Thursday, September 03, 2009

Sporadic Geek Update (9/3/09)

Once in a while I like to imitate the excellent Morning Medieval Miscellany done by Professor Scott Nokes at Unlocked Wordhoard. Doing a daily update of all things pop culture related would be an absurd task for an amateur blogger. I much prefer doing individual posts highlighting things that interest me, at least as my "regular" post technique. But there are times when it's nice to kick out a Sporadic Geek Update featuring things that might otherwise be overlooked.

  • Following the merger between Marvel and Disney, Sony has backed off on the Spectacular Spider-Man Cartoon. Does this mean that Spidey is headed over to Toon Disney? What about the new Avengers and Iron Man cartoons?


  • SF Signal has a good discussion about what San Diego Comic Con can learn from Worldcon and vice-versa. With the exception of the highly predictable "pretentiously disdainful view from the old guard" by Lev Grossman, the comments are excellent. Notice the difference between his snarky anti-"common fan" rant and the insightful comments by Jeremy Lassen of Night Shade Books. Lassen presents the difference between the SF "tourist" and the SF "devotee" as a good thing and looks at each con in its proper light. Grossman, a critic for Time Magazine and best selling SF/Fantasy, slanders the unwanted popular rabble in a fashion typical for one who favors "literary" works.

    Lassen's Night Shade Books is a publisher of books important to the SF/F historiography. Night Shade keeps alive brilliant writers like Manly Wade Wellman and Clark Ashton Smith by releasing beautiful editions of their works. They also promote exciting, and often overlooked, new talents like Liz Williams and her Detective Inspector Chen series.

    Lassen's trying to bring in new fans and introduce them to classics. Grossman is content to denigrate those who are introduced to SF/F via Hollywood. This is ironic, because Grossman's blog at Time isn't usually so filled with venom, and his writing is engaging. One expects a little, "I wish the casual fan understood how rich the SF genre is," but one would rather not read "the rapid expansion and mainstreaming of -- for want of a better term -- nerd culture is a dangerous thing." This isn't to say there isn't room for criticism of SDCC, and how commercial it has become, just that I would have rather read it without the snark. Snark is so 90s.


  • Matt Tarbit has done a wonderful job in creating a visual representation, with links, to all the games featured in Green Ronin's wonderful Hobby Games: The 100 Best. If you are looking for the perfect resource as an introduction to "Hobby Gaming," you cannot do any better than this book and Tarbit's webpage gives you the pictures the book lacks.


  • Wolfgang Baur, and his exciting Open Design Project, have announced three new projects that are awaiting patron support. I am particularly excited about Red Eye of Azathoth, though I wish they were offering it in Gumshoe format in addition to Pathfinder and Basic Roleplaying.


  • Kobold Quarterly has an excellent interview with Joseph Goodman regarding the state of the role playing game industry.


  • Catalyst Labs, the Battletech people, have a good blog post about role playing gaming and "those kids today."


  • Topless Robot -- Village Voice Media -- provides us with a trailer for the next installment in the Star Blazers saga. Like the writer on that site, Star Blazers was my first anime. I eagerly awaited each new episode as a kid. I have embedded the preview below, but head on over to the website and give them some traffic.





  • Progressive Boink has a demonstration of the typical immature fanboy hatred of Rob Liefeld. Liefeld is certainly not among the best artists in the field, but in a field filled with talented artists who are constantly behind deadline Liefeld is a worker. I remember reading in the introduction to a Hawk and Dove trade paperback that Liefeld was one of the most tenacious "submitters" in DC Comics history. He was constantly submitting work and had a huge productivity level. He is also one of those who expanded artist's rights within the industry, took on powerhouse Marvel, and was one of the founders of Image Comics. Image is to this day one of the shining lights of the industry and promotes a number of excellent titles -- books like Invincible, or a number of other titles. Sometimes an artist's legacy isn't in the work itself, but in what that artist has done for the field as a whole. He still cannot draw feet, but he certainly didn't deserve the treatment he received from "Yellow Hat Guy."
  • Wednesday, September 02, 2009

    Bill Plaschke Eats Penis

    I cannot tell you how many times, as a Trojan fan, I have wanted to say something similar to that post title. What has kept me from it is the realization that while Plaschke may frustrate me from time to time as a USC fan, he is an engaging writer. But I had to use that title after seeing this.



    Thanks to Matt Welch for the tip.

    Tuesday, September 01, 2009

    Remembering World War II -- Playing a Game to Better Understand the Terror of War

    On September 1, 1939 the German army invaded Poland, an action which signaled the official beginning of the Second World War. A little more than a week before this invasion, on August 23rd 1939, the Soviet Union and the Nazis signed the Molotov-Ribbentrop pact -- also known as the Nazi-Soviet Non-Aggression Pact. In addition to articulating an agreement of non-agression, the Pact included terms for the territorial and political rearrangement of the countries of Eastern Europe. To quote the relevant articles:

    Article I. In the event of a territorial and political rearrangement in the areas belonging to the Baltic States (Finland, Estonia, Latvia, Lithuania), the northern boundary of Lithuania shall represent the boundary of the spheres of influence of Germany and U.S.S.R. In this connection the interest of Lithuania in the Vilna area is recognized by each party.

    Article II. In the event of a territorial and political rearrangement of the areas belonging to the Polish state, the spheres of influence of Germany and the U.S.S.R. shall be bounded approximately by the line of the rivers Narev, Vistula and San.

    The question of whether the interests of both parties make desirable the maintenance of an independent Polish States and how such a state should be bounded can only be definitely determined in the course of further political developments.

    In any event both Governments will resolve this question by means of a friendly agreement.

    Article III. With regard to Southeastern Europe attention is called by the Soviet side to its interest in Bessarabia. The German side declares its complete political disinteredness in these areas.


    This agreement enabled the Nazis to invade Poland without fear of a Soviet reaction, so long as they kept to the pre-determined territorial rearrangements. The document's legacy extends beyond providing the Nazis the confidence to begin an attack against Poland, it created the basis for geographical lines and political struggles that would endure throughout the Cold War.

    When one thinks of the Second World War, one often focuses on the struggles of the "Great Powers" engaged in the global conflict. There is a great abundance of historical resources available about the Battle of Stalingrad, The Battle of the Bulge, and the invasion at Normandy. What is often overlooked when remembering the Second World War are the struggles of weaker forces battling for independence from the larger powers. We don't often read about the Lithuanian June Uprising or the Warsaw Uprising of 1944. When it comes to games about the era, these events are almost completely overlooked. It is easy to find wargames covering The Battle of the Bulge. In fact, it is a joke that every wargame designer must at some time design a "Bulge Game" -- a fact that led Steve Jackson to design One Page Bulge. There are some excellent wargames covering the Battle of Stalingrad and the battles between the Nazis and Soviets on the Eastern Front. But even games that simulate battles on the smallest level, games like Squad Leader, often overlook these important struggles.

    Thankfully, Jason Morningstar has written a game that powerfully captures the spirit of freedom and the tragic costs of war exemplified in these battles for liberation. Morningstar's Grey Ranks is a game that simulates the 63 days of the Warsaw Uprising -- in particular the actions of child soldiers. As Morningstar puts it:

    In this game, you will assume the role of a young Polish partisan before, during, and after the disastrous 1944 Uprising against the Germans. Together with your friends, you'll create the story of a group of teens who fight to free their city, one of the countless Grey Ranks "crews" that take up arms. Your characters -- child soldiers -- will have all the faults and enthusiasms of youth. Across sixty days of armed rebellion, they will grow up fast -- or die.


