Friday, August 27, 2010

What Wizards of the Coast is Doing Wrong with Their "Encounters" Program

Yesterday was a great day for this blog.  I posted about my frustration that Wizards of the Coast is using KEEP ON THE BORDERLANDS as the basis for their next Encounters Program adventure.  I ended up getting more visitors than usual and received some good comments.

Slight correction before the main piece -- I would like to note that while the "KEEP" is barred from me a KEEP isn't, the Chaos Scar (thematically an updated Caves of Chaos) aren't and they are a part of the new DDI Adventure Path. Wizards is giving me half of what I would like to see.

I thought I would take today to expand on my thought regarding what Wizards of the Coast is doing wrong in the coordination of the program, respond to some of the comments I received yesterday, and to offer some thoughts for improvement.  I am a firm believer that any critic of a given program should have something positive to offer.  Otherwise, you are just complaining and not contributing.  Consumers have an obligation to participate actively in the marketing and sales decisions of the companies they support.  They cannot just say, "I don't like this."  Consumers also need to say, "this is what I want."  Companies then have an obligation to respond to their customers needs and desires.

This is especially true when dealing with customer intimacy and marketing endeavors of a corporation.  The RPGA, and the Encounters Program, are both marketing vehicles for Wizards and examples of an attempt at a customer intimacy approach to their market activities.

Let me dispel an impression I may have made yesterday.  I am not an opponent of the Encounters program.  As I wrote yesterday, "I think that Encounter D&D Play events are good for gaming in general and good for local retailers."

I stand by that statement.  Organized play is a great idea, and Encounters is one of the best approaches to organized play in existence.   It is far superior to the Living Campaigns of the past -- which actually suffer from my "if you don't play, you can never get the adventure" problem worse than Encounters.  They also suffered from the, "there were adventures in the Scarlet Brotherhood?  Really?  Hmmm... Never heard about those" syndrome.

Here are the main Strengths of the Encounters program as I see it:

1) High quality encounter based adventures.
2) Graphically appealing components.
3) Ability to be played in a short period of time.
4) They occur on Wednesdays which is "New Comics Day." This maximizes the ability of the game/comic store to introduce comic buyers to the gaming hobby.
5) They are easy to run.
6) They are effectively used to market the latest Wizards products.

The program has quite a few Strengths and those need to be noted. The program also has Weaknesses, some Opportunities for improvement, and some Threats from other programs.

Before I get into those, I thought that I would address some of the good comments I received yesterday.

Anonymous (2) wrote, "their main purpose IS to get you into the shops to play, since obviously you are attracted to play it. I know we can be busy, but it is either go to shop or not KOTB at all."

This misses the point of my complaint entirely, and is also wrong. Wizards of the Coast's main purpose is to get me to go into shops to purchase their products and to have products to sell to me. That's how you make a profit. You make products for consumption and consumers purchase them. That's the way you typically maximize shareholder value, in both the short and long term. You also happen to maximize stakeholder value if in offering products, you listen to your consumers to see what they want -- and then provide it. If there are enough shareholders who want KEEP ON THE BORDERLANDS, but cannot make it to stores every Wednesday for months in order to "experience" it, then Wizards is losing value by not eventually offering it for sale. Notice the "eventually" there. That is key. I think stores deserve exclusivity for a time, but that the company benefits by eventually making it available. Wizards makes no money on people selling stuff on eBay after the fact.

Acrobatic Flea, a significant blogger and fellow Villains and Vigilantes fan, wrote "Are we 100% sure the 'Encounters' adventures will never be available to the general public. I'm sure I heard a mumbling on a Gen Con podcast that they might be at some stage -- but I could be misremembering."

I hope Flea is right, though I think that Wizards should do more than "mumble in a Gen Con" podcast if selling them is their intent. They need to do more than "casual" viral marketing, they need to make a clear statement. Something like, "Encounters adventures will be available 6 months after the cycle is complete."

MJ Harnish points out that "crowded, noisy, and often unpleasant smelling game stores" may not be the best place to promote a play at home game.

To a certain extent, I agree. I would never want to game at THE LAST GRENADIER (though it has a wonderful selection of games and I shop there) or The War House (where I picked up a copy of Supergame 1st edition for cover price), but I would game at Emerald Knight Comics and Games, Game Empire, or Aero Hobbies (one of the places Eric John Holmes used to game). Some game stores are frightening, others are welcoming. It all depends on how the store is structured.

Anonynos and Callin make similar points about the value of using the game store, and both state that "sometimes you have to be a part of something to get a benefit from it" and "making the adventure exclusive gives it more value than if you could simply walk up and buy it."

I agree with these two regarding the value of having the games in the store, and regarding a "window" of exclusivity. Where is disagree is the following. I don't think making an adventure "exclusive" gives it more value. It gives it more secondary market value -- more eBay value. That isn't value for the shareholders or for the majority of stakeholders. Let's say someone participated in the full run of KEEP, and loved every minute. They want to share that experience with a gaming group that they put together based on the excitement that the Encounter created. They want to run KEEP for their friends. Guess what? They can't. They can't share the experience that brought them into the hobby. That is a HUGE problem and a marketing failure. Wizards makes no profit, and generates no good will, from something selling on eBay. This would be true if the adventure were "TEMPLE OF THE UNSEEN PURPLE HAZE" (which I now want to play), or KEEP ON THE BORDERLANDS.

I don't think Wizards hates me, in fact I have good relations with a couple of their employees. I also have a gamer crush on Shelly Mazzanoble and hope that we can play "Barovia: The Real Ravenloft" rpg someday. Wizards is filled with hard working people I respect. I have defended them on repeated occasions.

What I do think they are telling me that they don't want my money, or to listen to my desires as a customer -- a desire to buy a product that they are already making. I'm not asking them to remake their products in the image of my whims, I am asking them to let me buy their stuff. That isn't a very "precious" position, that is a consumers position.

Now onto the Weaknesses of the Encounters program:

1) Game play is limited to Wednesdays.
2) Limited audience -- since game stores are primarily frequented by gamers, and comic books are a dying medium, the program isn't as far reaching as it could be.
3) Products are never made available to wider public as purchases.
4) Doesn't necessarily encourage the purchase of D&D products. Everything needed for players is provided at no cost. Overall, a good thing but does allow for some small number of free riders.
5) Coordination of program is still relatively weak and "cellular."

Opportunities:

1) Provide Encounters adventures to High School and College clubs. Possibly require some kind of proof of club status.
2) Expand Encounters program to libraries.
3) Allow those who have participated as players an opportunity to buy the last week's episode.
4) Allow the sale of the products to the general gaming public 6 months after the end of an Encounter season. This ensures that the products are "fresh" with recent releases.

Threats:

1) Other organized play. Paizo's Pathfinder Society allows the purchase of their Pathfinder Society adventures by the public. Purchases are limited to pdf, and don't include the excellent maps, tokens, and cards that Encounters contain, but still a threat.
2) Gamer resentment. The more that gamers feel left out, the more likely they are to go to other companies.
3) MMORPGS -- as always.
4) Eurogaming nights at FLGS's -- these are both a threat and a bonus. Wizards recent release of D&D themed games will help balance this threat, but opposing game days of any type are a threat.
5) Shrinking FLGS marketplace. The number of FLGS has declined significantly and Encounters is dependent on that market. Yes, it is helping to ensure the continuation of the FLGS market by promoting the FLGS, but this can only go so far. Possibly limit purchases of past Encounter seasons to stores who ran the season.

I'm sure that I could think up a lot more points under each category, including strengths. The program is a good one, but it is one that I think needs improvement if it doesn't want to make "home gamers" feel excluded from the larger community and if it doesn't contribute to the "D&D Narrative." The great thing about the old adventures was that everyone had played them. This gave gamers a shared experiences and helps to expand the community.

As I wrote yesterday, WotC how about you hook a supporter up?

Thursday, August 26, 2010

Wizards of the Coast to Supportive Old School Home Gamers -- "Go to Hell!"

