Tuesday, March 29, 2011

Sucker Punch: Just What is Going on Here?


Many of the reviews for Sucker Punch have been scathing in their disgust for Zack Snyder's film. High on the list of many of the reviewers complaints is how the film promises to be a violent "sexploitation" film, and fails to deliver. Many of these critics accuse Snyder of presenting the audience with "near-rape fantasies and violent revenge scenarios disguised as a female-empowerment fairy tale wasn’t going to satisfy anyone but himself" or similar accusations. In a way, it is as if these critics' expectations have been "sucker punched" by what they witnessed in the theater. They expected a high concept tale of "kick ass chicks" killing Samurai, steam powered Nazi zombies, Orcs, Robots, and Dragons. They expected Buffy/Nikita/Project A-ko/Blood: The Last Vampire meets Gundam/Castle Falkenstein.

That isn't what they got, and it isn't what you should expect should you choose to go to watch this film. The movie is visually stunning, but it shares more with Scorsese's Shutter Island and del Toro's Pan's Labyrinth than it does with the expectations its advertisements create. It is a film of sorrow, hopelessness, loss, despair and the role that fantasy plays in dealing with these powerful emotions. The movie's tagline is "you will be unprepared" and I have never read a more apropos movie tagline. Most people think a tagline like that hints at a narrative twist in the movie, and there is one, but in this case the tagline is telling the viewer that the film's trailer isn't truly preparing the viewer for the experience.

So...if Sucker Punch isn't a high concept kick ass chick movie, and is instead a film of despair and fantasy, just what is going on here?


Sucker Punch is quite brave. In a world where critics, continually complain that no one is making "original" films. Snyder did exactly that with Sucker Punch. It is wholly his own creation, even with its obvious inspirations.

The film transitions between "dream" sequences and "reality" in a way that is unnerving and odd, but when one sees the end of the film one realizes that one watched something they didn't come in to see. The film has voice over bookends that tell viewers that angels watch over us and can be found even in the most horrific of places, and that these angels don't fight for us rather they inspire us to be able to fight even in hopeless situations. Given that despair can be viewed as the gravest of all sins, it seems justifiable that the role of angels would be to encourage us to fight rather than despair.

Sucker Punch opens with the death of "Baby Doll's" mother, an event that leaves "Baby Doll" and her sister in the care of their sinister step-father. This step-father finds out that his wife has left her not insubstantial wealth to her two daughters. The step-father responds to this news with rage and decides to take control of that wealth by physically, psychologically, and sexually abusing the girls into submission. "Baby Doll" responds by breaking out of her room, finding a gun, and arriving in time to prevent her sister from being abused. She shoots at the step-father...misses...and kills her sister by accident. She is quickly institutionalized in an asylum, where the father bribes an orderly to arrange a lobotomy for the girl. The psychiatrist who runs the asylum doesn't support the use of lobotomies, but in five days someone who does perform them will be at the asylum and the orderly will forge the psychiatrist's signature and arrange for the deal to be done.

Though Snyder spends an entire act developing this backstory, it is possible "Baby Doll" is not the "protagonist" of the film -- if the film's one twist is to be believed. I say "if the one twist is to be believed" because one could argue whether the film's "angels can be anywhere" message is the real message or whether the film is all a fantasy world created after after the lobotomy takes place.

There is something in this film, it is as brave as "Pan's Labyrinth" and shares many of the same themes, but Sucker Punch is not as good as del Toro's masterpiece.

Sucker Punch is a weird piece, and the more I contemplate the film the more I come to think that it is a strongly tragic piece. The more I analyze the structure of the film, and visual clues, the more I believe that any vengeance fantasy aspect of the film is exactly that...fantasy.

It's funny. In Pan's Labyrinth, I chose to accept the fantasy ending at the end as reality. I wanted so badly for the girl to be safe and to have succeeded in her tasks. In Sucker Punch, it doesn't matter whether the fantasy is the reality or mere fantasy, because the girl is "safe" either way.

The message is very much the same as Shutter Island. In Shutter Island a the protagonist has to deal with the twin horrors that his wife murdered his children and that her murdered her for it. He creates a fantasy world to deal with these tragedies. In the end, he despairs choosing to be lobotomized instead of facing cold reality. He asks the question, "would you rather live life a monster, or "die" a hero?" Sucker Punch asks the same question. "Baby Doll" killed her sister while trying to save her. She doesn't want this memory. She would rather be a savior that helps someone else escape a horrible situation. She has five days to do this very task and the film is about that journey...or is it?

It is possible that the film could have better met Snyder's honest intentions if it had been rated R, but I wonder if it would have reached the audience that should be watching this film.

There's something tragically humanist about this film that I think needs discussing. There is something there. I don't know that Snyder quite captured it, but I do know that one could have some genuinely interesting discussions about this picture akin to discussions I have had after Shutter Island.

It's a strange film that needs the idyllic fantasy segments to work, and I don't think the film would be better if the audience where shown Baby Doll's dances -- these dances seem to be the obsession of many critics. This is because the dances are only happening in one of the fantasy layers of the film. We never see the actual dancing because there aren't really any dances to see in the first place.