    The game uses a chapter structure which enforces an adherence to the real events of the uprising and which forces players to make increasingly difficult decisions. The game also includes several quotes from Hans Frank, the man who was the Governor General of occupied Poland. Grey Ranks is a narrative driven game system that creates powerful stories and focuses on an often overlooked part of the Second World War. Though the game focuses on the struggles of child soldiers during the 1944 Uprising, one can see how its system might be expanded to look at other similar struggles as well.

    For a look at Lithuania's struggles, I recommend Darius Udrys' Road to Freedom (embedded below). His film covers more than the Second World War, but the multimedia presentation is worth the viewing.

    Monday, August 31, 2009

    Movies Christian Loves, But Shouldn't #2: Trancers



    In the mid-90s, my roommate Rich Berman introduced me to a number of wonderful geek entertainments I might otherwise have overlooked. It is because of him that I am such a big Wing Commander (the video games) fan and it is because of him that I am buying the reprint editions of the Lone Wolf Books that Mongoose Publishing is slowly but surely getting out the door. These products have provided me with untold hours of entertainment and continue to do so years after they were initially released.

    For the most part, if Rich recommended it then it was worth the time and effort. As much as I trusted Rich's recommendations, there was one recommendation I had ignored for almost fifteen years. There was a series of movies that Rich enjoyed that I just couldn't quite talk myself into watching. That series was the Trancers series of films by Full Moon Video. I don't know if it was anti-D2Video snobbishness or Full Moon's association with the Puppet Master series that prevented me from listening to my friend's advice and plopping the film in the VCR to enjoy the ride. More than likely it was the Puppet Master, since any anti-D2Video bias I might have didn't prevent me from watching, and enjoying, classics like Full Eclipse starring Mario Van Peebles. It wasn't until last week that I finally got around to watching Trancers and found yet another one of Rich's recommendation's to be enjoyable.

    The film's plot is simple enough. Jack Deth (Tim Thomerson) is an Angel City (Los Angeles) police officer -- they are called Troopers in the future -- in the year 2247 who is obsessively hunting down and "singe-ing" Trancers. As Jack's opening film noir-esque monologue put's it:

    "Last January, I finally singed Martin Whistler out on one of the rim planets. Since then, I've been hunting down the last of his murdering cult. We call them 'Trancers:' slaves to Whistler's psychic power. Not really alive, not dead enough. It's July now, and I'm tired. Real tired."


    Just when Jack thinks he's defeated the last of the Trancers, he discovers that Martin Whistler -- the psionic head of the Trancer cult -- is still alive. Whistler has traveled back in time to 1985 where he is murdering the ancestors of those who opposed his rise to power in the 23rd century. By eliminating the ancestors Whistler is eliminating all of his enemies as well. It is up to Jack Deth to travel back in time, eliminate Whistler, and prevent all of Angel City from becoming members of the Trancer cult.

    The film has noir elements, a psionic powered mastermind, psionically influenced "zombies" who spontaneously combust after they die, time travel, a future Los Angeles completely submerged under water, and a young Helen Hunt. The film is an enjoyable romp that spawned a number of sequels, but it is a film that oughtn't have its narrative scrutinized to closely. It really falls apart under the microscope.

    Here are some examples of the "ragged edges" of the film:

    • When told he has to go back in time to stop Whistler by the Council. The Council openly talks about the one Council member Whistler has already eliminated. Given that that Council member has now -- at this point in the plot -- never existed, that is quite a feat of metatemporal memory.
    • Your physical body cannot travel back through time -- your consciousness must possess that of an ancestor -- but physical objects can be sent back for your use.
    • Jack Deth killed Whistler on one of the "rim planets," but there is no other mention of planetary travel.
    • Time travel is a "condition" that can be given an antidote vaccine which brings the person back to the future.


    One could probably write an entire book about the flaws of the film, or write a snarky "better than thou" review of it. Such efforts would be misguided though. Trancers is one of those movies that if you watched it on Mystery Science Theater, you would want the guys to shut up because you were having a fun enough time without the snark.

    Trancers doesn't pretend to be something it isn't. It doesn't put on airs or quote philosophy. The movie is a straight forward action romp where a future cop hunts down psionically controlled zombies in "modern day" Los Angeles -- a city he only knows about because of his frequent scuba diving excursions.

    Can you really ask for more than psionically controlled zombies? I can't -- especially when one of those zombies is a "mall Santa."

    Friday, August 28, 2009

    Hulu Recommendation Friday: Journeyman

    When NBC released Journeyman for the fall 2007 schedule, I was a bit skeptical. It was hard for me to imagine a "lost in time" television series without thinking of it as a derivative of either Quantum Leap or Time Tunnel.

    The show's premise seemed similar enough. Dan Vasser is a time traveler who jumps from point in time to point in time without being able to control his destination. At each point in time Dan has to help some person from the past achieve his or her destiny. The lack of control regarding the destination in time the time traveler ends up at in each episode is a unifying factor for shows of this kind. As a narrative device -- it is also a feature of the Gen X cult time travel show Voyagers -- the "lost in time" trope allows for almost any story to be told. It frees writers in that it allows them to write episodic narratives, with little concern for continuity. Though in the end most of these shows have tended to create an internal continuity in order to maintain audience interest. There is almost nothing devoted fans to any entertainment medium enjoy than debating the "history" of a fictional property. Just look at fans of Sherlock Holmes and how they attempt to "solve" various narrative inconsistencies, or better yet listen to comic book fans deliberate on the various timelines of pre-Crisis DC Comics.

    I really had very low expectations for Journeyman, as did most of America apparently since the show never really took off. This is too bad, because Journeyman ended up being one heck of a show and this was due to two key differences between it and past time travel television shows.

    Where other shows added a continuity after the show had been running for a while, Journeyman begins with continuity as a main component of its narrative structure. Dan Vasser's jumps through time are all related in some way. Dan doesn't know how they are related, but it quickly becomes apparent that they are. Added to this that Dan's travels through time occur spontaneously. Dan is a journalist, not a scientist, and he just starts jumping through time without ever wanting to. Why Dan is traveling through time, who is responsible, and to what purpose are all a part of the initial mystery underlying the series.

    Additionally, a major part of the show is devoted to Dan's modern day family relationships. One could even argue that the show is really about how a person who randomly jumps through time is able to maintain a normal life and keep his family together -- especially when they think he may or may not be insane/using drugs. Dan's family has some nice character conflicts built in and the show explores them in dramatic fashion. Given Journeyman's lack of success, one wonders how well The Time Traveler's Wife will do in theaters as it has a similar conflict.

    Kevin McKidd does a good job as Dan Vasser. McKidd is the kind of actor I like to call "a worker." His filmography ranges from cult horror films and video games to "respectable" roles. Any actor who is willing to do voice work after getting a role on Grey's Anatomy deserves respect for his/her work ethic. The fact that McKidd is a very good actor is icing on the cake. Gretchen Egolf and Moon Bloodgood are both good as Dan's love interests -- present and past -- and Reed Diamond is great as the brother who knows all about Dan's dark side and suspects his brother may be relapsing into some nasty behavior patterns.

    Journeyman was an enjoyable show that never quite found its audience.

    As always, hit PLAY...then FULL SCREEN...and enjoy.


    Wednesday, August 26, 2009

    Gaming Paper -- Do You Need It?

    In the Summer of 2002, I attended GenCon in Milwaukee, WI. It was the final GenCon to be held in that wonderful city. The con had outgrown Milwaukee's accommodations. I had an amazing time at the convention, which made for wonderful tonic given that my wife's and my dog Oreo had died the week before the convention. In fact, Oreo died on the day I left town for work. She woke us up, as we anthropomorphize to this day, just to say good bye. She was a small dog, and an old one -- she was over 20 when she died. As one might expect, I was distraught and attending GenCon at the back end of a business trip was a wonderful anti-depressant.

