Friday, December 17, 2010

Dave Morris and Jamie Thomson's Fabled Lands Adventure Gamebooks Return

In the mid-90s during the dwindling days of the vibrant Fantasy Adventure Gamebook phenomenon, Dave Morris and Jamie Thomson released their Fabled Lands series. It was a "mythical" and much talked about series among gamebook fans, but one that wasn't often seen in the United States. Dave Morris was one of the authors responsible for the Dragon Warriors role playing game (one of the most narratively driven role playing games of its time) and the books featured artwork from Fighting Fantasy artist Russ Nicholson, so the difficulty in finding the books was frustrating to many gamebook fans. I personally wondered if I would ever be able to find copies of the books, and thankfully my wait is over. Fabled Lands Publishing has recently published the first four books in the Fabled Lands series and has eight more listed on their publication schedule.




The adventure gamebook was a genre created by Ian Livingstone and Steven Jackson in 1982, with the publication of the classic Warlock of Firetop Mountain adventure. The genre combined the gaming experience of role playing games like Dungeons and Dragons with the narrative choice pathing of the Choose Your Own Adventure series. For over a decade publishers released a wide variety of these gamebooks.

The Fighting Fantasy gamebooks, being the first, set the standard for the industry. The vast majority of the Fighting Fantasy series were entertaining and inventive, but they didn't contain epic narratives that used the same character that traveled from book to book. The majority of the Fighting Fantasy series were episodic, and they failed to capture the feel of a role playing game campaign. The first series to truly capture the campaign feeling was Joe Dever's Lone Wolf series, where a player could use the same character for over 20 books as that character changed and grew and faced increasingly challenging foes.

Like the Dever books, the Fabled Lands series contains innovations that separate them from the typical gamebook. In Fabled Lands players have a wider array of character choices to play from than are typically offered. In your standard gamebook, players are typically limited to one "character class." There are books that allow you to play fighters, wizards, superheroes, kai disciples, and more, but each volume typically offers only one archetype. Steve Jackson's Sorcery is one exception, as are the Fabled Lands books. In Fabled Lands, players can choose from one of six professions which cover the majority of fantasy archetypes a player might find interesting. Additionally, Morris and Thomson included a "keyword" mechanic where players acquire keywords as they progress through the series. Possessing these keywords will affect future encounters and shape the playing experience. For ease of play, all keywords within a particular volume begin with the same letter. In The War-Torn Kingdom all keywords begin with A and the progression continues in later volumes. Fabled Lands uses a quick and effective combat system that allows for more variety in results than the Fighting Fantasy series without the use of a chart like in Lone Wolf.

My books came in the mail today, and I am eagerly anticipating my first foray into Sokara and the rest of the Fabled Lands

Light Grammatical Amusement for Your Friday Pleasure

David Mitchell, on behalf of the Queen's English, conveys a small grammatical lesson to Americans. Quite funny and quite useful.


Thursday, December 16, 2010

Harry Potter Flashmob at The University of San Diego

Students at the University of San Diego planned and performed a wizard's duel at one of the school's libraries during finals season. The performance seems a little clumsy, and the filming isn't the best, but there are a couple of magic moments and the student's hearts are definitely in the right place. I hope that these students get together for another duel with more planning time, and they definitely have to reuse the "waaaagh!" guy again. He makes the video worth every moment.

Friday, December 10, 2010

INCEPTION in Real Time

As a strong supporter of Intellectual Property rights, I am often hesitant to post links to videos that might cross the line away from "fair use" of other's IP. This video featuring a "real time" interpretation of the "heist" sequence from INCEPTION is a rare exception. I think that its imaginative use of footage and the way it presents a concept discussed in the film, combined with the fact that it in no way presents an alternative to the original IP make this video a clear example of fair use. This is one of those rare instances where the creator of a derivative property has not only made an interesting work of art, but has added to my affection for the originating IP and reminded me that I need to buy the DVD of INCEPTION as soon as possible.

Friday, November 19, 2010

Will Winnie the Pooh Be the First Film I See WIth My Daughters on the Big Screen?

Next summer Disney's newest version of Winnie the Pooh will make its appearance in theaters.   From the looks of the trailer, it appears that it will be a wonderful presentation of the classic children's character.  I cannot wait to see the film, and my twin girls should be ready to sit through an entire feature by next summer.  What a wonderful graduation present from my MBA a theater experience with all of my ladies would be.

Thursday, November 18, 2010

Wizards of the Coast Makes Virtual Table Announcement

Just prior to the release of the 4th edition of D&D, Wizards of the Coast promoted a number of computer based tools that would go live shortly after the release of the game in support of play.  It was one of the most exciting things about the build up and announcement, and the failure of Wizards to "deliver the goods" was one of the things that most fed into the Edition Wars that flamed through internet forums after 4e's release.

I have been a big fan of 4e since the get go, and run the Encounters program for a local game store, but even I have succumbed to the disappointment bug from time to time.  I wanted all those cool toys that Wizards "promised" me.

Today they sparked hope that they would be delivering the goods on one of the most anticipated of the gaming tools they promoted, the Virtual Table.  This computer application will help to speed up play at real tables and expands play opportunities for those who live far from other gamers.

From the initial screenshot, this is looking good.






If I could just get in on the beta...

Ryan Reynold's Green Lantern Preview...Two Words -- "Kilowog Woot!"

Some of my fondest memories are night time readings of the Giffen/DeMatteis Justice League back when I was proving to her how wonderful comic books could be. The wonder of the Giffen/DeMatteis issues is that they presented the lives of super heroes in a way that comics had never done before, and hasn't really done since. We got to see the day to day dynamics of a super hero team. The Giffen/DeMatteis work was a combination comic book, sit com, action movie, and drama.

Wonderful stuff.



Among the joys of those books was a Green Lantern named Kilowog. Someone had the good sense to put him into the upcoming Green Lantern movie.



Wednesday, November 17, 2010

A 70s Chevy Van Mural Come to Life? Or...a Film Representation of a 70s D&D Campaign?

I just saw the Red Band trailer for Your Highness. The Danny McBride and James Franco fantasy follow up to Pineapple Express. Like Pineapple, Highness is a fusion of stoner jokes and genre film making -- in this case Fantasy.

I don't know what to think of this kind of movie. I've never been big on the Cheech and Chong style of comedy, even when well done. As amusing as parts of this film look, the pot joke in the film's title, like most stoner jokes, is as stale as hard tack left over from the Civil War. Get it? "Your Highness?" ahuh ahuh

I like comedy aimed at shock value a great deal, but I don't like stale comedy. After all of the anti-Prop 19 editorials published this year, I've had enough stale pot jokes. Hopefully this film will have something more to offer. There are glimpses that it might.

That said... I have a compulsion to watch every Fantasy film ever made and I have a crush on Zooey Deschanel.


I can say that this trailer reminds me of the gaming sessions that one of my best friend's older brothers used to have in the late 70s and early 80s. Those sessions were a gonzo fusion of Led Zeppelin, Tolkien, and Thongor.

Friday, November 12, 2010

Raging Phoenix -- Does it Rise to the Occassion?

Martial Arts films are continually attempting to push boundaries. Sometimes, especially in Wuxia films, the boundaries they are pushing are visually and narratively artistic. Typically, the boundaries being pushed relate to the sophistication of the choreography and the danger (perceived or otherwise) of the stunts being performed by the martial artists and stunt men and women working on the production.

A quick look at the final battle sequence in Five Deadly Venoms versus the end fight in Flash Point provides a nice demonstration of just how far martial arts films have pushed their performers to provide exciting viewing experiences. Five Deadly Venoms may be the more coherent and entertaining film overall, but the final fight scene in Flash Point is more than worth the price of admission.

