Tuesday, March 09, 2010

Tron: Legacy Releases Second Trailer


I mentioned in an earlier post that December 17, 2010 will be a very busy day at the movies. That day will see the release of The Smurfs, Yogi Bear, Tron: Legacy, and The Green Hornet. I am eagerly awaiting Tron: Legacy and I can already hear my twin daughters -- who will be 33 months this December -- trying to pressure me into taking them to see The Smurfs or Yogi Bear.

Late last year, Disney released a teaser trailer for Tron: Legacy that demonstrated how cool lightcycles look with modern computer effects. They looked stunning with 80s "super computer" visual effects, and the new ones are just as mind-blowing as the original effects where when they first came out.




I have always thought that the original Tron film did a great job of conveying basic computer concepts to a wide audience. The fact that it conveyed these concepts with visual storytelling concepts made it all that much better. I wonder how many Gen X computer programmers and video game designers were inspired by Tron? The inter-relatedness of programs in Tron, and its use of the "Master Control Program," predated the internet and the Windows operating system -- or the Apache HTTP Server Project -- but the world presented in the film "assumed" such advances would take place. The film forever shaped how I viewed "cyber landscapes" when I read the fiction of William Gibson or Bruce Sterling.

It's hard for sequels, especially sequels separated by decades, to recapture the magic of earlier episodes of a film series. In many ways, remakes have an easier time introducing entertainment to new audiences or rekindling fandom among old hands. Compare the Star Wars prequels and Bryan Singer's Superman Returns, and their reception, to JJ Abrams' Star Trek or the Battlestar Galactica television reboot. The "sequels" earned fan ire, and didn't fire the imagination of new generations in the same way as earlier entries had.

Tron: Legacy is taking the more difficult path. It is a direct sequel of the original film, though one where the "real time" between the two films is the same as the time that has passed during the films. The use of the narrative trope of a son looking for his lost father -- and his legacy -- is as old as Homer, and it is a good narrative technique for introducing new audiences to old ideas without overly irritating the older audience. One can forgive narrative exposition when it has a narrative purpose. I don't know how this story will play out, and one can certainly induct very little about the plot of the new Tron movie from the newest trailer, but the more I find out about the sequel the more I want to watch it.




Obviously, this is a film that I will have to see in 3D.

Thursday, March 04, 2010

PULP 2.0 Press Publising BROTHER BLOOD


I don't normally cut and paste press releases on this site, but I am making an exception in this case. PULP 2.0's publisher Bill Cunningham is a friend of Cinerati and he has a strong vision with regards to promoting modern pulp fiction. Cunningham remembers well the bygone days when a young reader could pick up action packed fiction filled with references to "blazing twin .45s" where "sinister cabals" lurked around every corner, and where only heroes who were quick to pull the trigger could save the day. This was back before publishers decided that "Young Adult" readers "needed" heroes who "stupified" and "paralyzed" their opponents. The stakes were life and death, and the heroes meted out death with righteousness.

Cunningham's PULP 2.0 production company is releasing a series of book and other products that revel in this pulp spirit. In the tradition of the classic film Blacula, their first publication is the blaxploitation novel BROTHER BLOOD.

For Immediate Release:
Pulp 2.0 Press
Newpulpmedia@gmail.com





New Publisher Pulp 2.0 Press Officially Launches
with Author Donald F. Glut's
Lost Vampire Blaxploitation Novel BROTHER BLOOD

Company to specialize in quality pulp entertainment, reprinting rare classics and developing new properties
in the classic pulp form for the Horror, Scifi and Action-Adventure audiences


Los Angeles, CA - Bill Cunningham, the Mad Pulp Bastard (yes, that's his job title) of new publishing label Pulp 2.0 Press today announced its premiere pulp novel release, Brother Blood from author Donald F. Glut (The Empire Strikes Back novelization, TV's Transformers, The X-Men and comics' The Occult Files of Doctor Spektor). Brother Blood is a horror "blaxploitation" novel set in 1969 Los Angeles in and around the world famous landmarks of the Sunset Strip. Sexy Preston Duval is a sinister vampire stalking the streets of Los Angeles, building a vampire army to take over the city.

"Brother Blood is an old school pulp novel that captures the tone of the sort of material we'll be publishing here at Pulp 2.0 Press," said Cunningham. "Besides being a piece of pure entertainment, Blood captures the feeling of the time - having been originally written in 1969, three years before Blacula - and is premiering in english and novel form. It was published previously in the 70's in an edited, magazine form in German. "


Brother Blood will be published and distributed worldwide through Createspace's (www.creatspace.com) print-on- demand service and Amazon.com with low-cost digital editions available later for Kindle and other e-readers. Each print edition will feature "Extras" containing behind-the-scenes information, articles, photo essays and other exclusive entertainment.

In addition to collectible print editions for all of their releases, Pulp 2.0 Press has launched a promotion program for each of their titles. Starting with Brother Blood each Pulp 2.0 title will also feature signed extremely limited edition cover proofs that will be available free to only five lucky readers who are the first ones to send in pictures with themselves holding the book. Winners will be posted on the company's Facebook page: (www.facebook.com/pulp2ohpress).


In addition to the signed cover proof promotions, each title will be supported with various types of merchandise geared toward fans - posters, t-shirts and branded novelty items. Quality pulp entertainment items that fans can easily acquire.

"The whole company came about because so many cool pulp and exploitation novels that I wanted to read had fallen out of print and were really hard to track down. I figured that if the only way I was going to be able to read these books in affordable editions was to publish them - then I would do that. I tracked Don (Glut) down and licensed several of his books - more of which we'll announce soon - and got underway."

Cunningham added, " Since that initial startup we've added several artists and writers to the mix as well as a web marketing manager. We've all signed on to the idea of creating the kind of books we as fans want to see and figuring the best way to make pulp fiction fans happy. As a youngster I remember the classic Famous Monsters magazine and how editor Forrest J. Ackerman used to get monster fans involved. Those fans eventually grew up to become the very professionals they were enamored with in the first place. You'll recognize some of the names: John Carpenter, Joe Dante and yes, Donald F. Glut. Thanks to the internet and meeting fans at conventions we can do the same and connect them with quality genre entertainment more than ever before - hence, the name and the mission Pulp 2.0. "

# # #


For more information, or to schedule an interview please contact:

newpulpmedia@gmail.com
Facebook: www.facebook.com/pulp2ohpress
Twitter: @madpulpbastard
www.pulp2ohpress.com
www.donaldfglut.com

Brother Blood
By Donald F Glut, cover art by Nik Macaluso from Pulp 2.0 Press

The classic vampire "blaxploitation" novel from author Donald F. Glut (THE EMPIRE STRIKES BACK, TRANSFORMERS). A vampire stalks 1969's groovy Sunset Strip. The police are clueless but a trio of true believers know the horror in their midst. Written in the same style as the original Dracula, Brother Blood is a bloodsucker for the Groovy Age.