Those who read this blog know that I am usually a staunch defender of Wizards of the Coast. While others were complaining about Wizard's release of a 4th edition of D&D, I defended the idea. Since that time, I have become very excited about 4th edition and am in the process of putting together a campaign for my regular gaming group to play when we finish our current Eberron campaign.

I am eagerly awaiting the new Red Box, the Essentials product line (which is reaching out to "recession" gamers and new games), and even the controversial Gamma World. Many are concerned about the "collectible" nature of some the power cards in GW, but after seeing the Gamma World presentation at Gen Con I am excited at the prospect.

What I am not excited about is Wizards' next "Encounters" campaign -- KEEP ON THE BORDERLANDS.

Let me rephrase that.

I am ecstatic about Wizards releasing a 4th edition version of KEEP ON THE BORDERLANDS, but they have just told me to f@&# off by making it their next "Encounters" adventure.

I think that the Encounters "D&D Play" events are good for gaming in general, and good for local retailers. Having weekly single encounter adventures that are run at local game stores is wonderful and promotes the hobby. Never making those products available to the gaming community at large is an insult.

I'm sorry, but I don't have 2-4 hours on a Wednesday night to go to my local game store to play D&D -- let alone the afternoon. I am an MBA student, work full-time, and have two-and-a-half year old twin daughters. I game at home. My obligations at home, those lovely little girls who I adore more than anything, prevent me from gaming "away" from home.

I have been playing D&D for over 20 years and some of my fondest memories of D&D where when I was in high school. I didn't have a large gaming group yet and would spend my time running "solos" -- I would take multiple characters I rolled up through published adventures. The adventure I most frequently solo'd? KEEP ON THE BORDERLANDS.

It is likely my favorite adventure of all time. I would love to buy a copy. But I can't, nor can I go to the store and play the "Encounters." What I will be able to do is read other gamers share their experience playing the adventure with deep envy.

By making this highly desirable product available to some gamers -- those who have spare time during the week -- and not to others, Wizards is flipping a big bird in my direction and I don't appreciate it.

If they ever make any of their Encounters adventures for sale to the general public, I will be overjoyed. I'm willing to give a 6-month exclusivity period to stores even, but until then I know that I and gamers like me are not high on Wizards list. It's too bad, since I have purchased one of every book they have published over the past decade -- sometimes more than one.

Yes...that includes all of the fiction as well.

Hook a supporter up please!

Friday, August 20, 2010

A Birthday for the Aeons -- Happy Birthday HPL


Today is the 120th anniversary of H.P. Lovecraft's birth. I will leave the proper eulogizing to those I believe have a better and deeper understanding of the writer and his works, or those who are continuing his legacy through the production of quality games and books.

Strangely, all of these individuals have yet to post an annual honorific blog post -- but I am eagerly awaiting their thoughts. In the meantime, we can all settle -- and it isn't really settling -- for Kenneth Hite's Tour De Lovecraft, starting with his introduction.

Wednesday, August 18, 2010

[Blogging Northwest Smith] "Yvala"



In C.L. Moore's tale "Yvala," readers are quickly immersed in the traditional themes of a Northwest Smith tale. Beauty is dangerous, nature can be deadly, mythological creatures are re-imagined, and there are vampiric creatures that feed on more than blood.

As the story begins, Smith and his companion Yarol are in desperate circumstances. (Are they ever not in desperate circumstance?) The severity of their desperation is conveyed to the reader in a few wonderfully evocative sentences.

Moore first signal's the pair's plight by describing Smith's appearance.

It was evident at a glance that Smith had fallen upon evil days. One might have guessed by the shabbiness of his clothing that his pockets were empty, the charge in his ray-gun low.

She follows this up with a brilliant first line of dialogue from Smith's companion Yarol.

"Another half-hour and we eat."

If delivered in normal circumstances the above quotation might be a throw away line. But when a character has "fallen upon evil days," a comment regarding the close proximity of the next meal makes the reader wonder just how many half-hours have passed since the pair last shared a good meal.

Moore isn't understating things when she writes that Smith had fallen upon evil days. Things have become so bad that he and Yarol are considering taking a job with the sinister Willard slaving operation. The fact that Smith is about to take employment with slavers is "evil" enough, but Moore makes it readily apparent that the Willards are the vilest of the vile when it comes to the slave trade. During the conversation of the pending job Moore makes passing references to "Black Thirst" and the Minga maids that once brought a high price on the slave market.

To state that "Yvala" is a counter story to "Black Thirst" would be an understatement, the two stories deal with beauty and hunger from directly opposite ends of the narrative spectrum. In "Black Thirst," we were introduced to the Alendar -- a creature that sustained its life by "feeding" on beauty as if it were a tangible thing. The essence of beauty was the Alendar's food and the Alendar's buffet/harem held women so beautiful that they could drive a man mad.

And a tale of beauty that had driven men mad is what has prompted the Willards to seek a man of Smith's talents. The Willards have come across two stories of men crashing onto a jungle moon of Jupiter. In both of these stories the men escaped the planet, but were driven mad during their time as a castaway. According to the tales, they were driven mad by women so beautiful that looking upon them could shatter a man's sanity. The Willards think that such a prize would provide a grand price on the slave market and wish to "acquire" a specimen, but they don't want to risk their own pirates in the process. So they approach Smith and Yarol.

As the tale progresses, Moore reminds us of the mythological tales of the Siren and the Lorelei who had songs that could drive sailors mad. She also takes time to remind readers of the great beauties of antiquity Helen, Circe, and Helen -- and of the price paid by those who found them beautiful. In these reminders, Moore is giving hints about the particular mythical re-imagining she will be offering to readers. Shambleau presented us with Moore's version of the Gorgon Medusa. Black Thirst gave us a version of Dracula, that most famous of vampires. What was it that drove the space-farers mad? Was it Siren or Witch? We will only discover the answer to that on the journey.

The fact that Smith and Yarol have no ship of their own with which to explore the jungle moon of Jupiter is another sign of how desperate their circumstances are. Smith is often quoted as being the template for Han Solo, but here he lacks even the simplest of transportation. I have found that Smith is more akin to Indiana Jones myself, and not merely due to the similarity of name. Both Smith and Jones have an insatiable curiosity, and both constantly find themselves in horrible situations in ancient ruins with only their trusty side-arm and their wits to aid them.

When the Willard ship lands on the jungle moon, we are informed that this is a particular kind of jungle moon -- one that bears a carnivorous jungle. Before the rocket ship's doors open, numerous plants snap at the ship in search of a fleshy meal. One is reminded of the Warhammer 40k Death World Catachan. Like in "Scarlet Dream," the planet itself -- or at least the plant life -- feeds on the blood of animals. The danger of the wild jungle is vast, and the danger of the unbridled natural world is once more expressed. For modern man, the natural world is something to be tamed. For early man, and for the explorer, the natural world is rife with danger. Moore conveys that danger in entertaining detail:

They were submerged in jungle. Great serpentine branches and vines like cables looped downward in broken lengths from the shattered trees which had given way at their entrance. It was an animate jungle, full of hungry, reaching things that sprang in one wild, prolific tangle from the rich mud. Raw-colored flowers, yards across, turned sucking mouths blindly against the glass here and there, trickles of green juice slavering down the clear surface from their insensate hunger.

"Raw-colored flowers..." What an evocative description. It conveys both the deep red color of the plant and its carnivorous nature.

One quickly wonders how our intrepid heroes will be able to venture into the jungle in pursuit of the madness inducing beauties the tales promised the moon was home to, but then Yarol sees an ancient road -- paved and unmolested by the living jungle. If the reader's "this is creepy" instincts weren't set off by the carnivorous jungle, they certainly are by the road that denies and defies that same jungle. What force or technology could provide a road that is unassailable by the deep growth? This is especially disconcerting as there is no apparent reason for the lack of encroachment. The road bears no "defenses" against the wild, it is merely a road.

It is upon this road that Smith and Yarol first meet Yvala, or rather reflections of Yvala. Each sees their personal vision of what they believe constitutes absolute beauty, and each is addressed in their native tongue by these beautiful reflections. These reflections lead Smith to their original, the true Yvala -- a creature mind-shatteringly beautiful that feeds on the very adoration that its beauty engenders. Yvala is a vampire of adoration and she feeds on the humanity within the souls of those who admire her.