Throughout the 80s and 90s, Hong Kong was the place to look for exciting and adventurous action. When some of the HK talent migrated into Hollywood, there were those who argued that HK had lost some of its edge and looked for new markets to find the next big thing in action and excitement. These cinephiles didn't have to look very far. Thailand has been producing entertaining action fare for decade, but the charismatic personalities of Tony Jaa and Jeeja Yanin have attracted an audience of loyal fans. Both Jaa and Jeeja have demonstrated a strong work ethic and a willingness to follow in the tradition of boundary pushing action. I would argue that Donnie Yen's past few films, with their breakneck pace, are a reaction to the fast paced action of the Thai productions.

While martial arts films are continuously attempting to push boundaries, there are those rare films that push them so far as to redefine genre expectations. Jackie Chan's performances in Wheels on Meals and Armor of God and Jet Li's Bodyguard from Beijing and Fist of Legend quickly leap to mind as just these kinds of films. Jeeja Yanin's latest film Raging Phoenix is attempting to be one of these genre redefining films. Raging Phoenix combines Muay Thai with break dancing and drunken fighting in an attempt to create a visually dynamic action style.


Raging Phoenix has a fairly straightforward plot. Young woman barely escapes being kidnapped by the Jaguar gang of human traffickers when she is rescued by an opponent of the Jaguar gang. The woman's rescuer becomes her martial arts trainer and she joins a rag tag band of people who have lost loved ones to the gang. The members of the band hope to put an end to the Jaguar gang's reign of terror and to rescue the fiance of one of the band's members from the clutches of evil. There isn't much new in the story's formula, but if well executed it can be an entertaining ride.

Sadly, Raging Phoenix -- at least in the subtitled American release -- doesn't convey the narrative of the film particularly well. Time jumps come at seemingly random intervals and the audience seems to be expected to fill in the narrative gaps in the story. This isn't a difficult task, but as in Ong Bok's American theatrical release, it can be annoying as it creates a stutter in the storytelling.

What was particularly frustrating about the stuttering narrative was that the film did in fact have an interesting twist on the main premise. The Jaguar gang is kidnapping women, not for ransom or to sell into prostitution or organ "donation," instead they are harvesting their victims tears in order to create a pheromone based perfume -- perfume made from the tears of the hopeless. It's not just any perfume either, the tears of the hopeless apparently add to the martial and physical prowess of those who use them.

The stilted transition of scenes is additionally frustrating due to the fact that the acting performances by Jeeja and Kazoo are pretty solid. Certainly the performances are theatrical and melodramatic at times, but when they need to be they are quite powerful. The actors portray their emotional losses well, and the film would have been better served if it had all the necessary filler scenes.

But enough of the narrative and its merits. How well does Raging Phoenix achieve its goal of pushing the boundaries of martial arts action through the inclusion of break dancing based techniques? In short, not so well. Overall, the martial arts in the film is quite exciting. Of particular merit is the battle between Jeeja Yanin and Marc Ngai Hoang. There are some great fight scenes in the film, but whenever a character inserts a "hip hop" move the fight seems to slow down and the choreography becomes readily apparent. The break dancing elements typically shatter the illusion that you are viewing anything remotely spontaneous.

Thankfully, the hip hop insertions are minimal and when the fights get really rolling the fluidity of drunken Muay Thai take over. The flying elbows and knees are impressive, and the damage they deal to opponents is believable.

Had the film eliminated the hip hop, focused on the action, and added some narrative filler scenes, this could have been an instant classic. As it is, it is a film that I will fast forward to a couple of fight scenes just to experience them again. None of those fight scenes come close to matching the brutal dynamism of Flash Point.

Monday, November 08, 2010

D&D Essentials Continues to Impress -- Heroes of the Forgotten Kingdoms


Last week I picked up my copy of the latest D&D Essentials book, Heroes of the Forgotten Kingdoms. Like its predecessor, Heroes of the Fallen Lands, Heroes of the Forgotten Kingdoms is meant to be an evergreen starter book for people interested in playing the Dungeons and Dragons role playing game. Where Fallen Lands featured rules for characters who fall within the four "classic" D&D archetype classes (Fighter, Cleric, Wizard, and Thief) and major races (Human, Halfling, Elf, and Dwarf) that made up the core of the Moldvay Basic Set when D&D was young, Forgotten Kingdoms introduces "classic" archetypes from the pages of the Advanced Dungeons and Dragons (Paladin, Ranger, Druid, and Ranger) game with one addition -- the Hexblade -- as well as a host of new races (Dark Elves, Half Orcs, Dragonborn, and Half-Elves).

Both Fallen Lands and Forgotten Kingdoms are excellent products that accomplish the tasks they are attempting. The first three chapters of each book is identical and provides an overview of the basic mechanics of the D&D game system. If someone wants to play D&D as a player, all they need is one of these books and they are good to go. Their taste in archetypes can be used to determine which book they wish to buy, or they can buy both books which is my recommendation. None of the class builds in the books exist in other books and the classes are presented in a way that is easy to understand and learn.

But one question lingers at the back of many players brains.

What exactly are the Fallen Lands and Forgotten Kingdoms that are referred to in the titles and how do they relate to the characters and races presented in the books?

This is where the books truly shine. While the information is only hinted at in the flavor text throughout the books, after reading The Mark of Nerath I had a bit of an epiphany.

The "Fallen Kingdoms" are the recently fallen kingdoms of man, chief among them the Empire of Nerath. The Empire of Nerath was a strong empire that once ruled the dangerous area that makes up the Points of Light setting, but which fell victim to a curse due to a bargain that Nerath's founder, Morgath, entered into 500 years ago with Orcus the Lord of the Undead. As a recently memorable kingdom, having "fallen" within the past century, the character archetypes and races depicted are of the more mundane sort. Nerath was less fantastic than the kingdoms of the past and was filled with Fighters, Mages, Clerics, and Thieves. Elves (both Woodland and Fey), Dwarves, Humans, and Halflings walked its streets. These are the classes and races that the book presents to the characters.

The "Forgotten Kingdoms" of Arkoshia and Bael Turath collapsed long ago and their origins are lost and filled with mythical imagery. The Dragonborn Empire of Arkoshia was founded by those who sought to glorify Bahamut the Drakonic god of Honor and Duty. The land was filled with the stoic (in the philosophic sense) and sturdy Dragonborn and its Paladins are things of legend. Bael Turath was an Empire founded when a band of humans made a pact with Asmodeus, a pact that magically cursed those humans to become Tieflings, in order to attain glory. The events that collapsed these great empires are "forgotten," but their legacy remains. "Forgotten Kingdoms" presents classes and races that are more "magical" and alien to the world, or that echo those ancient empires. For example, today's Essential Paladins are no longer able to summon the wondrous and magical Holy Steeds that Paladins of the ancient kingdoms could summon. The modern Paladin can only summon an echo of that great ability by channeling the spirits of those glorious Holy Steeds into the mundane beasts they and their companions ride into battle. The powers of the epic Paladins are lost to time, but the residual essence remains.

I am mesmerized by the presentation. My only critique is how this relationship must be trepanned out of the text rather than openly stated. I remember the old AOL Greyhawk group, where we would mine for minor details in each D&D module to find a kernel of information about the World of Greyhawk. These two Essential rulebooks are filled with nuggets that hint at the glory of the Points of Light setting and the Nentir Vale.

I hope they give us some more explicit information, as I am enjoying the subtle hints.

Monday, November 01, 2010

Ultramarines DVD in the Mail

This past weekend I ordered a copy of the limited edition Ultramarines Warhammer 40k animated movie. I found out about the limited edition of the film at the last minute, but the second trailer makes the film look remarkable. If it lives up to its presentation, this could be the best rpg/wargame based movie of all time -- a title currently held by Fantasy Flight Games' Midnight Chronicles.