    At the convention there were myriad products for all kinds of games. The OGL boom was in full swing and the convention hall was abuzz with excitement regarding numerous new products. One of those products was the Savage Worlds roleplaying game by Pinnacle Entertainment Group another was a highly useful product manufactured by Skeleton Key Games. Skeleton Key Games, who are now a leader in PDF based game tile sales, had printed up sets of what can only be called "Cave Paper." The sheets of paper were brown and featured a textured print and a one-inch grid for use in playing D&D. DMs could cut the paper into any cave shape, a relatively easy process, and have a nice looking set of tiles which could be placed next to one another to form a cave complex. I bought a couple of packs and used them up rapidly as the textured image looked better than the vinyl surface of my battlemat as a cave complex. My gaming group enjoyed the verisimilitude the tiles offered as they ventured into the caves surrounding the Temple of Elemental Evil.

    Skeleton Key Games quickly expanded their offerings to include a wide variety of city, dungeon, cave, boat, and water tiles available in pdf format. You are no longer limited to buying their pre-printed packs, you buy the file and print what you need. It's useful, but can be expensive once you start adding up all those toner costs and the various stacks of cut outs can take up quite a bit of storage space if you let it. Needless to say, the "Cave Tiles" were a needed innovation that spawned a product line.

    This year Gaming Paper, Inc. is offering a product they hope will be as innovative and useful as the battlemat or those pdf dungeon tiles. Their offering is called, simply enough, Gaming Paper. To help sell the product, Gaming Paper, Inc. has used YouTube viral commercials featuring Gaming Paper founder Erik Bauer demonstrating the uses of Gaming Paper. We've enjoyed the commercials and have written about them before (be sure to check out their YouTube channel).
    In the commercials, Erik demonstrates many of Gaming Paper's "uses" and ways it can be abused, but we are concerned here with Gaming Paper's use as a gaming product.

    To begin, Gaming Paper is exactly what it says it is. It is a lightweight, but durable, paper product with a one inch grid printed on a tan wax-coated paper stock. The basic roll supplies a good amount of Gaming Paper for a reasonable cost at $4.00 a roll.

    Given the widespread use of battlemats, one my wonder if their is a market for Gaming Paper or whether it is useful to someone who already owns a battlemat. I believe there is a market and can assure you that it is useful to those who -- like me -- own battlemats. This is because Gaming Paper has three traits where it has an advantage over a standard battlemat and only one trait where it is at a disadvantage.

    The first advantage is how light a roll of Gaming Paper is to carry around. The fact that Gaming Paper is lightweight makes it the perfect surface for use on the Convention circuit. Let's say you are an RPGA judge who will be running 3 different Living Forgotten Realms modules at your local con. You can pre-draw all the maps onto Gaming Paper sheets -- cut to the size you need -- roll them up, and carry them to the Con all more lightweight than the battlemat.

    This brings us to our second advantage -- which also happens to be the products chief disadvantage as well. Once you draw something on Gaming Paper, it stays on Gaming Paper. You cannot draw and erase, like a battlemat, but when combined with its light weight this means that you can bring multiple sheets each with a different dungeon level on them for multiple uses during repeated con events. If you were using a battlemat, you'd have to redraw each level as you came to them -- taking time away from the session -- and redraw them again for the next session. Either that or carry multiple battlemats, which might need to be retouched if the ink smeared, which becomes more cumbersome than Gaming Paper.

    The third advantage that Gaming Paper is that it can be cut to create variable sized mats. Each roll is 30 inches wide and 12 feet long. You can cut out quite a few playing surfaces at that length.

    I also like that Gaming Paper has a low cost. A roll of gaming paper can go quite a long way, is reusable (make sure you keep the cardboard tube), especially if you are just using it for the grid and have physical terrain you can place on it, and is only $4.00.

    I would be remiss if I didn't mention that Gaming Paper has a similar texture and size to Gift Wrapping paper. Erik will probably blow a gasket for me writing this, but I think that Gaming Paper also makes ideal gaming wrapping paper. Draw a map of a dungeon on the gaming paper, wrap up a copy of the new edition of Warhammer Fantasy Roleplay inside, and it's perfect. Just make sure that your friend or loved one is careful when unwrapping and isn't one of those ravenous tearing freaks.

    My one complaint about gaming paper is that it is currently only offered in a tan color. I think it would be invaluable to my gaming group to have a variety of colors, especially "grassy" and "cobblestone" for use in creating various non-dungeon maps. If I could by a $4.00 roll of cobblestone for use in my Eberron game to lay as a foundation for all my city based adventures, I'd be a happy gamer. If they wanted to go crazy, they could pre-print some medieval city cartography as well.

    Gaming Paper reminds me of the Skeleton Key "Cave Tiles." It is a needed product coming out at the right time, but I'd like to see the product line expand.

    One more thing...apparently Gaming Paper makes a good parachute too.


    Jess Hartley Provides Convention Advice for the Aspiring Game Professional

    It is a maxim that every Game Master is a game designer to one degree or another.

    It is also a maxim that every Game Master believes that he or she is a good enough designer to make a living making games and supplements.

    The hard truth is that not every Game Master has what it takes to make a great gaming product, even when he or she is a wonderful Game Master. Additionally, there are some very talented designers out there in the gaming community who lack the confidence and experience to properly sell themselves to game companies who could use their talents. Sadly, there is a dearth of really great resources for advice for the aspiring game designer.

    Okay, I hear you disagreeing already. There are a few tomes on Game Design Theory that reference bizarre sounding names like Huizinga and DeKoven. There are also hundreds of books covering Game Design for computer games. Then there are the "how to work for company x" panels at conventions and the recent Mongoose product "I am Mongoose and So Can You."

    But even with all these resources, there is still a dearth really great resources for advice for the aspiring game designer...on how to acquire a career in the gaming industry. Truth be told, when you look at how many of today's giants in the gaming field became game designers there are a seemingly endless variety of paths to becoming a game designer -- and little guidance. Do I work in the warehouse shipping out games like Greg Costikyan did? Do I send my game setting in as a submission to a major company? Do I submit articles to their online/print magazine? Do I write some of the most rigorously researched campaign compilation material ever imagined for free consumption on the internet?

    There are a hundred different stories to tell, each is different and none are really helpful to the mildly socially awkward individual that is your average gamer.

    What is the best way to get that foot in the door and start building a professional relationship with a company you might want to work with? One answer, though certainly not THE answer, is to use the convention circuit as a "job interview" resource. It can be a daunting prospect and one that might make you nervous, but if you talk to most gaming professionals they will let you know that many business decisions are made at conventions or based on convention experiences.

    This is where Jess Hartley's "GenCon for the Aspiring Professional" comes in handy. This sixteen page document provides a veritable crash course on "pitching" behavior at conventions, and its information can easily be applied to other situations. The document is a nice step by step guide of things to consider, things to bring, things to say, and things not to say. It must reading for anyone who wants to work in the gaming industry.

    Jess knows what of she writes too. She is a veteran game designer who has worked on a number of wonderful products. She has worked on game related fiction -- including Buried Tales of Pinebox, Texas (as a Savage Worlds fan any one who writes for the Pinebox setting gets bonus esteem points in my patented gaming professional esteem-o-meter 2500). Additionally, she has been a central author in White Wolf Games new generation line of World of Darkness products and their exciting Scion game line. She is also one of the contributors to Green Ronin's upcoming Family Games: The 100 Best.