Snyder has layered his fantasy world in the following way:

Act 1 takes place in the real world and presents the back story that shows viewers why "Baby Doll" has been institutionalized, establishes the hopelessness of the asylum, and introduces the other characters in the film -- the orderly, the doctor, and the fellow inmates. This act ends just as a doctor is about to perform a lobotomy on "Baby Doll."

The baseline "reality" of acts 2 - 4 take place in "The Club," a combination burlesque and brothel run by the orderly, where the girls are all prostitutes and dancers. This is where "Baby Doll" works with the other dancers to create an escape plan, and this is where "Baby Doll" dances

Every time "Baby Doll" dances in acts 2 -4, the viewer is transported into "The Dream within the Dance." This is the world of the visually fantastic sequences we have all seen in the previews. This is also where "Baby Doll" meets Scott Glenn who, in a nod to his role in The Challenge, provides "Baby Doll" with weapons and tells her she needs to fight to survive. Glenn is the first glimpse of a possible angel we receive in the film, and he is introduced in a dream within a dream.

The final act of the film "returns" us to "reality." Return and reality are in quotes because this reality may or may be nothing more than the inner thoughts of a lobotomized mind. What happens in act 5 is entirely dependent on how you choose to read of the film.

I'd like to reiterate that acts 2 - 4 alternate between "The Club" and "The Dream within the Dance" depending on what is happening at that moment. The dances are used to signify when we are transitioning from one fantasy world to the next. All dances happen at the level of "The Club" and at no time does "Baby Doll" dance in the real world. The only reality we can be certain of is that "Baby Doll" is institutionalized, that she sees a possible way to escape, she attends therapy sessions, and then she ends up in a chair about to be lobotomized. What happens after that is up to interpretation.

My interpretation is a tragic one. In my view the final act is entirely fantasy because of the use of the word Paradise and the appearance of Scott Glenn in the act. This interpretation makes the film a tragedy that, far from being exploitative of young women, shows us how the power of the human mind to create fantasy can help us deal with the greatest horrors. The fantasy world is preferable to the real world, it is a better world, it is a world where we can fight for the survival of others and succeed.

Snyder should be admired for his effort and I think this will be a film that will be watched for stylistic and visual skills for years to come. I had fun during parts of Sucker Punch, but other times I felt distinctly uncomfortable. Snyder took me far out of my comfort zone by luring me in with one kind of tale and giving me another. I expected an action fantasy and received Shutter Island. I had expected a "kick ass chick" movie, but instead got a deconstruction of the genre. I found the film to be disturbing and thought provoking, a feeling very similar to how I felt after my first viewing of The Straw Dogs.

Over the course of his career so far, I have found Snyder to be a brave and wonderful film maker. He has made everything from 300 to Legend of the Guardians: The Owls of Ga'hoole without the slightest sense of irony.

Friday, March 25, 2011

It's Official! Steve Jackson Games to Release Ogre 6th Edition This Year!

Every gamer has a game, or 12, for which he or she feels a certain nostalgia. These games have likely been out of print for some time and may not have the market cache to justify a new release. The nostalgic gamer wishes that the publisher would release a version that "gets it all right," but understands that game publishers must make profits in order to continue and thus these wonderful -- but niche -- games get left behind. It should be noted that many of these now niche games were once huge successes that launched vibrant companies -- Gettysburg, Broadsides & Boarding Parties, The Fantasy Trip, and Ogre are fine examples of this phenomenon.

And at the top of that list -- for me -- lies Ogre. The game was released in 1977 and sold a very reasonable 8000 copies at he extremely reasonable price of $2.95. The game has gone on to sell well over 100,000 copies in various editions -- with continually higher quality components and prices scaled to match the increase in component quality. My favorite two editions of the game are the Deluxe Ogre edition printed in 1987 -- a 10,000 game print run -- which featured a traditional hard mounted map and large easy to read/play with counters and the 2000 combined Ogre/GEV which included these two fantastic games in a sturdy VHS like case. These were the game at its non-miniature aesthetic pinnacle.

Ogre's game play is simple and fun. It was the game that introduced me to the Wargaming hobby with its tiny chits and arcane rules formulations (e.g. rule 1.1.9 "Set Up") and showed me that abstract images on small pieces of cardboard could represent epic struggles against extreme odds.




Earlier this Month, Steve Jackson announced that a 6th edition of the game would be released this year -- even though market forces don't demand it -- and that the edition would be the game that players always dreamed of playing. Steve Jackson promises this new edition will include well designed counters and constructable Ogre miniatures. To quote the man himself:

Why? Because I want to. Ogre was my first design, and the boardgame version hasn’t been available for years. And people keep asking me for it. So some of our Munchkin money is going back to support the people who bought my very first game, by bringing them an edition with the best possible components.

It won’t be “Euro” style. No meeples, no plastic. This will be the kind of hex wargame that we dreamed about 30 years ago, back when our heroes were SPI and Avalon Hill. HUGE double-sided map boards. HUGE full-color counters with HUGE type. A HUGE box to hold them in. And giant constructible Ogres!