Tuesday, October 26, 2010

Insert Quarter, Gets Rejected! -- LITERAL TRON: LEGACY Trailer

I know this was posted five months ago, and that everyone else knows about Tobuscus, but I found this amusing. Especially the quote, "Insert Quarter, Gets Rejected!"



I am so excited about TRON: LEGACY, even with all the mockitude.

Thursday, October 21, 2010

Gamma World Supers -- Out of the Box

I mentioned in my recent Gamma World review that the games mechanics felt very much like a super hero role playing game to me and that my current GW game was being run with a post-apocalyptic super hero theme. In my world, the mutant heroes have decided to pick up the legacy of the heroic legends of the Ancients and defend the defenseless. Consider it a Legion of Superheroes meets Ralph Bakshi's Wizards.

But the game could be run as a straight modern super hero game straight out of the box with minimal changes to keep the tone heroic and to avoid comedic randomness. I will make a list of recommendations and follow this with two examples, one a randomly created character and the other a "modeled" character based on an existing superhero.

  • Interpret the origins broadly. Look at what the powers and abilities affect the world around them and use the descriptive text second.
  • To simulate super strong characters do the following. First, use skill checks to simulate lifting capability and base lifting cars etc on an Athletics check (scaled by level). "Hard" difficulties for 10 tons or so and as per page 95, "a super-challenging" check for 100 tons. Require that the character be themed super strong to gain the benefit. Second, use the weapons table on page 74 as your ally. There are no rules for disarming in GW and who says that a "Heavy Two-Handed Melee Weapon" isn't a haymaker? Third, use the abstract armor rules to help you simulate characters like a certain rock covered blue eyed strongman. He's got innate Heavy Armor. It's simple, abstract, and freeform. Go with it.
  • Speaking of that weapons chart, don't be afraid to have it simulate all kinds of super hero attacks. A patriotic shield wielding brawler obviously is using a light one handed ranged weapon. Since the game assumes you "can find or make new projectiles as needed," you can simply rule that the shield returning to his hand is automatic. The "ricochet" ability of said patriot might require a power, but the basic throw doesn't.
  • Take off your Hero System Microscopic Glasses. Don't be afraid to be abstract instead of granular. Rather than requiring a specific rule be crafted for your specific action, modify broad rules to specific applications.

Now for a couple of examples.

Random Hero
Plant/Yeti

Interpreting Plant -- Plant Characters have a high Con (18), a bonus to overcharging biological powers, are trained in nature, have high Fort, are vulnerable to fire, and once an encounter can damage and slow all enemies in a large burst.

Interpreting Yeti -- Yeti are Strong (16) as secondary, are also trained in nature, have a bonus to AC for being tough, resist cold, and can rake with their claws once an encounter, which slows their opponent.

Got it...


Doctor Chillbourne

Doctor Thaddeus Chadbourne was a undergraduate student assisting a professor who researching the polar ice caps when he came upon an amulet in one of his deep core samples. Upon examining the amulet Thaddeus body was altered. He acquired the ability to generate cold and manipulate the water in the air around him to create armor and weaponry. He also discovered that his body structure had become more hardy. He was now super strong and resistant to cold, but alterations in his body make up have made him vulnerable to heat based attacks.

STRENGTH: 16 (+3)
  • Atheletics -- +4
CONSTITUTION: 18 (+4)
DEXTERITY: 8 (-1)
  • Acrobatics +0
  • Stealth +0
INTELLIGENCE: 11 (+0)
  • Conspiracy +1
  • Mechanics +1
  • Science +1
WISDOM: 9 (-1)
  • Insight +0
  • Nature +8
  • Perception +0
CHARISMA: 11 (+0)
  • Interaction +1

HP: 30 Movement: 5 (Heavy Ice Sheath)
AC: 19 (Heavy Ice Sheath)
FORT: 17
REFL: 11
WILL: 11
RESIST: Cold 10, Vuln Fire 5

ATTACKS (Interpreted from Weapons on Page 74)
Blast of Cold (Heavy One Handed Ranged)
Intense Cold Wave (Heavy Two Handed Ranged)
"Ice" Claws (Heavy One Handed Melee)

ARMOR
Heavy Ice Sheath (Heavy Armor)

POWERS
Chillwave (Encounter as per Lashing Creepers)
Devastating Ice Claw Blow (Encounter as per Big Claws)

ALPHA POWER
BRAIN FREEZE (As per LMAO Base Card)

OMEGA TECH
AMULET OF NEGESTH (As per Flash Neurojack)

I have left out some of the specifics of how the powers work, I want you to buy the game after all, but I am ready to play this character. As you can see, it didn't take much to adapt existing power titles based on their effects. Lashing Creepers does damage and then slows the opponent. That seems like a wave of cold to me. His Athletics check, and Yeti Origin (one of the super strong origins), will let him lift 10 tons on a 13 or better and more on higher rolls, but topping out at 20 tons if I choose a +5 to skill check for double the weight rule with categories doubling with each level increase as well.

Now for the "modeled" character:


THE HUMAN TORCH
SPEEDSTER/PYROKINETIC

STRENGTH: 10 (+0)
  • Atheletics -- +1
CONSTITUTION: 14 (+2)
DEXTERITY: 18 (+4)
  • Acrobatics +9 (Flying Tricks Only)
  • Stealth +5
INTELLIGENCE: 10 (+0)
  • Conspiracy +1
  • Mechanics +1
  • Science +1
WISDOM: 16 (+3)
  • Insight +4
  • Nature +4
  • Perception +4
CHARISMA: 16 (+3)
  • Interaction +8

HP: 26 Movement: 8
AC: 18 (Flame On!)
FORT: 13
REFL: 17
WILL: 14
RESIST: Fire 10

ATTACKS (Interpreted from Weapons on Page 74)
Fiery Energy Blast (Light One Handed Ranged)
Double Fiery Blast (Light Two Handed Ranged)
Fiery Punch (Light One Handed Melee)

ARMOR
Flame On! (Light Armor)

POWERS
Fiery Aura (see page 49, house rule auras can be turned off per 4e standard)
Mobile Assault (Encounter - as per Quick Attack)
Intense Flame (At Will as per Fiery Flare)

ALPHA POWERS (Deck of 7 Selected Cards, Can only use 1 at a time):
WALL OF FIRE x1 (as per Force Field Generation)
FLIGHT x2 (as per Fire Wings)
ENHANCED FLAME AURA x2 (As per Shimmershield)
SMALL NOVA BLAST x1 (as per Body of Light)
LARGE NOVA BLAST x1 (as per Explode!)



OMEGA TECH
None Selected

I had to use cards from the booster to do this particular modeling of Johnny Storm, but I could have gone a different route to simulate his powers had I wanted. I think that this looks like a highly playable character. He won't be flying in every encounter, though he will be flying in about 30% of them and the odds increase as he goes up in level. I don't foresee adding more Alpha Powers as he levels up and with eventually being able to use 3 alpha powers at the same time, he will be able to fly in most encounters. That's if I use the "core" rules and make the players change Alphas after each encounter and on a roll of 1. House rules could guarantee the use of core powers.

My thoughts are that super heroes tend to have more powers than they actually use in any given encounter, so it isn't too big a deal for Johnny to only fly 30% of the time. Otherwise, I'd have given him the Hawkoid type which has a flight speed to start with.

Gaming Paper Launches Patronage Project

Erik Bauer and the good folks at Gaming Paper are currently asking for patrons for the first product in their Gaming Paper Adventures line of combination map packs/rpg adventures.

This first product features the cartography of industry stalwart Christopher West who has created a giant map for the "Citadel of Pain," and an adventure written by Lou Argresta and Rone Barton.