Publication Date:Feb 05 2010
ISBN/EAN13:1450576397 / 9781450576390
Page Count: 372
Binding Type: US Trade Paper
Trim Size: 5.25" x 8"
Language: English
Color:Black and White
Related Categories: Fiction / Horror
Retail: $18.99

Friday, February 26, 2010

Some Thoughts on Tunnels and Trolls -- Why It Matters


Those who play Role Playing Games as a hobby know that it isn't always easy to find a group of like minded enthusiasts in order to form a regular "gaming group." As the hobby has expanded, gamers have been able to scratch the RPG itch by playing single player computer RPGs like Baldur's Gate and Planescape: Torment, video game console rpgs from Dragon Warrior to Dragon Age, or Massive Multiplayer RPGs like World of Warcraft and Dungeons and Dragons: Online. (You can watch videos for some of these games below.)

There hasn't always been such a rich market of available distractions for the gaming hobbyist. In fact, if you were a gamer in the early 1980s -- particularly a young gamer for whom college was a mere aspiration -- there were really only three solutions. You could used the "random solo dungeon" tables in the Advanced Dungeons and Dragons Dungeon Master's Guide, you could play a Fighting Fantasy Gamebook, or you could play a Tunnels and Trolls solo adventure. As I mentioned earlier, if it hadn't been for Tunnels and Trolls your only option would have been the "random solo dungeon" tables in the DMG.

Tunnels and Trolls provided a much needed service for the gaming community with its solo adventures. Not only did they provide the inspiration for the excellent Fighting Fantasy Gamebooks, but the T&T solos provided hours of entertainment in and of themselves. They also demonstrated how the T&T rules system was an ideal RPG system for solo play. T&T's rules were simple, quick, and abstract, three things that are essential if one is trying to create a game for solitaire play. The early T&T solos were fairly crude in their presentation and content, particularly when compared to the Fighting Fantasy (and later Lone Wolf) Gamebooks, but as first movers they created a wonderful sub-category of adventure gaming -- one that I still enjoy today.

Buffalo Castle, the first solo module, was written by Rick Loomis of Flying Buffalo Games and is a very basic -- though sometimes wildly chaotic -- dungeon crawl. The castle's denizens don't make much sense, and "your" motivation for adventure is pure "profiteering" of the kind common in early RPG adventures. But there is something to be said for entering a room that Tardis-like is larger on the inside than the castle that surrounds it -- a room filled with a herd of buffalo. One imagines that Loomis' work in the Play-by-Mail marketplace may have been a part of his inspiration in drafting a solo adventure.



Ken St. Andre's Deathtrap Equalizer Dungeon quickly adapted the solo module format in a manner that attempted to increase repeat play. The module is best described as a "Gonzo Romp" adventure where death or success can happen at the turn of a page, and where the author punishes readers almost on a whim.

It wasn't until Ken St. Andre's Arena of Khazan and Michael Stackpole's City of Terrors that the solo reached a level of sophistication that made replay not merely fun, but more rewarding that playing through the adventure a single time. I still find myself returning to the Arena of Khazan in the hopes of attaining wealth and glory -- or freedom if I happened to have been "recruited" as a new gladiator like Spartacus in the new Starz TV series.

The solos are worth a look and a play through both as artifacts of the history of RPGs and as experiences on their own -- especially the later modules where narrative components become more important than the first few. I've never quite been convinced that T&T works well as a "group" game, its combat system lacks a kind of "cinematic granularity" that feeds the imaginations of the players with whom I have typically played. But I think that it has some core elements that could be translated into a great group game. This is especially true of T&T's underlying "Saving Throw" system, which I'll be examining in a couple of upcoming posts.



While D&D's influence on computer/video games is undeniable. One should not overlook the influence that T&T and its solo adventures had on that field either. Ken St. Andre worked on the classic video game Wasteland, which was the inspiration for the Fallout series of video game rpgs. Ian Livingstone, of the Fighting Fantasy gamebooks series, went on to develop a video game version of his own Deathtrap Dungeon with a little video game company he co-founded. It's called Eidos. Maybe you've heard of it. They did a little game called Tomb Raider.







Wednesday, February 24, 2010

FFG to Release Battles of Weteros: A Battlelore Game



Fantasy Flight Games has mated George R.R. Martin's Song of Ice and Fire and Richard Borg's Battlelore customizable Wargame and created Battles of Westeros: A Battlelore Game. The many brain cells that I have devoted to these two wonderful entertainment products have formed an endorphin mosh pit and are bashing into each other in celebration.

I can really think of no two products that would better mesh together than the fictional world of Westeros and Richard Borg's Command and Colors offshoot Battlelore. Given that A Song of Ice and Fire is filled with echoes of the Wars of the Roses and the Hundred Year's War, and that Battlelore is a Fantasy adaptation of the Hundred Year's War (and other Medieval conflicts, the combination is staggeringly obvious.

This should be a pairing without possible criticism...yet somehow Christian Peterson manages to create controversy in what should be a seamless win.

As I mentioned above, Borg's Command and Colors game engine creates the mechanical backbone for the Battlelore customizable Wargame. Command and Colors is an easy to learn, yet extremely deep, simulation engine that combines quick play with tactical depth. The engine has been used in several successful, and fun, wargames, including: Battlecry (my favorite Civil War game), Command and Colors: Ancients (arguably the best "ancients" wargame ever as it appeals to both the veteran and the neophyte), and Memoir '44 (an excellent WWII wargame). This list includes some of the most successful wargames ever produced, and with good reason given the strength of the Command and Colors system. It is this system's brand that gives the name Battlelore the premium that it has.



Sadly, according to this interview, "The classic BattleLore game is based on Richard Borg’s Command and Colors game system, while Battles of Westeros is an entirely new engine, one that is significantly more involved than C&C and more in tune with FFG’s design principles."

How one can call a game a Battlelore game when it doesn't share a rules set is beyond me. It seems that Peterson is attempting to get the financial premium that the brand Battlelore brings, without bringing the play style that that premium promises. There are likely a couple of reasons for this.

First, as Peterson says, FFG wants a game that is more in tune with FFG's design principles. FFG games have their own brand preconceptions, and deserve a substantial premium on their own. Games like Descent, Doom, World of Warcraft, Runebound, and Middle Earth Quest share qualities and design philosophies. Wanting to produce a game that shares these philosophies and thus maintains the FFG brand is important to be sure. Given the strength of Tide of Iron, FFGs excellent customizable WWII wargame, one wonders why they didn't brand Battles of Westeros as a Tide of Iron game. This is especially true given the fact that the game is going to have significant differences from its related "brand" and will likely share more with Tide of Iron than Battlelore.