    If you're interested in working in the games industry, check out Jess's pamphlet. You might also want to check out her excellent website which features a fun advice column entitled "One Geek to Another."

    My only complaint about the website is that the "heading banner" doesn't have an embedded link to the home page. The link is on the side banner, but I like clicking on the header.

    Friday, August 21, 2009

    Hulu Recommendation Friday: Full Metal Alchemist (Brotherhood)



    A couple of years ago, my wife and I were captivated once a week by a wonderful anime series called Full Metal Alchemist. The show follows the adventures of two brothers as they attempt to learn the secret of the Philosopher's Stone in the hopes that they can reverse the "price" they paid when they attempted to resurrect their mother using the power of Alchemy. The show wonderfully captured the horror trope hightlighted in classic horror tales like Frankenstein and Faust. No power comes without a price, and the brothers paid a high price indeed. As an added bonus the characters are named Edward and Alphonse Elric. How can I not love a show where two of the characters are named ELRIC?!

    The cartoon was a hit, but it also varied wildly from the manga on which it was based. The series had an ending that was nowhere to be seen in the manga, which continues to this day, and which left one feeling mildly disappointed. There was much of the world left to explore and Jody and I felt a little bit robbed by the ending.

    Thankfully, the animation studio Bones, has contracted to do a reboot of the series and the show is a part of the hulu streaming video stable. The episodes become available two weeks after they air in Japan and are a new start for the series. Old fans will find much that is familiar, but the new series is closer to the manga and goes into greater depth into many of the secondary characters.

    As always...CLICK PLAY...then CLICK ON FULL SCREEN...the ENJOY.


    Thursday, August 20, 2009

    The Wolf Man (2010): The Signs Seem to Hint at a Classic Movie Renaissance

    When it comes to iconic horror characters, Universal has the catalog to beat all catalogs. The classic Universal monsters include The Mummy, Dracula, The Wolfman, Frankenstein, and The Creature from the Black Lagoon -- classics all. Each of these monsters touches at a different "fear button" deep within the human psyche. For many, it is Dracula -- with his vampiric combination of death and sex -- who resonates most deeply and draws viewers and readers to peer into the abyss that can await.

    For me, it has always been Lawrence Talbot -- the Wolf Man -- who seemed to both capture my empathy and fear. In the classic Universal film, gentle Lawrence Talbot acquires the curse of lycanthropy and nearly destroys all that he holds dear. The Wolf Man is a wonderful deconstruction of the typical hero narrative. While I am often critical of narratives that deconstruct the hero, I am quite fond of this particular deconstruction. A part of the reason for my fondness is that this particular deconstruction ends in tragedy -- when the hero through the act of heroism becomes a force of terror tragedy should result. It is when a hero becomes a force of terror and is narratively rewarded that I find myself often annoyed. Talbot is an extremely sympathetic man. He has a virtuous heroic streak and has found someone who may be the love of his life, yet it is his actions that will doom his happiness -- actions that were noble and not vicious. This is where the horror of the Wolf Man lies, it lies in the fact that we might destroy the things we love even without action ignobly -- or at least without initially acting ignobly.



    It is a timeless and classic tale, as are the tales of all the Universal monster catalog. Yet, it is not a tale that is always captured well. The original Wolf Man (1941) with Lon Chaney was a delight (itself a descendant of Werewolf of London), as were the Hammer Curse of the Werewolf with Oliver Reed as the cursed man and John Landis' 1981 An American Werewolf in London. Each pulled the right heartstrings. There have been historic "campy" tellings of the of the tale as well -- in fact most of the Universal monsters have become fodder for parody throughout the years.

    By the late 80s, the "Universal Monsters" had pretty much become "universal monsters." The creatures, and their look-a-likes, could be found everywhere in popular culture. So it was no surprise that Universal Pictures claimed the right to redefine these classic characters for themselves in the early 90s. It's no surprise, but it largely lead to disappointing films that lacked the heart of the originals.

    Bram Stoker's Dracula (1992) by Francis Ford Coppola lacked visual appeal, had terrible costumes and makeup, and included mediocre performances by talented actors. The film, which was the film my wife and I saw on our first date, was lackluster and an unworthy descendant of the Bela Lugosi film. Frank Langella was a more haunting Dracula in the 1979 film than Gary Oldman. Coppola's venture into the Universal Monster was a misfire that lacked heart.





    Wolf -- full film at link --
    (1994) starring Jack Nicholas Jack Nicholson (I blame my recent viewing of Back Nine at Cherry Hills for the error, but it's pretty unforgivable.) seemed more a Mike Nichols film than a true werewolf tale. It tried to hard to be topical and not enough time exploring the psychological aspects of the deconstructive narrative. James Spader plays the same character he played in Baby Boom (1987) -- with a bit of a twist. The film entertains as an allegory for how the business world can corrupt and consume, but it fails as a "horror" movie.

    It wasn't until 1999 with the release of Stephen Sommers' take on The Mummy that Universal had a new "Universal Monster" movie that both captured the magic of the original and added a magic of its own. Brendan Fraser was such a compelling pulp hero, as Rick O'Connell, that it became easy to envision Fraser as the titular star of a Doc Savage film. Arnold Vosloo was a compelling Mummy with a compelling story -- audiences both loved and hated him. The film worked as blockbuster and as Mummy movie.




    Sadly, Universal made audiences sit through The Mummy Returns and handed Sommers the reigns to Van Helsing -- more than balancing the 1999 gem with subsequent drivel. The Scorpion King "prequel" to The Mummy Returns was fun, and Sommers showed with GI JOE that he still knows how to have fun without needing to use Frankenstein as the circuit breaker for Dracula's electrical/mechanical Uterus (yes...that's the plot of Van Helsing).

    Looking at the newly release trailer for 2010's The Wolf Man starring Benecio Del Toro as Talbot, it appears as if Universal has found the right director in Joe Johnston. Johnston has an extensive filmography that includes Hidalgo, October Sky, The Rocketeer, and the upcoming The First Avenger: Captain America. The inclusion of the talented and beautiful Emily Blunt as the romantic interest is a good choice. Blunt was one of the three bright spots in 2006's The Devil Wears Prada, the other being Meryl Streep and Stanley Tucci. The inclusion of Anthony Hopkins among the cast hints at a nice balance of drama, and Hugo Weaving adds some additional geek appeal.

    If the trailer is any clue, then The Wolf Man will stand next to Sommers' The Mummy as a film that captures the old while adding new inspiration.


    Wednesday, August 19, 2009

    Fantasy Flight Games Publishing 3rd Edition of Warhammer Fantasy Roleplaying Game -- And You Thought 4th Edition D&D Was Controversial

    In 1986, there were few games that could compete with Dungeons & Dragons for a share of the Fantasy themed role playing game marketplace. Other than a few successful (but niche) games like Runequest and Dragonquest, most Fantasy themed rpgs were pretty much D&D rip-offs. 1986 was the year that all changed. Steve Jackson released GURPS and Games Workshop -- a giant in the fantasy miniature wargaming field -- released Warhammer Fantasy Roleplay.



    Warhammer Fantasy Roleplay (WFRP) had the subtitle "A Grim World of Perilous Adventure," which turned out to be something of a vast understatement. Where other games tried to compete with D&D by giving the characters played by gamers more powers in a familiar system, WFRP made the characters more human. In AD&D, there are points in character advancement (an rpg term describing how characters acquire new spells and combat efficiency as they gain "experience") when the threat of character death lessens. This is never the case in WFRP. D&D is a game of kicking down doors and killing orcs. WFRP was a game of giving a second thought to being anywhere near the door. "Can't we just get the city guard to go instead," is a phrase frequently uttered by WFRP characters. WFRP's mechanics helpt to create narrative tension by having high levels of character vulnerability.