Erik Bauer has found a way to use his industry competitive advantage, the production of high quality paper gaming maps, to differentiate his rpg adventure offerings. A complaint I have about many modern adventures is their lack of "out of the box" playmats. Some gamers prefer to keep their adventuring purely within their imagination, and I have participated in many successful campaigns that did so. The gaming group I have been playing with for the past 10 years isn't one of those groups. We have a combination of strategy game and eurogame veterans in addition to the pure role players in my group. All of the players like to role play out narrative scenes, but the majority of my players feel most comfortable when they have a nice batch of terrain in front of them during battles. This is one of the main reasons I own so many battle tile style products. I am constantly in need of terrain and maps to use in my adventures.

I am also very busy and rely heavily on prepublished adventures. Sometimes it can become irritating inventorying my tiles/maps to make sure I have the right ones on hand during the session since too few modules provide robust maps for use during play -- Paizo and Wolfgang Baur I'm looking at you.

This product addresses that issue, but it has one added bonus. The map tiles are designed to be GEOMORPHIC! How "old school" is that? What this means that I can use them even if I don't run the module they are associate with because any tile should be able to attach to any other tile. This expands the usefulness of the product to include those who need maps, but don't run published adventures.

I could continue with my thoughts on the product, but I think I'll let the Huckster in Chief (Erik Bauer) sell you on the merits himself.



Make sure that you support the project. I put a widget along the right hand column of the blog where you can help Kickstart the project.

Wednesday, October 20, 2010

Reviewing the New Gamma World -- The Adventures of Gamma Terra's Super Team Go!



This week Wizards of the Coast releases a new edition of the perennial "Gonzo Post-Apocalyptic" Role Playing Game Gamma World.  This edition will mark the seventh incarnation of the game, and the 6th version by TSR/Wizards.  In the 2000s, Wizards of the Coast licensed the game out to White Wolf Publishing who released a number of books that presented the Gamma World setting under the d20 rules set.  The newest edition of Gamma World uses the new 4th Edition of Dungeons and Dragons as its foundation, and demonstrates the flexibility of that rules set.

Historically, the Gamma World game has fluctuated between editions which have significant similarities to the TSR/Wizards flagship game (D&D) and those that have their own unique system.  The first and second edition of Gamma World were close enough for government work, and the 1st Edition AD&D Dungeon Master's Guide provided conversion rules that would let dungeon masters use Gamma World monster in their D&D games and vice versa.

The 3rd edition of Gamma World featured an Action Table mechanic that was used in a number of non-D&D TSR games at the time -- including Marvel, Indiana Jones, Conan, and Star Frontiers' Zebulon's Guide.  The fourth edition of Gamma World saw a return to D&D based mechanics, but the fifth edition of the game had mechanics based in TSR's Alternity Science Fiction role playing game.  Alternity was a quality game, that had a couple of high quality settings like Dark*Matter and Gamma World, that had the bad fortune of being released during a time when TSR's product lines were so extended that they were cannibalizing TSR's market share -- one of many problems TSR faced at the time.

For the sixth edition Wizards of the Coast licensed the property to White Wolf Publishing's "Sword & Sorcery" studio.  That edition of the game used the d20 Modern mechanics (those rules were an adaptation of the 3rd edition D&D mechanics) and was published under a d20 System license.  The game received some good support and like other editions of the game has its share of fans.

That's enough history for the moment.  I'll be doing a series of posts covering the various editions throughout the month.  That brings us to the newest edition which hits the shelves in its wide release today.

As mentioned earlier, the latest edition of Gamma World uses a stripped down version of the 4th Edition Dungeons & Dragons rules.  Gamma World's 160 page rule book provides all of the rules that you need to have an entertaining post-apocalyptic game experience, but this experience can be extended if you supplement the rule book with the 4th Edition Rules Compendium, as will be made clear as we move forward.


First Impression


As soon as I opened the box I new I was going to enjoy this game, but not for the reasons I would have assumed.  As readers of this blog know, I am a sucker for super hero role playing games and have made it my life's work to own a copy of every super hero rpg ever published.  Past editions of Gamma World, like this edition, featured mutations that afflicted the post apocalyptic player characters, but those mutations never quite equated with "super powers" in my mind.  This edition of Gamma World, on the other hand, screams to be played as a post-apocalyptic super hero game. From the character creation systems "origins" mechanic to the incorporation of "Alpha Mutations," this game comes closer than any earlier edition to being a supers game.  This supers connection is enhanced by the "What is Human?" sidebar on page 57 and the discussion of "Reconciling Contrary Origins" on page 35 and the themes of the origins themselves.  For some, that will be a bad thing.  For me, it is a blessing.

Essentials got me to play 4e, but this Gonzo Post-Apocalyptic presentation will likely keep me playing that system.



The Setting


This game has one crazy post-apocalyptic setting.  As their Introduction describes it:

In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments.  No one knows exactly what they were attempting to do, but a little after 3 p.m. on a Thursday afternoon came the Big Mistake.  Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality.

In some of these universes, little had changed; it didn't make a difference which team won the 2011 World Series, for example.  In other universes, there were more important divergences:  The Gray Emissary, who was carrying gifts of advanced technology, wasn't shot down over Roswell in 1947, the Black Death didn't devastate the known world in the 14th century, the dinosaurs didn't die out, Nikolai Tesla did conquer the world with a robot army, and so on. The Cold War went nuclear in 83 percent of all of the possible universes, and in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin, because it had to be done.  When reality stabilized again, the familiar Earth of the 21st century was replaced by one formed from many different realities.

The year is now 2162, (or 151, or 32,173, or Six Monkey Slap-Slap, depending on your point of view).  It's been a hundred and fifty years since the Big Mistake, and the earth is a very different place...


This world features mutated Badgers, Giant Cockroach-Yeti Hybrids, Flying Plants, Fusion Guns, Pick Up Trucks, Draft Horses, Alien Technology, Felinoid Rat Swarms, and random holes in reality.

It is desperately in need of heroes.


The Rules


The game uses a pared down version of the 4th Edition D&D game mechanics.  During character creation, players roll on a chart twice to determine their primary and secondary "origins."




The character's origin determines the value of the character's primary and secondary statistics, thus guaranteeing that at least some of the characters statistics and powers will line up with regard to usefulness.  All other statistics are determined by rolling 3d6 like in "old school" D&D.

As might be imagined, the character origins might not always line up with what one first imagines.  What does a Hawkoid/Plant Hybrid look like exactly?  The rules provide some guidelines for reconciling these difference, but the key concept to take away is that what the powers do, and how those relate, is more important when reconciling origins than the origins' names.  Our Hawkoid/Plant hybrid has a sonic screech, the ability to fly, and an ability that damages and slows all opponents within a small radius.  Hmm...that sounds like Banshee of the X-Men.  Players should feel free to redefine the "special effect" of an origins power set to assist in creating a theme for the character.  The power that slows and damages opponents is described as "Lashing Creepers," but there is no reason it couldn't be an alternate scream effect that affects enemies inner ear.

Combat results and Skill use outcomes are determined using the standard 4e mechanic.  A player rolls a d20, adds one or more modifiers, and compares that number to a target number.  If the roll is equal to or higher than the target, then the action succeeds.  Very simple.

Gamma World adds a ripple to the standard 4th Edition mechanical framework with its use of Alpha Mutation and Omega Tech cards.  In the rules as written, these cards add a random element to game that adds to the atmosphere of unpredictability in the setting.  Alpha Fluxes, and encounters with alternate realities, can occur at any moment which can cause new mutations to players' characters.  Omega Technology, devices and weapons left by the "Ancients," are old and neglected tech that is amazingly powerful but isn't very reliable in the long run.