Second, Richard Borg owns the copyright on the Command and Colors system that underlies the Battlelore game. Even though FFG owns the right to produce Battlelore games, they likely didn't want to have to pay Borg for other products in a related line. The easiest way to avoid that is to create a new rules set while still leveraging the brand identity due to some stylistic similarities. Contrary to "gamer knowledge" it is likely that the mechanics of games can in fact be copyrighted and FFG is being smart in not attempting to lift the mechanics and move them into their own game in an attempt to cheat Borg out of his money. Better to create a new system than engage in legal battles. While I might criticize FFG for "misapplying" the Battlelore brand, I can praise them for respecting copyright.

As you might guess, it is my belief that the Battles of Westeros game will feel more like a fantasy version of Tide of Iron than a Westeros version of Battlelore, but I don't think that is a bad thing at all. Tide of Iron is a wonderful game that holds its own against Memoir '44 with regard to flexibility and customization. Though Tide of Iron is more Squad Leader Lite than Battlelore's evolution of We the People style card driven game play.

Regardless, I'll be certain to purchase the game when it comes available -- and this is given the fact that I have committed myself to severely restricting new game purchases this year.

Monday, February 22, 2010

Bitterness in the Gaming Hobby

In certain gaming circles, the name Lorraine Williams is synonymous with "Evil" -- others reserve such ire for Gnomes. While I have read many blog/bulletin board posts excoriating Williams, I have never been of the opinion that she was bad for TSR or even bad for the roleplaying game hobby.

Largely, this stems from the fact that Williams' tenure at TSR is one that I consider a Golden Age of rpg gaming goodness. Under Williams' management TSR published the Forgotten Realms setting, and excellent Buck Rogers roleplaying game by Mike Pondsmith of Cyberpunk fame, Al-Qadim, the D&D Gazetteer series, the Advanced Marvel Superheroes rpg, and the highly under-rated Rocky and Bullwinkle rpg -- something that was aimed at bringing new people into the hobby. Meanwhile, Gary Gygax was making the unplayable Cyborg Commando at New Infinities Productions. There are those who blame Williams for Gygax's being forced out of the company, but I believe that had more to do with the Blumes than with Williams herself. I also think that Williams hard fought battles to preserve the D&D brand, and all other TSR brands, were just good management -- not good PR, but good for the company.

I also believe that Williams only had a limited understanding of the gaming marketplace. She understood where gaming was in the late 80s and early 90s, but (not being a gamer herself) she had no clear vision for how to respond to the emergence of Magic: the Gathering. Her response was an explosion of rpg product and a rushed collectible card game response. The explosion of rpg product was high quality -- Birthright and Planescape were remarkable settings -- but the prolific pace of publication, combined with a brand diluting low quality card game, put more product on the market than the market could bear. In that way, she is also responsible for the implosion of TSR as a company a decade after she took charge. It would have been nice to see someone else take over the company after 5 - 6 years of Williams running the company.

The bitterness between the Gygax camp and Williams isn't the only case of deep bitterness and ire in the gaming community. I was recently reading some back issues of Interplay magazine, Metagaming's house organ after Steve Jackson left the company. I was amazed at the venom they were directing at Steve Jackson. Not because the split was a genial split, but by the obsessive nature of it. Metagaming seemed obsessed with mocking Steve Jackson every chance they had. Ironically, fans of GURPS -- and most modern gamers for that matter -- are likely oblivious to this deeply felt hatred. The Williams is "Evil" meme has lasted decades, but the Steve Jackson is a "Turkey" meme died long ago. Unlike the Gygax/Williams affair, Jackson leaving Metagaming lead to that company's rather quick demise. Steve Jackson was a font of ideas, while Metagaming was wallowing in bitterness. GURPS may be, and I certainly think it is, a direct descendant of "The Fantasy Trip" and Steve Jackson's early board games might have been indistinguishable in appearance from Metagaming's microgames, but the fact is that Steve Jackson and his company were coming out with quality new products while Metagaming was living in the past.

Metagaming has two famous spoofs of Steve Jackson Games material one is their Fist Full of Turkeys game and the other is a spoof of Steve Jacksons excellent One Page Bulge called One Page Bilge.



It should be noted that one of the things that makes Metagaming's protests against Jackson so purile is that Jackson was one of the leading voices advocating for designer rights in the gaming industry. Eventually his desire to see designers properly compensated led to him forming his own company, but the fact is that gaming is one of the last venues where the creators see almost no benefit for their creations due to the "work for hire" environment in gaming. People like Wolfgang Baur deserve credit, and ownership, in products like Dark*Matter, it's the only way to guarantee high quality and it is the right thing to do from a PR perspective. Imagine if designers had options on the systems they created. The Pinnacle Entertainment Group edition of Torg would be more than a pipe dream, and GURPS might be called The Fantasy Trip.

Friday, February 19, 2010

Hulu Recommendation Friday: The Real Housewives of Orange County

I can't help it. I love this show. You must watch it.

The "cast" has changed significantly over the past few years, but this is one of the most entertaining realitoaperas ever created. The spin off shows each have their appeal, and their own craziness, but there is something that keeps bringing me back to OC.

One of the things that makes this season in particular so engaging is that it is the first time that you can see "reality" fatigue so blatantly on display. When the Vicki started stressing how she wouldn't spend any time with the current cast if it weren't for the show, I knew that this season we'd begin to see some real human drama -- and we have. Vicki's family is facing a genuine medical problem, whether it is a crisis or not has yet to be discovered. The combination of Vicki's need for constant attention and historic lack of empathy, is disappearing as she has spent time healing her marriage and wraps her mind around what her daughter is going through. Add to this the financial difficulties some of the other families are facing, and this show is shifting from catty conflict to real pathos inspiring drama.

This isn't to say that there isn't catty conflict...would it be a "Real Housewives" show if there wasn't?

Wednesday, February 17, 2010

Why Does the Press Hate D&D?

Between 1979 and 1992 there were at least 80 news articles written about the "evils" of Dungeons and Dragons. Obsession with role playing games as a cause of social ills dates back to the disappearance of Dallas Egbert III and the myths that he and his friends played Dungeons and Dragons in the steam tunnels of Michigan State University.

Role playing games, like video games and rock music, are one of the key media bogeyman when it comes to attempts to find "reasons" for significantly aberrant social behavior. In some respect, this is an understandable reaction. Why people commit suicide or murder is, thankfully, a mystery to most people and we want to find reasons why individuals would behave in a manner so far removed from our own experiences. It is only when we learn of the actual motives, or underlying psychological issues, of a particular case that these things actually begin to make sense. But before we know those real causes, we still look for answers -- quick and easy answers.

Role playing games are often one of the things pointed to first, and it's getting a little boring and stale. When Patricia Pulling blamed role playing games after her son committed suicide, role playing games were a relatively new -- and little understood -- hobby. One can to a certain degree excuse here zealotry and misinterpretation of the hobby.