One wonders how Yvala "the Destroyer" and the Alendar would compliment one another, but that is a tale never told.

Typical of a Moore tale, there is an underlying criticism of the praise of "mere" physical beauty. In prior tales, love based on physical beauty alone was depicted as less than actual love. Here pure physical beauty is shown to be a vampiric thing in itself. Where "Black Thirst" could be described as a tale that demonstrates the parasitic and predatory quality of lust directed at beautiful women, this tale demonstrates that beautiful women who use their beauty as a weapon can also victimize others. The adoration of mere beauty is something that destroys our humanity and makes us into mere animals. It's a powerful allegory, and one that fits well in the mythological cycle that Moore is creating for her readers.

I am so tempted to tell you what legendary creature Moore has re-imagined for this tale, and how/whether Smith and Yarol escape the clutches of Yvala, but that would spoil the fun.

What I will say is that I think that Homer would approve and that the re-imagining is my favorite to date. The image of a creature that destroys the souls of those who adore it lingers with me still.

Previous Blogging Northwest Smith Entries:

7) [Blogging Northwest Smith] "Cold Gray God"
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"

Mike Mearls Unboxes the New Ravenloft Board Game

Wizards of the Coast's Ravenloft themed board game was initially slated to be released on August 17th, but the game has been pushed back to the end of the month. I personally blame bureaucrats in customs who are likely arguing whether the product needs to pay some obscure tariff or not.

While we await the release of the product, Mike Mearls has been kind enough to show us some of what is in store for us when we are eventually able to buy the game. I have to say that my first impression is that this game will compare favorably with classics like Heroquest and Descent, but we shall see.

Friday, August 13, 2010

Continuing the Conversation -- New "Blogging Pulp Stories" Page Added

I will be resuming my [Blogging Northwest Smith] series of posts next week with the story "Yvala." I have very much enjoyed reading the stories and writing my thoughts about them, but work, school, and two and a half year old twin daughters have interrupted the process.

In honor of my renewed intent to fulfill the social contract I entered with you last year, I have added a page to this blog entitled "Blogging Pulp Stories." On this page, you will find a listing of all the Northwest entries. As time permits, I will add other stories to the list as well. After Northwest will likely come Jirel of Joiry -- might as well read more Moore as she has a wonderful voice. This will likely be followed by a foray into "lost" DeCamp. I recently purchased a copy of a UK issue of Unknown Worlds that contains the Sprague DeCamp story "Solomon's Stone," and I am itching to read it. In his book Fantasy Roleplaying Games John Eric Holmes mentioned the story as a "proto" rpg tale, and I have longed to read it since Holmes' mention.

One of the reasons I am looking forward to re-igniting this series is because of the tremendous influence these tales have had on the gaming hobby and on popular culture in general.

Wednesday, August 11, 2010

Film Review : Ip Man (2008) -- Ip Man Delivers

Image Copyright Mandarin Films Ltd.
Three of the best Hong Kong martial arts films ever made depict stories of kung fu masters defending Chinese honor during a time of Japanese military occupation. Bruce Lee's Fist of Fury -- called The Chinese Connection in the United States -- is one of the films that helped secure Bruce Lee as a legitimate action star. Jet Li's Fist of Legend improved upon Lee's classic and proved that Jet Li was a martial artist who didn't operate in anyone's shadow. Li's Fearless took the tale back a generation into what is essentially the prequel story to Fist of Fury and Fist of Legend and created a powerful narrative of struggle against tyranny and the power of patriotism.

All of these films are classics in the genre. The story they present is a simple one. The Japanese have invaded the Chinese mainland and are oppressing the people of China. In order to further humiliate the Chinese people, the Japanese forces seek to prove that the Japanese Fist (Karate) is superior to the Chinese Fist (Kung Fu). They hope that doing so will break the spirit of the Chinese people.

Fist of Legend and Fist of Fury both begin with a student of the Jingwu school of martial arts returning home to find that his sifu has been murdered by the Japanese during one of these "honor duels." To make matters worse, the Japanese poisoned the sifu in order to guarantee the win. The student -- filled with the arrogance of his extraordinary skill and the power of his righteous indignation -- enters the Japanese enclave and gives them a quick "lesson" in the Chinese Fist. Things escalate from there.

In Fist of Fury, the Japanese are presented in a stereotypical and demeaning manner. Li's version tones down some of the racism and has Japanese characters who aren't mere two-dimensional villains. The Li version adds a cross-cultural romantic subplot that is one of the many improvements that film adds to the Lee version. Fearless, as a patriotic piece, represents other cultures in a more stereotypical light than Fist of Legend, but in a less offensive manner than Fist of Fury. Fearless, taking place before the action of the two "Fist" films, sets the tone of honor and national pride that makes the two "sequels" narratively possible.

All of these films feature a compelling drama and phenomenal displays of martial arts. Li's fights in Fist of Legend are some of the most compelling martial arts duels to date in film. Li's final battle rivals the end fights in Meals on Wheels and Drunken Master II. Watching the duels it becomes clear that the audience is watching more than a choreographed fight, they are watching Art. The aesthetics of the action are breathtaking. The brave use of wide shots during the action accentuate the beauty in a way that American films have yet to match -- primarily due to American cinema's over reliance on the close up during fight scenes. A static wide angle filming masters is a thing of beauty that shaky close angle shots will never match.

As great as these films are, they all lack one key dramatic component. None of the Li/Lee tales of Japanese oppression truly illustrate how devastating the occupation was to the Chinese people. This is where Donnie Yen's Ip Man takes the established formula of the Fist of genre and pulls it out of the "action film" ghetto and into high drama. Prior to Ip Man, I would have argued that Fist of Legend comes close with its romantic sub-plot, but after Ip Man there is truly no comparison when it comes to moving pathos.

Ip Man tells the tale of Yip Man a humble master of Wing Chun. Ip Man isn't filled with righteous indignation and he is completely lacking in arrogance. He is the antithesis, in many ways, of the able Chinese fighters in the Fist stories. He is a kind family man who is merely seeking to provide for his family and to live an honest life. But he is also a man who can only witness so much injustice before he must step forward to protect his community. When push comes to shove, it isn't the "honor of the Chinese Fist" for which Ip Man fights, it is for the honor of those who have been oppressed.

Donnie Yen's performance as Yip Man is deep and touching. When one watches a martial arts film one expects action, but one doesn't often expect to be given genuine pathos. Yen's substantial martial arts talents deliver on the action end, but his acting chops are proven as well. Yen manipulates the audiences heartstrings as ably as any actor in an "independent tragedy." The film, and Yen, are almost somber in their presentation. This is a film about resisting tyranny, and not a film about revenge. As such, the film gains an emotional power that would otherwise be lacking.

The film, like Fearless, is a highly patriotic film -- presenting the virtue of Chinese society against the tyranny of Japanese society. Like Fist of Legend it portrays a more complex Japanese occupier, though it does portray some negative stereotypes in its depiction of the Japanese political character. Ip Man also displays a more complex Chinese citizen than the past films in the genre. Ip Man's Chinese citizens act like the oppressed, taking actions that undermine the Chinese people and make things easier for the occupying Japanese. Bandits steal from hard working Chinese families instead of fighting the Japanese. Translators hand over Kung Fu masters, though the master's may end up shot if they are too successful against the Japanese, out of fear of punishment and a need to support family. There are no simple quislings in the story, but the oppressed act in ways that make the job of the oppressor easier.

It all makes for one of the most emotionally powerful martial arts films ever made. The action in the film is amazing -- as I have come to expect from Donnie Yen films -- but there is something special about this film that has nothing to do with the action and everything to do with the performance and direction.