Players can minimize the pure random nature of Alpha Mutations by purchasing booster decks that contain a Alpha and Omega cards.  These cards can be used to build character decks, typically 7 - 10 cards, that are used when the Alpha powers shift or when players discover Omega tech.  This allows players to assign powers that match their early themes and with some minor house rules strengthens possibility of playing Gamma World as a super hero game rather than as a post-apocalyptic game.

Some consumers balk at the collectible nature of the game thinking that the collectible aspect makes the game sillier than it would otherwise be.  The purchase of boosters is not a necessary activity to play a Gamma World game, the game is perfectly playable out of the box.  Contrary to assumptions, the cards lessen the silliness of the game by providing additional stability of powers that are available to characters.  The collectible cards won't be for everyone, some people will play the game and have a great time without them, but I am a big fan.  As a "completist," I would have preferred that Wizards sold the cards in sets rather than in booster packs, but that is a different conversation.

All I can say is that the card mechanic makes this edition of Gamma World a pretty good super hero game.


Game Play Experience


The first session of Gamma World that my group and I played last week was one of the most entertaining gaming sessions we have had.  It ranks up there with our Eberron, Greyhawk, and Necessary Evil experiences.  This game is fun.  It plays quick and is easy to pick up.  The character creation is fast, but inspires the imagination.  The shifting Alpha powers can get a little silly, but as we shift to player built decks this will become mitigated.

Our group decided early on to play the game as a super hero game in a gonzo post-apocalyptic setting.  Yes, civilization is shattered.  Yes, reality fluctuates.  Yes, there are cannibalistic mutant humanoid chickens.

But this is a world in need of heroes, and my players are stepping up to the plate.  The team is named Super Team Go! and is inspired by the heroic visual narrative archives of the ancients -- stories of heroes like Speed Racer, The Stig, and The Super Friends.  They vigilantly defend the residents of Cul Ity in Sou Cal.  Their ongoing battle against tyranny and villainy begins with a foray into the Hollywood Hills where they seek to find the source of the sinister attack robots that siege the fortress gates of Muggem Dios, the Keep of Cul Ity.

Their roster includes the following heroes:





Paul Cano --Pyrokineticist/Mindbreaker.  In his White Alpine Stars armor and wearing his Stig helmet to conceal his features, Paul is the current leader of the team.  His fiery temper in the face of injustice motivates the group.

Harvey Glenn -- Plant/Hawkoid.  Harvey is the team's frontline fighter.  He is agile, tough, and wise.  His deep connection to nature allows him to call upon the spirits of the air and the woods.

Wendel Heckler -- Mindbreaker/Electrokinetic.  Wendel is the cautious type.  When combat begins he fires on the enemy with his trusty mini-autocannon and only after they are softened up does he enter the fray to bludgeon his foes with his trusty "transformer on a stick."  Those who think he is a pure combatant are quickly surprised as they feel the brunt of his psychic assault.

Francis Speed -- Speedster/Seismic.  Francis is the descendant of the famous NASCAR/F1 driver Scott Speed, an Ancient hero from Sou Cal.  He embodies Ancient Sou Cal culture.  He is always on the go, but likes to shake things up every now and then.

I cannot wait to see what this group encounters next, and will blog about their first encounters soon.  Needless to say, their early Alpha powers included Wings, Tentacles, a Proboscis, a Polar Aura, Hyper-Balance, and the ability to speak with dead.

This last power led to their recruiting of their handy "valet" Stiff.  Every super team needs a valet after all.

RPG Now Supports Another Good Cause with a Great Offer


PDF publisher RPGNow has added a Pakistan Flood Relief Bundle to their regular offerings. As RPGNow points out:

Record monsoon rains caused flooding that left almost 2,000 people dead and 20 million homeless. Prime Minister Syed Yousuf Raza Gilani estimates crop losses at $3.3 billion, total damage of about $7 billion. People displaced by the flooding that began at the end of July are still living in temporary shelters, such as schools, or in tents. Doctors Without Borders continues to provide medical care, clean water, and relief materials.

During major floods, medical care is a central concern. Please donate to the cause.

As a bonus, in return for your donation a number of publishers are offering their products. In all, you get $700 worth of product for a $25 donation.

Among the products offered are:

Magnum Opus' excellent Dragon Warriors RPG
Adamant Entertainment's remarkable Icons Super Hero RPG
James Maliszewski's haunting module The Cursed Chateau
Pelgrane Press' terrifying Fear Itself

Those products alone would be worth the $25 price tag, but the bundle is filled with other gaming goodness.

Tuesday, October 12, 2010

A Quick Illustration of the History of Board Games from Senet to D&D

History of Board Games
Via: OnlineDating.org

Upcoming Blu-Ray "Back to the Future" Release Has Eric Stoltz Footage

Ever since I first watched Some Kind of Wonderful, I have been an Eric Stoltz fan. I have known for years that he was the actor originally cast to play Marty McFly in Back to the Future, and I've always wondered what his performance was like.

According to The Hollywood Reporter the new Blu-Ray release of Back to the Future will finally answer that question.

Now...if only I had a Blu-Ray player...

Friday, October 08, 2010

First Impression of the New Gamma World

I am in love!

Sweet Christmas!

Can't wait to play this tomorrow!

...why is the book so shabbily bound?

More will come next week after a proper playing.

Thursday, October 07, 2010

Some Recommendations from Poul Anderson

Some time ago, Poul Anderson wrote a famous essay providing advice for would be authors of heroic fantasy. The title of the essay was "On Thud and Blunder" and that title became a descriptor for an entire sub-genre of mediocre and derivative heroic fantasy stories. In written form, "Thud and Blunder" tales would include the John Norman Gor novels (though those have additional issues as well), the Lin Carter Thongor tales, and the vast majority of Conan pastiches. In film, almost every heroic fantasy ever made -- with some recent exceptions -- falls into the "Thud and Blunder" camp. Kull, the Conan movies, Krull, The Sword and the Sorcerer and countless other films fall into this category. The recent Lord of the Rings and Harry Potter movies (among others) have managed to avoid the syndrome, as has the wonderful independent film The Midnight Chronicles by Fantasy Flight Games. One imagines that the upcoming Conan film will be no different from its predecessors in this way. It seems that whenever anyone writes a Conan story (no matter the medium), they use the old Frazetta covers as inspiration rather than Howard's work.

As an aside, Anderson mentions DeCamp as a fantasy author who managed to avoid writing tales of "Thud and Blunder." Those who are only familiar with DeCamp's Conan pastiches might find such an assertion baffling, as DeCamp's tales of Howard's barbarian are particularly bad, but those readers would be well served to read further into the library of DeCamp's work. Sprague was quite a wordsmith and when he wasn't busy unfairly damaging the writing reputations of talented pulp era writers, he was writing wonderfully fun and imaginative fiction. One might attribute the degrading of past authors by a talented author of one generation as a necessary "canonicide" by which one generation of writers asserts its talent and authority, were it not from the genuine pleasure that DeCamp seems to derive from reading the fiction of Howard and Lovecraft.

Adding to bewilderment in this regard is DeCamp's contemporary Lin Carter. Carter also enjoyed and promoted the virtues of heroic fantasy, and compiled wonderful collections of older fantasy writings. Carter's own attempts, like the aforementioned Thongor series, are nigh unbearable to read. Yet Carter's passionate, and articulate, introductions to his collections demonstrate that he could be a capable writer.

Maybe there is something about the heroic fantasy pastiche that brings out the worst writer in all of us, kind of like buddy heist movies can bring out the worst in screenwriters.

Back to "On Thud and Blunder" though...

The key tenant of advice that Anderson, who was a skilled author of heroic fantasy, gives to prospective authors is the need for verisimilitude in the presentation. Certainly fantasy tales will violate many of the laws of nature, but they should seem to take place in living and breathing worlds. Anderson provides several ideas for areas where authors might look to increase the realism of their world and the quality of their fiction. He recommends that authors think about the physical aspects of the environment (what lighting would really be like for example), the real politics, the role of religion, the realistic use of weaponry, and/or the lives of the common classes when they approach a fantasy tale.