What one cannot excuse is articles like the one posted in yesterday's Boston Herald. In the article, Laurel J. Sweet uses Amy Bishop's past experiences playing "Dungeons and Dragons" as a framing device to associate the kind of shooting rampage murder committed on that campus with another murder that occurred a decade ago. To quote:

Accused campus killer Amy Bishop was a devotee of Dungeons & Dragons - just like Michael “Mucko” McDermott, the lone gunman behind the devastating workplace killings at Edgewater Technology in Wakefield in 2000.


The Sweet article is awkwardly worded, poorly constructed, and pairs unrelated paragraphs next to one another in a manner that might confuse a reader that statements written about Micheal McDermott were about Dr. Bishop. There is little to no actual research in the piece, only a couple of hyperbolic statements written by Sweet -- and one out of context, but accusatory, statement by an unnamed source. The article is a demonstration of everything that is currently wrong with news reporting.

It's first problem is that it is sensationalist. Like Kirk Douglas in Billy Wilder's classic Ace in the Hole, Sweet is creating a framework that has little to do with actual events -- or in providing any kind of public service -- rather Sweet's intent is obviously to garner hits (and sell papers) through a tangential connection.

Second, the article uses unnamed sources for all of its "evidence" linking Dr. Bishop's alleged crime with her role playing. Add to this the fact that the source's quote is out of context and bizarre, and one wonders how an editor let this article go to print. The proof from the source that Bishop and her husband were "devotees" of Dungeons and Dragons?

“They even acted this crap out,” the source said.


Wow! Now that is a substantive, fact filled, meaningful quote by a respectable source.

Oh, wait. No it isn't. It is a hack job, yellow journalism sentence, that implies sinister doings, but contains nothing substantially informative. What does the source mean that Bishop "acted this crap out?" Did Dr. Bishop play live action role playing games? Was she a member of an improvisational theater that acted out role playing sessions? Is the source a hack and slash role player who found Dr. Bishop's "in character" role playing disturbing during sessions he/she participated in? None of these questions are answered. In fact, no questions one could think to ask about the circumstances or the source are answered. The quote is just left floating in space for the reader to make huge inductive leaps.

Third, the writing of the piece is just genuinely bad -- as in poor. The logic strings from one paragraph to another are nonexistent. It appears as if this article is just a quick filler piece meant to appear topical, by referencing the recent Wisconsin decision regarding prisoner's and their "right" to play role playing games in prison.

One could guess at Sweet's familiarity with role playing games in general, and D&D in particular, by the inclusion of one word. Sweet describes Dr. Bishop as a "devotee" of Dungeons and Dragons. The Oxford English Dictionary definition of devotee is broad enough to include players of a game, but such devotion would have to be "zealous devotion." As such, it would be rare and one would have to build a case to demonstrate zealous devotion. Sweet makes no such case, just provides loosely worded hyperbole.

If I lived in the Boston area, I might invite Sweet to participate in one of my bi-weekly gaming sessions with friends. Alas, I live in Los Angeles were there is a large industry filled with many people who have played role playing games -- most of whom are better writers than Sweet.

Hmm... Sweet's poorly written column gives me an idea for a "predictive" column myself.

The following is a joke, it may not be funny but it is a joke.

BOSTON HERALD JOURNALIST LAUREL SWEET AT RISK OF COMMITTING MURDER

Future murderer Laurel J Sweet is a devotee of Journalism - just like J. Gregory Robertson, a man police say shot and killed 56-year-old Ralph Colon of Hartford, during a confrontation on Robertson's third-floor fire escape.

Sweet, now an Award-winning court and crime reporter who has been featured in the ABC miniseries "Boston 24/7" and the 9-11 documentary motion picture "Looking For My Brother," fell in love with journalism at an early age and has written for a number of newspapers. One source said that she was obsessed with awards and gaining readership by writing scandalous articles, researched or not.

“Sweet will write anything to get more readers,” the source said.

When questioned about it yesterday, Kevin Convey, Editor of the Boston Herald, dismissed tabloid journalism as “a dying medium. In the future, we'll need better researched news since the internet allows stories to be challenged in real time.”

Robertson is a a former Hartford Courant reporter and editor, but Convey said he never met him. Police seized two copies of the New York Times Style Manual from Robertson's house.

The popular profession has a long history of controversy. After a 30 second Google search, this reporter discovered an expose by Iowahawk which stated, "Accounts of media psychopathy, while widespread, have until now been largely anecdotal. In order to provide a more focused and systematic study of the crisis, Iowahawk researchers set out to identify and tabulate criminal arrests and convictions of current and former journalists. While by no means comprehensive, this 10-minute project yielded a grim picture of a once-proud profession now in the grips of tragic, drunk, violent, child-raping rage."

Friday, February 12, 2010

Speaking of Captain America Controversies -- Hulu Recommentation Friday: CAPTAIN AMERICA (1990)



There has recently been a bit of a row regarding Captain America (see here and here). Some conservatives are irked that the good Captain, and his friend The Falcon, are uncomfortable with a Marvel Universe political movement that bears similarity to the Tea Party movement.

I'd like to inform those conservatives out there who think that this is "new" or a "big deal" that they are wrong. While it could be argued that someone who was frozen in 1945 and who awoke in the late 60s (or early 00s depending on the retcon) might be conservative to the point of being out of touch with most modern Americans, but Marvel has never written the character that way -- nor are they likely to start anytime soon.

If you look at the history of Captain America's career since 1972, you see the following pattern. Captain America quits in disgust over Nixon's behavior. Cap retakes the mantle when Jimmy Carter is elected. Cap is ostracized by the Reagan administration, then fired and replaced by someone more conservative (today's USAgent) during the first Bush Administration. Captain America retakes the mantle during the Clinton Administration. During the Bush Administration, Cap fluctuates between favoring soft or hard power -- depending on the writer and the proximity of 9/11 -- before he is shot and killed after leading a Civil War against government superhero registration policies. Cap is "resurrected" during the Obama administration.



Most of these decisions were made for one of the following reasons. Either there were real world issues that Marvel wanted to engage in their comics to give them depth, or they needed to reassert the value of the Captain America brand and stop having "Nomad" (or "The Captain") wander Route 66. If you're conservative and you wanted Captain America to represent your political philosophy...too bad. He doesn't. He's a comic book character.

It isn't controversial and it isn't new. If you weren't so busy trying to be offended, you might just notice that the stories where Cap quits/is fired/is killed are some of the best runs in the history of the series. They demonstrate the depth of the character and his convictions.

Oh, and since when is pointing out the dangers of "movement" driven populist democracy Un-American? I thought the whole shared powers structure that the Founding Fathers set up was due to concerns with the power of faction and "fear" of majority faction.

WHAT IS CONTROVERSIAL...is that HULU watchers have given the 1980s movie version of CAPTAIN AMERICA 3 stars. 3 stars?! Really?! But it's terrible.

