For all of those out there who knew me as Christian Arthur Johnson, that person is no more. As of 10am this morning, I stand before you as Christian Arthur Lindke.
Years ago, Jody and I decided that I would take her name rather than she take mine -- only to discover the lack of equal protection regarding ease of name change for husbands. The expense of the process was a cause for delay, but the birth of our daughters made that excuse trivial. So 9 weeks ago, I filed a civil claim to change my name and today my petition was granted.
I'd like to thank Jo Benincasa, an attorney friend of mine, for walking me through the steps of the process.
Friday, May 23, 2008
Wednesday, May 21, 2008
Flash Gordon and Highlander to See Big Screen
It seems that Hollywood is hell bent on destroying my childhood and teen years.
First, they made a campy version of STARSKY AND HUTCH which, like the Tom Hanks DRAGNET, was entertaining but made a mockery of something that was at times pretty dark. Okay, that applies more to DRAGNET than S&H, but the Michael Mann episodes of STARSKY AND HUTCH hold up very well and are good neo-noir.
Then they made the new FLASH GORDON and BIONIC WOMAN television series, which are unarguably awful. FLASH is so bad that watching it must surely be classified as the punishment that Satan gives Judas when his jaw is getting a little tired.
Then I found out that Seth Rogan was going to play Brit Reid in the new GREEN HORNET movie. Ummm...the Green Hornet is viewed by the public as a CRIMINAL and scares the crap out of people, that makes a good Seth Rogan comedy?! I'll still go see it because it stars Stephen Chow, but I know I'll hate it.
Why can't Hollywood do these things without irony? Oh, that's right because if you do a movie, like SPEED RACER, without irony you aren't "cool."
Which brings me to the latest news. Apparently, FLASH GORDON is returning to the big screen and they're remaking HIGHLANDER. I would have hopes that the FLASH GORDON might learn from the lessons of the TV show and go retro, but as it is produced by one of the producers of the aforementioned GREEN HORNET I have my doubts. Sure he also produced the new I AM LEGEND, and the director is going to be the guy who directed SAHARA -- and I am one of the 10 people who liked SAHARA -- but anyone who makes GREEN HORNET a Seth Rogan comedy is suspect. Personally, I'd cast Vince Vaughn and play it straight
First, they made a campy version of STARSKY AND HUTCH which, like the Tom Hanks DRAGNET, was entertaining but made a mockery of something that was at times pretty dark. Okay, that applies more to DRAGNET than S&H, but the Michael Mann episodes of STARSKY AND HUTCH hold up very well and are good neo-noir.
Then they made the new FLASH GORDON and BIONIC WOMAN television series, which are unarguably awful. FLASH is so bad that watching it must surely be classified as the punishment that Satan gives Judas when his jaw is getting a little tired.
Then I found out that Seth Rogan was going to play Brit Reid in the new GREEN HORNET movie. Ummm...the Green Hornet is viewed by the public as a CRIMINAL and scares the crap out of people, that makes a good Seth Rogan comedy?! I'll still go see it because it stars Stephen Chow, but I know I'll hate it.
Why can't Hollywood do these things without irony? Oh, that's right because if you do a movie, like SPEED RACER, without irony you aren't "cool."
Which brings me to the latest news. Apparently, FLASH GORDON is returning to the big screen and they're remaking HIGHLANDER. I would have hopes that the FLASH GORDON might learn from the lessons of the TV show and go retro, but as it is produced by one of the producers of the aforementioned GREEN HORNET I have my doubts. Sure he also produced the new I AM LEGEND, and the director is going to be the guy who directed SAHARA -- and I am one of the 10 people who liked SAHARA -- but anyone who makes GREEN HORNET a Seth Rogan comedy is suspect. Personally, I'd cast Vince Vaughn and play it straight
Friday, May 09, 2008
Academy of Adventure Gaming Arts and Design Announces Origin Awards Nominees (Part Two)
Today we continue our coverage of the Academy of Adventure Gaming Arts and Design Origin Award nominees. Yesterday we covered the miniature and book related nominees, but today we get to focus on my favorite group of nominees...the games themselves.