The first images of the prototypes were very impressive, but looking at the sales package that SJG put together for the GAMA Trade show are mind-blowing to me.


The unit counters are intuitive and elegant in their design.

But the Ogres...oh, the Ogres...

They are beautiful.


I must have this game!

Wednesday, March 23, 2011

Captain America: First Avenger...In Context

There are going to be those in the interwebs who watch the preview below with something less than excitement. They will bemoan how cheezy the special effects and the lighting look, or complain that Chris Evans isn't right for the part. They are wrong on all counts, and they likely need to be reminded of the history of the Captain America franchise when it comes to visual entertainment.

Take a few seconds to watch the most recent preview.



Now...compare this to moments from the 1990 Columbia Tri-Star production.



And...the 1979 television movie.


Captain America (1979) - Opening by Internapse

Given the history of the franchise, the new version looks like it was crafted by the hand of God. My inner child, my nostalgic gen-Xer subconscious, and my hyper critical comic geek super-ego are all in agreement. We will love the new movie, because it will be the best Captain America film produced to date.

Coming Soon -- Villains and Vigilantes Customizable Card Game




Superhuman Games will be releasing the Villains and Vigilantes Card Game this summer -- likely coinciding with the convention season. Superhuman Games entered into a licensing agreement with Monkey House Games to use the iconic cast of characters from Jeff Dee and Jack Herman's classic super hero role playing game. Superhuman games claims that the game will feature "the full comic book experience" in game play.

Based on the description of their market plan, Superhuman Games will be following the example of Fantasy Flight Games and offering the game as a customizable and "living" card game that features regular updates which allow players to create new decks with new strategies.

It's an intriguing concept. V&V has a rich catalog of characters to draw from, and the role playing game is gaining popularity since it was re-released in the past year.

My only concern is with the art work. In the modern card game marketplace, consumers will punish artwork that they deal to be amateurish. Dee's artwork has a nice cartoony style, and if they are able to replicate that then they will be able to appeal to the core fanbase. The company is looking for artists, let's hope they connect with the right ones. Companies like Fantasy Flight are successful partly because of the depth of their artist bullpen and the strength of their graphic designers.

Monday, March 21, 2011

What Should a Television Wonder Woman Look Like?

With the news that David E. Kelley is planning a new Wonder Woman series for NBC, and the fact that the internet geek subculture is abuzz with chatter about the first look of the costume in this series, it seems time to ask just what exactly the costume should look like in a weekly television program.


A generation of television viewers grew up with the Silver Age comic book inspired costume worn by Lynda Carter. If those same viewers are honest with themselves, they'll admit that while Lynda Carter looks fantastic -- the outfit itself is a tad campy. It adheres honestly to the Silver Age costume, it isn't intentionally overly campy, but its mere adherence to the comic book imagery means that Lynda Carter looks good, but she doesn't look like she can "kick ass." The focus on the outfit is on the "Princess" and not on the "Power" to borrow a few terms from Marvel's analogue to Wonder Woman.

This points to what I think should be the central component of the equation. Whatever costume Wonder Woman wears, sexploitation or classy fashionable, it should look like the woman in the suit is a Warrior -- a badass Amazonian combat machine from a warrior culture who has come to fight injustice!


There are certain elements of the Adrianne Palicki that seem to be aimed at increasing how "asskicking" David Kelley's new Wonder Woman looks. Wonder Woman's "bracelets" have been transformed into more proper bracers, and her "Golden Lasso" looks like it can serve as more than mere window dressing. But there is something incongruous about the outfit. Its glossy neoprene look makes it look more like a cosplay outfit than proper fighting gear. My good friend Bill Cunningham describes his frustration with the outfit in the following way:

I often think that it's a matter of people thinking they must make something more" important" or "sophisticated with a message" when often it's a matter of keeping it si...mple and pure and allowing the drama to come out of that. case in point: Buffy. Simple concept (girl slays vampires) that opened up the whole metaphor about "growing up."

I made my cosplay joke because that's how these TV guys seem to see Wonder Woman. It's sickening because when you look at WW and what legends and myths and strengths she represents (not only to women, but to men) then you see the possibilities of what sort of stories you can tell.

But you can't do that when your lead is dressed in rubber and has scarlet lipstick on that matches her bustier. Then she's reduced to NERD STRIPPER or even more appalling, WHORE CLOWN.

Again, the character and the actress deserve better.

His contention -- in stronger language than I am using -- is that by ignoring the "mythic" origins of Wonder Woman, the producers are limiting the narrative and visual power of the character. He would have us not forget that the character's origins are in the Greek legends of the Amazon warriors who fought alongside/against the greatest of the Greek heroes. They were a force with which to be reckoned. This glossy new outfit manages to simultaneously make Adrianne Palicki look less sexy than normal, and like she is completely lacking in physical prowess.

But how would one create a costume that harnessed classical mythology to create a costume that looks both appealing and functional. It seems that the internet has already provided an answer, back when Joss Whedon was thinking about making a WW movie.


