley's new Wonder Woman looks. Wonder Woman's "bracelets" have been transformed into more proper bracers, and her "Golden Lasso" looks like it can serve as more than mere window dressing. But there is something incongruous about the outfit. Its glossy neoprene look makes it look more like a cosplay outfit than proper fighting gear. My good friend Bill Cunningham describes his frustration with the outfit in the following way:
His contention -- in stronger language than I am using -- is that by ignoring the "mythic" origins of Wonder Woman, the producers are limiting the narrative and visual power of the character. He would have us not forget that the character's origins are in the Greek legends of the Amazon warriors who fought alongside/against the greatest of the Greek heroes. They were a force with which to be reckoned. This glossy new outfit manages to simultaneously make Adrianne Palicki look less sexy than normal, and like she is completely lacking in physical prowess.
But how would one create a costume that harnessed classical mythology to create a costume that looks both appealing and functional. It seems that the internet has already provided an answer, back when Joss Whedon was thinking about making a WW movie.
Notice how the image, which uses photoshop to present a "Cobie Smulders as Wonder Woman" depiction, has bracers, greaves, and pteruges that all add to a sense that the person wearing them is actually a combatant and that the suit is for more than show. It still manages to adhere to the comic book depictions, but also manages to avoid camp. It bears some small resemblance to the Amazon Warrior depictions by George Perez during the "War of the Gods" storyline in the 80s.
Even if one wanted to do a more "modern" Wonder Woman character design, one could still look at older comic book designs for the character -- rather than the recent Jim Lee costume that the Kelley production seems to be using as its starting point. In the late 60s, Wonder Woman abandoned her traditional costume entirely and transformed from a "bathing suit" wearing character into one whose style more resembled the classic Diana Rigg character Emma Peel -- who was both sexy and looked like she could kick ass (if only The Avengers had legitimate martial arts choreography how magnificent the show would have been).
In this case television popular culture helped to shape the comic book representation of the character. The Wonder Woman of that era lost her "mythic" appeal, but she still had an espionage lethality appeal.
I'm not advocating that Kelley adopt the Diana Rigg version of the character, but I am wondering if he and the audience would be better served by his production looking beyond modern comics -- and the much criticized Jim Lee costume for the character -- for inspiration. I point out the Diana Rigg influenced Wonder Woman only to say that one can create images of powerful women that become so ingrained in popular culture that the comics themselves adopt the newer image. David Kelley has a chance to redefine Wonder Woman as a powerful woman of the 21st century. I'd like to see him do that and television is the perfect medium for him to achieve that goal. Kelley is a talented show creator and I have hopes for what he will be able to do with this character.
Let's home that the leaked costume gets changed soon.
A generation of television viewers grew up with the Silver Age comic book inspired costume worn by Lynda Carter. If those same viewers are honest with themselves, they'll admit that while Lynda Carter looks fantastic -- the outfit itself is a tad campy. It adheres honestly to the Silver Age costume, it isn't intentionally overly campy, but its mere adherence to the comic book imagery means that Lynda Carter looks good, but she doesn't look like she can "kick ass." The focus on the outfit is on the "Princess" and not on the "Power" to borrow a few terms from Marvel's analogue to Wonder Woman.
This points to what I think should be the central component of the equation. Whatever costume Wonder Woman wears, sexploitation or classy fashionable, it should look like the woman in the suit is a Warrior -- a badass Amazonian combat machine from a warrior culture who has come to fight injustice!
There are certain elements of the Adrianne Palicki that seem to be aimed at increasing how "asskicking" David Kelley's new Wonder Woman looks. Wonder Woman's "bracelets" have been transformed into more proper bracers, and her "Golden Lasso" looks like it can serve as more than mere window dressing. But there is something incongruous about the outfit. Its glossy neoprene look makes it look more like a cosplay outfit than proper fighting gear. My good friend Bill Cunningham describes his frustration with the outfit in the following way:
I often think that it's a matter of people thinking they must make something more" important" or "sophisticated with a message" when often it's a matter of keeping it si...mple and pure and allowing the drama to come out of that. case in point: Buffy. Simple concept (girl slays vampires) that opened up the whole metaphor about "growing up."
I made my cosplay joke because that's how these TV guys seem to see Wonder Woman. It's sickening because when you look at WW and what legends and myths and strengths she represents (not only to women, but to men) then you see the possibilities of what sort of stories you can tell.
But you can't do that when your lead is dressed in rubber and has scarlet lipstick on that matches her bustier. Then she's reduced to NERD STRIPPER or even more appalling, WHORE CLOWN.
Again, the character and the actress deserve better.