Next Week, I'll hit the remainder of the nominees.
ROLEPLAYING GAME
This year's list of Roleplaying game nominees is one that should give fans of the hobby a great deal of hope for the future. While the folks at Boing Boing may lament the new GSL and believe that it is the end of the roleplaying game industry and the beginning of the end of civilization, they are wrong.
All the OGL did, and still does by the way, is allow other people to make money on the backs of other people's hard work. The GSL will still allow that, it will just require that your derivative work be attached to a newer "operating system." This is not to say that a great deal of OGL products weren't creative and worthy products, they were (the Iron Kingdoms or Paizo's Pathfinder come to mind), just that they were derivative. Even the True 20 RPG, one of the most innovative adaptations of the d20 system ever created, is still an innovative adaptation. It should be noted that most of the independent gaming press is "closed."
Meanwhile in the world of game designs not dependent on other people's work, some game companies have created some remarkable game systems of their own and attached them to some great settings. For years we've seen high quality narrative design, but this year's nominees are showing us that design creativity is not a thing of the past.
Grimm
Published by Fantasy Flight Games
Written by Robert Vaughn and Christian T. Petersen
Ever since 2003 when I first caught a glimpse of Fantasy Flight's d20 mini-campaign book for Grimm, I have wanted to see Fantasy Flight Games develop this great concept into its own roleplaying game with its own task resolution system. The initial book had promise and style, but the integration of the d20 system with the dark -- yet playful -- tone of a game where children adventure "in a world of twisted fairy tales" never quite meshed.
I waited four years until I was rewarded with last year's non-d20 GRIMM RPG. Gone is the d20 system and in is the Linear d6 system. This new system is easy to learn and allows those that are skilled at a particular task to succeed more often than they fail. Sure, there is still room for failure at tasks that should be routine or success at tasks that should be impossible, but those cases are rarer in the Linear d6 system than they are in many other games. This lack of wildly disparate results allows for the darker side of this game to shine. If a task needs to be done in order for the children to escape, but no one has sufficient skill in that area the tension of the scene is escalated and that is the root of horror.
My only quibble is that at $39.95 the book isn't full color. Given that the 1983 DMG for AD&D cost the equivalent of $31.93 in inflation adjusted dollars, this isn't too big a deal, but I would have liked to see more of the fairy tale artwork in color.
The Savage World of Solomon Kane
Published by Great White Games/Pinnacle Entertainment Group Written by Paul "Wiggy" Wade-Williams (with Shane Lacy Hensley)
I have long been on the Savage Worlds bandwagon. If you want a quick and easy, yet surprisingly adaptable, game system you can do a lot worse that the Savage Worlds roleplaying game. The original Savage Worlds rpg was inspired by pulps, Flash Gordon serials, pirate movies, and westerns and the games focus was on fast, furious, and fun action. Savage Worlds succeeded in general at this task. With The Savage World of Solomon Kane, Shane Lace Hensley and Paul "Wiggy" Wade-Williams take that general success and apply it to the particular. The result is one of the finest licensed roleplaying games ever written.
Wade-Williams writing is clear and concise, the artwork is of sufficient quality to capture the tone, and the fast, furious, and fun Savage Worlds rules set works as a perfect skeleton to run adventures in the world of Robert Howard's dark Puritan Kane. If you are a fan of Howard, or a fan of good rpgs, you can't go wrong with this game.
CthulhuTech
Published by Mongoose Publishing
Written by Matthew Grau and Fraser McKay
This game combines four things that any real geek loves: HP Lovecraft, Mecha, Modern Horror, and roleplaying games. CTHULHUTECH takes high concept to the next level and it pays off. Like the other games in this category, this game uses a "closed" system. As the designer puts it, "Framewerk, the proprietary system upon which CthulhuTech is built, is not only simple and intuitive, it is cinematic, exciting, and puts destiny back in the hands of the player. Its easy to grasp nature makes the game straightforward to learn and quick to start. Its clever dice mechanics make even the simplest of task resolutions exciting." At $49.95, you might balk at the price, but this is a strong entry in the field.