Notice how the image, which uses photoshop to present a "Cobie Smulders as Wonder Woman" depiction, has bracers, greaves, and pteruges that all add to a sense that the person wearing them is actually a combatant and that the suit is for more than show. It still manages to adhere to the comic book depictions, but also manages to avoid camp. It bears some small resemblance to the Amazon Warrior depictions by George Perez during the "War of the Gods" storyline in the 80s.


Even if one wanted to do a more "modern" Wonder Woman character design, one could still look at older comic book designs for the character -- rather than the recent Jim Lee costume that the Kelley production seems to be using as its starting point. In the late 60s, Wonder Woman abandoned her traditional costume entirely and transformed from a "bathing suit" wearing character into one whose style more resembled the classic Diana Rigg character Emma Peel -- who was both sexy and looked like she could kick ass (if only The Avengers had legitimate martial arts choreography how magnificent the show would have been).





In this case television popular culture helped to shape the comic book representation of the character. The Wonder Woman of that era lost her "mythic" appeal, but she still had an espionage lethality appeal.

I'm not advocating that Kelley adopt the Diana Rigg version of the character, but I am wondering if he and the audience would be better served by his production looking beyond modern comics -- and the much criticized Jim Lee costume for the character -- for inspiration. I point out the Diana Rigg influenced Wonder Woman only to say that one can create images of powerful women that become so ingrained in popular culture that the comics themselves adopt the newer image. David Kelley has a chance to redefine Wonder Woman as a powerful woman of the 21st century. I'd like to see him do that and television is the perfect medium for him to achieve that goal. Kelley is a talented show creator and I have hopes for what he will be able to do with this character.

Let's home that the leaked costume gets changed soon.

Rebecca "Black" Metal -- It's Friday

A friend of mine wondered -- rhetorically -- how long it would take for mash ups of Rebecca Black's new song "Friday" to work their way to the net. My answer was that they had probably already happened, but that none had become viral yet. So I did a quick check this morning to see what was out there, and of that what was the most "out there." I came across this bit of mindshattering contrasts. It's the Rebecca Black song sung as if it were a death metal tune. The video remains the same, but the pulse pounding drums, gravely vocals, and wailing guitars are different.

What I found most amusing were those moments where the song and the video lined up in intriguing ways. There are are a couple of times during the video where it almost seems like it really is an ironic death metal video.

Friday, March 18, 2011

Wizards of the Coast Adds Vehicle Rules to Gamma World

Are you wondering what to do with all those pick up trucks that your players acquired during Gamma World character generation? Do you want to add a little dash of Car Wars into your Gamma Terra campaign? Are you and your players fans of Death Race: 2000, The Road Warrior, and Knight Riders? Are you a big fan of Wizards of the Coast's latest Gamma World offering?




If so, then the new rules posted on the D&D website this week are for you. Keeping in line with Gamma World's "Quick and Dirty 4e" adaptation, the vehicle rules provide a fun and workable system for running vehicles and vehicle combats/races without adding undue complexity. Rules for the damage caused by crashes and the effects of critical hits on vehicles are presented in an easy to use format. Stat blocks for a decent number of vehicles are provided, as are some "customization options" like "oil jets." These rules also bring the idea of "stunts" to the table. Stunts are out of the ordinary actions that characters can attempt to perform with their vehicle, like jumping the vehicle off an incline.

I know that my gaming group, SUPER TEAM GO!, will make good use of the offerings and will likely begin coming up with some of their own thoughts on customization options.

It's good to see Wizards supporting the game even after all of the products have been released. Let's home they continue.

Oh..and it's FREE.

Wednesday, March 16, 2011

Fantasy Flight Games Experiments with Print on Demand Support for Death Angel

Since I purchased Death Angel at last year's GenCon the game has received a decent amount of play time from my gaming group and between regular gaming sessions. The game is well balanced, fun, and plays quickly. This allows it to fill time gaps that come up when waiting for players who are running late, or on an evening when you have a half-an-hour gap between the shows you like to watch. Eric Lang's Corey Konieczka's design on the game is very good, but even good design must abide by product life cycle trends. If a game doesn't have support materials, it tends to fade away as gamers consider it to be a "dead" game. There are rare exceptions to this rule, but even Monopoly gets official new versions every now and again.



In order to provide support for Death Angel, Fantasy Flight is moving to a print on demand model that provides expansions for the game at a reasonable price. Typically, when I see the words "Print on Demand" I know that the products will be a little more expensive than I would normally expect. Print on Demand, by its very nature, means smaller print runs and smaller print runs mean higher production costs. For this reason, I was surprised when I saw that the two Death Angel expansion packs were coming in at $4.95 each -- exactly what I would have expected with a full print run.

These decks, in particular the Space Marine deck, should have some interesting affects on play and I just ordered my copies. We'll see how the PoD model works for FFG. If all goes well, we might see support for some of their older games using the same model.

Tuesday, March 08, 2011

It Appears that Guillermo Del Toro's Adaptation of "At the Mountains of Madness" is Dead


If I were to ask you how you would go about killing a possibly excellent adaptation of H.P. Lovecraft's novel At the Mountains of Madness, what would be your first answer?