When one thinks about it, the best fantasy stories are those that do just that. What draws me to George R.R. Martin's epic fantasy? His portrayal of political relationships. What draws me to Michael Moorcock's Elric saga? The living nature of the metaphysics and religion of the tales. Elric's actions have consequences and the religion of his people is a "living" thing -- quite literally. Tolkien was a wonderful practitioner of mythopoesis. Even when Tolkien's tales lacked "action," they contained deep realism.

Anderson's brief essay should be required reading for any fantasy author, and for most Dungeon Masters as well. Think about how much better your role playing game sessions would be if they took place in a living world. I often think that James Maleziewski's rejection of the "narrative" module model of rpgs, is that he wants to have room for a deep verisimilitude that is often included in "geographically" based adventures and lacking in "narrative" ones.

My only criticism of the Anderson piece are his uses of Society for Creative Anachronism activities as proxy for any kind of historical representation. These events have themselves become as divergent from the reality they seek to recreate as anything else. When one, as Anderson does, begins discussing chainmail constructed of hanger wire as analogous to real chainmail it is easy to see how the comparisons can begin to fail. Add to that modern metallurgy, which creates lighter and stronger metals, and the errors only begin to compound. SCA comparisons aren't useless, but they shouldn't be viewed as "accurate simulations" any more than an episode of "Deadliest Warrior" or a wikipedia article. Members of the SCA aren't typically Andre Marek who attempt to live their entire life as if they were in the middle ages. Speaking of Andre Marek, the Timeline film is a perfect example of how you can take a book which isn't "Thud and Blunder" and transform it into a "Thud and Blunder" tale in another medium.

I'd like to re-assert though that if you want to write fantasy, or if you are looking for game master advice, Anderson's "On Thud and Blunder" is must reading.

Friday, October 01, 2010

Yogi Bear (2010) -- It will likely annoy me, but my daughters will love it.

Even by the sneak preview, I can tell that my daughters will be enraptured by the upcoming Yogi Bear movie. The animation on the bear looks pretty good, and it has just the right amount of slapstick to appeal to them.

The Warrior's Way (2010) Cowboys and Ninjas! My Life is Now Complete.

The Warrior's Way looks like a combination of Once Upon a Time in China and America, Chushingura, Lone Wolf and Cub, and Ninja Assassin with just a touch of The Quick and the Dead.

All it is missing is pirates, dinosaurs, and zombies.

I am so jazzed.

Wednesday, September 29, 2010

I Call That Bold Talk For Brotherly Directors -- The Trailer for the Coen Brothers' True Grit

I love the performances of John Wayne and Robert Duvall in Henry Hathaway's classic Western True Grit.

John Wayne manages to simultaneously pander to those who are critical of his earlier Western performances by giving them a "clownish" version of his hero archetype, while bringing a genuine depth of character and emotion to the role. He would expand on this deep performance later in The Shootist where he will leave behind the clown and reveal the strength of performance that had always been the staple of a Wayne role. Wayne's characters had never really been as mockable as his critics wanted them to be, and his portrayal of a clownish version followed by a return to form eviscerates his earlier critics.

Duvall is..well...Duvall. He is a powerful actor to watch and his performance as the nihilistic Ned Pepper is perfect. He delivers frightening lines with a dead pan that demonstrates the character's dissociation from the rest of humanity. Duvall's Pepper is the Nietzschian Overman, he is beyond good and evil and is an expression of Will. His character is a sharp contrast to the classical virtue of Wayne's Cogburn, a character who appears to be filled with vice but in the end has "True Grit."

Glen Campbell is passable in his performance. He neither adds nor detracts from the mood of the film and presents the flashy false hero with some charm. He is the man that everyone believes is the hero because he is handsome and apparently forthright. He is almost too good to be true, but in the end what the cynical may have viewed as illusion is revealed to be true. His heroism isn't false, it is as real as Cogburn's.

Kim Darby's performance as young Mattie Ross is the weakest link in the film, and I've always found it hard to empathize with her character -- even given her compelling mission. She has always come across as more bratty than determined. If a director were to attempt to remake the film, it is this performance that I would seek to change and use as the basis for new interpretation.

It appears that is exactly what the Coen Brothers have done in their upcoming version of the tale. That is, if the teaser trailer is any indication.

I couldn't ask for a better choice of Cogburn than Jeff Bridges, though this will make two Jeff Bridges Christmas must see movies for me this year, and Matt Damon in the Glen Campbell role seems appropriate. Casting Josh Brolin as the dastardly Tom Chaney implies that the film will be darker and the character sterner than the Hathaway version. When I read that Barry Pepper was cast as Ned Pepper, the image seemed as natural as the sharing of last names. Barry Pepper has a likability, akin to Duvall's, that will allow for a wonderfully sinister Ned Pepper.

I wouldn't have thought I could be excited about a remake of True Grit, but then I never would have guessed it would be the Coen Brothers making it.

Tuesday, September 28, 2010

Avengers Earth's Mightiest Heroes vs. Iron Man Animated Adventures

My daughters adore the Nicktoons series Iron Man: Animated Adventures. In fact, one of my daughters' favorite games is for me to "fly" her around the house while she wears "Tony's Suit" and becomes "Iron-Keyo!" The show is witty and has excellent and engaging animation.

Next month Marvel Comics is releasing their new Avengers: Earth's Mightiest Heroes series. The new show has many of the same writers as the Nicktoons show, and some excellent voice actors, but if the animation matches the style in the "Micro Episodes," the show will leave a lot to be desired from a visual comparison.





Friday, September 24, 2010

Hulu Recommendation Friday -- Raising Hope

What are your thoughts about the new sitcom Raising Hope? I enjoyed it, but I'm wondering just how long they can maintain the raw humor before they slip into the land of the routine.

Any sitcom that features a scene of a father covering his baby's eyes as the baby's mother is being electrocuted for murder is showing a nice audacity, but I hope they can keep it up.


So far I've really enjoyed the performances of Cloris Leachman, Garret Dillahunt, Martha Plimpton, and Shannon Woodward.

Thursday, September 23, 2010

Katy Perry and Elmo Duet Controversial?

I don't normally discuss politics on this blog. This is a pop culture blog and not a political blog, but it seems that some people are dead set on getting their politics mixed into my pop culture.

Apparently an upcoming duet featuring Katy Perry and Elmo is "too sexy" for some parents. You can watch the "offending" video below.


Personally, I don't see anything too risque for children's television. Sure, Katy has a pseudo-Betty Page thing going on, but Betty Page had a Betty Boop thing going on who had a Clara Bow thing going on who had a...

Sometimes I wonder at our modern desire to protect children from sex -- and from violence for that matter.

That said, there is one thing that I want to say about the issue.

When I was growing up The Muppet Show was the "feature celebrities singing new singles" show, and Sesame Street was the show with an underlying pedagogy that taught children numbers and colors etc. There isn't a Muppet Show anymore, but doesn't this Katy Perry number strike anyone as blatantly commercial in a way that "Public Television" stands in contrast to?

I find it ironic that the Mickey Mouse Clubhouse show that I have my twin daughters watch -- which is based on a commercial IP -- has better pedagogy and seems less concerned with overt commercialism than Sesame Street.

I'm not opposed to children's programming having a merchandising aspect. Many of my fondest memories are of my own youthful playtime with toys and games based on children's programs (and vice versa). That's not my point.

My point is the irony that the tax payer subsidized, and pledge supported, programming of a public television show is more commercial oriented -- and is promoting pop-singles -- in a way that a commercial television show isn't. The Mickey Mouse Clubhouse show is played without commercials, doesn't feature modern pop stars (though its theme song was written by They Might Be Giants), and has a better underlying pedagogy than the leading children's television program.