Battlestar Galactica
Published by Margaret Weis Productions
Written by Jamie Chambers
Jamie Chambers applies the Cortex system he developed for the SERENITY roleplaying game to Margaret Weis Productions second licensed television show roleplaying game and it works equally well. The system focuses on quick and easy resolution in an attempt to simulate the subject matter. The rules are very good, but as with any licensed product one must ask how well they apply to the material and how well researched is the material in the game. In both cases, the answer is quite well. Jamie Chambers is one of the hardest working people in the industry and it shows in this game. I can't wait for MWP to release their SUPERNATURAL roleplaying game and I will certainly be purchasing the forthcoming Cortex rulebook.
Faery's Tale Deluxe
Published by Green Ronin Publishing
Written by Patrick Sweeney, Sandy Antunes, Christina Stiles, and Robin D. Laws
FAERY'S TALE DELUXE attempts the very difficult. It attempts to be a roleplaying game that can be taught to children 6 and older while still appealing to the core (older) roleplaying audience. I think that it succeeds. Patricia Ann Lewis-MacDougall's artwork is reminiscent of Arthur Rackham's work providing the book with a real sense of wonder, but allowing it to be (as Barrie would put it) "innocent and terrible." The fairy's that the players of the game control are good at heart, but if their magic is put to evil purposes there are consequences which can be terrible. The game system is easy to learn and simulates its source material well. It's not a "universal" system by any means, but it is a good simulation of fairy interaction. The game, and supporting adventure products, is high quality and inexpensive.
Aces & Eights
Published by Kenzer & Co.
Written by Jolly R. Blackburn, Brian Jelke, Steve Johansson, Dave Kenzer, Jennifer Kenzer and Mark Plemmons
Have you ever wanted to play a really robust simulation of a showdown at High Noon? Have you ever wanted to use a plastic overlay to determine just what part of the varmint you just shot with your Colt Peacemaker was pierced by your bullet? Have you ever wanted to play in a detailed "Old West that Never Was?" If the answer to any of these questions is yes, then ACES AND EIGHTS might just be written for you. This is a game which has rules tailor made for its source material. Blackburn and crew put their nose to the grindstone and created a worthy successor to BOOT HILL.
MY PICK: All of these are worth your money, but there's something about GRIMM that keeps me coming.
Next Week, I'll hit the remainder of the nominees.
Thursday, May 08, 2008
Academy of Adventure Gaming Arts and Design Announces Origin Awards Nominees (Part One)
Last week the Game Manufacturer's Association (GAMA) announced their annual list of Origins Award Nominees. The Origins Awards are the most prestigious award in the Adventure Gaming hobby and the winners are determined by the members of the Academy of Adventure Gaming Arts and Design, a committee of GAMA. This year's list contains a wide variety of nominees, covering many genres within the gaming hobby.
Below is the list of nominees followed by my own commentary regarding the individual products:
The first category this year is MINIATURE OR MINIATURES LINE. As one might guess, miniatures can be an important component of the adventure gaming hobby. There are those who prefer to play "merely in the minds of the players," and that works very well for many games. But as someone who has gamed for over 25 years, there are times -- surprising as it may seem to say -- when using miniatures can add a wonderful narrative component to an evening's play. A picture can be worth a thousand words after all.
Following the MINIATURE or MINIATURES LINE award comes the award for best MINIATURES RULES. It should be noted that this award is central to the adventure gaming hobby. Were it not for H.G. Wells' book Little Wars
or for Gary Gygax and Jeff Perrin's CHAINMAIL, the adventure gaming hobby would not exist as it does today.