When I first read that Guillermo del Toro was working on the project I had high hopes indeed. del Toro is one of the pre-eminent horror directors in the market today and his combination of surreal and horrific imagery seems a perfect match for the Narrative of Arthur Gordon Pym of Nantucket inspired Lovecraftian tale. That was until I read that del Toro wanted to spend $150 Million on the production of the film. That is a tremendous amount of money to spend on a film, and Lovecraft has never been a name that -- as much as he inspires gamers and defined modern horror -- has ever brought people to the theater. Given that horror movies are typically lower budget films, and that the del Toro written remake of Don't Be Afraid of the Dark came at around a $13 Million budget, making an epic $150 Million Lovecraftian epic seems even more difficult sell.

Last night, the Hollywood Reporter's Heat Vision blog reported that the movie had been put in jeopardy writing, "The situation had been building to a head for a quite some time, and del Toro is not going down without a fight, exploring the option to take the project to another studio. Sources say Fox is a likely destination, since James Cameron is one of the producers and has a long association with that studio. (Other producers include Don Murphy and Susan Montford.)"

Those who follow how Hollywood works know that conflicts like these can be hints toward the demise of a project, and according to indieWire the movie is now officially dead.

As indieWire also points out, it isn't like Universal Pictures has been particularly risk averse of late, but after a string of box office fizzles it seems that they have reached their limit.

Given that the R rating and $150 budget were the major stumbling blocks, what are your thoughts?

Does a version of At the Mountains of Madness need to be rated R, or can thematically horrific moments suffice in translating the tale? Does it need gore and profanity, or just tone?

Does the film need a $150 Million budget or could a director who is less in demand than del Toro bring in a quality version for less?

One thing is certain, fans of Lovecraft are still waiting for a quality big screen version of the film. As good as the H P Lovecraft Historical Society's version of Call of Cthulhu was, it hasn't caught the imagination or passion of main stream audiences.




While we wait, might I interest you in the HPLHS's radio adaptation of Mountains? Or perhaps their upcoming film The Whisperer in the Darkness?

Wednesday, March 02, 2011

Quarriors -- Are You Ready For Dragon Dice 2.0?


Late in January, WizKids games announced that they would be releasing the Quarriors Dice Building Game later this year.




Designers Eric Lang (Warhammer: Invasion) and Mike Elliot (Thunderstone) have pooled their game design talents in order to create a game that combines the play of a dice battle game like Dragon Dice with the strategic elements of a deck building game like Thunderstone or Dominion. They also seem to be taking a marketing lesson from Fantasy Flight Games Living Card Games, and Deckbuilding games, in that the product will not be sold as a collectible game like earlier battle dice games. Games like Dragon Dice and the Marvel Super Heroes Dice Game were fun to play, but can be frustrating to collect. Quarriors is avoiding the potential pratfalls associated with a collectible game by offering everything you need in order to play in the box itself.



The game is slated for release this summer, just in time for the convention circuit, and is on my much anticipated list. Lang and Elliott are both talented designers, and I look forward to seeing what they have to offer in this game.

Tuesday, March 01, 2011

Night's Black Agents, Kenneth Hite, Fritz Leiber, and Vampires

I have long been an admirer of Kenneth Hite as game critic, game commentator, and game designer. The reasons I hold him in high esteem are too numerous to be enumerated here one by one, and that would be boring besides, but there is one reason that stands at the summit of my admiration. It is his awe inspiring ability to fuse history, mystery, pulp, and high art into his game design in surprising ways.


Consider the following. I have known for some time that Ken was working on a new role playing game for Pelgrane Press entitled "Night's Black Agents." The game uses Robin D Laws' innovative "Gumshoe" role playing game system as its engine and combines the genres of action-espionage with vampire horror. That alone makes it a winner. Just read the Pelgrane blurb (and this interview):

The Cold War is over. Bush’s War is winding down.

You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.

Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.

It turned out to matter a lot. Because it turned out you were working for vampires.

Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.

Or worse.

It just oozes high concept excitement. Yet, much like Ken's brilliant The Day After Ragnarok, there seems to be something else going on here as well. It is something that I missed at first glance -- Ken is sneaky that way. I didn't notice it until I was reading an interview with Fritz Leiber in Charles Platt's "Dream Makers vol. 2."


There was a brief comment by Leiber that his first book, published by Arkham House, was entitled Night's Dark Agents. Hmmm... Sneaky that Hite fellow. A follow up game to the successful, and remarkable, Trail of Cthulhu (which I believe to be the best Cthulhu game published to date, though Ken humbly differs) is named after a book published by Arkham House. Arkham House Publishing's first publication was a book of Lovecraft's stories, and Leiber wrote letters to Lovecraft receiving kind responses from the father of Cosmic Horror -- responses that kept Leiber writing until it became a paying gig. The Fafhrd and Grey Mouser story "Adept's Gambit" that is in Night's Black Agents is Leiber's first written -- though not first published -- tale of the duo, and it includes some Cthulhu references.

You see how he so subtly built a connection between Lovecraft and his new game through the vehicle of Leiber?

More than that, Hite knows that the title references "The Scottish Play" as well.

You see, Hite is just able to take ideas -- sometimes seemingly incongruous ideas -- and meld them into something new and wonderful.

