Wednesday, January 13, 2010

Happy Birthday Klarkash-Ton!



Today, in 1893, one of the great trinity of Weird Fiction authors was born. Of the "big three" Weird Fiction authors, Clark Ashton Smith is the one who has least captured the popular imagination. Robert E. Howard's Conan is a figure that looms large in the popular psyche, and Lovecraft's Weird Tales inspired countless authors and a number of films and television episodes. Awareness of Lovecraft's "Cthulhu Mythos" has long been lurking in the depths of the popular subconscious and is slowly surfacing into full awareness.

When will the popular psyche become aware of Klarkash-Ton's literary influence on modern fantasy? Let us hope that day comes sooner rather than later.

I first encountered the writings of Clark Ashton Smith when I read the X2 Castle Amber module for the Dungeons and Dragons Expert Set game written by Tom Moldvay. Castle Amber was one of the first truly narrative adventures written for the Dungeons and Dragons game. It influenced the structure and tone of the classic Ravenloft module, and permanently embedded the name "Etienne D'Amberville" into the hearts of fans of the Known World D&D setting.


I had purchased Castle Amber believing it had some relation to the Amber stories of Roger Zelazny. I was wrong, but I have rarely been so glad to be incorrect. The Castle Amber module is a celebration of the Weird Tale, combining narrative elements from Edgar Allan Poe, H P Lovecraft, and Clark Ashton Smith. The Poe references were obvious to me, even though I was quite young when I first read the module, but the references to a wondrous place called Averoigne were entirely new to me. I had never heard of the "Beast of Averoigne, (nor the Beast of Gévaudan for that matter) "The Colossus of Ylourgne," or "The Holiness of Azédarac." I likely never would have, but for the fact that Moldvay had a brief bibliography listing the stories that influenced Castle Amber.

Up to that time, I had not encountered anything quite like Smith's writing. My fantasy experience had been primarily limited to Tolkien, Brooks, Greek Myths, Arthurian Legend, Moorcock, Zelazny, and Lewis. The truly weird tale had escaped me, but that small bibliography opened new avenues of fantastic fiction to me.

In recent years, publishers have printed some very nice collections of Clark Ashton Smith's works. The University of Nebraska Press has printed Lost Worlds and Out of Space and Time. Night Shade Books has been compiling Smith short stories in wonderful editions. I highly recommend purchasing physical copies of Smith's works, but for the digital reader Eldritch Dark has collected much of Smith's written work -- with proper concern for copyright.

I could write, and talk, about Smith for hours. When I discovered he had lived in Auburn, CA (a city close to my wife's home town), I began a brief obsession with Smith. I even began reading his correspondence...for fun mind you, much of which you can read at the Eldritch Dark website.

I am not the only person on the interwebs celebrating CAS's birthday, the premiere pulp website The Cimmerian has a couple of good posts up today that are worth reading.

Tuesday, January 12, 2010

Best Roleplaying Games of the Aughts

The Aughts were a great decade for the role playing game industry and for the game player/collector. The wide array of creative and original content to come out during the decade is quite remarkable -- and I believe surprising. I had entered the Aughts believing that there would be no way that the new decade could compete with the 90s with regard to exciting new ideas/settings/rules in roleplaying games, but left the decade finding myself pleased to be wrong.

The 90s had seen the release of the World of Darkness games by White Wolf Publishing, Feng Shui by Daedalus and later Atlas Games, The Marvel Adventure Game by TSR, Brave New World by Pinnacle and later AEG, Deadlands by Pinnacle Games, and Hero 4th Edition. That list of games, games that expanded the appeal of roleplaying games beyond the small community of gamers that existed at the time, only scratches the surface and leaves out many excellent products. The 1990s saw a new generation of game designers releasing products into the marketplace that not only improved gameplay, but improved production values and saw the beginnings of a "professionalization" of the industry.

I could spend a long time writing about the trends of the roleplaying game industry in the Aughts, but that would be worthy of a series of posts and isn't suited as a preface to a list of great games.

Instead, I'll get to the list as promptly as possible. Below are my 10 (actually 11) favorite roleplaying games to come out in the Aughts. These aren't the only great games to come out during the decade, but they are the ones that I find myself most frequently reading, playing, and enjoying. Future posts will include discussions of why these games are so remarkable.

1) Dungeons and Dragons 3rd Edition (and 3.5)



2) Savage Worlds



3) Burning Wheel




4) Trail of Cthulhu




5) Hero System 5th Edition




6) Dragon Warriors




7) Dungeons and Dragons 4th Edition




8) Spirit of the Century




9) My Life with Master




10) Scion: Hero, Demi-God, God




11) Fireborn


Friday, January 08, 2010

Mandatory Elvis Hulu Post


January 8th happens to be my and Elvis' birthday. Ever since I was a kid, this day has been marked with Elvis movie (and music) marathons. I would rather that January 8th was filled with David Bowie or John McTiernan marathons, as I would prefer to watch Labyrinth and Die Hard over Viva Las Vegas.

My sister was born on August 16th, which happens to be the anniversary of Elvis' death -- so our birthdays make nice Elvis bookends. Her birthday is also marked with TCM marathons of Elvis' (quite large) movie catalog.

Though I might prefer McTiernan films to the King's offerings, I had to make a decision early in life. I had to decide whether I was going to be trite and feign offense at the outpouring of popular culture offerings repeated annually on my birthday, or whether I was going to go along for the ride and have as good a time as possible. I chose the second path. Elvis movies may not be the best films ever made, but they are often quite fun. I've always enjoyed Speedway, King Creole, and Jailhouse Rock -- even if I've never come to truly appreciate Viva Las Vegas. The songs, like most of the King's tunes, are infectious and the stories are entertaining enough. One just has to be in the proper frame of mind.

Thankfully, I am usually in that frame of mind on my birthday. After all, I'm someone who celebrated his birthday by going out with friends to watch In the Name of the King by Uwe Boll. Compared to that film, the Elvis films are high art.

Sadly, Hulu doesn't have any full length Elvis films in their catalog to date. They do have some clips from Elvis' first film though, and you can enjoy Elvis big screen premiere in Love Me Tender.

Wednesday, January 06, 2010

[Blogging Northwest Smith] "The Cold Gray God"


Catherine Lucille Moore's seventh Northwest Smith tale, "The Cold Gray God," takes place in a city named Righa -- "pole city of Mars." One imagines that the location of Righa isn't too distant from the polar mountains where Smith and his trusty companion Yarol explored an ancient temple to a forgotten deity in "Dust of the Gods."