    Add to the narrative tension and easy to learn system based on, but very different from, the system used in the Warhammer Fantasy miniatures game and you had a game destined to find an audience. When looking at the 1st edition Warhammer Fantasy miniatures rules one could still see reflections of TSR's Chainmail miniatures game. In fact, were it not for knowing how to play Warhammer I probably still wouldn't understand how to play Chainmail. By the time those systems were extrapolated to create WFRP, there is almost no relation to any form of D&D. Where D&D was chart heavy and had little granularity when it came to the skills characters possessed as unique individuals (only Thieves have any skills worth mentioning in early D&D), WFRP had a task resolution system based directly on the capabilities of the characters and the skills they possessed.

    WFRP was cutting edge game design at the time -- it includes design elements influenced by Traveller among other games -- and added some elements that still influence modern game design. Some WFRP skills can only be described as "proto-feats" given the way they influence play. WFRP was a breath of fresh air, but it didn't stay in the limelight long and seemed to wither for a while. Then in 1995, James Wallis' Hogshead Publishing re-released the game for a new audience and reprinted some of the more difficult to find books for those of us who loved the game but had lacked well stocked game stores in the 80s. It should be noted that one of Wallis' current projects is an equally valuable reprinting of the wonderful Dragon Warriors rpg through his Magnum Opus Press. But the Hogshead renaissance was too short lived and as the rpg market became overwhelmed with D&D fever in the wake of D&D 3rd edition in 2000, WFRP fans were left wondering if they would be left out in the cold.

    That wonder was answered in 2005 when Green Ronin, under license from Games Workshop, designed and released Warhammer Fantasy Roleplay 2nd Edition. The game remained close in design to the original rpg, but added some new design elements and tried to clean up some ambiguities. It was also a marvel to look at.



    Green Ronin's revitalization of WFRP contained the great strength of being largely compatible with the previous editions, but it also suffered from one major weakness. That weakness? That the game was largely compatible with the previous editions. This meant that the game, while easy to learn for an rpg veteran, isn't new gamer friendly. While the books are beautiful in art and layout, there was no "basic set" boxed edition targeted at the new gamer. WFRP 2e was targeted and marketed at an existing market -- those who love WFRP. This is too bad because while the list of "those who love WFRP" has been relatively stable over time, the list of "those who love Warhammer related products" had grown significantly.

    This was in no small part because Games Workshop had worked very hard to make the Warhammer Miniatures games (both Fantasy and 40k -- their SF game) easier to learn and quicker to play. Warhammer Fantasy Miniatures and Warhammer 40k hit their "mechanical arcane density peak" in the late 80s with the release of the Realms of Chaos books. After a complex edition of miniatures rules, comprised of several dense volumes of rules, Games Workshop began to make their rules clearer and quicker to appeal to new gamers. They also made the games more modular and began a release cycle patter of "Core rules, Army Lists, Campaign Settings, Spin Off Tactical Game, New Edition with new sculpted minis." The system has worked very well and while Wargamers grumble about the cost and edition creep of Warhammer, it has become so constant as to be a hobby in itself and not a real uptick in anger.

    Quicker, cleaner, easier, the tabletop wargame had that philosophy, but the rpg didn't. At least it didn't until last week. Fantasy Flight Games, the current holders of the WFRP license, have announced a new edition of the WFRP game.



    As it is only four years since the triumphant return of the game in a new edition, the new release had more than its share of disgruntled detractors. Add to the short time frame between editions that a) WFRP gamers tend to favor a particular style of "old school" gameplay, b) the general environment of new edition anger permeating the internet due to other games new editions, and c) the high cost of an introductory box set, and one can see why there has been a little bit of an internet hubbub about this game.

    But the game does need a new edition that appeals to a larger audience, if the game wants to expand the rpg marketplace and not merely peel off another segment. Looking at the components below, I think this might be the game to do it. It uses self explanatory dice, character cards, and comes in a boxed set. These are things that made Heroquest, Heroscape, and Runebound popular games.





    If you add to all the pretty bits an engaging, clear, and quick to play rules set that has some depth with regard to rounding out character concepts you might just have a game that can bring some new gamers into the hobby. Oh, and if the rules are good enough, you may just be able to win over many of those who love WFRP already.

    Time will tell, but I am excited.

    Friday, August 14, 2009

    Hulu Recommendation Friday: Battlestar Galactica Classic

    With today's news that Bryan Singer is signing on to direct a new Battlestar Galactica movie, inspired by the original series, it seems only appropriate that this Friday's Hulu recommendation be the Glen Larson epic.

    Singer has a strong track record in genre films, with only one argument starting hiccup. Singer's X-men movies perfectly captured the tone of what made the Claremont/Byrne run of the comics so engaging, while simultaneously translating the narrative to a different medium. This was no small task and Singer should be rightfully praised -- especially since audiences would soon learn how easy it is to make a bad X-men movie when the third film in that franchise hit theaters.

    Singer's one hiccup is his attempt to make an engaging and topical Superman film. His Superman Returns managed to simultaneously get everything right regarding how amazing Superman can be, while getting everything wrong about what makes the character great. The film is beautiful and follows in the footsteps of two excellent Superman films, ignoring the misguided 3rd and 4th films, but it is exceedingly flawed. While it is plausible that in the minutes following the ending of Superman II Kal-El would fly off into space to find news of his home -- especially after the meaningful final conversation with Jor-El -- Superman as deadbeat dad is still a painful concept with which to grapple. It also forgets the most critical aspect of Superman's personality, and the underlying reason Superman has a secret identity. There is no practical reason for Superman to have a secret identity. If Superman were Superman full time, no one would be at increased risk of villain attack. Unlike Spider-Man, Supes secret identity doesn't protect an "Aunt 'Em." Unlike Batman, his identity doesn't protect a vast fortune that can be used to aid the needy. Superman's having a human identity actually puts people at risk rather than protects them. His secret identity causes more problems than it solves. But it does do one thing, it allows him to become human and connect with community. Superman -- like the "perfected man" in Aristotle -- needs the city, that's why he has a secret identity. Singer would have been well served to remember this one fact. Still, the film is spectacularly beautiful and contains two of the best Superman sequences ever filmed. It is a work of contradictions.

    The same may end up being true of Singer's Battlestar Galactica. All signs point to his version being closer to the vision of series creator Glen Larson. Larson's BSG was Mormonism as SF narrative. It was biblical allegory with a touch of humor. It was filled with hope in the face of despair. It was more Orson Scott Card than William Gibson, it was more Heinlein than Haldeman. For these reasons, a generation of viewers were engrossed each week as the show aired for its sole season -- we won't count Battlestar 1980. It was a perfect example of golden age SF Space Opera.

    When Ron Moore -- who shall forever be known to Cinerati as the man who killed Kirk because Picard couldn't win a fist fight -- re-envisioned the franchise for his 73 episode run, he did so as a writer influenced by Gibson and Haldeman and the events of a post-9/11 world. The story was dark and hopeless, and featured a human civilization not worthy of saving. The colonies of Moore's BSG are craven and deserve destruction, but as individuals they are more human. The series is often praised for its writing, but such praise is misguided. The show is amazingly acted -- the cast does a phenomenal job -- but any series that ends with the ultimate SF cliche ("and their names were Adam and Eve") lacks the depth that its facade presents to the world at large. BSG is the poster child for a generation of viewers/readers who believe "grim means philosophically deep." For those who grew up on the SF of Heinlein and Asimov, deconstructive tales are refreshing. For those who grew up on the SF of Moorcock, Haldeman, and Gibson, deconstructive SF is stale.