I cannot wait for the release of Night's Black Agents.

I wonder if the game will include echoes of Leiber's vampire story, "The Girl with the Hungry Eyes." You can watch a "Serlingized" version of that tale below.

Friday, February 25, 2011

Nostalgia and Self-Loathing -- "Legends of the Superheroes"

It is the curse of Generation X. In our youth, we experienced some of the best pop culture entertainment ever produced. We grew up watching The Six Million Dollar Man, Starsky and Hutch (you can really tell the Michael Man Episodes), Kolchak the Night Stalker and reading Watchmen, The Killing Joke, Tim Truman's Scout, and the Giffen/Maguire/DeMatteis Justice League, Star Wars, The Terminator, and Tron.




We also had to endure the legacy of the ultra-camp "too hip to like pop culture" mentality of many Boomers. Case it point is the "Legends of the Superheroes" television special. Gen X kids loved the Super Friends cartoon, especially when the show added the Wonder Twins, so we eagerly begged our parents to let us watch the "Legends of the Superheroes" special when it aired.


After all, what could be better than a live action version of our favorite show?

Apparently, a kick in the face would have been better. The show was campy and awful, and the follow-up roast was a mockery of everything the kids loved about shows like Super Friends.


And yet...I still have this compulsion to buy and watch the special and relive the hopes that I had for the show, even as I re-experience the nightmare of its reality.

There must be some connection between nostalgia and self-loathing.

Thursday, February 24, 2011

A Defense of D&D Movies and Some Commentary on Playing Styles


Ever since I purchased a copy of Thousand Suns, I have been a big fan of James Maliszewski. It was obvious from this product, and his excellent Shadow, Sword, & Spell, that he and I share a deep affection for many of the same things. It didn't take me long to enter his name into a search engine and find his excellent blog Grognardia where he shares his love of Old School gaming and pulp fiction with an engaged and passionate audience. I'm a big fan of the site and cannot recommend it -- or the two games mentioned earlier -- highly enough.

Though we share affections, his explorations into pulp and old games usually discuss things found on my book shelves, I don't always agree with his critical opinions of new gaming systems. James is an ardent advocate of not merely "old school games," but also of what he considers "old school play." While I advocate owning and playing older games, I have no preference for old or new style play. James is a knowledgeable critic of the gaming industry, and I am a devoted Pollyanna.

A perfect Case Study for how our hobby opinions differ is his recent post regarding Dungeons and Dragons movies. In a post entitled "The Pointlessness of a D&D Movie," James argues that -- regardless of the quality of a D&D movie -- there is no real point to making a D&D movie since any such film would be D&D in name only. In his opinion, it would be difficult -- if at all possible -- to make a film that truly captured the essence of D&D. He argues that any D&D movie would likely be a "generic" fantasy film as much as it would be a D&D film. Therefore the exercise is largely pointless.

I both agree and disagree with his argument, and I disagree strongly with many of those who posted comments on his site -- especially with regard to what constitutes the "feel" of D&D.

While James is correct that most attempts to create a D&D inspired movie would likely be "merely" generic fantasy films, he would be wrong if he thought it were necessary that a D&D inspired film would be a generic fantasy film. To be fair, James asks his audience to give him an example of what such a film would be like rather than to assert that it is impossible.

In my opinion, a D&D inspired film would take one of two forms.




In the first case, one could create a film inspired by the intellectual properties associated with the D&D brand. One could make a Mystara, Greyhawk, Forgotten Realms, Birthright, Eberron, Dark Sun, or Planescape movie. To be fair, it would be possible that any film set in these creations might end up defaulting to generic fantasy, but it isn't a necessary condition. A Greyhawk film that focused on Zagyg's quest for immortality, Iuz's plans, or on Mordenkainen and friends would be different enough in character to matter. Similarly a Forgotten Realms film about Drizz't or based on Paul Kemp's "Shadow" series would have as distinct a tone as is possible. As for Eberron, Dark Sun, or Planescape, each of these has a character so unique that they would stand out on their own. These settings are rich for exploration and would also have the marketing potential to bring in new gamers, as they have directly related products.




In the second case, I can imagine a film akin to Andre Norton's Quag Keep, L. Sprague DeCamp's Solomon's Stone, or Joel Rosenberg's Guardians of the Flame. In this scenario, players of a D&D game would be transported into a mystical world -- or the actions of players in the real world would be interposed on characters in the fantastic. I also think one could do something like the Gold web series where gaming is used as a setting for a larger story.

From a marketing perspective any of these would be desirable. The purpose of a film is to help build brand and provide revenue and this would be easily possible with any of the above strategies. Which comes down to the crux of it. It isn't pointless from a business perspective to make a D&D film because it can bring revenue for shareholders while providing entertainment -- and employment opportunities -- for stakeholders.

Almost no one reading James' blog approached the question in the above fashion. Looking at the responses from James' readers though, one is taken aback by a couple of things. First, the venom some of his posters had for existing D&D entertainment enterprises. Commenters disparaged the D&D movies, the Dragonlance animated film, and the D&D cartoon that aired in the 80s.