The "Dust" and "Cold" stories share many qualities, both take place in polar environments -- highlighting Moore's frequently used theme equating cold with evil. Both of the stories deal with forgotten Martian gods -- one can imagine the possibility that the forgotten Martian god is the same entity in both versions. The primary motivation for Northwest Smith to become involved in the narrative is the same in these stories...his overwhelming sense of curiosity. To be fair, most of the Smith adventures are triggered, in one way or another, by his curiosity.

"Dust" began with Smith and Yarol drinking segir whiskey and commiserating about their lack of finances. "The Cold Gray God" begins with an enigmatic female strolling down the streets of Righa, a city filled with the desperate and sinister, completely indifferent to any danger that might lurk around the next corner. The woman notices Smith, approaches him, and lays her hand upon his arm. Her touch gives Smith, "a queer little start, involuntar[y], like a shiver quickly suppressed." We know from earlier descriptions that the woman is beautiful, so the fact that her slightest touch causes shiver-like starts in a character as jaded as Smith gives us our first hint that something is deeply amiss with the woman.

Smith accompanies the woman back to her home, a traditional Martian home. For the first time in the Northwest Smith stories Moore gives us a glimpse into the Martian architecture in a way that sets it apart from the architecture of the American West. Moore takes a wonderful leap into making the Mars of the Smith tales truly alien, or at least fantastic.

The room they entered was immemorially ancient, changelessly Martian. Upon the dark stone floor, polished by the feet of countless generations, lay the furs of saltland beasts and the thick-pelted animals of the pole. The stone walls were incised with those inevitable, mysterious symbols which have become nothing more than queer designs now, though a million years ago they bore deep significance. No Martian house, old or new, lacks them, and no living Martian knows their meaning.


These three sentences can be unpacked to create encyclopedias of information about Mars and its history. The way that they trigger the imagination is a wonder. Read them, let the significance of what they mean sink in, and imagine the potential consequences. Moore's Mars is a world that has architecturally stagnated. It's buildings tell stories of forgotten empires; stories that are no longer understood. What are those mysterious symbols? What do they mean? What do they say about ancient Martian society? The lack of immediate answers to these questions hints that the story will portray the folly of forgetting the past, a hint transferred to full foreshadowing with the next paragraph.

Remotely they must be bound up with the queer, cold darkness of that strange religion which once ruled Mars and which dwells still in the heart of every true Martian, though its shines are secret now and its priests discredited. Perhaps if one could read those symbols they would tell the name of the cold god whom Mars worships still, in its heart of hearts, yet whose name is never spoken.


These words are ominous enough, but having read "Dust of the Gods" these words were more frightful than they would otherwise be. For in "Dust," Smith had encountered what may be the very remnants of this forgotten, discredited, yet still worshiped entity. The cosmic horror of a people who have "rejected" and forgotten a deity, yet still worship the deity in their heart of hearts, is wonderfully chilling. It's a sentiment that even Lovecraft never touched upon. Imagine a society that has left behind and rejected horrible evil, even forgotten it, but still echoes that evil by the very fact of that society's existence. Evil, even abandoned and forgotten evil, lingers forever on Mars.

Having informed us of the lingering evil that threatens Mars, Moore returns us to the "simple" story she began -- a tale of someone hiring a rogue to do some less than legal activity. Throughout the hiring/negotiation scene Moore re-emphasizes the discomfort that Smith feels in the presence of the woman, who we now know is named Judai. Under normal circumstances Smith shouldn't feel disdain for her. "He wondered briefly why he disliked even to look at her, for she seemed lovelier each time his gaze rested upon that exquisitely tinted face." Judai had once been a famous singer whose beauty and songs had captured the hearts of the solar system. Smith should feel elated that he has rediscovered this lost celebrity, yet his intuition makes him feel uncomfortable in her presence.

The mission Judai wants to hire Smith for is a simple one. A man has a box that Judai values and Smith is to acquire the box. For his efforts, Smith will be rewarded richly. Given that Smith's intuition is virtually screaming at him to leave the presence of this woman, and that Smith soon receives formal warning from someone he trusts that Judai isn't to be trusted, he should decline the job. As usual though, Smith's sense of adventure overcomes his intuition and good sense and he agrees to take up the job and acquire the box.

What follows is immensely entertaining, and not worth spoiling. Throughout the tale, the connections between this story and "Dust" continually echoed in the back of my mind. So did Moore's pattern of equating sexual attraction -- pure sexual attraction and not a higher "marriage of true minds" attraction -- with danger and death. Judai is a beautiful Venusian woman, as so many of the women who have put Smith in danger seem to be, but she exudes evil and danger from her very pores.

This story also highlights another of Moore's narrative devices, that of the importance of friends in surviving danger. Smith rarely saves his own hide in his adventures. Were it not for his trusty companion Yarol, Smith would not have survived his encounter with "Shambleau." Yarol is absent in this tale, otherwise one would guess that Smith would not have stepped as far into danger as he eventually does in this story. Yarol had accompanied Smith on his journey into the hidden arctic temple of a forgotten Martian god after all, and may have been sensitive to what was about to occur in this story.

Like many of the Smith tales, this one demonstrates how mundane actions can have monumental consequences. One can only imagine the damage that would have been wrought had Smith delivered the "Dust" in "Dust of the Gods." One gets to see what is released when Smith delivers the box in this story.

Cosmic Horrors are not to be trifled with. Thankfully Smith is made of sterner psychic stuff than your typical Lovecraftian protagonist. His psyche's ability to endure the horrific and bizarre is only matched by his curiosity to encounter the unknown.



Previous Blogging Northwest Smith Entries:

6)[Blogging Northwest Smith] "Nymph of Darkness"
5)[Blogging Northwest Smith] "Julhi"
4)[Blogging Northwest Smith] "Dust of the Gods"
3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Monday, January 04, 2010

Ken Hite Inspired by Carnacki


Game designers and game masters are always looking for new inspirations for games and interactions.

I cannot tell you how many times I find myself reading through a book just to see if it contains elements that I can use in adventures that I am running for my regular gaming group. The end of one of our campaigns was based on the James Barclay novel Elfsorrow -- loosely based -- which ended up being one of the most successful campaign finales I have run in years. That novel's grand heroic tension made for a perfect campaign goal.

I also find myself, when reading comic book back issues, reading them through the lens of how to structure my comic book rpg sessions. Not that old comic books were great reading, but they sure make for action packed 4 hour game sessions -- something that seems to deeply satisfy my Necessary Evil group.