Thursday, February 11, 2010

Now on the iPhone: Fighting Fantasy Gamebooks -- WARLOCK OF FIRETOP MOUNTAIN



Searching my through my favorite interwebs sites the other day, I stopped by the Official Fighting Fantasy gamebooks website and discovered, much to my pleasure, that Wizard Books was releasing several of the Fighting Fantasy titles as iPhone applications. The first book in the series to see release was the classic Warlock of Firetop Mountain, the book that started the whole Fantasy Gamebook phenomenon back in the 1980s when I was a wee lad.

The Fighting Fantasy Gamebooks were a book series created by Games Workshop co-founders Steve Jackson and Ian Livingstone (who are that rare breed in the gaming industry game designers and keen businessmen) that combined the reader interactivity of the Choose Your Own Adventure series of books with the game mechanics of early role playing games. Readers of Ian Livingstone's Dicing with Dragons (Signet), a book Livingstone wrote to introduce audiences to the role playing hobby, it comes clear that Livingstone was inspired by the solo adventures offered by Flying Buffalo in support of the Tunnels and Trolls role playing game.

Here's how Livingstone describes Tunnels and Trolls, one of four games he thought "worthy" of introducing neophytes to:

If Tunnels & Trolls (T&T) did not have one special feature (apart from the general ease of play), no doubt it would have achieved little in the way of popularity -- indeed, its author claims that it was originally designed purely for his own entertainment and that of his friends. Role-playing is generally a gregarious pastime -- one person is the referee and designer of the locations to be explored, and several more are needed as players. However, many people are keen to engage in role-playing but for one reason or another cannot participate in groups of like-minded enthusiasts. An isolated geographical location or lack of free time or transport, or work involving unsociable hours can all conspire to produce the solitaire role-player. In common with some other RPGs, Tunnels & Trolls has a considerable number of ready-to-use adventures, but, unlike most others, which are generally designed for normal group play, most of the Tunnels & Trolls adventures are specifically designed for solitaire play, and thus fill a distinct need in the role-playing market.

Emphasis mine.


Two things emerge from reading this paragraph. First, that Livingstone admires what St. Andre accomplished with T&T -- both in simplicity of rules and in innovation. Second, that Livingstone looks at role playing as an industry. That paragraph reads like part of a SWOT analysis someone might write as background for the introduction of a new product line. Livingstone and Jackson have always been at the forefront of new technologies when it came to integrating role playing and media. Interactive 900 line rpg adventures, video games, books, mass market paperbacks, board games, and miniatures war games are all in the line of products in which they have been directly involved. Now we can add to that long list -- iPhone application translations of their gamebooks.

While Livingstone and Jackson may have received inspiration from St. Andre's T&T both in the idea of a solo adventure market and the importance of simple rules, their Fantasy Gamebooks truly took T&T's solo adventures to the next level. Where the solo adventures by Flying Buffalo typically came in around 32 - 64 pages, the Fighting Fantasy Gamebooks were the size of full length paperback novels -- around 220+ pages -- something that enabled them to add greater narrative to the stories making for "deeper" interactive experiences.



Warlock of Firetop Mountain, which was drafted under the working title Magic Quest, was the first Fighting Fantasy Gamebook released into the market. It featured very simple rules, later products demonstrated how "deep" these simple rules were, and a relatively simple story. You were a warrior in search of wealth and glory who has climbed to the peak of Firetop Mountain in order to claim the treasure of the Warlock Zagor. You didn't have a very heroic motivation, and the world wasn't very well developed. The book was very much an early D&D style module translated into solo play. Go into a hole, kick down doors, kill things, and take their stuff. At least that's how it seems at first.

You see, there is only one real "solution" to the book -- other books in the series would have several possible solutions -- and it wasn't an easy solution to discover. You had to map your progress, especially considering there is a maze in the middle of the adventure. If you map it, the maze isn't complex, but if you don't...the frustration is substantive.



The latest application for the iPhone is a direct translation of this first gamebook -- a very good direct translation. I was able to use my old hand drawn map as I played through the encounters, and thus was able to find some nice enhancements and some minor glitches in the game.

I have to say that after playing one of these as an app, I'm going to buy whatever books they release in this format. It works better than flipping back and forth, and I can't cheat when fighting the battles -- it maximizes the play aspect by keeping track of all of the combat information and your equipment. The app limits your options to those you genuinely have available to you and you can't flip back and forth to see which choice is superior. You really have to play the game as it was designed.



I also appreciated the way that the app incorporated and enhanced the artwork from the original book. The app has the original line artwork from the book, but if you touch the images they get enlarged and become color images. The transformation from line art to color shaded art work makes for some very impressive images. The ghoul and the cyclops statue were two of my favorite images in the original, and they look even better in color.



As much as I loved playing through, I did notice two significant flaws -- likely corrected in the current updates. When I "lost a point of Skill" after looking into a portrait of the Warlock, I performed an action which should have returned the skill point to me -- in fact it should have returned up to two lost Skill -- but my skill remained at the lower rating. Additionally, when I acquired a magic sword, I was prompted to discard my current sword -- which was correct -- but the only sword listed in my inventory was the new magic sword and I had to discard it. This didn't affect game play, as the I still received the bonus for the magic sword even though I wasn't "technically" in possession of the weapon. These are two significant, but not overwhelming glitches in the game.

If you like Fantasy and want a fun application that is good for quite a few replays, you should purchase Warlock of Firetop Mountain for your iPhone. If you don't have an iPhone, you should buy the paperback which was re-released last September. On February 10th, the second Fighting Fantasy App Deathtrap Dungeon was released -- and bought by me.

Friday, February 05, 2010

BRAVESTARR -- Hulu Recommendation Friday


The cartoons of my youth were both wonderful and mildly disturbing. I have an active love hate relationship with the Filmation animation formula. Essentially, the formula is Hero (male or female), Competent Sidekick of Opposing Gender, Cool Animal/Anthropomorpic Animal Sidekick, and Annoying Comic Relief (Snarf/Orko). This hero faced a villain who was somehow in league with "dark forces."

To be fair, only about half their shows used this formula, but the character archetypes they created created the template for other companies cartoon templates as well. Would we have had Thundercats with Mumm Ra if we hadn't had Skeletor? I think not.

The writers and animators who worked using this framework had a seemingly limitless ability to apply the template to almost any genre. It worked well with the Planetary Romance narrative style of the He-Man, She-Ra, and Blackstar shows as well as for the Space Western format Bravestarr -- and it later worked for non-Filmation shows like the aforementioned ThunderCats.

As much as I liked the cartoons, there were a couple of things that bothered me. I despised, and still do, the lame comic relief characters. I blame Orko for Jar Jar Binks. The shows also had an obsession with presenting "moral lessons" that were often too heavy handed to be taken seriously. Even a 10 year old knows when he/she is being talked down to regarding moral choices.