Now if someone can explain to me why my DVDs of older episodes of Sesame Street are labeled with a Parental Warning.

Tuesday, September 21, 2010

Dragon Age Pen and Paper RPG Set 2 in Open Beta


Green Ronin is following in the footsteps of Paizo Publishing and releasing the second boxed set in their Dragon Age pen and paper RPG in an open playtest. You can download the document here.

I am quite fond of the Dragon Age game (as I made clear in an earlier post) and am looking forward to playtesting the rules for higher level characters.

Kudos to Chris Pramas and crew.

I'll let you all know what I think of Set 2 shortly.

The CW's Nikita is Stylish, Sexy, and Soulless

When considering how to approach the CW's new action television series Nikita, I reminded myself of a couple of my core rules to follow when reviewing works of entertainment. In this case, I wanted to make sure that I followed rules #2 and #7. I find that having certain principles of review ensures that a review is as fair as possible to those who made the effort to produce an entertaining product. Making an entertainment product requires a lot of work, and those working on the products do so because they want to entertain the public.

So what are rules #2 and #7 and what are some examples of them in application?

Rule #2 -- When reviewing a property that has been translated from one medium to another, it is only fair to compare the property to the source material as far as the property relates itself to the original.

An intellectual property that perfectly exemplifies the importance of rule #2 is Frank Herbert's Dune series of books. If one were to compare David Lynch's version of Dune to the novel one would find numerous differences and omissions, but that would be a disservice to Lynch's brilliance in the film. Lynch's Dune isn't a translation of the novel adapted to the big screen. Instead, it is a story inspired by the book that attempts to tell a similar story through a different medium. It approaches the central conflicts of Herbert's SF masterpiece and builds a film narrative structure around it. It also uses the strengths of the different medium to add new levels of spectacle to the property. One should judge Lynch's work apart from Herbert's because it departs widely from the original property.

The several Syfy series based on Dune, which claim to be "faithful" adaptations, should be scrutinized heavily due to their claims of fidelity. In fact, the failure to live up to the claims of fidelity -- followed by the invention of lame filler narrative -- is one of the chief flaws of the Syfy versions of Dune. The others are low production values and poorly choreographed melee combat (inexcusable in the post HK New Wave era).

Rule #7 -- Never judge a new television show purely upon its pilot episode.

Pilot episodes are often clumsy and the actors frequently have yet to build the chemistry that will make a series worth watching week after week. If one were to look only at Star Trek's original pilot, one would wonder how the show ever got picked up by a network in the first place. The concept is solid, but the execution is awkward -- something I often call "pilotitis." Additionally, the first episode shown may not even be the first episode "narratively." When Fox released Firefly, they showed a middle episode as the pilot and viewers where left without any context for the "universe" they were experiencing. As any Browncoat can tell you, this was a shame because viewers missed out on what ended up being a great ride.

I waited to review CW's Nikita for these very reasons. First, I had to judge just how closely they were associating the property with the original Luc Besson film, then I wanted to see if the show's quality improved or declined in the second (and eventually subsequent) episode.

From the advertising posters to the opening scene of the pilot episode, it is clear that Craig Silverstein and crew are making deep associations with the original film. Both posters show Nikita in a similar pose, and both properties begin with the robbery of a drug store for pharmaceuticals. This association continues in the second episode when Nikita's protege Alex is given "two weeks to improve" before the Division decides to "eliminate" her, the identical raising of stakes Nikita faced in the film.

It should be noted that the new Nikita isn't attempting to be a remake by any means, rather it is striving to be a sequel. It is a "what happened next" story that is using the original as a jumping board. This would typically make it a heavy candidate for rule #2 suspension of disbelief, except for the numerous overt parallels between this series and the original. Since it isn't a direct remake the show doesn't deserve "strict scrutiny," but it does deserve "close scrutiny" because it keeps reminding me of its relation to the original property.

So how is CW's Nikita in light of this level of comparison, and how is it in its own right?

Maggie Q is sexy and powerful in her portrayal of an expert assassin who seeks revenge against the organization that did her wrong, but she's too sexy and too competent. Anne Parillaud was vulnerable and sympathetic. She was a fish out of water, who we cared for in spite of the terrible things she does in the first scene of the film. It's easy to like Maggie Q, but it isn't easy to empathize with her. She's too glossy, too strong, too competent -- except when she inexplicably isn't.

The closest parallel to Parillaud's Nikita is Lyndsy Fonseca's Alex character. Fonseca's performance often demonstrates the vulnerability and humanity of the Parillaud version, but these moments are undermined when the show's "twist" is revealed. Alex suddenly becomes less vulnerable and become an instrument of revenge -- losing some of her humanity in the process.

Allow me to elaborate.

Besson's Nikita opens with an amazing image. Four drug addled youths are walking brazenly through the late night streets of Paris. One of these addicts is carrying an axe and dragging a body behind him. It's a disturbing image that plays off of the classic heroic introduction in The Right Stuff with an ironic twist. These young people are attempting to break into a drug store to get a fix, and as it turns out the drug store is owned and operated by the father of one of the youths. There is a touching scene where a father recognizes his child, and is saddened and horrified by what he sees. The tension and sorrow are palpable. Eventually, it almost seems as if everything is going to turn out okay and deescalate when the police arrive and the scene explodes in gun fire. The first two casualties are the father and son, then all of the youth save Nikita who had been curled up under a desk suffering from withdrawal symptoms. A policeman sees this young woman, attempts to gently help her out of the store and is coldly murdered by her. Her addiction has eliminated her humanity. The rest of the film is about -- among other things -- her rediscovering her humanity.

It is a sad story that constantly keeps the audience worried about the protagonist. We forgive her murders because we see her desperation and vulnerability. Besson makes us care about the killer from the first two minutes.

One of the perfect demonstrations of this vulnerability is expressed in the movie poster.



While Nikita is dressed in a sexually appealing outfit, high heels and all, what immediately registers with the viewer is fear and vulnerability.  She is in a near fetal position.  She is gripping the gun with two hands, and her eyes gaze worriedly off camera at some unseen threat. The viewer is interested in the character because the viewer is worried about her safety and we wonder what it is that she is looking off camera for. Who or what is just off the screen?

In contrast, the new Nikita opens in media res with a robbery of a drug store taking place in mid-action. The robbers are both wearing masks -- one bunny and one pig -- dehumanizing the criminals from moment one. Our first view of Alex, and we later discover Nikita, is as inhuman mask wearing figures. This sharply lessens our ability to empathize with them as vulnerable characters. The bunny mask is captured after the pig mask murders someone on site. The "innocent" bunny is unmasked and we first see the face of Alex, who will be our Alice in the rabbit hole that is Division. Where Besson knew that he could get us to sympathize with a murderer Silverstein makes sure that the new recruit is seen to be "in the wrong place at the wrong time" and doesn't trust the audience can be empathetic. We meet Alex, the "next" Nikita in this scene.

Then we are introduced to Nikita herself, the stylish and sexy Maggie Q. Through voice over and flashback we are given her back story and informed that she intends to get revenge against Division for them killing the man she loved. This is all presented pro forma, its just enough to set up the situation but lacks any emotional weight.

As the story unfolds we are introduced to Michael (Shane West), the "Bob" (Tchéky Karyo), of the series. West's performance isn't as subtle as Karyo's, but it is strong and gets better as the show progresses and his character is given more dramatic conflicts to resolve. Michael and Alex, along with Amanda (Melinda Clarke), are very compelling components in the show. They have a "realism" that is lacking in the almost superhuman confidence of the Maggie Q Nikita. Though the Michael/Alex relationship once more highlights the lack of heart in the television series.