His contention -- in stronger language than I am using -- is that by ignoring the "mythic" origins of Wonder Woman, the producers are limiting the narrative and visual power of the character. He would have us not forget that the character's origins are in the Greek legends of the Amazon warriors who fought alongside/against the greatest of the Greek heroes. They were a force with which to be reckoned. This glossy new outfit manages to simultaneously make Adrianne Palicki look less sexy than normal, and like she is completely lacking in physical prowess.
But how would one create a costume that harnessed classical mythology to create a costume that looks both appealing and functional. It seems that the internet has already provided an answer, back when Joss Whedon was thinking about making a WW movie.
Notice how the image, which uses photoshop to present a "Cobie Smulders as Wonder Woman" depiction, has bracers, greaves, and pteruges that all add to a sense that the person wearing them is actually a combatant and that the suit is for more than show. It still manages to adhere to the comic book depictions, but also manages to avoid camp. It bears some small resemblance to the Amazon Warrior depictions by George Perez during the "War of the Gods" storyline in the 80s.
Even if one wanted to do a more "modern" Wonder Woman character design, one could still look at older comic book designs for the character -- rather than the recent Jim Lee costume that the Kelley production seems to be using as its starting point. In the late 60s, Wonder Woman abandoned her traditional costume entirely and transformed from a "bathing suit" wearing character into one whose style more resembled the classic Diana Rigg character Emma Peel -- who was both sexy and looked like she could kick ass (if only The Avengers had legitimate martial arts choreography how magnificent the show would have been).
In this case television popular culture helped to shape the comic book representation of the character. The Wonder Woman of that era lost her "mythic" appeal, but she still had an espionage lethality appeal.
I'm not advocating that Kelley adopt the Diana Rigg version of the character, but I am wondering if he and the audience would be better served by his production looking beyond modern comics -- and the much criticized Jim Lee costume for the character -- for inspiration. I point out the Diana Rigg influenced Wonder Woman only to say that one can create images of powerful women that become so ingrained in popular culture that the comics themselves adopt the newer image. David Kelley has a chance to redefine Wonder Woman as a powerful woman of the 21st century. I'd like to see him do that and television is the perfect medium for him to achieve that goal. Kelley is a talented show creator and I have hopes for what he will be able to do with this character.
Let's home that the leaked costume gets changed soon.
Rebecca "Black" Metal -- It's Friday
A friend of mine wondered -- rhetorically -- how long it would take for mash ups of Rebecca Black's new song "Friday" to work their way to the net. My answer was that they had probably already happened, but that none had become viral yet. So I did a quick check this morning to see what was out there, and of that what was the most "out there." I came across this bit of mindshattering contrasts. It's the Rebecca Black song sung as if it were a death metal tune. The video remains the same, but the pulse pounding drums, gravely vocals, and wailing guitars are different.
What I found most amusing were those moments where the song and the video lined up in intriguing ways. There are are a couple of times during the video where it almost seems like it really is an ironic death metal video.
What I found most amusing were those moments where the song and the video lined up in intriguing ways. There are are a couple of times during the video where it almost seems like it really is an ironic death metal video.
Friday, March 18, 2011
Wizards of the Coast Adds Vehicle Rules to Gamma World
Are you wondering what to do with all those pick up trucks that your players acquired during Gamma World character generation? Do you want to add a little dash of Car Wars into your Gamma Terra campaign? Are you and your players fans of Death Race: 2000
, The Road Warrior
, and Knight Riders
? Are you a big fan of Wizards of the Coast's latest Gamma World offering?
If so, then the new rules posted on the D&D website this week are for you. Keeping in line with Gamma World's "Quick and Dirty 4e" adaptation, the vehicle rules provide a fun and workable system for running vehicles and vehicle combats/races without adding undue complexity. Rules for the damage caused by crashes and the effects of critical hits on vehicles are presented in an easy to use format. Stat blocks for a decent number of vehicles are provided, as are some "customization options" like "oil jets." These rules also bring the idea of "stunts" to the table. Stunts are out of the ordinary actions that characters can attempt to perform with their vehicle, like jumping the vehicle off an incline.
I know that my gaming group, SUPER TEAM GO!, will make good use of the offerings and will likely begin coming up with some of their own thoughts on customization options.
It's good to see Wizards supporting the game even after all of the products have been released. Let's home they continue.
Oh..and it's FREE.