Kenneth Hite has recently read a story featuring William Hope Hodgson's Carnacki thestories. Carnacki is the classic ghost hunting detective, the supernatural counter to Holmes' material metaphysics.

As is typical of a gamer, Hite has expressed how reading Carnacki stories always makes him want to design a Carnacki roleplaying game. Hite offers a couple of possible mechanical and narrative frameworks that he might use to adapt such a game, including the Gumshoe and Savage Worlds systems. Both of these game systems are near and dear to my heart, but I think there is a game that could be used to simultaneously capture the style of the Carnacki stories while maintaining the importance -- and roleplaying excitement -- of Carnacki's obligatory supernatural opposing rituals.

I think that Ken should adapt the system used in Eric J. Boyd's The Committee for the Exploration of Mysteries. Given that Carnacki stories are usually tales where a group gathers and is told a tale, Boyd's game structure is a perfect starting point for design. The systems may not create the levels of suspense necessary in a horror tale, but mechanics could be created that would allow for the level of tension that Hite desires.

Imagine if you will a society of Edwardian Ladies and Gentlemen gathered in Dodgson's study awaiting the next examination of their adventures against the supernatural. One could have the players as comrades of Carnacki, or have them be the interlocutors questioning and extrapolating on Carnacki's tale. No player would have to be the Carnacki character...potentially all could be. One advantage to the shared storyteller aspect could be the potential of having a Carnacki-esque character who has a genuine chance of failure or death.

One could make it so the setting is such that the discussion takes place, with Dodgson leading the discussion, before Carnacki arrives. Thus if Carnacki perishes, it could be his friends sharing his "final" adventure. Or if death is unnecessary, but you still want failure to be an option you can still use the Carnacki sharing a tale with the group. What would happen in the discussion/roleplay could be used to determine the consequences of Carnacki's failure to dispel the sinister spirits.

Thursday, December 31, 2009

Fist of the Northstar: Mad Max Meets Superpowered Kung Fu (Hulu Recommendation Friday)


Happy New Year!

One of the great traditions of celebrating a new year, is looking back to the past and how it portrayed the future. The mid-80s were filled with post-apocalyptic narratives, but none quite as action packed as the anime series Fist of the North Star. The cartoon is best remembered for the exploding heads and bodies of its antagonists and its protagonist's favorite one-liner, "you're dead and you don't even know it yet." This is usually followed by the villain's body exploding in dramatic fashion.

Hulu has all 152 episodes of the series.




Koei Tecmo will be releasing a video game based on the manga/anime classic some time during 2010.


Wednesday, December 30, 2009

Toy Movies as You Likely Won't See Them


Playing off of the recent explosion of films based on 80s toy and animation properties, animator Dan Meth brings us a few imagined films based on other properties. The first film Care Bears vs. My Little Pony doesn't list an imagined director, one could easily pick a few names, but the other films do. My personal favorite is David Cronenberg's Cabbage Patch Kids. It captures the Cronenberg feel while demonstrating just how creepy the Cabbage Patch backstory really is. It's like a combination of Village of the Damned, The Children, Invasion of the Body Snatchers, and Night of the Living Dead.

Toy Movies

Just for kicks, here's the preview for The Children.

Some Thoughts on a Dragon Age RPG House Rule



The new Dragon Age pen and paper role playing game has only been available since December 9, 2009, but I am already thinking about how this system can be applied to situations not specifically listed in the rules set. Creating "house rules" is one of the great obsessions of Game Masters, and some players, and I am not someone who is immune to the obsession. I am, however, one who understands that when coming up with house rules one should not think that a couple of readings through a rules set gives one a better understanding of underlying game balance than the designers have. The designers have spent months, if not years, creating, playing, and testing the rules to see how different effects affect the game play.

One of my maxims as a game tweaker is, "never create a house rule that eliminates meaningful choices from the system." What I mean by this is that no "innovation" I create should be so desirable as to create an effect that must be selected for characters to be successful in the world. Don't create a "super choice." It also means that a rule shouldn't prevent players from creatively solving problems, or from making foolish choices.

Games are about stories, whether the game itself tells the story or the story comes when the player is talking about the great time he or she had playing it, and the more choices the players have the more creative the stories can be. Any given system will already have eliminated some choices as a part of design, for example there are no machine guns in Dragon Age, my goal is to find ways that the existing structure allows choices that might be overlooked if they aren't pointed out with a house rule -- or that might have to be house ruled on the fly when a player asks if he or she can perform a certain action.

As you might have guessed, this doesn't mean that there aren't any choices that house rules should not eliminate. There often are. As stated in Will Hindmarch's and Jeff Tidball's book Things We Think About Games in statement 018, "all variations on gameplay stem from two core types of alterations: expanding choices and restricting choices." A house rule may be needed to create a restriction against using an "exploit" a player discovers within a system. What is interesting in such cases is that by restricting the use of a particular choice, the house rule might actually increase the number of other meaningful choices within the system. After all, what is an exploit other than a "super choice" -- a choice that makes all other choices undesirable? The key as a game tweaker is to determine what the meaningful choices are within a given milieu and to work to maximize those events for players while eliminating choices which might supersede these choices to the detriment of the game.

A second maxim is, "never create a house rule that makes it more likely that the players will fail." Players participate in role playing games because they want to imagine succeeding at things they, in the real world, would find difficult or impossible. They want to leave the workspace cubicle and become "heroes." Players hate failing and they hate it when their characters die. This is even true in slaughter house games like Call of Cthulhu, which is why the rule book for that game goes to great lengths to describe how to make death "meaningful."

This doesn't mean that tasks should be made easy. In fact, Raph Koster has an entire "theory of fun" based on a definition of fun in which enjoyment is equated with continuous challenge based learning. A game must challenge the player enough to be interesting, but be easy enough that they do not become bored. For role playing games, like video games, this means that the rules, adventures, and stories must scale in difficulty and complexity in a way that corresponds with player and character experience. You don't want to make a rule that makes it more likely that players will fail in any given course of action, because the game designers -- if they have done their job with any iota of skill -- have developed a game that has a "fun balance." More than likely, they have weighted their "fun scale" on the side of challenging rather than ease.

Okay, with those caveats, what new house rule have I come up with for Green Ronin's Dragon Age pen and paper game?

In this case, it isn't a "new rule." Rather it is an expanded application of an existing rule. In the Dragon Age RPG, the rules use three kinds of tests to determine the success or failure of a given action.