Monday, August 09, 2010

A GenCon Debrief -- Dark Sun, Ravenloft, Gamma World, Ennies, and Fantasy Flight

Tonight on Geekerati Radio (8pm Pacific) we'll be discussing Christian's recent trip to GenCon. He avoided Con Crud, but he didn't avoid fatigue. It was Christian's first visit since the con moved to Indianapolis, and it was a wonderful experience. Join Christian and Shawna tonight for the discussion. Feel free to call us at (646) 478-5041 during the show and join in on the conversation.

Tuesday, August 03, 2010

You Can Take Our Money, But You'll Never Take Our DS's!!

Elizabeth Young, over at Forces of Geek, has a post that contains this video showing how gamers will let you harass them and take their money, but don't even think about taking their Nintendo DS's.

Then comes the smack down!

Thursday, July 29, 2010

GOLD Webseries Posts First "Companion" Series Trailer

David Nett and company have posted a trailer for a one-shot spin-off webisode of their popular GOLD rpg gamer drama web series entitled NIGHT OF THE ZOMBIE KING. From the looks of the trailer, this one shot will lack some of the features that rubbed me the wrong way in the original series. I still think the original series is entertaining and well crafted, but this trailer hints that the storytelling talents of the GOLD crew are getting better and better.



My one complaint regarding the performances in the trailer is that the physical conflict in the middle looks forced and inorganic. As such, itloses some of the dramatic power it could otherwise have.

Wednesday, July 28, 2010

Suckerpunch -- Zack Snyder's New Film Trailer is a Nerdgasm

What if Kenneth Hite re-imagined Pan's Labyrinth and included Tri-Planes, Dragons, Mecha, Machine Guns, Samurai, Kung Fu? OH MY!

Did I mention the Nazis and the exploding Zeppelin?!

Zack Snyder's next film is an original work written by the director. It tells the story of a young girl who is institutionalized by her cruel stepfather and who retreats into a fantasy land in order to cope with the situation and gain her revenge. The film is so high concept that it makes my brain want to explode. From what is in the video, there is almost no conceivable way that this film can have a coherent narrative.

And you know what?

I cannot wait.

Then again, I am a sucker for exploding Zeppelins.

Tuesday, July 27, 2010

GOLD -- The Web Series that Does HALF Damage

If you want to see an excellent independent drama/comedy that focuses on Generation X geek culture, go watch FREE ENTERPRISE written by Robert Meyer Burnett and Mark A. Altman. The film combines a solidly humorous "turning 30" narrative with constant LOGAN'S RUN, STAR TREK, STAR WARS, and comic book references. If SWINGERS weren't already the geek's version of SWINGERS, then FREE ENTERPRISE would easily take that slot in film canon. Oh...and it has William Shatner as an actor named William Shatner who wants to make a musical version of JULIUS CAESAR with William Shatner performing all the speaking roles. The film is hilarious and on target.



GOLD, a web series created by David Nett, is an attempt to for gaming what FREE ENTERPRISE did for the rest of Generation X geek culture. That is to say that it attempts to create a compelling drama around the lives of a group of individuals how happen to be professional role playing gamers. Every work of fiction has its one "gimme," in the world of GOLD that gimme is that there is a role playing game league that has enough fans who wish to watch games being played that role playing is a professional sport. Other than that, the world is our world.

If I were of a mind to do it, I could make almost endless comparisons between GOLD the web series and FREE ENTERPRISE. One of GOLD'S co-protagonists is a tad whiny and fails to seize the initiative while wallowing in his own personal drama, like the character played by Eric McCormack in ENTERPRISE. Both have nightmare's related to their "drama." The other of GOLD'S co-protagonists sleeps around with people he has disdain for, and is the "cooler" of the co-protagonists. FREE ENTERPRISE'S Rafer Weigel character comes quickly to mind. But there are enough differences between the two that I believe that the similarities are coincidental, especially given the differences in the overall tone and narrative.

Some comparisons need to be made, because FREE ENTERPRISE did such a good job of translating geek culture to a wider audience, but not beat by beat comparisons.

I want to love GOLD. It is attempting, unlike most gamer web series, to present a serious drama series focused around the lives of gamers. Sometimes it succeeds, but most of the time it seems to suffer from what I call "pilotitis."

Pilotitis is when a show's pilot presents the viewer with an intriguing premise -- that is for the most part well done -- but that feels ragged around the edges. That describes GOLD to a T.

It's six 10-minute episodes equate roughly to an hour long drama pilot, and the overall story is interesting. The show isn't about gaming, it's about the people who play role playing games. This is where the show shines. The character interactions are believable and often compelling.

Where the show fails is in translating to its audience what exactly is going on in the narrative. If a viewer were to jump in at episode two without a knowledge of role playing games -- and without reading the background on the About tab of the GOLD website -- that viewer would feel lost to some extent. The episode narrative would be clear, but the season's narrative arc would be unclear.

Jon, one of the co-protagonists of GOLD, is in physical rehabilitation for some sort of injury sustained during a gaming competition. The cause of that injury isn't revealed until the 6th episode of the series. If one watches the prologue and episode one, without reading the website, one might come to believe that the accident happened in the kitchen when Jon was telling his soon to be wife he would still be a while at the game. That's not clear storytelling -- and that is what this show lacks.

It is often said, and rightfully, that stories need to be character driven. They also need to have a narrative that lets the audience see what is happening. An audience watching a visual medium needs to be shown and not told. They also need more than vague implications. They need to see the world at large and how it affects the characters.

Nett and crew get the characterizations right. They get the acting right most of the time, though it is agonizing to watch the acting injured moments. The characterizations are sometimes over the top, but that is appropriate to the genre. If only more of the characters were over the top. If only more of the narrative were over the top. If only there were more humor in the show.

Then the show would be great.

As it is, the show just hits my entertainment Armor Class. Given my desire to like shows in the genre, meaning that my gamer web series AC is lower than normal, I think that the show might struggle outside of the gaming community. It doesn't quite fill in enough information for the uninitiated and uses its website as too much of a crutch for filling in narrative elements that were not shown during the episodes.

For those who are gamers though, GOLD provides the first real attempt at a genuine dramatic entertainment featuring gamers as protagonists. This in and of itself is praiseworthy. The fact that it does a workmanlike job and presents compelling characters is icing on the cake.

If you're a gamer, I recommend watching GOLD and supporting its second season. If you aren't a gamer you should still watch it, but only after reading all of the background information on the website.



PEDANTRY ALERT: Rulebooks from quite a few different roleplaying games are used as props to represent the rules for the "in world" role playing game. Looking for these easter eggs can be a distraction, but they are proof that the creators are people who genuinely love games. Why else would Jon be picking up a copy of the Mayfair Games edition of CHILL? I don't even want to think about all of the licensing problems associated with the DM screens and wall posters in this series.

Monday, July 26, 2010

Book Review: The Adventures of the Princess and Mr. Wiffle: The Thing Beneath the Bed


Patrick Rothfuss, the fantasy author behind the excellent novel The Name of the Wind, has authored a new Fairy Tale picture book that boldly proclaims it is not a book for children. The book is entitled The Adventures of the Princess and Mr. Whiffle: The Thing Beneath the Bed and is published by Subterranean Press.

Given the book's cover, it is perfectly natural that one might be surprised to read that the book claims that it isn't a book for children, but the dust cover explains the book as follows:

This is not a book for Children.
It looks like a children's book. It has pictures. It has a saccharine-sweet title. The main characters are a little girl and her teddy bear. But all of that is just protective coloration. The truth is, this is a book for adults with a sense of humor and an appreciation of old-school faerie tales.

There are three separate endings to the book. Depending on where you stop, you are left with an entirely different story. One ending is sweet, another is horrible. The last one is the true ending, the one with teeth in it.

The Adventures of the Princess and Mr. Whiffle is a dark twist on the classic children's picture book. I think of it as Calvin and Hobbes meets Coraline, with some Edward Gorey mixed in.

Simply said: This is not a book for children.

If one were to look up in a fictitious dictionary of "Descriptions that Set Off Christian's Potentially Pretentious Schlock (PPS) Alarm," one would find the above paragraph under the third listing. For those of you who are wondering, the first listing is references to Neil Gaiman (which this violates) and the second deals with references to Alan Moore.