If so, then the new rules posted on the D&D website this week are for you. Keeping in line with Gamma World's "Quick and Dirty 4e" adaptation, the vehicle rules provide a fun and workable system for running vehicles and vehicle combats/races without adding undue complexity. Rules for the damage caused by crashes and the effects of critical hits on vehicles are presented in an easy to use format. Stat blocks for a decent number of vehicles are provided, as are some "customization options" like "oil jets." These rules also bring the idea of "stunts" to the table. Stunts are out of the ordinary actions that characters can attempt to perform with their vehicle, like jumping the vehicle off an incline.
I know that my gaming group, SUPER TEAM GO!, will make good use of the offerings and will likely begin coming up with some of their own thoughts on customization options.
It's good to see Wizards supporting the game even after all of the products have been released. Let's home they continue.
Oh..and it's FREE.
Wednesday, March 16, 2011
Fantasy Flight Games Experiments with Print on Demand Support for Death Angel
Since I purchased Death Angel at last year's GenCon the game has received a decent amount of play time from my gaming group and between regular gaming sessions. The game is well balanced, fun, and plays quickly. This allows it to fill time gaps that come up when waiting for players who are running late, or on an evening when you have a half-an-hour gap between the shows you like to watch. Eric Lang's Corey Konieczka's design on the game is very good, but even good design must abide by product life cycle trends. If a game doesn't have support materials, it tends to fade away as gamers consider it to be a "dead" game. There are rare exceptions to this rule, but even Monopoly gets official new versions every now and again.
In order to provide support for Death Angel, Fantasy Flight is moving to a print on demand model that provides expansions for the game at a reasonable price. Typically, when I see the words "Print on Demand" I know that the products will be a little more expensive than I would normally expect. Print on Demand, by its very nature, means smaller print runs and smaller print runs mean higher production costs. For this reason, I was surprised when I saw that the two Death Angel expansion packs were coming in at $4.95 each -- exactly what I would have expected with a full print run.
These decks, in particular the Space Marine deck, should have some interesting affects on play and I just ordered my copies. We'll see how the PoD model works for FFG. If all goes well, we might see support for some of their older games using the same model.
In order to provide support for Death Angel, Fantasy Flight is moving to a print on demand model that provides expansions for the game at a reasonable price. Typically, when I see the words "Print on Demand" I know that the products will be a little more expensive than I would normally expect. Print on Demand, by its very nature, means smaller print runs and smaller print runs mean higher production costs. For this reason, I was surprised when I saw that the two Death Angel expansion packs were coming in at $4.95 each -- exactly what I would have expected with a full print run.
These decks, in particular the Space Marine deck, should have some interesting affects on play and I just ordered my copies. We'll see how the PoD model works for FFG. If all goes well, we might see support for some of their older games using the same model.
Tuesday, March 08, 2011
It Appears that Guillermo Del Toro's Adaptation of "At the Mountains of Madness" is Dead
If I were to ask you how you would go about killing a possibly excellent adaptation of H.P. Lovecraft's novel At the Mountains of Madness, what would be your first answer?
When I first read that Guillermo del Toro was working on the project I had high hopes indeed. del Toro is one of the pre-eminent horror directors in the market today and his combination of surreal and horrific imagery seems a perfect match for the Narrative of Arthur Gordon Pym of Nantucket inspired Lovecraftian tale. That was until I read that del Toro wanted to spend $150 Million on the production of the film. That is a tremendous amount of money to spend on a film, and Lovecraft has never been a name that -- as much as he inspires gamers and defined modern horror -- has ever brought people to the theater. Given that horror movies are typically lower budget films, and that the del Toro written remake of Don't Be Afraid of the Dark came at around a $13 Million budget, making an epic $150 Million Lovecraftian epic seems even more difficult sell.
Last night, the Hollywood Reporter's Heat Vision blog reported that the movie had been put in jeopardy writing, "The situation had been building to a head for a quite some time, and del Toro is not going down without a fight, exploring the option to take the project to another studio. Sources say Fox is a likely destination, since James Cameron is one of the producers and has a long association with that studio. (Other producers include Don Murphy and Susan Montford.)"
Those who follow how Hollywood works know that conflicts like these can be hints toward the demise of a project, and according to indieWire the movie is now officially dead.
As indieWire also points out, it isn't like Universal Pictures has been particularly risk averse of late, but after a string of box office fizzles it seems that they have reached their limit.
Given that the R rating and $150 budget were the major stumbling blocks, what are your thoughts?
Does a version of At the Mountains of Madness need to be rated R, or can thematically horrific moments suffice in translating the tale? Does it need gore and profanity, or just tone?
Does the film need a $150 Million budget or could a director who is less in demand than del Toro bring in a quality version for less?
One thing is certain, fans of Lovecraft are still waiting for a quality big screen version of the film. As good as the H P Lovecraft Historical Society's version of Call of Cthulhu was, it hasn't caught the imagination or passion of main stream audiences.