There are basic tests where the player rolls 3 six-sided die (3d6) and adds the appropriate ability and focus in the hopes of exceeding some target number. For example, a person trying to sneak through an alley would make a test rolling 3d6 + their Dexterity ability + 2 if they have the Dexterity(Stealth) focus. If the game master thinks this would be a Challenging task, then the result must equal or exceed a total of 13.

There are opposed tests, which are made when a character is attempting an action that is actively opposed by another character. This test works like the basic test except that both characters make a test roll and compare target numbers with the higher target number winning. There is a tie-breaking mechanic, but it is unimportant at present.

Finally, there are advanced tests. These tests are typically used to emulated tasks that take a lot of time and/or planning to complete. This might include forging a suit of armor or researching the history of Ferelden. Players make a test as normal, against a static difficulty, but they record the number of pips displayed on a particular die within the 3d6 roll (the Dragon Die). This value is then compared to a "Success Threshold." If the value of the Dragon Die equals or succeeds this number, the task succeeds. If not, the player must make another test which if successful will add the value of its Dragon Die to the existing sum of prior Dragon Dice values. This continues until the threshold is passed. Failed tests merely increase the length of time it takes to succeed. These tests aren't typically used to determine the success or failure of a given task where failure has dire consequences, rather they help determine the speed of success for tasks that will eventually be successful if enough time can be committed.

This is where my alternate rule comes in. The rules as written (RAW) state that if a character is aided by other characters when attempting an advanced test, then the difficulty of the test should be modified instead of both characters making tests and summing the Dragon Dice of the multiple participants. I think that is fine for some actions, but if we could also use the advanced test mechanic to simulate a test to succeed at something that would be impossible for one person to accomplish and where prolonged exertion may or may not affect success or failure?

For example, let us say that a group of 4 characters stand before the Temple of Riognaton -- one of the Old Gods. The temple's massive stone doors haven't been opened in millenia, but the characters need to enter the Temple. The GM has determined that it would be impossible for one character to move the doors and that the action will require at least 2 of the characters. One could rule that this is a basic test where additional characters add a modifier to a primary character's roll, but I don't find that quite satisfying.

I would like to propose using advanced tests in these circumstances. The GM could determine that the task is a "formidable" task (needing a Success Threshold of 25) for the group and requires a target number of 15. All of the players could roll against the target number, with only those who succeed adding their Dragon Die value to the Success Threshold. Obviously, there are multiple ways one could use the Dragon Age system to emulate the opening of the doors, but this method allows the individual players to see how much their character contributed to the ultimate goal. It also avoids the more mechanical seeming, each helper adds +2 to the roll or each successful helper adds +2 to the roll mechanic. It takes an often static choice, aiding a comrade, and makes it more interactive.

One of the wonderful things about the Dragon Age rules set is that it inspires these kinds of uses of existing systems. My house rule for opening ancient temple doors didn't require the creation of a "new rule," but it did use an existing rule in a way not previously highlighted by the creators of the game.

Tuesday, December 29, 2009

Kung Fu Bunny 3 (Gongfu tu ): Amateur Animation Never Looked So Good



Allen Varney, a fellow University of Nevada graduate, recently tweeted about an amateur animation series called Kung Fu Bunny. In particular, he provided a link to the series creator's YouTube posting of the third episode of the series. This particular video has been online for about a month and the two older episodes were posted in 2007. Near as I can tell, these videos were posted by an animator who identifies himself merely as "Vincent." If I could read Chinese characters, I would be able to provide a translation of his printed name. Alas, this is not the case. You can visit his personal blog at http://blog.sina.com.cn/gongfutu.

The animation in the third episode of the series is seemlessly integrated into live action footage with remarkable effect. It's amazing how technological innovations have made it so that an amateur animator can integrated live action and animation in a way that makes Who Framed Roger Rabbit? look primitive in comparison. Certainly, some of Vincent's coloring technique, particularly the shading of the characters, was influenced by the Disney film, but the work here is excellent.

An added bonus to the video is that the narrative is wonderfully entertaining. American audiences will be familiar with the narrative tropes being used in the story as they are the time tested tropes of the Warner Bros. Bugs Bunny cartoons, Tom and Jerry, and Kid vs. Kat. In this case, our narrator wants to catch the mischievous Kung Fu Bunny and sets a trap. When this trap is evaded, and our animator mocked, he sends his trusty animated dog companion after the Bunny. The rest is comic gold.


Monday, December 28, 2009

TOY STORY: Now I'm Stressed About Buzz Lightyear's Fate

My wife and I are big fans of Disney's Pixar films, and we hope our 21 month old twin daughters will join us in our passion. I just watched the preview for next year's Toy Story 3. I had no idea what to expect, but the last thing I expected was cliffhanger stress, but that's what I feel now...cliffhanger stress.

What will happen to Buzz Lightyear?! I need to know!

The movie went from "must see due to fandom" to "must see or I'll go freakin' crazy!"

Fh'tagn!

Excited About KARATE KID (2010)

I have always found the storyline of the first Karate Kid movie to be a little less than satisfying. Most people see a story about a kid who is moved to a new neighborhood, is harassed by bullies, and learns martial arts to confront those bullies. I don't. I see a movie about a "new kid" who lies to people about having martial arts prowess in order to be better liked, who has his lie revealed with accompanying public embarrassment, and who eventually learns martial arts and confronts those who revealed his lie.

Daniel-San's lie in the first act of the movie creates a moral dilemma which could have made for an interesting story. Many of us have been the new kid in an unfamiliar community where we have no friends. The desire to make friends provide powerful pressures that can lead us to make mistakes that we must later overcome. One of my favorite romantic comedies The Importance of Being Earnest uses lies in this very manner. It also deals with the consequences that these lies can have upon the tellers. Had the original Karate Kid dealt more with Daniel confronting his deception, and less time painting "Johnny" as a two-dimensional bully (an effect that gets shattered in the third act of the film anyway as the villain role is completely shifted to the sensei of Cobra Kai dojo), the film would have been much more satisfying.

The new version of the film, starring Jaden Smith and Jackie Chan, seems to avoid my criticism of the original by making the story more purely about the new kid vs. bullies narrative. At least, the recently released trailer makes it seem that this is the case. I think that this is a good choice, one can always enjoy a kid faces off the bully story, but I don't think it is the best choice.