Those things aside, the cartoons were imaginative and entertaining. I could have recommended the He-Man series that is archetypal for the genre, but I have a fondness for BRAVESTARR. The show came late in the decade and features the voice acting of Peter Cullen (Optimus Prime) as the anthropomorphic horse sidekick .30-.30. How awesome is that? The sidekick is named after rifle ammunition!

Thursday, February 04, 2010

An RPG Ahead of Its Time -- Flash Gordon & the Warriors of Mongo



In the nascent days of role playing game yore -- 1977 to be exact -- Fantasy Games Unlimited published one of the first Science Fiction role playing games to hit the market with Flash Gordon & the Warriors of Mongo. The first two science fiction role playing games were TSR's Metamorphosis Alpha (1976) and Ken St. Andre's Starfaring (1976). Flash Gordon was one of a couple of games Fantasy Games Unlimited published that was co-written by Lin Carter -- yes that Lin Carter, the one who is responsible for most of Appendix N being in print -- with another being Royal Armies of the Hyborean Age.

Where Royal Armies was a set of miniature warfare rules set in the Hyborian Age, the Flash Gordon role playing game was an attempt to create an entirely self contained role playing game complete with campaign setting and campaign in one 48 page volume. That's quite a thing to attempt and I have been surprised at how well Flash Gordon accomplishes its goal -- especially given the low esteem in which the RPG.net review holds the game.

The book has its flaws, but it also has its brilliance. The flaws lie within the underlying rules for the conflict resolution system. The brilliance lies within the freeform campaign implementation system, a system remarkably similar to the Plot Point and Encounter Generation system mastered by Pinnacle Entertainment Group in their Savage Worlds series of games. More on this later. It's time to look at Flash Gordon & the Warriors of Mongo.

System Mechanics

In a brief note at the beginning of the book Lin Carter sets out his chief objective in the drafting of Flash Gordon. "My own personal debt to Alex Raymond, and my enduring fondness and admiration for Flash Gordon made this set of rules a labor of love. I was dead set against Scott's [Scott Bizar] first idea of doing a book of wargame rules and held out for adventure-scenarios, instead."

Carter wanted a game that was able to capture the excitement of the old Flash Gordon serial through the use of a collection of adventure-scenarios bound by a single rules set. Rules that were intended to "provide a simple and schematic system for recreating the adventures of Flash Gordon on the planet Mongo." With regard to their goals, Carter and Bizar both succeeded extremely well and failed monumentally.

The system is simple...and confusing...at the same time.

Characters roll three "average" dice for the following four statistics -- Physical Skill & Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude. It's an interesting grouping of statistics that demonstrated FGU's willingness to look beyond the "obligatory 6" statistics created by TSR. The inclusion of Combat Skill as a rated statistic is in and of itself an interesting choice.

At no point is it explained what an "average" die is. Is an "average" die a typical six-sided die that you can find in almost every board game ever published, or is it one of those obscure and hard to find "averaging" mentioned in the Dungeon Master's Guide? The rules aren't clear regarding this, but the fact that "rolls of over 12 indicate an extremely high ability in the specific category" [emphasis mine] hints that it is the "averaging" die to which they are referring -- later difficulty numbers hint that it might be the regular dice that are used. Not that it matters much, as you will soon see.

After rolling statistics, players choose from one of the following roles -- Warrior, Leader, and the Scientist. This leads one to wonder which group Dale Arden fits, but that is another conversation entirely. The primary effect of choosing a particular roll is to add one point to the statistic most related to the profession.

These attributes are later used to determine success based on a very simple mechanic. Stat + d6 > TN. For example, if the players are in the Domain of the Cliff Dwellers it is possible that they will encounter the deadly Dactyl-Bats.



If the players decide that they want to fight off the Dactyl-Bats the success or failure of the action will "depend upon the military skill of the most skilled member of your group. Roll one die and add the result to your military skill. A final total of fourteen or greater is needed to drive off the Dactyl-Bats." Failure indicates the character is wounded and that the party must rest. It's a simple resolution, but one that lacks any significant cinematic quality. It feels awkward, and other mechanical resolutions in the game are similarly weak. Typical punishment for failure on an action is a loss of a certain number of turns. These turns are valuable as players need to recruit enough allies to defeat Ming before he has time to become powerful enough to squash any rebellion. While the statistics of the game are firmly rooted in roleplaying concepts, the resolution and consequence system still echoes board game resolutions. This is a weakness in this game, as is the inconsistency of resolution techniques. Fighting a Snow Dragon is resolved in a different manner than the encounter just discussed.

I imagine one could build a good game conflict resolution system built around the statistics highlighted in Flash Gordon, but this book lacks that system. I think it might be interesting to try to use a modified version of the Dragon Age pen and paper rpg system as a substitute for the mechanics in the Flash Gordon rpg. They are simple enough that it wouldn't require a lot of work. One could also use the OctaNe system if one wants to stick to the "narrative" feel that Bizar and Carter seem to have been attempting here. OctaNe succeeds where this game fails mechanically -- and OctaNe's system is ridiculously easy to learn and use.

Game Campaign System

This is where Flash Gordon really shines. The game's basic structure is that of a "recruitment" campaign where the players must journey from land to land -- based on how they are connected on an abstract schematic and not based on actual geography though the schematic takes those into account -- where they encounter various challenges and face various foes. For example, let's say our stalwart heroes find themselves in the Fiery Desert of Mongo. If they are mounted on Gryphs he journey will be easier than if they are not. It is possible, though not guaranteed, that the players will encounter Gundar's Gandits who will attempt to capture the players and sell them into slavery. The players may also encounter a Tropican Desert Patrol made up of troops loyal to Ming. The end goal of the area is for the group to recruit Gundar and his men, but that requires role playing and/or defeating the Tropican Desert Patrol. The description of the Desert and the possible encounters are abstract enough that they could easily inspire several sessions of roleplaying -- with a robust system like Savage Worlds -- all it lacks is a nice random encounter generator like the one found in The Day After Ragnarok to fill in the holes.

In essence, the Flash Gordon role playing game includes one or more major encounters for each geographical region of Mongo. As they players wander from place to place, they can/will face these challenges. What is inspired, and ahead of its time, about this structure is that the encounters are "story plot points" that must be achieved but can be achieved in the order of the player's choosing. There is room for exploration of the world at the same time that the players are succeeding at mandatory plot points. It is a narrative campaign without the railroading. Pinnacle Entertainment Group uses a similar structure in their Rippers, Slipstream, and Necessary Evil campaigns. It is a system that allows for narratively meaningful and fun play without the need for extraordinary planning on the part of the Game Master. All it lacks is a method, like the random encounter generator I mentioned above that is used by most plot point campaign systems, to fill in the scenes between the set pieces. Though it should be noted that there is sufficient information within the Flash Gordon rpg to easily construct a set of encounter generators with very little work.