Given the book's description above, and acknowledging that it has set off my PPS alarm, I purchased the book in the hopes that Mr. Rothfuss -- who is quite a talented writer -- could deliver a quality tale in a genre where most of the work is drivel. That is to say, most darkly humorous "twists" on traditional children's tales are crap. Primarily because they focus so much on being "ironic" that they forget just how horrifying traditional children's stories can be and think that adding a "dark twist" improves upon -- or is ironically superior to -- a tried and true formula.

Classic Fairy Tales (or "faerie tales" depending on who is writing) can be quite horrible in their descriptions. Let's take Hans Christian Andersen's The Red Shoes as an example. The story is a wonderful tale of the dangers of materialism and the consequences of vanity. Andersen never holds back and the tale is horrifically gruesome at its climax:

“Don’t cut off my head!” said Karen, “for then I could not repent of my sin. But cut off my feet with the red shoes.”

And then she confessed all her sin, and the executioner struck off her feet with the red shoes; but the shoes danced away with the little feet across the field into the deep forest.

And he carved her a pair of wooden feet and some crutches, and taught her a psalm which is always sung by sinners; she kissed the hand that guided the axe, and went away over the heath.

Here we have one of the classic fairy tales, told by one of the masters of the "children's" tale, and the girl has her feet cut off and replaced with wooden feet. Not only that, she kisses the hand that removed her feet in thanks for the action. If this tale were to be translated into film, as written, it seems more a Guillermo Del Toro movie than a Disney one.

The old fairy tales were filled with gruesome imagery that many modern parents would think is inappropriate for children. I am not one of those parents and my children will receive the full brunt of Andersen's tales. These stories could be as dark as any "dark twist" story, but the classic stories were also rigid morality tales.

And this is where most "dark twist" stories differ from their inspiration. Most tales of the modern ironic "faerie tale" variety want the darkness without the morality tale, they are pretentiously cosmopolitan pieces that seek only to be either ironic, shocking, or funny. When they are merely ironic or "shocking," they are typically failures of narrative as the stories lack and underlying heart to them. When they are funny, they can be quite good. It isn't the lack of a morality tale that makes the "dark twist" tale fail -- when it fails -- it is the lack of love for the medium itself.

Now that I have expressed some of the reservations that Mr. Rothfuss's description awakened, how does The Adventures of the Princess and Mr. Whiffle hold up?

It is clear from the beginning that Rothfuss loves children's stories. It is equally clear by page 10 that he is trying to write a humorous tale for those who like fairy tales. The pattern of event to joke that is established in the first 11 pages is the pattern for the final joke as well.

Let me repeat the statement above. This is a tale for those who like fairy tales, though not a tale for those who are just now being introduced to fairy tales. The big joke of the book works best if you have read many a fairy tale and are familiar with all the tropes of a fairy tale. It isn't that the book "isn't for children" in the sense that it would horrify them, or is inappropriate some how. It's just that the book's twist is intended to amuse someone who has read many a fairy tale.

The problem is that the joke, while initially amusing, doesn't live up to the hype. It is a chuckle joke and not a coca-cola squirting out the nostrils because it is so funny joke. It amuses, but lacks profundity. Which is too bad because the main narrative of the story, as well as the art work, is quite good. I found myself turning each page eagerly awaiting what new adventure the Princess and Mr. Whiffle would embark upon, or how they would deal with the monster under the bed.

Rothfuss is a magical storyteller throughout the book, but the twist falls flat.

The basic story is of a Princess who lives alone in a castle and has as a sole companion her teddy bear Mr. Wiffle. The two go on many imaginary journeys with one another during the day, but at night they fear the thing under the bed. The Princess's wild imagination speculates that the creature is horrible and terrible and...You'll have to read the book to find out the rest.

There are three ways that Rothfuss could have gone that would have made the book's ending work better for me.

First, he could have seriously tackled the horror of what is under the bed. Most children have feared things that go bump in the night and Rothfuss is a good enough storyteller to bring to the page that horror.

Second, he could have done a commentary on how cruel children can be when they leave their childhood companions behind. I have trouble reading the final Pooh tale because it makes me despise Christopher Robin. His abandonment of Pooh is quite cruel, as is the abandonment of Puff in that tale. When children abandon their childhood companions in the way that Christopher Robin does, they do more than leave childish things behind -- they leave their imagination and their souls as well. That would have been an interesting story that Rothfuss could easily have written.

Third, he could have gone a little bit further with the ending that he did write. We never learn the why of the castle, or the background story. Don't merely give me the joke, use it as an opportunity to continue the tale. Of course, Rothfuss could do this in a subsequent volume in the series and that would satisfy me. The fact that one of my complaints about the ending is that it opens up more questions that I desire answered is a benefit.

Overall, I think that the book falls somewhere between the two Kenneth Hite Lovecraftian Children's books (Where the Deep Ones Are and The Antarctic Express) in quality. It has the charm of Deep Ones, but drops the ball a little at the end like Antarctic.

Nate Taylor's artwork in the book is excellent, with the exception of the Princess's face from time to time. Her expressions sometimes venture into "anime" style, whereas the rest of the illustration in in a more traditional children's book illustration style. This is a minor quibble as the illustrations are quite fun. In particular illustrations on pages 11,46, and 67.

As the parent of two year-old twin daughters, I am always on the lookout for stories that I can share with them. This book makes the cut, for when they are six or so, but its ending prevents it from being in the same league as Jane Yolen's excellent How Do Dinosaurs series.

Rothfuss's story doesn't lack heart, but it does fail to answer the question "why?" Why does the twist happen? Just because it is ironic? That's not enough of an answer. I want a world that explains the why. Then we have a tale that can lead to interesting discussions.

As it is, we have a story of mild amusement that is well written and illustrated, but fizzles at the end.

Thursday, July 22, 2010

New TRON: LEGACY Trailer

Unlike the editors of Variety, whose jaded view of the marketing aspects of TRON demonstrate a cluelessness regarding Gen-X culture, I have been anticipating a sequel to the original TRON film since the day I left the theater in 1982. Contrary to what the opening line of the snide Variety article discussing TRON: LEGACY might lead you to believe, the first TRON film did quite well. According to BoxOfficeMojo, the original film had a cost of $17 million and made $33 million in domestic box office -- a moderate success. This figure does not include the sales of video game machines, VHS tapes, DVDs, or any of the other merchandise associated with the film.

Initial under-performance is no sign of a lack of long-term interest. One can excuse executives in 1982 for not being able to see into the future at TRON's legacy, but current executives are right to invest so much time and marketing energy behind the new film.

Now...if only the movie's story will match the effort put into the film in other areas.

"The Legend of Korra" -- 70 Years After "Avatar: The Last Airbender"

Image © Nickelodeon

Michael DiMartino and Bryan Konietzko created one of the best animated television shows of all time with Avatar: The Last Airbender. As the series unfolded, viewers watched the adventures of a young man named Aang as he fought to bring peace to a world at war. The show's episodes were brilliantly written tales that balanced humor, romance, and drama in a way rarely seen in American animated televisions shows.

DiMartino and Konietzko just announced that in 2011, Nickelodeon will be airing a sequel to Avatar tentatively entitled "The Legend of Korra." Where the original series was a world-spanning road trip, "Korra" will have a great deal of its action take place in a central location called Republic City. Where the bending skills of the Avatar were admired by the good citizens of the world, "Korra" will adventure in a world where (according to the creators) there is a major "anti-bender" revolt going on. Where Aang had only mastered Air-bending and spent the series wandering the globe while mastering the other three arts, "Korra" begins the tale with Korra having mastered Earth, Water, and Fire and will receive training in Air-bending from Aang's son.

If past is prologue -- and it often is -- then 2011 will be one of the best years for television animation ever. It will see the return of "Iron Man: Armored Adventures" and the start of "The Legend of Korra."

In the meantime, we'll have to wait and watch episodes of Avatar: The Last Airbender to fill our addictive cravings.

Now, if we can only get Nickelodeon to release an Avatar roleplaying game.