One of the things that I liked about the recent film Fighting, starring Brian White and Channing Tatum, was the lack of "villain" in the roles of the fighters in the film. Yes Fighting had villains, but they weren't the combatants. The combatants had real reasons for wanting to fight each other, reasons rooted in very human motivations. Brian White's character, Evan Hailey, has every reason to despise Channing Tatum's character. By providing a sympathetic, but not overly so, antagonist, Fighting was a little bit better than your average "fight movie." Given that the story is in many ways a remake of Jean Claude Van Damme's Lionheart, it is all the more remarkable.

The new Karate Kid changes the setting and the martial arts style of the protagonist and it looks to be interesting. That is, if I can wrap my mind around the change of "Sand the Floor" to "Take of Your Coat."


Wednesday, December 23, 2009

Tuesday, December 22, 2009

Green Ronin's Dragon Age RPG is Worth a Look


When Green Ronin announced they would be releasing a Dragon Age role playing game based on the BioWare computer and console game of the same name, I was initially skeptical about the endeavor. BioWare and Green Ronin are both held in high esteem by fans due to the consistent high quality of their products, but Dragon Age still seemed like less than a stellar idea by Green Ronin.

If there is one genre where the role playing game market is over saturated, it is in the Fantasy themed role playing game market. There isn't much room within the existing gaming marketplace for another Fantasy themed rpg, and the loyalty of consumers within the existing games' market share is pretty solid. Old school D&D players have games like Castles and Crusades and OSRIC. Mainstream Fantasy Gamers have the new Dungeons and Dragons and Pathfinder role playing games. Gamers who want things fast, furious, and fun have Savage Worlds and the excellent Hellfrost setting. Fantasy Flight Games introduced the Warhammer Fantasy Roleplay 3rd Edition game this year to seduce board and card gamers into the rpg hobby.

That brief list only scratches the surface of products available for the Fantasy fan. In fact, it leaves out a game that Green Ronin released this past March. Their Song of Fire and Ice game is a Fantasy RPG based on the popular series of novels by George R.R. Martin. I found it truly surprising that Green Ronin would attempt to release two Fantasy themed RPGs in the same year. It should be noted that these are full role playing games, each with their own mechanics, and not campaign settings for existing gaming properties. If these were setting books, I would be much less surprised than I am by the release of two complete role playing games within the same year. This struck me as potentially counter productive, and that dividing the game design resources at Green Ronin might affect the game quality.

This was all true before I purchased the pdf from RPGNOW and GM'd a session with my gaming group this past weekend. I read through the rule books last week and prepared myself to run my group through the adventure. As I did so, I was struck by how simple -- yet robust -- the Dragon Age RPG system is. The basic mechanics are easy to teach and learn. All actions, for which there is a possibility of failure, are decided by a simple mechanic. The player rolls three six sided die (one of a different color than the others) and adds them together. The player then adds this total to one of their statistics (for example: Communication) which have ratings of -2 to +4, if the statistic has an applicable focus the player adds 2 more to this total. This number is compared to a difficulty rating ranging from 7 (routine) to 21 (nigh impossible). If the total is equal to or greater than the number, the action succeeds. If the action is successful, then the player looks at the different colored die -- called the Dragon Die. The higher the total of that die, the more successful the action.

I was impressed by a couple of things in this system. I am very fond of the fact that the game uses a simple roll of three six sided dice. Most people, even non-gamers, have three of these lying around their house. Second, the mechanic is easy to remember, yet has enough depth that it is useful in structuring narrative results without being completely dependent on the sum of the total. A character needing a total of 11 on a check, who rolls 11 can still be extremely successful if their Dragon Die result is a 6. This means that quality successes come more frequently than they might otherwise come if a normal die distribution were used to determine "level of success."

Let's see an example of an action and include the probability of success.

Torvald the Hunter is tracking a wild boar through the forest. It hasn't rained in a few days, so the ground is neither more or less receptive of tracks than on a normal day. Torvald is about an hour behind the boar, so the Game Master decides that this is a Challenging activity -- so it has a target number of 13. Torvald is no more perceptive than the average person (his Perception is +1), but he is trained in the art of Tracking (and will add +2 to this roll). Taking the Target Number of 13 and subtracting Torvald's bonuses, we see that he will need a 10 or better to succeed on this action. Looking at the chart below, we can see that this gives him a 62.50% chance of success.



Torvald's player rolls his three dice and gets one 2, one 2, and a 6 on his Dragon Die. His roll totals 10. Adding his bonuses for statistic and focus his total is 13, which is enough for a success. Rolling a six on his Dragon Die means that this is a remarkable success and the GM rules that Torvald is able to predict the boar's movements and move ahead of it making the hunt easier. Had one of the two's been the Dragon Die and the six a regular die, Torvald would still be successful in following the beast but that success wouldn't be as great.

Quick, easy, and it feeds a narrative spirit. The entire game is based on this simple mechanic, and in knowing just this much you could jump into a game easily. You would even be able to navigate the slightly more complex combat system.

The combat system works like any other task, except you need to keep track of when you roll doubles. If any two of your dice have the same value, and you succeeded at the action, you are allowed to spend a number of "stunt points" equal to your Dragon Die on creating interesting combat effects. These effects range from making a second attack to tripping your foe. I am in love with this mechanic. One of the difficulties in any system is getting your players to explain their character's attacks in an exciting and narrative style. Some players are naturally resistant to doing anything other than rolling and stating damage, but this isn't the real cause of the difficulty. The difficulty typically stems from a player describing an exciting action (for example: "Torvald trips Estvan with his Boar Spear") only to have that action fail when the result of the action is rolled. Most systems require attempts at tripping etc. -- the narrative effects -- to be described before the attempt, like visualization exercises. If the action fails, this can create narrative disappointments and lead to players giving up on trying to describe combat excitingly. By shifting the declaration of narrative effects (with real bonuses rather than being mere descriptors), the stunt mechanic makes combats more exciting than many other game systems.

The elegant mechanic design is obviously aimed at bringing gamers over from one medium, Console/PC gaming, into the medium of table top role playing, and I think it is an excellent attempt. Dungeons and Dragons and Warhammer Fantasy Roleplay are attempting to appeal to the same market, but they are doing so by using design techniques from Console/PC/Card Game media. D&D and WFRP3 use "exception based" game design hoping that by emulating the style of other games, they will appeal to those gamers. I think that it will work, but I think what Green Ronin is doing will work as well -- and I think it will work for recruiting gamers who would otherwise be intimidated by the massive amount of rules most RPGs require players to learn.