Conclusion

Criticisms regarding the underlying conflict mechanical system, or lack thereof, are spot on when it comes to Flash Gordon. Character generation and conflict resolution lack any feeling of consequence or depth. BUT...If you want a campaign road map to use with another game system, preferably a fast-furious-and-fun one or a "narrativist" one, then this product is a deep resource. It will save you from having to read pages and pages of the old Alex Raymond strip in order to get an understanding of all of the minor details necessary for the creation of a campaign. You should certainly read the Alex Raymond strips, they are wonderful, but reading them should never be made to feel anything remotely like work. Bizar and Carter have done the work in presenting the campaign setting, all you have to do is adapt it to your favorite quick and dirty rpg mechanical set.

Wednesday, February 03, 2010

Japanese Fanta Commericials are Awesome!

Since I have to study various Costing Systems for a mid-term this evening, today's post must be brief.

Thankfully, Japanese Fanta commercials are awesome!



I might just stat up a couple of the teachers for a Teenagers from Outer Space game in a future post. It might be interesting to begin a TFOS adventure at a Japanese school run by "Fanteachers."

Tuesday, February 02, 2010

Ah, the Madness and Confusion of the OD&D 6th Printing (OCE) Edition

Apparently, this printing lacks a nice little quote on the bottom of page 19 referring to the damage of weapons, "All attacks which score hits do 1-6 points damage unless otherwise noted."

No wonder I couldn't figure out how much damage weapons do in the alternate combat system.

Monday, February 01, 2010

Shatner + Edgar Allan Poe = Pure Awesome

You know you want to watch it.

"Click play," quoth the Raven.

The "Old School Revival" Makes Me Want to Go "Really Old School"



Over the past decade, in the shadow of WotC's Open Gaming License, there has been an explosion of DIY game design devoted to making new role playing game products inspired by and/or compatible with early editions of the Dungeons and Dragons game. Some of the games are merely trying to capture the "feel" of the old games and recapture some of the game playing nostalgia of the author's youth, others are attempts to fuse new design techniques with the simple ability to inspire the old games possessed.

This "movement" in itself is reminiscent of the nascent days of the role playing game industry when people were writing rpgs out of their basements, garages, and living rooms and didn't worry about getting enough revenue (either venture capital or revenue based on money received as compensation for selling a successful game company to a larger game company) to publish a "slick" product. Companies like Judge's Guild were in the marketplace selling creative, if not sufficiently edited, products that built on the excitement of a new hobby -- a hobby were game creation was "fun" and not so market driven.

It's fun reading the various Old School Revolution blogs like Greyhawk Grognard and Grognardia, or visiting the Dragonsfoot website. I've been so caught up by the OSR fever, that I purchased on of the Swords and Wizardry White Box boxed sets.

I manage to balance my RPG "news/study" time between keeping up with what's going on in the "Indie Narrative Gaming Verse," the OSR, and the modern industry fairly well. In fact, I'm proud of my ability to navigate through these three -- often very different -- waters. I am a proponent of the OSR, the narrative indie, and the ultra-corporate game. I will evangelize the wonders of My Life with Master at the same time as expounding the virtues of the 4th Edition of Dungeons and Dragons.

I was reading one of the OSR websites the other day and read the a statement similar to the following. "Why are we writing 'updates' or 'nostagia' versions rather than playing the actual old rules sets?" I don't remember where I read that, and the wording was different, but it got me thinking. I think there are a couple of answers.

First, those who think that "unsupported is dead" is nonsense, are delusional. Unsupported is certainly dead from a retailers point of view, they can't sell a product that isn't supported beyond a certain terminal limit. Unsupported is also dead from a consumer point of view. How many people are still running their first D&D campaign using only the Chainmail rules and the Little Brown Books? Not many. You can only read these books a certain number of times before you have memorized them. You can certainly expand on these books with house rules, and the games don't "require" more than these books to play, but gaming is a social endeavor. As such, gamers like to hear other gamers' ideas -- even if they don't/won't use them. Role playing games are about dialog. Dialog between the DM and Players, dialog between DM and manufacturer, and between DMs and other DMs. Some of this dialog breaks down when a game is no longer supported in its existing form. Thankfully, the internet -- and the Open Gaming License -- allows almost anyone to become the "manufacturer" (within the limits of the OGL). This is where the OSR shines, it restores the interaction between manufacturer and DM/Gamer. Dialog feeds creativity, silence starves it. When a publisher supports a game with printed material, they are participating in the dialog. When they stop the dialog has traditionally narrowed, but the OGL allows for a continuation of the game dialog that didn't exist before.

But and expansion of "manufacturers" means an expansion of published ideas of what the game is at its core. This requires new editions/rules sets. Which leads to my second point. The new creators are creative and want to leave their mark on the hobby, this is a good thing -- but it takes us away from the original rules.



Lastly, the Chainmail rule book and original Little Brown Books of D&D are not very clear when it comes to explaining the game and how to play it. I cut my role playing gamer teeth on the Moldvay Basic and Cook/Marsh Expert editions of the D&D role playing game. These sets had artwork by Jeff Dee, Erol Otis, and Bill Willingham that was the perfect combination of cartoony and fantastic to inspire my young imagination. They also had clearly written and easy to understand descriptions of how to play the game. If I didn't have the mental structure created by years of playing these, and later editions, of D&D -- and a good deal of Warhammer -- I would not be able to play D&D based on the "first four" books without doing some significant design work on my own. When one reads the original books, it becomes readily apparent why Ken St. Andre quickly drafted his own rpg Tunnels and Trolls as a response. Original D&D is difficult to understand, and newer rulebooks written more clearly -- like the Moldvay/Cook edition or the Holmes edition -- are still a much needed commodity. This is true even if your intention is to play Original D&D, especially true of you want to bring new gamers into the hobby.

This rant/ramble has inspired me to do something. It has been a while since I read Chainmail and the Little Brown Books. I think I want to see if I can read them, "understand" them, and present them in a clearer format. Over the next few months, I will be attempting to create a Beginner's version of the first role playing game. I don't think I'll publish it online or anything, though I'll likely share it if I am satisfied with it. I will try to create the game as it is "described" and not as I "now know" how it is played. I'll start with Chainmail and then work my way up.

I think I'll call the series, "How to play..."

Oh, and don't worry, I will get back to Northwest Smith later this week.

Thursday, January 28, 2010

Expanding James Maliszewski's "To Roll 20" D&D Combat System



Over at his absolutely must read "in praise of Old School RPG gaming" site Grognardia today, James Maliszewski takes on one of the typical myths regarding the complexity of the original AD&D and D&D games. Many people believe that you absolutely need the combat matrices on pages 74 and 75 of the Dungeon Master's Guide in order to run combat, and that continually looking at those charts can diminish the verisimilitude (to use a Gygaxian term) of the role playing experience.