    I am among those who found BSG stale and staid, but well directed and acted. It is the "reconstructive" narrative that I find refreshing. Give me The Incredibles and Wall-E over most modern SF. Give me Old Man's War instead of Forever War. These are what I find well crafted, innovative, and refreshing.

    Singer will have an arduous task ahead of him. Moore's BSG won critical acclaim and brought new audience to the IP, at the expense of losing some of the nostalgic crowd -- people like me. Larson's original is dated and overly campy, so it can't be directly remade. It must be properly reconstructed or those fans who were dissatisfied with Moore's work will still be dissatisfied. But it also has to have complex characters, something Moore's definitely had, or those newer BSG fans will reject the vision as well.

    Singer has the same challenge he had with Superman Returns, presenting a narrative of hope that contains complex characters. It is likely any Battlestar he creates will contain some of the same flaws as Superman Returns. Given Singer's ability to craft beautiful visuals and given the stable of actors who frequent his films, I look forward to seeing Singer's Battlestar...flawed or not.

    As always -- for those in the US -- hit play, then click on the full screen button and enjoy.


    Thursday, August 13, 2009

    Anne Thompson, Toy Movies, District 9, and the Indie/Popular Divide

    I am a great admirer of Anne Thompson and find the majority of her coverage of Hollywood to be insightful, and to be honest "must reading." But there are times when I just have to cross her name off of the Holiday card list, and her recent post discussing the merits of District 9 while excoriating Hollywood for making films like GI Joe is one of those times.

    Certainly, Thompson is right to praise a film like District 9 which manages to bring to the big screen quality science fiction at a budget price. Geekerati plans to do a show this weekend begging the question, "is there an inverse relationship between budget and the quality of an SF film?" Where Anne wanders off into the hinterlands of privilege, snobbery, killjoydom, and filmic cultural selectivity is when she writes, "That’s why I want G.I. Joe to take a dive this weekend (sorry Lorenzo Di Bonaventura), not because I want Paramount to lose money but because I want the Transformers-blinded studios to see that derivative toy movies are not the only way to go." Even worse, she goes on to claim that Hollywood executives, "In their search for franchises and tentpoles... ignore the obvious: most of them were once originals, from Star Wars and Lethal Weapon to The Matrix and Raiders of the Lost Ark."

    One find's it hard to believe that a journalist covering Hollywood could write such passages, that is unless the same journalist happens to be wearing her Blinders of Public Disdain +5. Apparently, Anne owns a pair of those not so rare magic items -- or maybe she has the powerful artifact Schiller's Monocle of Aesthetic Disdain. Whatever the case may be, her statements are not only disrespectful of a particular audience demographic (Gen X and younger males), but are just plain incorrect at one level -- she is correct in stating "studios often forget what their customers really want: something new that they’ve never seen before". She just forgets that they equally want something that they are nostalgic for.

    It's one thing to assert Anne's wrongheadedness, but one must address the individual statements and analyze them as well.

    First, why should Anne want GI JOE to fail because she "want[s] the Transformers-blinded studios to see that derivative toy movies are not the only way to go?" Is it necessary for studios to fail for them to see that movies inspired by nostalgia for a particular intellectual property aren't the only way to go?

    Not a chance.

    If the films should be required to fail, it should be because they fail to inspire the same level of awe that was created by the intellectual property audiences feel nostalgia for in the first place. Hollywood should make hundreds of "derivative toy movies" if they manage to capture the mystique of the original IP -- especially if they are profitable. Transformers has failed to do this twice, largely because they have erred to much on the side of making adolescents laugh and not enough on telling a good story. This is the opposite error that many childrens movies make today, the modern kid flick spends to much time making sure to wink at the adults in the audience and not enough time telling a compelling story. If Transformers 2 had fewer "ball" jokes, and a more coherent narrative, the film would have been amazing. Sadly, that was not the case. It's hard to say that Transformers had a derivative narrative, since it's hard to say what the narrative of the film even was -- other than giant robots blowing stuff up.

    This isn't true of GI Joe: The Rise of Cobra. The Joe film managed to have an underlying narrative that was fairly original.

    [Spoiler Alert that contains information that even those who saw the movie may not have understood] Cobra's plan was to replace the President of the United States with a Cobra agent so that when a major terrorist attack took place the world would turn to the US for leadership, only to end up under the direct control of the terrorist group behind the attack.[End Spoiler Alert]

    That's a pretty cool underlying premise. The execution of the film is flawed, as the film tries to do to much in some areas and not enough in others, but that's not a particularly derivative story. In fact, in structure and execution one could argue that the GI JOE film is the true heir to the 007 films of Connery and Moore -- as the Craig movies are more a return to the tone and feel of the novels. One can argue that Joe wasted money on cast, money it didn't need to spend, since it is the IP and not the cast that brings one to a nostalgia fest, but one shouldn't argue that it was derivative. "Original?" No. "Awe Inspiring?" No. But if one imagines what the collective mind of 12 year old boys in 1984 want out of a Joe film, one gets a film pretty close to what ended up on the screen. That was the point, to fuel and feed off of nostalgia.

    Even more to the point of it not being "necessary for studios to fail for them to see that movies inspired by nostalgia for a particular intellectual property aren't the only way to go?" Let's look at some very successful films from the past decade that break from the "tent pole" assumptions. My Big Fat Greek Wedding and Mama Mia! by themselves provide ample proof that lower budget movies aimed at a "non-tent pole" audience (read: not 18-35 males) can make an amazing amount of profit. It is necessary that non-extravaganzas be made and be successful for studios to see these films have value. The more that are made, the more that will be made...by the studios. Studios will go where the money is. It is easy to do a Net Present Value analysis of an existing IP, with an established fan base. It is much more difficult to do one on an unknown idea. You have to be willing to take a risk and lose money, and that's something that business people don't like to do. They don't like to spend good money after bad.

    Want to watch your investment money disappear faster than an addiction to crystal meth? Invest in an independent movie that you believe in. Risky films are risky. That's why Hollywood, which is risk averse because it likes profits, doesn't make a lot of these films. Show them that the risk isn't as big as they believe, and you can and will see more films like Juno.

    Never mind the logical fallacy that "toy movies" need to fail for studios to learn there are other options, even more egregious is Thompson's assertion that "most of them [tentpoles] were once originals, from Star Wars and Lethal Weapon to The Matrix and Raiders of the Lost Ark." Originals? Really? Are you serious? I'll give you The Matrix (just), but the others?

    Can Thompson actually believe that Star Wars, a masterful combination of the narratives of Hidden Fortress and the Flash Gordon serials -- which includes frames lifted straight out of Flash Gordon, is original? Shoot me now. Star Wars is amazing, but it is highly derivative. It is homage.

    The same is true for the Allan Quartermain inspired Raiders of the Lost Ark. Could this movie exist without King Solomon's Mines? Not a chance. Raiders is phenomenal because it captures the essence of the old serials and combines it with the raw fun of H. Rider Haggard's tales. As an aside, King Kong is a combination of Haggard's tales with Conan Doyle's The Lost World. Raiders appealed to a nostalgia in a particular generation and did it so well it created nostalgia in a new one.

    If Thompson is even trying to hint at the fact that Hollywood's great movies were "original," I can already feel the milk bubbling through my nose from the laughter.