Green Ronin's Dragon Age RPG is a "Red Box" for a new generation of gamers. The old D&D Red Box introduced an entire generation of gamers to a new hobby by simplifying and explaining a difficult game. Something that isn't attempted often enough in the current market. Chris Pramas remembers what it was about the Red Box that enticed the 80s generation of gamers, and he has brought those elements to a new generation of gamers with Dragon Age Set 1. It's a great Basic Set.



Monday, December 21, 2009

Fading of the Cries -- Will it be spooky or silly?

Ever since I first watched Brad Dourif in Dune, he's been one of my favorite "villain" actors. He plays the villain in the upcoming film Fading of the Cries, but I cannot tell by the trailer if the film will be a wonderfully creepy del Toro-esque film or if it will be campy.




Thought?

Midnight Chronicles -- The Best D&D Movie to Date


In September of 2009, Fantasy Flight Games released the Midnight Chronicles DVD. Midnight Chronicles is a first in the role playing game universe. It is a serious Fantasy movie created by gamers for gamers and other fantasy fans.

There have been Fantasy films created by gamers and for gamers in the past, but these were typically comedic affairs. Films like Dead Gentlemen's The Gamers substituted humor for production quality. It can be a winning formula, and certainly was for Dead Gentlemen, but it is also a formula that helps to maintain the stigma against films/television shows based on role playing game properties.

There have also been Fantasy films targeted at gamers, but made by non-gamers. Courtney Solomon's retched Dungeons and Dragons film left a bad taste in the mouth of the gaming community and "proved" to Hollywood that RPG franchises weren't worthy of translation into film/TV franchises.

Fantasy Flight Games' Midnight Chronicles is an attempt to reverse this bias, and an attempt to create an entertaining dark fantasy series. In order to achieve this goal, Fantasy Flight attempted the impossible. They attempted to make a Fantasy film with high production values on a shoe string independent film budget. The Midnight Chronicles film combines what are essentially the first two episodes of a spec pilot television series that would be based on the Midnight role playing game setting published by Fantasy Flight Games shortly after the release of the third edition of the Dungeons and Dragons roleplaying game.



The Midnight setting takes the traditional Tolkien Fantasy outline where a Dark Lord's armies march against the world of men in order to subjugate the masses and adds an interesting what if to the equation. In the typical Tolkien tradition tale, a band of heroes join together to foil the Dark Lord's plan and save civilization from his rule. Midnight asked the question, "What if the heroes of a particular age decided to side with the Dark Lord rather than resist?" The answer is that the Dark Lord wins and the world becomes a much worse place to live. This is the world of Midnight, a world where it has been 100 years since the Shadow fell. The world is now ruled by the Dark Lord. It is a world without heroes and largely without hope.

When Fantasy Flight first began developing Midnight Chronicles, they had hoped to create a high quality and entertaining Fantasy film that would be picked up as a television series, or be successful enough on its own to warrant further investment by the company itself. I don't know where they stand with regard to the last two goals, but I can say that they succeeded in their initial goal.

Midnight Chronicles far exceeded my initial expectations. I had expected a film that looked amateurish, had poor writing, a distracting and sub-par score, and had terrible acting. At best, I expected a movie that looked as good as a quality film school project. Midnight Chronicles is markedly better than either of these expectations. The movie falls somewhere between the Syfy Original film and a Sam Raimi production like Legend of the Seeker in overall production quality. Midnight Chronicles is what I would classify as a "good pilot." This does mean that the "movie" ends in a less than satisfactory manner. Since this is two episodes of a continuing narrative, there is no real sense of closure at the end of the DVD. I sincerely hope that Fantasy Flight has enough success with this project to continue the tale.



The story, while not "original," contains enough narrative arcs to maintain viewer interest and to leave one wanting more when the film ends. The strongest storylines are those surrounding the Legate Mag Kiln (faithful servant of the Dark Lord Izrador) and Morrec (the Robin Hood-esque "hunter" whose raids are delaying the completion of a temple to Izrador). The story regarding the legend of a possible savior of the land was far less interesting.

The acting is mixed, but some of the performances are quite good. Charles Hubbell is excellent as the Legate Mag Kiln. Matthew Amendt is less satisfactory as Gaelan, the foretold champion of justice. The film's acting largely avoids the awful overacting that can accompany Fantasy acting. It doesn't entirely avoid the pitfall, but it does largely avoid it. The camera work and effects are good enough to sustain suspension of disbelief, sometimes they are event striking. The fight choreography is mixed, as is the costuming/makeup. The movie definitely shows some "fraying" around the edges, but it is good enough to watch on repeated occasions.

In comparison to other films in the RPG film genre, Midnight Chronicles is in a class of its own. It is significantly better than either Dungeons and Dragons movie, both of which had larger budgets.Midnight Chronicles is an exhibition of what relatively inexperienced people are capable of producing when they take their subject seriously. When one considers the scope of what Fantasy Flight was able to achieve, and on what budget, it is quite impressive. I highly recommend this film to any gamer, but I also think that non-gamer Fantasy fans will have a good time with the film as well. At $14.99, it's a bargain.


Friday, December 18, 2009

The Dresden Files [Hulu Recommendation Friday]

Watching the preview for THE SORCERER'S APPRENTICE, put me in the mood for watching the Dresden Files television show.

Jim Butcher's Harry Dresden series is one of my literary addictions. I enjoy the way Butcher combines urban fantasy and noir detective fiction tropes in the books. Harry Dresden is a Wizard for Hire in a world that doesn't believe in magic, much to it's own peril.

In 2007, Syfy (then the SciFi Channel) aired twelve episodes of a series based on Butcher's books. The early shows, like the pilot below, were clumsy, but the show eventually found its voice and became quite entertaining.


Thursday, December 17, 2009

A Late Christmas List for the Pop Culture Geek (2009)



I try to get out a post highlighting some great gift ideas for pop culture fans each year. This year posting was delayed by a number of different life events, but we still have a week of shopping left and most of the gift ideas I will be offering are either readily available or older classics.

Gift Idea #1: Amazon's Kindle 2




This device is a wonderful addition to any book lover's inventory. The Kindle Wireless Reading Device is lightweight, has a decent amount of memory, and Amazon has a lot of books available in digital format for the device. Additionally, sites like ManyBooks.net have a large catalog of public domain books available in Kindle format. Is your favorite geek an Edgar Rice Burroughs fan who has been trying to hunt down a version of The MuckerThe Outlaw of Torn? Look no further than ManyBooks.net. The Kindle also has a pretty well kept secret. It's also a nice little 3G internet browser, with no monthly fees, where you can surf and even tweet. The internet fuctionality isn't on the par with an iPhone, but it's pretty good and keeps getting better.