Wednesday, July 21, 2010

Some Thoughts on the 2010 Diana Jones Award

Yesterday, the mysterious and secretive committee behind the Diana Jones Award announced this year's nominees for the prestigious annual award.


One of the things that I really like about Diana Jones short lists is the diversity of the nominees. As usual, this year's list of nominees is an impressive one that combines things that are well known in the hobby as well as those that are more obscure. Also as in prior years, the list is a mix of games that incorporate new ways of infusing narrative experiences in a gaming format, services that benefit the hobby as a whole, excellence in game design, and artistic workmanship.

The committee is to be praised for their list this year. The nominees are discussed in the Committee's press release:

The committee of the Diana Jones Award has released the shortlist for its 2010 award. This year the shortlist contains four nominees that in the opinion of the committee exemplify the very best that the world of hobby-gaming has produced in the last twelve months. In alphabetical order, they are:

BOARDGAMEGEEK, a website edited by Scott Alden and Derk Solko; CHAOS IN THE OLD WORLD, a boardgame by Eric Lang, published by Fantasy Flight Games; KAGEMATSU, a role-playing game by Danielle Lewon, published by Cream Alien Games; MONTSEGUR 1244, a role-playing game by Frederik Jensen, published by Thoughtful Games

The winner of the 2010 Diana Jones Award will be announced on the evening of Wednesday 4th August, at the annual Diana Jones Award and Freelancer Party in Indianapolis, the unofficial start of the Gen Con Indygames convention.

ABOUT THE NOMINEES

Boardgamegeek
A website edited by
http://www.boardgamegeek.com

BoardGameGeek is a resource without peer for players of board and card games. Its comprehensive database is a first and best reference for both staunch grognards and casual non-gamers, presenting not only reference data about games but also the reviews, opinions, expansions, photos, and session reports of its membership. The site's internal economy effectively rewards those who continue to make the site broader, deeper, and stronger, and as a result its community is smart, enthusiastic, and steadfast. In 2010, BoardGameGeek celebrates its tenth anniversary, adding longevity to the roll of its merits. In one small corner of human endeavor, BoardGameGeek's exhaustive knowledge base, devoted community, and collaborative bedrock exemplify the absolute best that the Internet has to offer society.

Chaos in the Old World
A board-game by Eric Lang
Published by Fantasy Flight Games
http://www.fantasyflightgames.com/edge_minisite.asp?eidm=84

In Eric Lang's Chaos In The Old World, players take the roles of four cruel and hateful gods, competing—and cooperating—to debase and destroy the human world. Lang takes the heart and flesh of the Warhammer cosmos and stretches it as tight as a drumhead across a boardgame that richly evokes the baroque insanity of its source material while remaining elegant and rational in design. Side elements feed game play rather than distracting from it, and each god fulfills its individual character while reinforcing the game's structure as a whole. The basic mechanics repeat and reveal themselves from new angles, channeling competition and fueling flavor as the game builds to its climax. Simultaneously rewarding planning and immersion, Chaos In The Old World masterfully bridges the board-game design gap between European architecture and American art.

Kagematsu
A role-playing game by Danielle Lewon
Published by Cream Alien Games
http://sites.google.com/site/creamaliengames

With Kagematsu, creator published roleplaying games boldly continue their advance into uncharted territory. Set in Japan, the game flips genders on the players, casting men as village women whose efforts to romance the wandering ronin Kagematsu are judged by the woman playing him. The text is lucid and elegant. The game plays to a natural conclusion in four or five hours—resolving the fates of the women, Kagematsu, and the village—with no need to force things along to finish on schedule. And play is lush, anxious, and partakes of great dramatic energy from its tight mechanics and device of gender-reversal.

Montsegur 1244
A role-playing game by Frederik Jensen
Published by Thoughtful Games
http://thoughtfulgames.com/montsegur1244/index.html

Montsegur 1244, by Frederik Jensen, uses actual history to frame a tightly focused game that explores faith, loyalty, and the bonds of kinship. Using the final, brutal siege in the Catholic crusade against the Cathar heresy as a backdrop, players take the roles of true believers trapped in the fortress of Montsegur. As the inevitable endgame draws closer, each player must decide—will their character abandon their faith and recant, or will they burn for what they believe? This single, simple choice drives the entire game. Montsegur1244 succeeds brilliantly in evoking the horror and pathos of the doomed Cathars, and combines the best of Nordic and North American roleplaying traditions. The game is carefully structured where it needs to be and completely freeform where it doesn’t. Elegant, simple mechanics support play that is often surprisingly emotional. The choices players are presented with are impossible to reconcile. The tangled web of family, love, duty and belief only amplify the difficulty of the decision each must eventually make.

ABOUT THE AWARD
The Diana Jones Award for Excellence in Gaming was founded and first awarded in 2001. It is presented annually to the person, product, company, event or any other thing that has, in the opinion of its mostly anonymous committee of games industry alumni, luminaries and illuminati, best demonstrated the quality of 'excellence' in the world of hobby-gaming in the previous year. The winner of the Award receives the Diana Jones trophy.

Past winners include industry figures Peter Adkison and Jordan Weisman, the role-playing games Nobilis, Sorcerer, and My Life with Master, and the board-game Ticket to Ride. The 2009 winner was the card-game Dominion designed by Donald X. Vaccarino and published by Rio Grande Games.

This is the tenth year of the Award.

CONTACT
For more information, see the website www.dianajonesaward.org or contact
the committee directly: committee@dianajonesaward.orgthe committee directly: committee@dianajonesaward.org

As I wrote above, this is indeed a list filled with games and services worthy of nomination. It is also a list that deserves some commentary.

First, the nomination of Boardgamegeek seems to be a gimme at first glance. The website has been a hub for hobby board gaming enthusiasts for the past decade and is an invaluable resource for players and collectors. I wish the site was more user friendly with regard to helping me find news on upcoming games. When one has limited time, paging through the site can become a tad bit of a chore -- a pleasurable chore filled with new and exciting information, but a chore none the less.

That's just at first glance. At deeper glance one realizes that the committee ought to have nominated GeekDo, the website that is the descendant of Boardgamegeek. It contains all of the BGG pages, but now includes areas for role playing game and video game collectors as well. The site has moved beyond boardgaming and has become the best representation of the gaming hobby as a whole.



Chaos in the Old World is a marvel. The game proved that it was still possible, and desirable, for a company to make a board game based upon a miniature game's setting. Back in the 80s-90s Games Workshop produced scads of wonderful games like Warrior Knights, Blood Royale, Doom of the Eldar, Battle for Armageddon. Some of these were board games with no relation to GW's miniatures lines, but some where and these were quality media tie-in games. When Fantasy Flight Games announced they had an agreement with GW to produce games based on Warhammer, and 40k, intellectual property, the hobby rejoiced knowing that some great games were going to be re-published. What they didn't know was that FFG had creators like Eric Lang and Jeff Tidball who would be designing new and wonderful games to add to the pantheon of the GW boxed board game. Lang's Chaos in the Old World is one of the best games of deities doing battle every designed, it is also one of the best media tie-in games produced.



I had never heard of Kagematsu. After reading the reasoning behind the nomination and visiting the website, I immediately purchased the game. This is a beautiful looking game, the component design alone is art, with an intriguing premise. I don't think my regular gaming group will have any interest in the game, but I will love reading it. I don't know how vital the "gender reversal" elements of play are, I think that the shifting of what constitutes protagonist player roles is in and of itself intriguing. Playing the villagers instead of the adventuring hero is a greatly overlooked focus.



Montsegur 1244 is the Grey Ranks of this year's nomination group. The game takes the final days of the Crusade against the Cathars and puts the players in the role of the besieged heretics. Throughout play, the players explore the emotions and consequences of choosing religious faith over life itself. The game combines tragedy and a powerful historic setting, like Grey Ranks, and I look forward to reading more about this product. I am also a fan of the movement in games that attempts to structure play that is educational and emotionally powerful. These are the games that make claims like "games can change the world" less laughable than people might otherwise think and that return play to the "sacred" sphere it originated from.