While we wait, might I interest you in the HPLHS's radio adaptation of Mountains? Or perhaps their upcoming film The Whisperer in the Darkness?
Wednesday, March 02, 2011
Quarriors -- Are You Ready For Dragon Dice 2.0?
Late in January, WizKids games announced that they would be releasing the Quarriors Dice Building Game later this year.
Designers Eric Lang (Warhammer: Invasion
The game is slated for release this summer, just in time for the convention circuit, and is on my much anticipated list. Lang and Elliott are both talented designers, and I look forward to seeing what they have to offer in this game.
Tuesday, March 01, 2011
Night's Black Agents, Kenneth Hite, Fritz Leiber, and Vampires
I have long been an admirer of Kenneth Hite as game critic, game commentator, and game designer. The reasons I hold him in high esteem are too numerous to be enumerated here one by one, and that would be boring besides, but there is one reason that stands at the summit of my admiration. It is his awe inspiring ability to fuse history, mystery, pulp, and high art into his game design in surprising ways.
Consider the following. I have known for some time that Ken was working on a new role playing game for Pelgrane Press entitled "Night's Black Agents." The game uses Robin D Laws' innovative "Gumshoe" role playing game system as its engine and combines the genres of action-espionage with vampire horror. That alone makes it a winner. Just read the Pelgrane blurb (and this interview):
It just oozes high concept excitement. Yet, much like Ken's brilliant The Day After Ragnarok
, there seems to be something else going on here as well. It is something that I missed at first glance -- Ken is sneaky that way. I didn't notice it until I was reading an interview with Fritz Leiber in Charles Platt's "Dream Makers vol. 2
."
There was a brief comment by Leiber that his first book, published by Arkham House, was entitled Night's Dark Agents. Hmmm... Sneaky that Hite fellow. A follow up game to the successful, and remarkable, Trail of Cthulhu (which I believe to be the best Cthulhu game published to date, though Ken humbly differs) is named after a book published by Arkham House. Arkham House Publishing's first publication was a book of Lovecraft's stories, and Leiber wrote letters to Lovecraft receiving kind responses from the father of Cosmic Horror -- responses that kept Leiber writing until it became a paying gig. The Fafhrd and Grey Mouser story "Adept's Gambit" that is in Night's Black Agents is Leiber's first written -- though not first published -- tale of the duo, and it includes some Cthulhu references.
You see how he so subtly built a connection between Lovecraft and his new game through the vehicle of Leiber?
More than that, Hite knows that the title references "The Scottish Play" as well.
You see, Hite is just able to take ideas -- sometimes seemingly incongruous ideas -- and meld them into something new and wonderful.
I cannot wait for the release of Night's Black Agents.
I wonder if the game will include echoes of Leiber's vampire story, "The Girl with the Hungry Eyes." You can watch a "Serlingized" version of that tale below.
Consider the following. I have known for some time that Ken was working on a new role playing game for Pelgrane Press entitled "Night's Black Agents." The game uses Robin D Laws' innovative "Gumshoe" role playing game system as its engine and combines the genres of action-espionage with vampire horror. That alone makes it a winner. Just read the Pelgrane blurb (and this interview):
The Cold War is over. Bush’s War is winding down.
You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.
Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.
It turned out to matter a lot. Because it turned out you were working for vampires.
Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.
Or worse.
It just oozes high concept excitement. Yet, much like Ken's brilliant The Day After Ragnarok
There was a brief comment by Leiber that his first book, published by Arkham House, was entitled Night's Dark Agents. Hmmm... Sneaky that Hite fellow. A follow up game to the successful, and remarkable, Trail of Cthulhu (which I believe to be the best Cthulhu game published to date, though Ken humbly differs) is named after a book published by Arkham House. Arkham House Publishing's first publication was a book of Lovecraft's stories, and Leiber wrote letters to Lovecraft receiving kind responses from the father of Cosmic Horror -- responses that kept Leiber writing until it became a paying gig. The Fafhrd and Grey Mouser story "Adept's Gambit" that is in Night's Black Agents is Leiber's first written -- though not first published -- tale of the duo, and it includes some Cthulhu references.
You see how he so subtly built a connection between Lovecraft and his new game through the vehicle of Leiber?
More than that, Hite knows that the title references "The Scottish Play" as well.
You see, Hite is just able to take ideas -- sometimes seemingly incongruous ideas -- and meld them into something new and wonderful.
I cannot wait for the release of Night's Black Agents.
I wonder if the game will include echoes of Leiber's vampire story, "The Girl with the Hungry Eyes." You can watch a "Serlingized" version of that tale below.
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