Gift Item #2: Stephen Jones Edited Anthologies




I have in mind here three excellent anthologies edited by Stephen Jones that are a wonderful addition to any fan of weird fiction's bookshelf. The first two are H.P.Lovecraft's Book of Horror and H.P. Lovecraft's Book of the Supernatural: Classic Tales of the Macabre. The Book of Horror contains Lovecraft's seminal essay on Supernatural Literature and a selection of stories based on Lovecraft's recommendations. It is a great companion piece to any Lovecraft library and contains many of the stories that inspired Lovecraft himself. The Book of the Supernatural lacks the essay, but continues the exploration of tales that inspired Lovecraft. Between the two books, you have quite a wide sample of early weird fiction.

I would also recommend The Mammoth Book of Wolf Men, which was re-released this year in the hopes of riding on the wave of interest the upcoming WOLFMAN movie should generate. This anthology collects some excellent werewolf stories by authors like Neil Gaiman, Clive Barker, Hugh B. Cave, and Manly Wade Wellman.

Gift Idea #3: The Collected Captain Future




What's that poster you see on the wall of Sheldon and Leonard's apartment every week on "Big Bang Theory?" Who is this Captain Future: Wizard of Science guy, and what does he have to do with the joys of reading science fiction? Your favorite geek will be able to answer these questions and more after you buy him/her a copy of The Collected Captain Future Vol. 1 by Haffner Press. Captain Future was the creation of Edmund Hamilton who, along with Robert E. Howard and H.P. Lovecraft, was a key member of Farnsworth Wright's talented pool of writers during the heyday of Weird Tales magazine. The Captain Future stories were eventually converted into an anime series by Toei. The only question your favorite geek will be asking after reading this wonderful collection is, "does that poster belong to Sheldon or Leonard?"





Remember when Little People were bizarre looking utilitarian representations of what humans? Remember when Little People were just the right size to fit into your mouth and chew on? Remember when Little People cowered in fear of the "Dread God (Insert Your Name Here)? John Kovalic and the good folks at Dreamland Toyworks certainly do. The My Little Cthlhu "action figure" is a wonderful blend of Kovalic's elegant cartoon style, and the design of the older -- now changed -- Little People series of toys. Any geek who wants to being introducing his/her children to weird tales and the joys of "The Mythos" absolutely must own one of these wonderful figures.

Did I mention that Dreamland also makes "victims?"







This November, Fantasy Flight Games released their much awaited, and much debated, Warhammer Fantasy Roleplay 3rd Edition game. The game is an interesting combination of mechanics drawn from narrative games, traditional roleplaying games, card games, and video games -- combined in a way to make the game easier to learn while maintaining a depth of play experience. If purchased at your "Friendly Local Game Store," the method I most recommend as FLGSs are what truly sustain the gaming hobby, the game comes in at a hefty $99.95 (you can buy it from Amazon at the above link for 37% less). The price seems costly at first, but like most role playing games Warhammer 3 has the potential to give quite a lot of entertainment bang for the entertainment dollar -- given the number of hours of play and the number of players supported by one box. The graphic design of the product is excellent, the rules mechanics are easy to learn but robust, it supports both narrative styles and "hack n slash" style games, and FFG has a lot of interesting support products in the pipeline.

On a side note, while the rules set was created specifically for the Warhammer "universe," I believe that the mechanics could be used for a wide variety of game settings. Translating the rules from one genre to another would be a bit of work, likely too much work for a GM to do in his/her spare time, but the underlying system would work wonderfully with a Superhero themed setting.

Wednesday, December 16, 2009

Disney's SORCERER'S APPRENTICE Trailer: Fairy Tale Gets a "Dresden" Look

Image of Harry Dresden by Peter Hodges

One of the most entertaining sections of the film FANTASIA is the Mickey Mouse version of "The Sorcerer's Apprentice." In the animated sequence, Mickey and the audience learn the consequences of being overconfident and how the whimsical use of power can quickly lead to disaster.

Jerry Bruckheimer's production company, who has had some success in creating entertaining movies based on Disney concepts, is working on a film version of "The Sorcerer's Apprentice." Instead of medieval castles, capes, and conical hats, we have art deco, modern sports cars, and dragons. If the preview is any clue, the film -- directed by Jon Turtletaub (of the entertaining neo-pulp NATIONAL TREASURE franchise) -- looks a lot like what I imagined the world of Harry Dresden to be. In fact, Nicolas Cage's Balthazar Blake look almost exactly like my mental vision of Dresden.

Tuesday, December 15, 2009

Ambrose Bierce's "That Damned Thing," 12 Days of Lovecraft, and Why Seamus Cooper is Wrong


While I was reading the notes regarding the collaboration between C L Moore and Forrest Ackerman on her story "Nymph of Darkness," (I posted about the collaboration here) I was intrigued by Moore's reference to Ambrose Bierce's "That Damned Thing" as an inspiration for the way Nyusa's invisibility worked. I knew that Lovecraft's "The Colour Out of Space" featured a creature made of a color no one had ever seen before, and that Ambrose Bierce was one of Lovecraft's influences. I had just never taken the time to read Bierce's tale "That Damned Thing" ...until last night.

"That Damned Thing" is a short and enjoyable tale, that isn't at all what I expected based on my earlier assumptions. Having read Moore's correspondence with Ackerman, and Lovecraft's description in Supernatural Horror in Literature, I expected something Gothic and atmospheric. I expected a tale filled with madness and despair. Lovecraft's description of "That Damned Thing" points to it as an exception in Bierce's narrative style, a style which Lovecraft describes as "a jaunty and commonplacedly artificial style derived from journalistic models." Gothic and atmospheric are not words that I would use to describe "That Damned Thing." It certainly has its disturbing elements, and it is a wonderful commentary on willful disbelief, but it is a shockingly straight-forward tale.

"That Damned Thing" is a perfect example of the modern procedural tale. The story opens with men, Mountain Men to be specific, gathered around a table upon which lies the body of Hugh Morgan. The use of Mountain Men is likely very intentional with regard to what Bierce is aiming at with the story. Frederick Jackson Turner's presentation on "The Significance of the Frontier in American History" had been made earlier in the year that "That Damned Thing" was published, and the stages of Turner's hypothesis are witnessed in the tale.