There is a company that I would have lobbied for were I a member of the Diana Jones Committee because it meets quite a few of the standards exhibited by past and present Diana Jones nominees. I would have added Victory Point Games to the list. Victory Point Games is a DIY gaming company that is affiliated with a game design program at a Southern California university. The company not only makes a wide array of games covering a wide array of play styles, but they have it as a motto that he who plays should design. A key goal of the company is to turn its customers into game designers. There are only three other companies/institutions that I think can make a strong claim to that goal: Wolfgang Baur, Robin Laws, and the folks at Gameplaywright.

Any company that has as a central goal turning its customers into designers is definitely thinking about the future of the hobby in ways that deserve recognition. Maybe the committee will consider Victory Point Games next year.

Friday, July 16, 2010

Let Isaiah Mustafa Be Luke Cage

Luke Cage and Black Panther are two of the coolest superheroes ever created. For years I have created mental "casting calls" for the two characters. Typically, Wesley Snipes gets cast as Black Panther -- my favorite Avenger -- but my ideal Luke Cage has been more fluid.

Recently, I have tended toward Brian J. White. I really like Brian J. White as an actor, but even when he's an antagonist (like in Fighting) he's too likable to be the hard nosed Cage. That doesn't stop me from having him return to the top of my casting list.



Hollywood has been considering Tyrese Gibson for the role. Tyrese can certainly bring the edge the character requires, but he looked a lot more than 1" shorter than Paul Walker in 2 Fast, 2 Furious. Luke Cage should be intimidatingly tall and Tyrese, has never seemed tall in the films he has starred in.


I am a big fan of Taye Diggs, and his performance in Equalibrium cemented him in my mind as someone who can portray an intense action star. His work in projects like Private Practice prove that he can bring a nice softness to a role as well. My ideal Luke Cage needs both. He needs the anger and the empathy.

What none of these actors share, to the best of my knowledge, is a deep and abiding love for the character and for comics in general.

Isaiah Mustafa does. Not only has he been awesomely entertaining in the Old Spice Commercials, but he is a comic book fan who has publicly expressed his affection for the character.

I know, I know...you're going to say that Nicolas Cage is proof that fandom and genuine love for a medium doesn't necessitate quality films, we can argue that another time. I for one have enjoyed Nicolas Cage's films, even some that were universally panned. There's a kind of sincerity to them that is often lacking in productions. That sincerity matters.

Watching the G4TV interview below with Isaiah Mustafa convinced me that he has the sincerity. His willingness to fully commit to the Old Spice commercials, not matter how ridiculous they get, puts him at the top of my list of Luke Cage candidates.




Let's get Isaiah Mustafa to star as Luke Cage.

Wednesday, July 14, 2010

Bill Willingham Contemplating Marathon RPG Session at Gary Con 2011

Bill Willingham -- author of DC Comic's FABLES, early Dungeons and Dragons illustrator, and creator of the classic independent comic book THE ELEMENTALS -- recently posted on Monkey House Games' website that he was planning on attending next year's Gary Con.


But wait there's more.

Willingham posted that he was hoping to run a game session at the convention, but this wouldn't be just any game session.

Mr. Willingham plans to run a 3-day non-stop marathon session in which players will experience an entire Villains and Vigilantes campaign.



That's right. A legendary comic book writer wants to run a 3-day gaming session using one of the oldest Superhero roleplaying game systems at a small local convention that honors one of the founders of the roleplaying hobby.



Does that sound like heaven or what?

Tuesday, July 13, 2010

Steve Jackson Games Offering Early Space Gamer Issues on e23

From many of my prior posts, it's probably pretty clear that I am a great admirer of The Space Gamer magazine that was published by Steve Jackson Games in the early 80s. Over the course of the magazine's lifetime, it changed hands no fewer than four times, but it is the Steve Jackson era that stands out as a particularly high point for the magazine.




During the Steve Jackson era, The Space Gamer was THE magazine where gamers could find reviews covering the breadth of the gaming hobby. They had review and news columns covering rpgs, miniatures, and play-by-mail games. Key among the reviews was the magazine's "Capsule Reviews" section where gamers could find thoughtful reviews of dozens of gaming products in every issue. This magazine is one of my favorite resources when I am looking for archival information about the history of the gaming hobby. Reading The Space Gamer one quickly sees that the "current" animosity that some gamers feel toward Wizards of the Coast -- the current owners of Dungeons and Dragons -- is nothing new. Back in the 80s, during the Gygax era, TSR (the owners of D&D at the time) had huge layoffs on a regular basis and were as sue happy as modern gamers claim Wizards is today.

In addition to rules and news, The Space Gamer issues often featured fully playable board games. Kung Fu 2100, Globbo, Battlesuit, and Necromancer were all games that originally appeared in the pages of TSG. The pages of the magazine also featured regular articles by people who are now giants in the gaming industry. People like Allen Varney started their game designer careers as contributors to the Letters page of TSG. Lord British wrote articles discussing his designer notes for Akalabeth and its origins.



For years, I have been collecting back issues by scouring eBay on a regular basis. Some of the issues are more expensive than others, and I have had to wait through several auctions on a couple of key issues. eBay, garage sales, used games sections, and used book stores used to be the only places one could legally acquire copies of TSG. Now that has changed.

Steve Jackson Games has finally made the first three SJG issues of The Space Gamer available on their e23 electronic publication store. Potential readers can now find issues 27, 28, and 29 at the website where they cost a mere $2.99 each. For these, and for any TSG issues, this is a bargain.



Go. Buy them now. Read them. Enjoy the in depth look at the early days of our hobby.

You can even get a free preview of issue 29 here.

Let's hope they keep adding new issues for us to purchase.

Saturday, July 10, 2010

Mongoose Publishing Releasing "Classic Chaosium" Michael Moorcock RPGs in PDF

I am happy to see that a number of publishers are using digital publishing to keep old and out of print games in the marketplace. In the modern market, there is no excuse for not having old products available. All you do is feed a secondary market and feed digital piracy. While digital pirates will still steal products that are made available digitally for sale, more honest purchasers have a way that they can support the games that they love. It allows new players to be introduced to historic games, and it allows people who own physical copies to keep those in more pristine shape and use the digital copies instead.

Mongoose Publishing has long been using the digital distribution stream, and they have now made the classic Chaosium Michael Moorcock inspired Basic Role-Playing games available for purchase. This includes the excellent first edition of Stormbringer by Tunnels and Trolls' own Ken St. Andre.




I know there are some who have mixed feelings about Mongoose Publishing's business practices during the early d20 boom. No one can deny that Mongoose looked at the upcoming releases of other companies and rushed out versions of similar products that were released prior to those of their competitors. This often led to inferior product by Mongoose and diminished sales for the original company. I share these mixed feelings regarding Mongoose and d20.

That said, I have been impressed with Mongoose Publishing in the Post-d20 marketplace. They have done quality editions of Traveller, and adapted Judge Dredd and Hammer's Slammers to that system seemlessly. I am also enjoying their -- slightly overpriced -- new Lone Wolf role playing game.

Regardless of what you think about Mongoose, you might want to consider what Michael Moorcock had to say about Chaosium in Kobold Quarterly #5:

"Or course, Chaosium turned out to be crooks, paying no royalties, ripping me of, behaving in a dodgy way. I tried over the years to get the stuff away from them, but it wasn't until Mongoose made a serious offer to Chaosium, plus an offer to me, that I was able to switch. Mongoose have proven a completely trustworthy firm... Gary [Gygax] told me he wished he'd known the circumstances, since he had other ideas for EC games. I too wish I'd signed with GG, who seemed a pleasant and agreeable guy."

Quite a different picture than one might have imagined. Chaosium is one of the venerable and trusted names in gaming, and most early vitriol regarding "game publisher greed" were aimed at TSR. Those anti-TSR flames were often fanned by fans of Chaosium, so if Moorcock's claims are true it puts the early days of the hobby in a different light.

I don't know the truth of Moorcock's anti-Chaosium claims, but I'll take him at his word with his pro-Mongoose praise. If purchasing the pdfs means the good author gets royalties, then count me in as a customer.