In future posts I will discuss the various D&D movies individually, but let me just put forward the following. I think that everyone involved in making those products wanted to make something entertaining, and many of them were gamers themselves. I agree that the first D&D movie was a disappointment (though it also had moments). I think that the second film was much better, and on a fraction of the budget. I think that the flaws of the Dragonlance movie stem from weaknesses in the first Dragonlance novel (the weakest of the first six books) and that the film is actually a good translation of that book. I deeply enjoy the cartoon series, as do my twin daughters. Lastly, I eagerly await the next D&D film and know that the people working on it want to make a good film. But I will elaborate on all of these in the future.

Another thing that struck me in the posts, in addition to the venom aimed at existing attempts, was the vision many of James' commenters had for what constitutes "D&D narrative."

Some examples include this one from commenter Johnstone:

A group of adventurers arrives at the mouth of a dungeon. They enter and explore rooms, get around traps, fight monsters, run away from monsters, find gold and treasure, and Black Dougal dies from poison. Then they fight two or three dragons at the end, after which only the fighter and the thief are still alive. The thief backstabs the fighter, grabs (some of/the best of) the treasure and books it. The end.

This one from Reverence Pavane:

Well a good movie about D&D would probably go back and examine the basic tropes of the game, rather than trying to fit a plot to the games. Such as the existence of dungeons. The fact that adventurers form up in small teams of highly egotistical individuals to go down into the dungeon and slay things, loot their victims and furnishings, and then return to the tavern.

This one from Lord Gwydion:

Personally, if I were to write a D&D script, I'd focus on these things:

No big 'save the world' plot.

No 'revenge' plot (although a subplot might involve revenge).

No 'hero's journey' plot.

Those three stances alone mean it would not be made by Hollywood (or they'd hire someone to come in after I was done and add all of those back in).


Each of these, and a couple of other posts, exemplifies a particular view of what constitutes the spirit of D&D play. They also depict a way of playing D&D that I haven't personally experienced since I was in high school. That doesn't mean that this style of play is an "immature" or "childish" way to play the game. In fact, this was a way of playing D&D that was popular among the adults who taught my friends and me how to play the game, but it was one my friends and I abandoned for heroic adventure. It is also a game style that is supported by the rules. One cannot help but to expect a game that gives experience points for how much money you acquire, in addition to how many creatures you kill, will do anything other than foster a "mercenary" style of play.



I call this style of play "D&D as Tomb Raiders," and I don't much like it. I understand that many do, but I think it goes against the grain of what the game is about. I blogged about J. Eric Holmes' opinions regarding game balance and the games spirit last week. To me D&D is a game of "Heroic Journeys," battles against evil, saving the world, and fighting the good fight. It isn't about wandering mercenaries plundering loot -- that's Tunnels and Trolls. D&D is a game that features Paladins battling the hordes of Hell.



In his book Role-Playing Mastery, Gary Gygax writes about how each role playing game rules set has its own "spirit." This spirit cannot often be described in bumper sticker terms, but it is something that will permeate the statistics, mechanics, descriptions included within a game. According to Gary, a game master, and player, is charged with learning more than just the rules of the game, but is also charged with learning the spirit of each game and attempting to play accordingly.

As I mentioned earlier when discussing the recent discussion at Grognardia, one might come to the conclusion that the spirit of Dungeons & Dragons was one of selfish mercenaries, tomb robbers, and skallywags. But this isn't the spirit that Gygax describes. He describes the spirit of Advanced Dungeons & Dragons as follows:

I shall attempt to characterize the spirit of the Advanced Dungeons & Dragons game. This is a fantasy RPG predicated on the assumption that the human race, by and large, is made up of good people. Humans, with the help of their demi-human allies (dwarfs, elves, gnomes, etc.), are and should remain the predominant force in the world. They have achieved and continue to hold on to this status, despite the ever-present threat of evil, mainly because of the dedication, honor, and unselfishness of the most heroic humans and demi-humans -- the characters whose roles are taken by the players of the game. Although players can take the roles of "bad guys" if they so choose, and if the game master allows it, evil exists primarily as an obstacle for player characters to overcome...the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one.

I eagerly watch a D&D movie that embodied Gygax's D&D spirit, and I prefer to play in games that do so as well.

To me "classic D&D" is about saving villagers from ravaging hordes of Giants, only to learn that these Giants were being displaced by Dark Elves, and that the Queen of the Demonweb pits was weaving sophisticated plans that would bring down the forces of good in the world.

That style of play isn't for everyone, but it is a style of play that is fun and would make some good movies.

Of course a dark, brooding, heist film would be pretty good too.

Wednesday, February 23, 2011

[Lost Games] "The Official Superhero Adventure Game" by Brian Phillips

With the emergence of the role playing game "Old School Renaissance" and the growth of the indieRPG scene, we have seen a number of excellent gaming products released over the past few years. In many ways, it reminds me of the heady days of yester-yore when gamers had "heard" of this newfangled thing "Dungeons & Dragons" and had a vague concept of what a role playing game was. During the early days of the role playing game hobby, there was an explosion of creativity as the market defined itself.