There's more to adventure gaming than the games. Many gaming companies publish non-fiction and fiction books in support of their product lines, the hobby, or topics related to the hobby. TSR was the first company to publish media tie-in fiction with their roleplaying game, but many have followed and some companies publish non-media tie-in fiction as well.
Last year was a big year in non-fiction publication for the adventure gaming hobby. Some great books came out last year, and the list of nominees shows that strength.
Tomorrow, I'll cover part two of this list...The actual games.
Below is the list of nominees followed by my own commentary regarding the individual products:
The first category this year is MINIATURE OR MINIATURES LINE. As one might guess, miniatures can be an important component of the adventure gaming hobby. There are those who prefer to play "merely in the minds of the players," and that works very well for many games. But as someone who has gamed for over 25 years, there are times -- surprising as it may seem to say -- when using miniatures can add a wonderful narrative component to an evening's play. A picture can be worth a thousand words after all.
MINIATURE OR MINIATURES LINE
Having limited talents in the painting of figures, and even less time to develop an talents I do have, my unpainted miniatures purchases have always been limited. Add to that the creation of the D&D Miniatures pre-painted line and my purchase of unpainted miniatures has completely died off. This being the case, I'll leave opinions of which line/individual miniature deserves this year's award up to you the reader. Following each nominee I am providing a representative image provided by the manufacturer of the line/individual miniature. Some of these are particularly nice.
Skarrd Raze #2
by Dark Age Games
George R.R. Martin Masterworks - Premium Miniature Line
by Dark Sword Miniatures, Inc.
Titanius Fury
by Dragonfire Laser Crafts Inc.
Apparently this is a typo at the GAMA site. According to the Dragonfire site, it should be Titania's Fury. If this is indeed the product in question, it gets my vote hands down as a useful and innovative product.
Bronzeback Titan, HORDES: Evolution Miniatures Line
by Privateer Press
Dark Heaven Legends Fantasy Miniatures
by Reaper Miniatures
You really need to click on the link above to get a sense of the entire Dark Heaven line produced by Reaper Miniatures. It is the last of the old school lines of RPG miniatures and is a very good, and very deep, product line. Below is a sample of one of the figures in the line.
Following the MINIATURE or MINIATURES LINE award comes the award for best MINIATURES RULES. It should be noted that this award is central to the adventure gaming hobby. Were it not for H.G. Wells' book Little Wars
MINIATURES RULES
Classic Battletech
Published by Catalyst Game Labs
Created by Jordan Weisman
Edited by Michelle Lyons, Diane Piron-Gelman
In an era of click based miniature games and collectible card games, it is heartwarming to see that one of the great miniature games of the past continues to perform strongly and receive the recognition it is due. Classic Battletech is one of the few games that truly deserves to have the word "classic" attached to it. The latest version of the rules updates battlemech construction to ensure more balanced encounters and has been well supported by the fine folks at Catalyst Game Labs.
Saganami Island Tactical Simulator, Second Edition
Published by Ad Astra Games
Created by Ken Burnside and Thomas Pope
While my friends might believe that I own every game actually in print, I don't own a copy of this space combat miniatures simulation. The game is inspired by Baen Books' Honor Harrington military SF fiction series. When it comes to ship to ship space combat games, I tend to stick with SILENT DEATH and BATTLEFLEET GOTHIC or RENEGADE LEGION. When it comes to fun and games, I tend to avoid those that require the use of 3D vector space. I'm chicken. I admit it.
Forces of WARMACHINE: Pirates of the Broken Coast
Published by Privateer Press
Created by Brian Snoddy and Matt Wilson
Pirates, Steam Powered Magical Robots, and a coherent rules set...what's not to love. Privateer Press' WARMACHINE line is a great product line that rivals Rackham for the quality of sculpts. Unlike Rackham's games, one doesn't have to read awkwardly translated French to learn the rules. This is a great addition to a great game. Privateer Press is an exciting gaming company. From their first module for 3rd edition D&D to their card games, they strive for quality.