In response to this criticism, James -- who has worked on the excellent "new school" games Colonial Gothic and Thousand Suns -- shares the chartless system he uses in his home campaign Dwimmermount. He describes the system as follows:

when a monster attacks, I roll a D20, and add the monster's Hit Dice and the target's (descending) armor class to the result of the dice roll. If the sum is 20 or more, the attack is successful. This system is simple and quick and I don't need to consult any charts.


What James has done here, and it is mildly ingenious, is to deconstruct the old THACO system that was introduced late in the 1st edition. Essentially, under the THACO system each player wrote down a number that represented how high that player needed to roll on a d20 (after modifiers were added) for their character to hit Armor Class (AC) zero -- THACO stood for To Hit AC 0. Using the old THACO system, the player essentially ran the following subroutine:

  1. Roll d20 + Attribute Bonuses + Item Bonuses
  2. Get total.
  3. Subtract total from THACO.
  4. Result is AC you hit


The subroutine created what can only be described as a seesawing of arithmetic. First you add and get a result, then you subtract, and finally you compare that to a target number -- your THACO. It was a clumsy system, but it was better than the charts and became the basis for the 2nd edition combat system.

James has taken that seesawing subroutine and made it a one sided equation. It's fairly elegant.

  1. Roll d20 + Attribute Bonuses + Item Bonuses + Opponents AC
  2. Compare result to Target Number of 20


The system has the same mathematical effect as the THACO system, but adds a layer of elegance by putting all the arithmetic at the beginning of the process -- a negative AC would be a negative modifier to the initial roll.

On his site, James has included the chart for Fighting Men that he uses in his campaign. I don't know what chart James used to base his chart on, but I have calculated the "To Roll 20" bonuses for the character classes based on the charts in the old DMG.






I would like to mention one small thing when using these charts. James' "To Roll 20" system does make it slightly more difficult to hit certain armor classes than the charts on page 74 would normally be. For example:

Kin Rathslayer is a 7th Level Fighter with a +1 Longsword and a 17 Strength. Due to his weapon and Strength, Kin gets a +2 total attribute and item bonus to hit. He decides to attack Theodore Dudek "villainous rogue" who has an Armor Class of -8 due to equipment, attributes, and armor.

Using the chart on page 74 of the DMG, Kin would need to roll a 20 -- excluding his +2 bonuses -- to hit Theodore. With his bonuses, Kin needs to roll an 18. Kin has a 15% chance to hit Theodore and take the crown of "King of RPGs."

Using the "To Roll 20" system, Kin would roll d20 +6 (level bonus) +1 (weapon bonus) + 1 (strength bonus) - 8 for Theodore's AC. Kin needs to roll a natural 20 in order to hit Theodore. He has only a 5% chance of success.


This slight drawback occurs in the regular THACO system as well, and is due to the fact that on the charts each character class can hit multiple ACs on a roll of 20. For example, a 7th level fighter hits AC -6 through -10 with a total of 20. All four of those ACs have an equal chance of being hit by the fighter. A 4th level fighter hits AC -2 through -7 on a total of 20 on the DMG chart on page 74. The THACO and "To Roll 20" systems remove this long tail effect and substitute a much needed ease of play to the system. The statistics work out differently than the charts -- more for the non-fighter classes than for the fighter -- but the dividends in ease of play more than make up for that drawback.

Were I to run a 1st edition game, I would certainly use James' "To Roll 20" system and mock those who think that AD&D requires charts to determine if you hit your opponent. At least I would if I could figure out how the initiative rules actually work when using speed factors and weapon sizes.

Wednesday, January 27, 2010

If You Could Play Casual Video Games on Demand Through Your TV, Would You?





According to Interactive TV Today, TAG Networks has been market testing a Video Game on Demand channel in cooperation with Oceanic Time Warner (the Hawaiian arm of Time Warner Cable). They launched the effort in 2008 and are now contemplating expanding the offering to other markets.

Owners of the current generation of console gaming systems can currently purchase games for download through their consoles, a system similar to traditional pay-per-view on demand sales, but it appears that TAG Networks system works more like Netflix on Demand, Stars on Demand, or USA on Demand. Your television remote control is your game system controller. ITVT reports, "TAG, which is ad-supported and available to all Oceanic Time Warner Cable's digital subscribers, allows viewers to use their remotes to play a range of casual games, including branded games such as "Bejeweled 2," "Tetris," "Diner Dash" and "Barney," and classic games such as Texas Hold'Em, Sudoku and Checkers. The channel, which also offers community features, including multiplayer gaming across households and high scores, is powered by a platform for which TAG Networks has filed nine patents to date."

Ad supported on demand gaming through your television sounds pretty interesting, and the offerings are good for the casual gamer )a large segment of the gaming population), but what about the console rpg player or real time strategy gamer?

There are a couple of games that look like they might appeal to the geek in me. In particular "Seven Seas" and "Mummy Maze." Both are casual games, but they share some aesthetic qualities with some games I have enjoyed in the past. "Seven Seas" looks a little like the classic "Sid Meier's Pirates" game and "Mummy Maze" shares some visual qualities with "Gauntlet" -- though it doesn't look like it shares many game play elements with that classic game. I hope that Game Table Online is looking at this channel and looking for ways to get their robust and deep game catalog into an interface like this. I would live to play Axis and Allies or Nuclear War while sitting at my couch.







Looking at the games a little more, and thinking about the possibility of further development in the social/community functionality offerings, a thought suddenly comes to me. While using a TV remote may not be the best way to play a real time strategy game, or an action rpg like Dragon Age, it might be a great way to play a turn based and game mastered role playing game.

When Wizards of the Coast launched the 4th Edition of Dungeons and Dragons, they heavily promoted something they called the "Virtual Game Table" which would allow people to run D&D games through via the internet. The DM would create a scenario using a scenario editing tool, and the players would interface with the dungeon through their individual computers. There are currently a few good remote gaming software packages available, so Wizards' offering would have had to have offered additional functionality and graphics capability that the current software lacks. This was one of the reasons the product failed, that and a fear that D&D 4e was trying to kill the actual table top experience (not a completely irrational fear in the gaming community).

I wonder if TAG Networks technology could be used to create an interactive household to household "television top" role playing game experience. I have friends that live across the country who I'd like to game with and gaming while sitting on the couch holding a TV remote would be more "comfortable" than sitting at my computer desk at the keyboard and mouse -- at least for me. Creating adventures might be a pain, but I think the play experience could be worth while. It also might be a way to introduce new gamers to the marketplace as the "social" interface might allow others to watch an ongoing game (say one that wasn't classified as private by the players).

It wouldn't replace the table top experience, anyone who has played face to face table top rpgs knows that they are a unique experience, but they might help expand the gaming hobby as a whole.

What do you think? Would you play casual games? Would you play rpgs? Other games?