Tuesday, September 03, 2013

Kaiju Crisis Looks Like Destructive Fun

Southern California has long had a vibrant hobby gaming culture. In the early days of RPGs there were APAs like Alarums & Excursions and D&D mods like Warlock. All over Los Angeles County there are designers and players who helped our hobby grow and who made sure that the hobby was shared with new people. Alan Emrich of Victory Point Games is one of those designers. Alan has long been active in the Southern California gaming scene. He has long been an active proponent of hobby gaming, and a few years ago he started teaching a new generation how to design games. He does so as both a college instructor and as a business owner. You see, Alan's company Victory Point Games is "a desktop publishing company for small, budget-priced games based around submissions from students, amateurs and professional game designers alike." It's a company that makes great games, but that is also designed to help gamers become game designers.

Recently, Victory Point Games has added mobile gaming to their list of genres in which they develop games. VPG has an extensive tabletop catalog and some of their tabletop games (like Zulus at the Ramparts) have been converted to mobile devices. The translations of tabletop games have been good so far, but I am looking forward to some of their direct to mobile games currently in development. In particular, I'm looking forward to Kaiju Crisis.

Kaiju Crisis

Our mobile-monster-mash, Kaiju Crisis, is coming soon to iOS and Android devices! The news from Monster Island is that we're in our first round of alpha testing, with game testers coming into the VPG offices and lending us their thoughts. Testers have had the opportunity to play the first few levels of the game, topple a few buildings, tangle with the National Guard, and gobble up some helpless pedestrians. When the dust settles, we've asked them to fill out a questionnaire with their thoughts on everything from the controls and interface to their player goals and fun factor
With all this going on, master artist Clark Miller has completed nearly all of our monster's (adorably) terrifying forms and accompanying special powers, including a flame jet, ice breath, and lightning burst. Additionally, many of the boss monsters you will combat, and the islands they call home, have made it into the game, and so his time on the project is nearly at an end
From there, and with all the feedback from our testers addressed, I will be designing, testing, and balancing the remaining game levels and boss fights, so that soon you, too, will be able to enjoy this special brand of stompy, smash-em-up fun. Enjoy this quick glimpse into the alpha build of the game, and a bit of the theme music from our talented composer, Cain German!

Tuesday, August 13, 2013

Dungeon Roller -- Tranforming Random Tables into Tabletop Fun



In March of 2012, Paul Hughes of blog of holding launched a Kickstarter campaign to fund his illustrated rendition of the old "random dungeon" charts from the original Advanced Dungeons & Dragons Dungeon Master's Guide. The Kickstarter was successful and raised close to $28,000. The additional funds allowed Hughes the time to create rules for a quick and easy Dungeon Crawl board game based on the poster and to begin work on a flash based version of the game called Dungeon Robber that would be hosted on the web and free to play for anyone who wanted to experience a narrative "rogue-like."

That game is now available and it is everything one could hope for from such a game. Players begin with very limited choices of career...they can only be Dungeon Robbers. New character classes, items, and the ability to recruit henchmen are unlocked with the successful retirement of past Dungeon Robbers. Do you want to be able to purchase food, and thus be able to heal at certain spots in the dungeon? Then you need to have a character retire as a Yeoman. Do you want to hire henchmen? Then some lucky sap needs to adventure long enough to become an innkeeper.

The game is tough and quite arbitrary due to its random nature, but it is fun in the classic Ken St. Andre way. Life is cheap and death is just around the corner. Going down a level in a dungeon is almost certain suicide unless you're of high enough level. Game play is similar to older text based games like Zork, but the results of the interface are more akin to playing a game of Dungeon Hack or another rogue-like. The game is good fun and I recommend playing the game on the website (just click the image above). If you like the game as much as I do just buy a copy of the poster and make sure that Paul gets a couple of ducats for his trouble.

Weird Wars Rome Continues Pinnacle's Long Run of Great High Concept Campaigns



A few years ago, at the height of the d20 Boom, a medium sized game publisher called Pinnacle Entertainment Group released a d20 version of their signature role playing game Deadlands. The d20 version was released in an attempt to take advantage of the recent increase in interest in the role playing game market sparked by the 3rd Edition of Dungeons & Dragons. The book sold well enough, but instead of increasing the Deadlands fan base it ended up alienating some fans who believed Pinnacle was abandoning their old Greg Gorden designed masterpiece. This wasn't the case, but the damage was done and sales declined.

By this time Pinnacle had already released their customizable and easy to learn and play Savage Worlds role playing game system. That game went on to be an award winning game and the Phoenix that helped Pinnacle rise from the ashes of their declined sales. Sales that had declined so much that three Friendly Local Gaming Stores in the Los Angeles area informed me that Pinnacle went out of business. Pinnacle wasn't out of business. Far from it. They were - and are - an innovative company and were at the cutting edge of the sale of digital products. Their sales for digital as well as physical Savage Worlds products saved the company and built them a loyal and passionate fan base. Staying at the fore of industry trends, Pinnacle has already had an extremely successful Deadlands Kickstarter campaign and they hope to repeat that success with their most recent project.


KS_Banner_G_480


Pinnacle Entertainment Group recently launched Weird Wars Rome a new Savage Worlds game setting on Kickstarter. The project quickly surpassed its initial goal and is quickly conquering the stretch goals that the company has put forth. So far the digital rewards that backers of this project will receive include an original soundtrack, short adventures, and interior outlays for poster maps. All backers of the project will also be receiving an 8 page supplement by Jack Emmert (of Cryptic Studios) that discusses the role of class and race, the gods, and myths and legends in ancient Roman society.