To be fair, there have been several explosions over the decades. There was the garage explosion of the 70s and early 80s where a number of products -- both wonderful and awful -- were created by gaming communities to be shared with friends and sometimes for profit. The best of these games led to the creation of new gaming companies. There was the "corporate" explosion of the mid to late 80s where companies that had once been garage companies exploded with products. Look at the product lines of FASA, Judges Guild, TSR, and Steve Jackson Games during this era. Attempts to enter the market by gaming giants like Avalon Hill and SPI sparked this age where production values increased and new marketing strategies emerged. The 90s brought another surge of independent companies who capitalized on a mature but unsaturated market to bring in new gamers and new games. Companies like Pinnacle Entertainment and White Wolf emerged in this era with new games that had inspired settings and mechanics. Then came the d20 explosion where a large number of companies, big and small, rode the coat tails of one of the largest gaming releases in RPG history. This era also saw the emergence of some small players, but it wasn't until the d20 bubble burst that the works of these wonderful independent creators began to receive their due.

Every era has had many games to offer and experience, but we only have so much time to engage with our hobbies and some games get lost, overlooked, or forgotten. The purpose of my [Lost Games] series, which will have a new entry every couple of weeks, is to highlight some of these games. Sometimes they will be games that I own and enjoy. Sometimes they will be games that have a large community of devoted fans. Other times, like today, they will be games that are lost and difficult to find.

I own almost every super hero role playing game ever published. From Superhero 2044 (original and revised) and Supergame to Icons and Hideouts & Hoodlums, my collection runs deep. There have been a few games that managed to slip past my superhero rpg obsession net though, and one of those games is "The Official Superhero Adventure Game."

According to Heroic Worlds, "The Official Superhero Adventure Game" was self-published by Brian Phillips in 1981 in two separate editions (much like Supergame had two back to back editions). The first edition featured a 52 page rule book and 32 card stock sheets and a blue and white cover. The second edition, published the same year, also featured a 52 page rule book and 32 card stock sheets with a color cover replacing the blue and white one. Lawrence Schick, the author of Heroic Worlds is less than kind in his comments regarding the game and describes it as a, "Superhero system of confused, rudimentary rules, mainly for combat (basic and advanced). Includes dozens of hero and villain character descriptions."

If this were the only review available for the game, I would desire a copy. The inclusion of dozens of character descriptions, regardless of the overall quality of the game, might provide a nice jumping off point to inspire other games. Though I don't get to play them as often as I like, super hero games are my favorite games to play in and run and any game that has more NPCs for me to convert to my favorite systems the better.




This isn't the only review available for the game, there is another review in the invaluable August 1982 issue of "Different Worlds" magazine (Issue #23). That issue provides a much more detailed review by gaming great Steve Perrin who writes:

The rules do provide a 'role-playing game,' but that section simply gives hints for role-playing the characters provided, also providing a somewhat looser scenario plan with another plot and more options for the referee. In fact, this is the only scenario that needs a gamemaster. The previous ones can be played by two players, each taking a side to manipulate.

One interesting aspect of the last chapter is the experience point system. Rather than giving points to the character, the points are given to the player, bot for his playing ability and his role-playing. Thus the characters remain the same, but the experience points given the players are used to help determine who gets first choice of characters for the next scenario...

All in all, you get quite a bit for your money, even without the ability to make up your own characters. The characters provided are interesting in themselves, and the scenarios make for a good reproduction of a DC saga, if not a Marvel epic. For character and scenario ideas alone, superhero referees might do well to pick up this game, if they can find it. Write to the author if your local store doesn't carry it.

This review is much more positive than Schick's and sparks my imagination. Just what is this "Official Superhero Adventure Game," and how does it play? Sadly, I'll likely never know. I have yet to see a copy on eBay or in a store. The review provides a PO Box address for Brian Phillips for those who might be interested, but I doubt that it would be useful today.

This one seems truly lost, but I'll keep looking.

Friday, February 18, 2011

D&D in Forbes?

Thanks to the recent episode of Community, the Dungeons & Dragons game is getting some buzz in mainstream pop culture.  Surprisingly the buzz has included the entertainment blog on the Forbes website

David Ewalt's recommendations might make some in the internetowebosphere who dislike Hasbro's business decisions in the past year groan.  Ewalt's advice is is a glowing recommendation for Wizards' "Red Box" release, their Encounters program, and praise for Wizards' decision to fight for Wal-Mart shelf space.

When your game is getting positive print time, even digital print time, at Forbes you know you are doing something right.  Though one has to wonder what this says about the role playing game market.  If Forbes -- which prides itself as being a leader in business reporting -- is promoting you game...does that mean that the future CEOs of America will be gamers?  Does it mean that the current crop of Executive VPs are gamers? 

Grognardia had a wonderful post recently about gaming's treatment in Sear catalogs of years past and how RPGs hadn't yet been "ghettoized" out of mainstream gaming. 

But if a Forbes blog that highlights the latest Barbie is promoting your game, haven't you begun to walk out of the ghetto?

The Community episode might have provided the context that allowed for the article, but if Hasbro hadn't made Essentials -- and the Encounters Program -- last year the article wouldn't be making as many recommendations for the novice.