    Gone with the Wind? Based on a novel.
    Wizard of Oz? Based on a novel.
    West Side Story? Based on a Broadway musical, based on Romeo and Juliet.
    The Maltese Falcon (1941)? Based on a Dashiell Hammett novel and had three theatrical versions between 1931 and 1941. Three in a decade before they made a great version?!
    Yojimbo? Based on Dashiell Hammett's Red Harvest with a touch of The Glass Key thrown in for good measure.
    Rashomon? Based on a short story.

    I could go on and on and on. Hollywood isn't in the business of making "original" stories. Heck, film makers aren't in the business of making "original" stories. Hollywood is in the business of making money. Film makers are in the business of entertaining. Sometimes they entertain us with original ideas, and some times they entertain us with familiar ones. I put no preference on either category. I just want to be entertained...and sometimes educated when I'm feeling Aristotelian.

    As for District 9? I'm excited about this combination of Alien Nation, V, and Cry Freedom. Though I do share some of Science Fiction author Steven Barnes' concerns.

    Truth is, there is a lot of truth in Anne's article. Hollywood should remember that there is a relationship between risk and reward. The higher the risk, the greater the potential reward. Films like GI JOE may have a predictable NPV, but they aren't going to provide the high levels of profitability that something like My Big Fat Greek Wedding are going to bring.

    Hollywood should take some risks.

    But Anne...you need to stop hating the male Gen X and younger audience. We just want to be reminded of those afternoons when we and our friends made up stories while playing with our GI JOE and TRANSFORMERS action figures.

    Monday, August 10, 2009

    Hulu Recommendation Friday (on Monday) -- The Legend of the Seeker

    Since 1994, Terry Goodkind's objectivist Sword of Truth has been flying off the shelves. The series combines objectivist philosophy with traditional fantasy storytelling to very good effect. If you ever wondered what a fantasy series written by Howard Roark would read like, the Sword of Truth series is a pretty good approximation.

    The first novel, Wizard's First Rule, is the novel that suffers the most from "generic-itis." The overall story in the novel is very similar to the underlying narrative of Terry Brook's wonderful Sword of Shannara -- itself reminiscent of the Tolkien classic Lord of the Rings. Both Goodkind's and Brook's novels focus on the importance of Truth and the dispelling of "illusion." Both books are entertaining, but each approaches the central theme of Truth from a different perspective. Brook's Shannara series uses the more traditional fantasy toolkit of mythic tradition to advance his argument. Goodkind, on the other hand, uses the novel as a place to embed philosophic discussions. Beginning with the discussion of the titular "wizard's first rule," and not really ending in the first novel, the book continually examines the best tools for determining Truth.

    Goodkind's books are entertaining and insightful, and one need not be an Objectivist to appreciate them.

    The Legend of the Seeker television series is a very entertaining adaptation of the Goodkind series to the tv medium. Sam Raimi's production company Ghost House Pictures is affiliated with the show, but unlike Raimi's prior fantasy foray's Xena and Hercules this series doesn't fall as much into slapstick. Xena and Hercules were fantasy for Three Stooges fans (which includes Cinerati), but The Sword of Truth is fantasy for television fans.

    As always, click play then click full screen and enjoy.


    Thursday, August 06, 2009

    The Voice of a Suburban Generation: Director John Hughes Dead at 59

    I am saddened by the death of film director John Hughes.

    When I think of the 1980s, I think of two things -- High School and the movies of John Hughes. I don't know if John Hughes' films perfectly captured the high school experience my friends and I lived, or if his films shaped the way that we perceived the world around us. All I know is that John Hughes' early films have touched my heart in wonderful ways. I empathized with Molly Ringwald's character in Pretty in Pink. I wasn't one of the popular kids in school, but I wasn't one of the rebels either. My lot was somewhere between them all. When I watched The Breakfast Club, I saw a little of myself in all the male characters. None of them were me, but all of them were. I always wanted to be as self assured as Ferris Bueller, but felt like a working class version of Cameron.

    But it wasn't just the teen films of Hughes that touched my heart. On the contrary, his films seemed to grow with me -- though some like Mr. Mom would be films my life would have to catch up to. In 1987 and 1988, Hughes wrote three films that have shaped the way I look at life and family.

    Plains, Trains, and Automobiles is THE classic Thanksgiving film and Hughes keeps you laughing until the end...when you weep love for John Candy's character.

    She's Having a Baby wonderfully captures the worry and stress of the soon to be father. When Jody and I were making our "family plans," I was constantly having flashbacks to the many times that she and I had watched the film. I didn't experience many of the anxieties that Kevin Bacon's character goes through. But when Clio was rushed off to NICU because she wasn't clearing the fluid out of her lungs and I had to simultaneously comfort my wife, accompany my other daughter Nora to her first bath, and run off to NICU to check up on my second twin, in a strange way it was Hughes' film that prepared me for the possible combination of joy, fear, sadness, and elation that accompanied the birth of Jody and my twins.

    And then there's Uncle Buck. Who doesn't love Uncle Buck?

    One could go on and on about how entertaining most of John Hughes' films were. One does wonder what happened after Home Alone that so many of Hughes' films became slapstick comedies about young children, though I imagine that might be an bi-product of being a grandfather. Besides, I kinda liked Drillbit Taylor -- which was his idea, if not screenplay.

    Yes, I am saddened by the death of John Hughes, but I did find one thing that made me feel hopeful when I read the Hollywood Reporter obit. It included the clause, "He is survived by his wife of 39 years." It is nice to read that someone who wrote so well about family was married to the same woman for almost 4 decades. It's particularly nice when we live in times when we see so many public and messy divorces.

    Thanks for the stories. Now...where to begin with the Hughes marathon. I think Vacation is a perfect place to start.

    Wednesday, August 05, 2009

    Gail Gygax and Family Want a Gary Gygax Memorial in Lake Geneva, WI

    Reporting out of Janesville, WI, Kayla Bunge has a nice public interest story about Gail Gygax's desire to have a memorial built in Lake Geneva in memory the founder of much of modern gaming.

    According to the article, Mrs. Gygax desires the statue be built in Library Park on the shore of Lake Geneva. I can write, based on personal experience, that Library Park would be a perfect location. The one time I visited Lake Geneva, I drove by the Gygax residence (I should have stopped by, but didn't) and spent some time on the shore of lovely Lake Geneva. It was a wonderful trip and is a beautiful location.

    Monday, August 03, 2009

    THE HURT LOCKER: Anne Thompson Interviews Kathryn Bigelow

    Film news analyst/reporter, and sometime critic, Anne Thompson has migrated her insightful film industry column away from industry dinosaur Variety over to the IndieWire blog network. The column keeps its "Thompson on Hollywood" title and Thompson continues to provide high value content.

    In a recent post, Thompson opines on the Oscar worthiness of Kathryn Bigelow's latest film THE HURT LOCKER which is an early dark horse candidate. Embedded below is the 8 minute interview Thompson recorded with Bigelow at the Toronto Film Festival.



    Thompson's move to Indie Wire would seem to be a good match for the analyst. Historically, Thompson seems to favor "independent films" -- by which she typically means "art film" rather than movies like Evil Dead, though there are exceptions -- and it was always a slightly awkward fit at the industry oriented magazines like Variety and The Hollywood Reporter where she formerly hosted her columns. Her move from Variety comes after her print column had been canceled by the magazine and her duties had been completely shifted over to Variety's digital portal. She had been a Deputy Editor for the magazine before they made her a full-time blogger, a shift that no doubt included a substantial reduction in pay and benefits. Variety, like The Hollywood Reporter, doesn't quite seem to know how best to use the internet -- or print -- in its business model.