AT-43
Published by Rackham
Created by Arnaud Cuidet, Jean-Baptiste Lullien, Nicolas Raoult, and Jerome Rigal
Having been a WARHAMMER 40K player for over 15 years, it would have taken something pretty special to get me to pack up my Eldar and Space Marines in favor of another game system. AT-43 is that system. As a Rackham game, it has simply some of the best sculpting I have ever seen in the gaming industry. Rackham miniatures are beautiful, and AT-43's are pre-painted. Add to this a good list of affordable terrain features that can be used in other games as well, and I didn't mind having to read poorly translated French in order to learn how to play this game. This is a fun game with beautiful components and an interesting backstory which, like many games coming out of Europe today, has some salient things to say about modern international politics.
Song of Blades and Heroes
Published by Andrea Sfiligoi
Created by Andrea Sfiligoi
It's quite the honor for a "independent" game to be nominated for an Origin award. I haven't play tested this game, but at $15 with an Origin nomination this game is on my short list of games to buy and try.
MY PICK: AT-43 -- It's a great addition to the French invasion in adventure gaming. If only I could find a copy of Asmodee Games' C.O.P.S. roleplaying game. I'd be a happy man.
There's more to adventure gaming than the games. Many gaming companies publish non-fiction and fiction books in support of their product lines, the hobby, or topics related to the hobby. TSR was the first company to publish media tie-in fiction with their roleplaying game, but many have followed and some companies publish non-media tie-in fiction as well.
PUBLICATION, FICTION
Astounding Hero Tales
Published by Hero Games
Edited by James Lowder
While related to Hero Games' PULP HERO sourcebook in theme, this anthology of pulp fiction is a worthy addition to any pulp fans bookshelf. Edited by James Lowder this anthology includes stories by Hugh B. Cave and Lester Dent in addition to pulp tales written by veterans of the game industry. Cinerati's companion podcast Geekerati had an interview with editor James Lowder last year where discussion of this book came up.
Dragons of the Highlord Skies
Published by Wizards of the Coast
Written by Margaret Weis and Tracy Hickman
The line of books that established that rpg media tie-in books could be profitable continues with this bestselling novel. With this book, readers learn what happened "between the lines" of the original trilogy.
Frontier Cthulhu
Published by Chaosium
Edited by William Jones
In BLACK STRANGER, Robert E. Howard spun a yarn simulating what might have happened if Conan had lived among the native Americans. The Picts of that tale were closer to the Sioux than the historic Picts. With the Frontier Cthulhu anthology, Chaosium Games gives us 14 tales of what might have happened as people explored American frontiers.
The Orc King
Published by Wizards of the Coast
Written by R.A. Salvatore
Who says archetypal pulp adventurers are dead? In THE ORC KING, R.A. Salvatore shares with us the continuing saga of one of the most popular characters in fantasy fiction Drizzt Do'Urden. Where Elric was the anti-Conan, Drizzt is in many ways the anti-Elric.
The Time Curse
Published by Margaret Weis Productions
Written by James M. Ward
Last year saw a return of the Endless Quest/Choose Your Own Adventure style books of my childhood and Margaret Weis Productions were at the forefront of that wave. James Ward's THE TIME CURSE is a fun jaunt and a good representation of the genre. And while the book is still available, it is sad to see that the Weis Productions website is downplaying the Paths of Doom line of books.
MY PICK: ASTOUNDING HERO TALES, but you should really pick up THE TIME CURSE as well. It's only $4.50, and it's fun.
Last year was a big year in non-fiction publication for the adventure gaming hobby. Some great books came out last year, and the list of nominees shows that strength.
PUBLICATION, NON-FICTION
40 Years of Gen Con
Published by Atlas Games
Written by Robin D. Laws
Long gone are the days when Gen Con, the largest gaming convention in America, was held in Milwaukee, WI. I attended the con the final year it was held in that fine city and I had a great time. In this volume, edited by Robin D. Laws, several gaming luminaries -- including the now deceased creator of the D&D game Gary Gygax -- share their thoughts on the first 40 years of this conventions history. Given that the company who currently hosts the con is having some legal troubles with Lucas, let's hope that this doesn't become the definitive complete history of the con.
Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game
Published by Wizards of the Coast
Written by Shelly Mazzanoble
This book, by Shelly Mazzanoble, was aimed at informing women about roleplaying games in general and D&D in particular. Shelly succeeds masterfully at this task. And though she has received some minor criticism from some members of the the "He Man Women Hater's Club," she has also managed to write what might be the best introduction to the D&D game published to date...regardless of sex. While it's true that male readers will have to tolerate side comments about Sex in the City and trips to the mall, it is also true that Shelly has captured the essence of what makes this hobby so much fun for me.
Shelly was recently a guest on the Geekerati Podcast.
Grand History of the Realms
Published by Wizards of the Coast
Written by Brian R. James and Ed Greenwood
While the Forgotten Realms isn't the first world setting for a roleplaying game, it is one of the best selling...if not the best selling. This non-fiction -- and rules free -- book is a must have for any long time fan of the Realms, whether in its game of fiction form. This book gives a good overview of the history of the Realms and gives some glimpses at what the future holds in store as well.
Hobby Games: The 100 Best
Published by Green Ronin
Edited by James Lowder
In HOBBY GAMES: THE 100 BEST, James Lowder brings together 100 essays written by the cream of the crop of the gaming industry to write about their favorite hobby game. Over the years there have been too few books about the gaming hobby, but books of this quality fill quite the gap in quantity. Most of the 100 essays in this book are insightful and well written. In fact, I'll bet you that if you buy this book you will buy no fewer than 5 new games based on the stories/recommendations herein. You might even spend a month on Ebay looking for a good copy of an out of print game. Lord knows I did. James Lowder discussed this book in detail during our podcast interview last year.
No Quarter Magazine
Published by Privateer Press
Nathan Letsinger, editor-in-chief
Eric Cagle, editor
Josh Manderville, art director
NO QUARTER seems to have taken this year's slot as "token gaming magazine" in this category after the death of the physical DRAGON magazine this past year. It will be interesting to see if next year's awards include Wolfgang Baur's KOBOLD QUARTERLY or the online editions of the DUNGEON and DRAGON magazines.
MY PICK: It's a tough toss up between Shelly Mazzanoble's book and the James Lowder Collection, but I'm going to have to cast my vote for CONFESSIONS. If you want a copy, let me know and I'll mail you one (only applies to the first few requests).
Tomorrow, I'll cover part two of this list...The actual games.
Tuesday, May 06, 2008
One Month?! Holy Cow!
It's hard to believe that it has been one month since the last post, but it has. I have no one to blame but myself...well myself and my lovely twin daughters who have been squeezing the lifeblood out of me, in a surprisingly pleasant manner.
I promise that tomorrow this blog will return to its regular scheduled programming, which -- in the upcoming days/weeks -- will include:
1) A series of articles discussing Film Critics and Film Criticism: Did the Internet Kill Critics/Criticism?
2) A series of reviews of books discussing roleplaying games. These reviews will take a keen look at some of the various primers that have been written over the years.
3) Some random nonsense and possibly a film review, or dissection of a review I don't like. A review of a review, how post-modern is that?
Anyway, I promise good things ahead now that I am getting more reasonable amounts of rest.
I promise that tomorrow this blog will return to its regular scheduled programming, which -- in the upcoming days/weeks -- will include:
1) A series of articles discussing Film Critics and Film Criticism: Did the Internet Kill Critics/Criticism?
2) A series of reviews of books discussing roleplaying games. These reviews will take a keen look at some of the various primers that have been written over the years.
3) Some random nonsense and possibly a film review, or dissection of a review I don't like. A review of a review, how post-modern is that?
Anyway, I promise good things ahead now that I am getting more reasonable amounts of rest.
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