In a scene that parallel's the movie, Michael informs Alex that she has two weeks to improve in training or she will be eliminated. This scene comes after Michael has saved Alex's life -- nominally -- and Michael notifies Alex just as she is about to thank him. It is a scene that works well as Michael is simultaneously asserting that he will not allow himself to become personally involved with a trainee (again), but that he does feel vulnerable in Alex's presence. The scene is good, but is shallow when contrasted to a similar scene in Besson's film.

In the film, Nikita has been acting out upon being forbidden from leaving the training facility. She has frightened the techie, bitten the ear off the judo instructor, danced in celebration of biting off the ear, and painted graffiti all over her room. "Bob" has been notified that she has two weeks to improve or Division will kill her. He enters her room with a birthday cake and a gift -- a poster of Degas' The Star.


He cuts her a piece of cake -- with a switchblade -- and tells her that she is only excelling in painting and dance. He is referring to the graffiti and the dance of humiliation she did earlier, which are demonstrations of her individuality and humanity that he appreciates. The Degas painting's portrayal of dance and the individual amplifies this association. He gives her a brief moment of celebration and kindness, and then drops the bomb that she has only two weeks to live if she doesn't improve. It is a powerful scene. It has a weight entirely lacking in television show.

Throughout the first two episodes Nikita attempts to undermine the actions of Division, but she soon discovers that not all who oppose Division are her allies. Maggie Q's Nikita is continually shown as powerful, competent, and sexy -- with one moment of almost farcical incompetence in the second episode in a "sniper" scene. Since the show is using Alex as the proxy "film Nikita," Maggie Q's Nikita is almost the direct opposite of Parillaud's. A quick cheat for what I am referring to is the marketing poster for the new series. Look at how it parallels and differs from the original film poster.






Here Nikita is holding two guns, one in each hand, and has a spare sub-machine gun at her feet.  She is lounging sensually in a chair holding her pistol with one hand and looking at the viewer with confidence and authority. The background is sharp and red, as opposed to foggy and blue. This is the image of a ruthless and attractive killer and not a vulnerable and sympathetic fish out of water. If it weren't for the way that the poster, and show, reference the original as they simultaneously reject it, I wouldn't make note of it. But the fact is that they are constantly referencing the original, and not in an "easter egg" manner.

I have thought long and hard about why the show would both reference the original and then advertise its rejection of the template and the only reason I can come up with is Dollhouse. This version of Nikita is as much a response to Dollhouse as it is to Besson's Nikita. The new show's glossy style and sensuality is reminiscent of Dollhouse, while the story structure is reminiscent of Nikita.

It's almost as if this Nikita is saying, "this is what Dollhouse could have been."

As critical as I am of the lack of emotional weight of Nikita so far, I have to say that I am impressed with their twist. I am impressed enough to watch the show for a few more episodes to see where they go.

At the end of the pilot, we discover that Nikita was the pig in the opening scene and that Alex is being used as her "mole" inside Division to help her destroy it from the inside. It is a nice twist and one that I wasn't expecting.

The show has some interesting moments, but it's going to have to acquire some "heart" if it wants to retain me as a viewer. It can either do this by giving me empathetically dramatic stakes, or by adding humor. I don't care which one they do, but they have to make the show stand apart from its origins.

Thursday, September 16, 2010

Jared Sorensen's Inspectres Worth a Look

A few years back, I was up in Oakland attending a professional conference for work. The conference was held downtown and fate had it that the conference hotel was right across the street from one of America's premier game stores -- Oakland's Endgame. Like many gamers, I have a secret dream of retiring as a game store owner. If I ever get to fulfill that fantasy, Endgame will be the business model that will attempt to emulate. It has an environment that is novice friendly, but a deep enough catalog and sufficient gaming space to satisfy he hard core. One of Endgame's chief virtues is their love of all forms of gaming and their enthusiastic support of the hobby. They strongly promote the big names and hip Eurogames, but they also support and encourage the play of independently published games -- in particular games published by Indie Press Revolution.

I walked around the store and examined their inventory, looking to see if they had any games on hand that I didn't own that might interest me. Their friendly staff directed me to a bookcase in their role playing section and listed off a couple of titles. I bought copies of The Burning Wheel, Dogs in the Vineyard, and Inspectres.

I was impressed with all three products. The role playing market was in the middle of the d20 SRD Era, and seeing games that had unique rules mechanics was a fresh change. Also fresh was the focus all of these games place on narrative and player empowerment. This was especially true of Jared Sorensen's Inspectres.

Theme

The premise of Inspectres is a simple one. There are mysterious and supernatural things in the world that can pester humanity from time to time. In response to these supernatural pests -- likely due to a large influx of Silicon Valley venture capital -- the Inspectres fully-licensed and insured "Supernatural Investigation & Elimination Service" was formed. The Inspectres are "Fighting the Forces of Darkness, do you don't have to."

Player's in an Inspectres campaign play working class -- and some white collar as well -- heroes who fight the supernatural as their day job. For them, banishing the hordes of Servitors of Garoneesh from Delta Sigma house's basement, is akin to your average bug exterminator completing a termite treatment. While they may be battling threats beyond imagination, and others might find that exciting, it is just their day job. These people have lives outside of their local franchise. Fighting the supernatural is "normal," "routine," and even hum-drum.

This is all key to the setting, because Sorensen believes that goofy isn't funny. He believes that the mundane is funny, and he's right. When a group of players/people try to be funny, they often end up being goofy. When they take something bizarre and attempt to make it normal and dull, the opportunity for real humor begins. Humor is rooted in irony, and having monster hunting be a dull cubicle based Office Space inspired hell is funny.

Mechanics

The underlying mechanics of Inspectres are deceptively simple, and are remarkable at reinforcing the intended style of play.

Inspectres determines the outcome of player's actions through the use of a mechanic I call the Sorensen Narrative Resolution System or SNRS -- and its a system he has used a couple of times before in different guises.

As in other role playing game mechanics, the SNRS gives players ratings in certain areas -- Academics, Athletics, Technology, and Contact (there is also a Cool stat, but most players don't start out Cool). In addition to these individual ratings, the players will have access to their Inspectres Franchise's resources which are called the Library Card, Gym Card, Credit Card, and Bank. All players have access to the franchise's resources, which explains why even untrained incompetents can be successful if they work at a well equipped franchise.

These ratings allow players to roll a certain number of dice, which are then used to interpret the outcome of an action. In a standard role playing game, there would be a target number and beating that target number would mean success and failing to beat the target number would mean that the action didn't succeed. This is where the SNRS differs from other games. In Inspectres, the outcome of the die roll determines who has narrative control over the action. What this means is that the action is described after the die roll, and that the results of the die roll determine whether the player or the game master has control (and how much control they have) of the outcome. Depending on the story being told, a player could gain control of an outcome and narrate failure or the GM could narrate success. It all depends on what the individual believes will create a better story. When the player/GM has only partial control of an action, things get pretty interesting.

The SNRS's narrative approach to roleplaying action resolution is great to see in action. It does require a commitment to attempt to be narratively creative from all of the participants, but if everyone commits it is a great time. There are some additional twists and turns to the system, but you'll have to buy the book to read them.

It really is worth the price of admission of $20 for the small booklet. The game has a fun setting and a simple mechanic that can satisfy hard core role players and serves as a wonderful introduction to the hobby for new players.



Movie

I wanted to note that Sorensen has recently teamed up with the good folks at Reactor 88 studios and is working on a feature length production based on the Inspectres setting. I saw the first 10 minutes at Gen Con this year, and I think that the film looks like a fun production from a DIY studio. We'll see what the end result is, but I think that it will hold up quite well against its chief competition in the "Gaming Movie" genre -- The Gamers.