First, we have the Mountain Men those rugged adventurers who explore the vast unknown wilderness. Then we have the "coroner," a figure who is one of the Mountain Men in dress and composure, but who has a job associated with greater civilization. In fact, the reason the men are gathered around the table is to perform a kind of coroner's inquest and decide upon the cause of Hugh Morgan's death. Finally, we have William Harker, the young journalist and fiction writer who had come to the Frontier to write a story about Hugh Morgan. William completely represents the final stage of development in Jackson's work. We have explorer's, law bringers, and the civilized, and they are all gathered around a table to guide us through the narrative.

The narrative is broken into four clear acts.

There is the establishing act where we find out that the men have gathered as a jury and that William Harker will testify regarding how Hugh Morgan died. We also learn that there is an additional piece of evidence, a book, that will play a role in the story even after it fails to play a role in the jury.

The next act consists of Harker's testimony about his hunting trip with Morgan and the beast that they encountered, a beast responsible for Hugh's death. A couple of things stand out here. We are finally given hints as to the location of the story. Bierce consistently uses the term chaparral when describing the environment, a flora commonly associated with the West. The use of chaparral lends further evidence to the Turner-esque nature of the story. When the beast is introduced, it is described as "the wind" moving vegetation. It is only after Morgan shoots at the beast, and it charges Morgan, that Harker realizes that they have encountered some creature...an invisible creature. The description of the invisibility is intriguing and somewhat puzzling.

"At a distance of less than thirty yards was my friend, down upon one knee, his head thrown back at a frightful angle, hatless, his long hair in disorder and his whole body in violent movement from side to side, backward and forward. His right arm was lifted and seemed to lack the hand -- at least, I could see none. The other arm was invisible."


We know from Harker's description that the creature is invisible, and transparent. We can see through it as it moves through the bushes in the earlier description. We also learn that things within its grasp are similarly obscured from our vision in the places where the creature holds its victim. There is obviously some cause, other than mere transparency, for the beast's invisibility.

In the third act, the Jury deliberates and determines that the death was caused by a mountain lion. The coroner assures the jurors that there is no other evidence available to help them in their determination of cause of death. The jury rejects a purely supernatural cause for the death, but acknowledges that Harker bears no fault. We also learn that the coroner was lying when he said that there was no other useful evidence. The book the coroner had been reading at the beginning of the tale happens to be Hugh Morgan's diary.

The final act is where all is made clear, in non-supernatural terms. Morgan's diary reveals to the audience that Morgan had indeed been encountering an invisible creature for some time, but Morgan had a scientific explanation. This was no mythic beast, rather the creature only reflects light that the human eye cannot see. Somehow light bends around the creature. This is where the description of the invisibility of the creature is at its strongest and weakest. The reason for the invisibility is ingenious, the execution is lacking. Bierce refers to Morgan noticing the creature because its form blocked his ability to see a couple of stars, yet he can "see through" the creature to the world behind it. In essence, the creature may not actually be invisible in the sense we tend to think of invisibility. Rather we may just be unable to see the thing, no black absence of light and no true transparency. A little awkward, but still cool.

What is even more interesting is what Bierce is doing here. One can readily understand why authors might write tales about the inability of those who follow a material metaphysic to acknowledge or engage with the supernatural. THE EXORCIST is a wonderful horror tale of this sort. The science being applied to the victim of possession is as horrifying as, if not more than, the effects of the actual possession. What happens in Bierce's tale is a material metaphysician, or rational realist if you will, in the form of the coroner unable to cope with a plausible scientific description of an unimaginable thing. Some scientists might want to explore the chaparral to find the beast, but the coroner essentially asserts that it is "better not to know." One wonders if Bierce was critiquing particular rigid dogmatists in the scientific community with this tale.

One can see why Lovecraft and Moore were inspired by the piece. Lovecraft liberally borrows names from "That Damned Thing" in his story "The Colour Out of Space." The only person who will share the tale of the invisible beast stalking the lands around Arkham is named Ammi Pierce -- clearly Ambrose Bierce -- and the name Nahum Gardner is close enough to Hugh Morgan for government work. The reluctance of the townsfolk to talk with our narrator in "Colour" fits with the jury's reluctance to deal with the unknown. Which brings me to today's 12 Days of Lovecraft Tor website post by Seamus Cooper.

Cooper asserts that "The Colour Out of Space" is quite bad. A strong opinion regarding a story that Lovecraft thought his best, and about a tale that is largely praised among Lovecraft fandom. Cooper believes that "Colour" is "ill-conceived and poorly executed." This belief seems to largely stem from the fact that Cooper believes that the stakes of the tale have already taken place and that there is nothing left to chill the spines of the reader.

He is wrong on both counts. Kenneth Hite discusses some of the merits of the tale in his Tour de Lovecraft, so I won't repeat them here. Instead, I'll make a couple of my own observations.

With regard to the tale being poorly executed, one finds this a particularly baffling claim. The story begins with what may be the best written first sentence and introductory paragraphs in all of Lovecraftian fiction, "West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut." The words are poetry without purple prose. Lovecraft sets the tone of the wild and unexplored marvelously, and he sets the tone for the foulness of the place itself in exquisite fashion. This story is rife with beautifully constructed wordsmithing, something I wouldn't often credit Lovecraft's fiction.

It is also remarkable how Lovecraft has transformed a hunting encounter with an unknown beast into a horrifying encounter with an alien presence. An encounter, I might add, that extends the interaction between the alien and the scientific beyond the mere coroner. In the end the beast does vanish, leaving a small piece behind trapped in a well, putting a seeming end to the stakes. But given the fact that there is soon to be a reservoir on top of the location of the small (trapped) piece, and the nature altering and mind altering affect this piece has on the land and the people surrounding it, one wonders what will happen when the reservoir comes and possibly frees the beast.

The end of this tale is as creepy as the end of the first FRIDAY 13th, when we discover that it might be possible for Jason to rise from the bottom of the lake, or John Carpenter's THE THING. The creature is destroyed at the end of Carpenter's movie...or is it. The same is true here. Just how has the beast altered those around it? What effect will it have?

The stakes are subtle, rather than grotesque. They are social, rather than personal. But the stakes are horrifying none the less.

This beast represents something more than a colorless thing. No wonder the story inspired the source story for THE THING and the narrative of THE BLOB.

"Can't git away...draws ye...ye know summ'at's comin', but 'tain't no use..."