Friday, July 09, 2010

A Gamer's Treasure -- Different Worlds #23


To say that Different Worlds Issue #23 is one of the highest Superhero Themed Gaming Magazine issues of all time would be an understatement. It closer to the truth to say that this particular issue of Different Worlds is one of the best -- if not the single best -- issue of a gaming magazine ever published.

Issue 23, the "Special Superhero" issue, was published in August of 1982 just as superhero roleplaying games were beginning to emerge in the marketplace. 1977 had seen the release of Superhero 2044. This game was quickly followed by the release of the 1st edition of Villains and Vigilantes by Jeff Dee and Jack Herman and Supergame Aimee Karklyn and John Hartlove. By the time Champions emerged in the marketplace in 1981 at the Origins Game Fair, where it set a new standard in superhero gaming, the genre was well established as a successful gaming milieu.

During the early 1980s, fewer gaming magazines were "House Organs" that existed purely to promote the products of the company that published the magazine. The vast majority of these magazines were published by gaming publishers, like today, but these publishers frequently featured articles containing content for their competitor's games and advertisements for their competitor's products. Dragon, The Space Gamer, and Different Worlds were published by TSR, Steve Jackson Games, and Chaosium but they didn't limit themselves to promoting their own products. Of these magazines, Dragon ran the fewest articles covering competitors' products but it contained a significant amount of external advertising. It wasn't until the publication by Steve Jackson Games' AutoDuel Quarterly that a company produced a magazine with the sole goal of promoting a single product line.

If Dragon was the stingiest when it came to containing articles about other companies' offerings, Different Worlds and The Space Gamer were in heavy competition for which magazine was the most generous in supporting the hobby first and the company second. Both were excellent magazines that are sorely missed today.

It is in this environment that Different Worlds issue #23 "hit the stands" and set a high mark for what a magazine could do in support of the hobby itself. If you were considering starting up a magazine that covered the whole RPG hobby -- I'm looking at you d∞ -- this is the issue I would point you toward to demonstrate how to do a themed issue.

The issue had content that supported all of the major superhero roleplaying games of the day, had reviews of several of their products, and had reviews of some of the smaller emerging titles of the time.

Let's have a look at the issue:

Superhero 2044: Part-Time Superhero -- This five page article, written by the game's designer Donald Saxman, provided designer notes for the game, supplemental rules, and an adventure that players could run in their own campaigns. The inclusion of a couple of new characters is helpful to GMs and players who want to use this system.



Villains and Vigilantes -- Pages 14 and 15 of the issue have a detailed discussion, by game designer Jeff Dee, of the history of the game and the changes that Dee and Jack Herman made to the system for the newly released (in 1982) 2nd edition of the game.

Supergame -- Jay and Aimee Hartlove have a four page article that has a detailed discussion of the game's development and history. This article also includes Supergame conversions of The Incredible Hulk (Marvel), Raven (DC), Captain America (Marvel), Wonder Woman (DC), Batman (DC), Spider Woman (Marvel), and Wolverine (Marvel). This article prompted years of searching for copies of Supergame, a search that was not completed until 2002 when I found copies of the first and second edition at the War House in Long Beach. Modeling existing characters within a specific gaming system is one of the best ways to demonstrate what the benchmarks of a given game are and Jay and Aimee did a bang up job in this issue. They also discussed the limitations of their game.

Champions has two articles back to back in the issue. The first is a set of designer notes by Steve Peterson. Modern Champions players may not be able to envision a day when Steven Long wasn't the man behind the rules set, and he has been a boon for the game, but it's nice to read what the creator of a game thought of his rules and how he wanted them changed for the second edition. The first edition of Champions was a 64 page rulebook released in 1981, Hero Games released a second edition of 80 pages a year later. That "revised" edition contained a number of significant changes. This second edition was the edition of the game I cut my teeth on, though the 4th edition was the one I played the most and still find to be my favorite edition. What is particularly praiseworthy in Peterson's notes is how responsive he was to how the game was being played. Given that he was a decade before the internet -- though there was a significant BBS community for the game -- it is even more remarkable.

The second article for Champions is an article by Glenn Thain, a name you will find repeated in many of the early superhero rpgs and someone who has a knack for testing the limits of systems in character design, where he presents statistical representations for the John Byrne era X-Men. This article shaped the way that I viewed game balance for quite some time. In hindsight I think that Thain's fandom for the characters made him make them a little more powerful than they would have been written up by a more neutral evaluator. Regardless of quibbles, Thain presents some good guidelines to be used in individual campaigns that wish to model superheroes. Thain provides statistics for Sprite (Kitty Pride/Shadowcat), Storm, Colossus, Nightcrawler, Cyclops, Wolverine, and Magneto (giving one villain). Given the accuracy of the emulation of the abilities of the characters, this article is a great demonstration of the versatility of the Champions system -- even before it became a 900 page omnibus.



Superworld -- Given that Different Worlds was a Chaosium organ, one would expect to find a section discussing their superhero entry Superworld and Steve Perrin provides a nice designer notes and errata article for the first edition (the one in the Worlds of Wonder boxed set) of the game. Superworld is based on the Basic Role-Playing system, and as such has one of the most intuitive mechanical systems as its underlying structure. Tell someone that they have to roll 11 or less on 3d6 to accomplish a task and they may or may not understand what the probabilities of success are. Tell them that they have a 55% chance and it is instantly crystal clear. Superworld's system is a percentile based one. It is no wonder that this game became the basis for George R. R. Martin's shared world anthology Wild Cards. The game is versatile and easy to understand. The first doesn't have a large power set, but that was soon changed with a second -- and stand alone -- version of the game.

Like Champions, Superworld gets an article wherein the X-men are modeled using the system. In this case the X-Men represented include a couple missing from the prior article. They are Angel, Storm, Professor X, Sprite (Kitty Pride/Shadowcat), Wolverine, Nightcrawler, Cyclops, Colossus, and Magneto (the villain).

In the reviews section of the issue, there are reviews of Supervillains by Task Force Games (a deservedly negative review by Steve Perrin), The Official Superhero Adventure Game by Brian Phillips (a relatively positive review of the independently published game -- a game that I desperately wish to own), Death Duel with the Destroyers an adventure for Villains and Vigilantes (a deservedly positive review by Steve Perrin), The Ysgarth System (a mixed review of a game that became the foundation of a near impossible to find superhero rpg entitled Challengers).

There are many other noteworthy aspects to the issue, not the least of which is the sweet Bill Willingham cover, so if you are a fan of superhero rpgs you absolutely must track down a copy of the issue. My personal copy is one of the "Collector's Reprints."

Thursday, July 08, 2010

Eagerly Awaiting a New "Out of the Box" by Kenneth Hite


Has it really been four months since Kenneth Hite last shared his insights into the independent rpg world with us in the form of a new "Out of the Box" opinion column?

Sadly, yes.

Hite's "Out of the Box" column is one of the great treats that the internet has to offer to gamers who desire to look for games a step off of the beaten path. Hite has been writing the column since 1997 and back when Gamingreport.com was an actual gaming news site, Hite's OOTB columns provided editorial content that supplemented was a step above the site's "Press Release" news feed. Hite's columns were conversational, provided insight about games you may have otherwise missed, and were written in his erratic polymath style. In shore, like Hite's own self promoting blog, they were a joy to read.

When Gamingreport.com folded, Hite's column migrated over to one of the best places on the internet to find small press role playing games the Independent Press Revolution website. Since migrating to the website, Hite has written columns filled with praise for games about anthropomorphic mice, Lucha Libre wrestlers, murderous space marines, superhero homicide detectives, and mysterious disappearances.

He has also written a couple of wonderful little rpg products himself in the past two years.

But Hite hasn't written a column since March of this year. Surely he can give us an Origins report, or a discussion of how 2010 is the year of the super hero rpg, or a review of a game wherein players take on the role of Helots who strive to live normal lives in between brutal Spartan raids.

In the meantime, I'll just have to visit his blog.