    The move away from Variety appears, on the surface, to be less contentious than her move away from The Hollywood Reporter. When she left The Hollywood Reporter for Variety, The Hollywood Reporter made her leave her column masthead Risky Business behind. It didn't matter to THR that Thompson had been writing a column of that title since her days as an analyst at LA Weekly, they wanted to benefit from the reputation that Thompson had built up while working at THR. Risky Business has tried hard to live up to Thompson's legacy, but has continually fallen short.

    This blogger's respect for Thompson's columns shouldn't be read as blind worship, Thompson has significant blind spots in her analysis. Her vision of Hollywood's past, with regard to quality and originality, is sheer fantasy. Her love of independent film often leads her to overlook excellent blockbuster fare. Not to mention that her obsession with "independent film," has as its foundation a fairly narrow definition of what constitutes independent. She also, as seems so often today among film analysts and reviewers in the post-internet era, seems to find it difficult to avoid being a political blogger from time to time. She is far from perfect, but she is very much worth reading if you want a more sophisticated view of the industry than you'll get from the "hype mags."

    Friday, July 31, 2009

    Hulu Recommendation Friday #2 -- She-Ra: Princess of Power

    For those who grew up as "latchkey kids" in the 1980s, there were an amazing array of weekday cartoons to keep us entertained as we put off doing homework and waited for one of our parents to come home from work. The kings of the weekday afternoon set were GI JOE, TRANSFORMERS, and HE-MAN, but I always had fond place in my heart for SHE-RA: PRINCESS OF POWER. Yes it was beat for beat HE-MAN with a female protagonist, but that just meant I got to watch another half an our of HE-MAN style action and that was cool with me.



    I think that fact that Larry DiTillio, who wrote a movie column for the role playing game magazine Different Worlds and also wrote a classic adventure (Isle of Darksmoke) for the Tunnels and Trolls Roleplaying game, wrote the pilot episode probably didn't hurt my enjoyment of the show. Larry will be running a Tunnels and Trolls adventure at this year's Trollcon. We haven't interviewed Larry on Geekerati yet, but we did interview another 80s cartoon writer -- who worked on GI JOE and SPIDER-MAN AND HIS AMAZING FRIENDS -- Christy Marx.

    As usual, click play and then click the full screen button and enjoy.

    It's Training is Now Complete. "Star Wars" Can Now Be Seen "In Concert"

    I can feel a disturbance in the Force. It is as if all of the money from thousands of Star Wars fans was removed from their bank accounts in one swift moment.



    Having betrayed loyal fans with mediocre sequels, for which we fanatical Star Wars fans have waited in lines over night in sleeping bags just to buy tickets, George Lucas has found a new way to empty the wallets of Generation X fans who have loved the franchise since they were between the ages of 4 and 10. Lucas knows that regardless of how disappointed fans may be with the narrative of any particular film, those first few measures from the Star Wars theme still sends chills up the spines of Gen X inner children everywhere.

    Now fans can wait in digital queues for untold hours in the hopes of getting a chance to fork out $35.00 - $85.00 per seat, in order to avoid paying upwards of $300 per seat to a "ticket agent" to watch Star Wars in Concert. Fans can now go to see a full orchestra play the songs of Star Wars to various High Definition movie clips projected on a big screen in a kind of multimedia "high art" extravaganza where the conductor will pause between sections of the show to describe things like "Leitmotif" (which is pronounced lite-motif not leet-motif -- a leet-motif is that chortle you hear every time you get owned by a 13 year old sniper in Call of Duty) to an audience who would actually be better served attending a performance of Das Rheingold.

    Crap. As cynical as I am trying to be, I am finding it very hard not to be one of those Gen X-ers waiting in a virtual queue. There really is something magnificent about John Williams' score -- even in the lesser films.

    Tuesday, July 28, 2009

    Diana Jones Awards Committee Announces the 2009 Shortlist

    Among the awards given out in the gaming universe, none is as enigmatic as the Diana Jones Award. Since 2001, the award has been handed out to a worthy winner selected by the anonymous Diana Jones Award Committee, which is made up of "games-industry alumni and illuminati". The award is dedicated to rewarding "the person, product, company, event or any other thing that has, in the opinion of its mostly anonymous committee of games industry luminaries, best demonstrated the quality of “excellence” in the world of hobby-gaming in the previous year."

    The award bucks the continuing trend of "people's choice" awards that dominate the hobby today, from the Ennies to the more democratic than ever Origin Awards. The Diana Jones Award isn't about popularity, it is about "excellence." What excellence is as a variable is known only to the secret cabal who votes for the Diana Jones Award, but in past years the winners have come from very different corners of the gaming hobby.

    Last year the award was given out to two recipients (there was a tie):

    1. Grey Ranks -- an independant rpg where players take on the role of youths during the 1944 Warsaw Uprising. In this case excellence referred to the way the game used simulation as a powerful presentation of history and for pushing the art of narrative storytelling to a new level.
    2. Open Design -- Wolfgang Baur's efforts at creating a game design community supported by patrons involved in the creation process was awarded for its contribution to the hobby.


    In 2006, the award went not to a game but to a Convention Charity Auction. Excellence can be defined in many ways, but certainly promoting your hobby through good works certainly qualifies.

    This year's short list includes one real surprise and others that fit within what many would view as a "standard" view of gaming excellence, which is to say the list includes some very fun games. The other nominee is "Jeepform," a style of role playing that would make the "role playing is an artform" advocates of the early days of the hobby very proud.

    This year's list is as follows:

    Dominion, a card game by Donald X. Vaccarino (published by Rio Grande Games)
    Dungeons & Dragons 4th Edition, a role-playing game by Rob Heinsoo, Mike Mearls, and James Wyatt (published by Wizards of the Coast)
    Jeepform, a game-style from Scandinavia (fostered by the Vi åker jeep collective)
    Mouse Guard, a role-playing game by Luke Crane (published by Archaia Studios Press)
    Sweet Agatha, a mystery game by Kevin Allen Jr (self-published)

    The winner of the 2009 Award will be announced on Wednesday 12th August, at the annual Diana Jones Award and Freelancer Party in Indianapolis, the unofficial start of the Gen Con Indy convention.

    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 luminaries, 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.

    The short-list and eventual winner are chosen by the Diana Jones Committee, a mostly anonymous group of games-industry alumni and illuminati.

    Past winners include Peter Adkison, Jordan Weisman, the role-playing games Nobilis, Sorcerer, and My Life with Master, and the board-game Ticket to Ride. This is the ninth year of the Award.


    My personal hope is that 4th Edition Dungeons & Dragons (4e) will win the day, but I wouldn't place any money on it. I believe that 4e has done something that has become rare in role playing games today. It has attempted to create a rules set that appeals to new gamers, it is an active attempt to bring new people into the hobby with an elegant system that remains exciting throughout long term campaign play. To do this the game incorporated elements from the Burning Wheel system (the skill challenge system is very similar to the resolution system for BW), the Savage Worlds game system (4e was designed to be played with minimal preparation, helping those who have less time to play still have an opportunity for deep play), Feng Shui (the inclusion of minion rules for those pests who should be easily dispatched), and Trading Card Games (the inclusion of a unified tag system which are coherent and consistent). The game is a marvel to play and is very much on the cutting edge of game design and community promotion, don't even get me into how the Organized Play elements of 4e help small store to promote the hobby. 4e is a unified effort to promote role playing as a hobby.

    All the others are good games that push gaming innovations in different ways and deserve consideration.

    Friday, July 24, 2009

    Hulu Recommendation Friday: Robotech -- The Shadow Chronicles

    Hulu's selection keeps getting better and better. Spend a little time in front of the CRT (or flatscreen) and watch the recent update of the Robotech Saga.

    What will be the fate of the Earth? Just click play and toggle the Full Screen button.