Weird Wars Rome is the latest in a series of tabletop roleplaying game books for Pinnacle's Weird Wars line of Savage Worlds settings. The Weird Wars product line reimagines historical military campaigns and twists them by adding supernatural and horrific elements to create entertaining alternate world game settings. Game settings to date have included Vietnam and World War II. In Weird Wars Rome, players are legionnaires living in the vast Roman Empire who encounter the terrors of war and of far darker things that lurk in the shadows of the fringes of the Empire...and in the heart of Rome itself.

Unlike many Kickstarter projects, the Weird Wars Rome Kickstarter automatically provides all new digital rewards to backers as each stretch goal is reached. There are no "pay for" add ons. Shortly after the Kickstarter campaign is completed, backers will be able to down load the completed pdf the book and any digital rewards that have been completed to date. The basic funding level is $20 for which the backer will receive a copy of the base Weird Wars Rome rulebook and some digital rewards. Other levels allow backers to get more physical products like dry-erase poster maps, custom dice, a GM Screen and some adventures.

Pinnacle Entertainment Group has long been one of the kings of "high concept" when it comes to games and campaign settings. Their DEADLANDS game set the tone for undead/Western mash-ups and many of their Savage Worlds settings have taken long standing narrative tropes and given them a "savage twist." The Savage Worlds game system is marketed as being Fast, Furious, and Fun and I have very much found this to be the case.

Thursday, August 01, 2013

Chainsaw Warrior -- Coming to a Digital Device Near You!

It's the year 2032. A warp has opened up in the old Municipal Buildings in the heart of old Manhattan and bizarre creatures are flooding through into our dimension. Goading them on is Darkness, a malevolent entity who intends dragging the city of New York back through the warp - destroying it utterly! 

Many brave men died assailing Darkness' stronghold before they remembered you. In the past you have done the Special Forces Unit many favors... but now you must come out of retirement to face the toughest challenge of your glorious career. Equipped with all the latest in high-tech armaments you must battle your way into the very heart of Darkness' domain and defeat him within the hour - or the city you love will be destroyed!! 

Chainsaw Warrior is a nail-biting game for one strong-nerved player. Yes, it is a solo game - just you against the clock! Can you save New York? Remember, you only have one hour!
 

In 1987 Games Workshop released a game that was an almost perfect high concept mash up of THE WARRIORS, ESCAPE FROM NEW YORK, and EVIL DEAD 2. That game was CHAINSAW WARRIOR and it was published in the days before Games Workshop decided they were a miniatures company and fiction publisher rather than a game workshop. In CHAINSAW WARRIOR the player took the role of an Arnold Schwartzenegger/Snake Pliskin/Ash mashup in his attempt to save Manhattan and rid the world of some terrible evil that included Mutants and Zombies...and you cannot kill enough mutants and zombies right?




In the designer notes, Steven Hand mentions that he was hard at work designing a sequel that would be published if CHAINSAW WARRIOR did well enough. As far as I know that sequel, which would have featured mutant Nazi zombies was never published. At least I never saw it and I don't own it, though I do own the original (see those sweet pics?). The game dwindled out of print and is now only available as an over priced ebay offering...UNTIL NOW!

Aurauch Digital will be releasing a Tablet and PC version of the game in the near future. Now a whole new generation will be able to struggle against THE DARKNESS.


I would be remiss if I didn't note that I had been introduced to this magnificent game by my dear friend Ron Peck. Ron had exquisite taste in music, games, and film. He was a dear friend who I miss dearly. 

Thursday, July 25, 2013

Little Geek Girls: Don't Say Superheroes are "Just for Boys"

On Tuesday, Kirk Hamilton at Kotaku shared a music video by The Doubleclicks entitled "Nothing to Prove."  I'll be honest and say that the song itself doesn't do much for me and sounds a bit like a song that would be performed by Carrie Brownstein on an episode of Portlandia, though I guess comparing a song to a song by a member of Sleater-Kinney isn't exactly an excoriating review. The aesthetics of the song notwithstanding, it was the visual content of the music video that really resonated with me. In particular the woman holding the "Don't tell my daughters that Lego, Robots, and Superheroes are for boys."


That sentence struck me like lightning and with almost perfect timing. As regular readers of this blog know, I am the father of two young girls I call History and Mystery in my blog posts and who are the two "Twin Princess Superheroes" referred to in the right sidebar. To give you a picture, this is them on a "Fancy Day."


As you can see, they are wearing Fancy Nancy-esque clothing with sunglasses, domino masks, and History is holding forth a Captain America shield. This is them at their "Princess Superheroiest," well accepting when they where their Bell and Aurora dresses kitted with Merrida bow and arrow and Iron Man masks and "Boomers." All of which is to say that they have acquired many of their mom and dad's geek obsessions. I cannot express how much fun it is imagining playing D&D with the twins when they get older. I'm giddy right now thinking about it.

As you might guess, my daughters live a pretty happy life. They have parents who share their interests and who play are willing to play any game or support any interest. But that's not to say that these young innocents haven't already faced the dreaded "you aren't allowed to be interested in that" assertion by some of their peers. There was one student at their school - a student that History had a crush on no less - who saw that History and Mystery were wearing superhero tennis shoes (Cap and Iron Man) and who took it upon himself to point out to my daughters that "Superheroes" are for boys. What's more, the boy also pointed out the "Blue" is for boys too.

Blue.

BLUE!

Are you kidding me?! This kid tried to lay claim to a color? Ugh.

Back to the story. This young boy's attack upon their preferences was the first time that my daughters had been told that something was outside their purview. Sure, Jody and I have told the girls that we cannot afford certain things or that they have to wait until they are "bigger kids" to play Advanced Squad Leader with dad, but we've never told them that any given entertainment was reserved for a particular subset of society. Jody and I find that concept to be absurd on its face. No one is going to stop me from DVRing REAL HOUSEWIVES (OC and Jersey only), and certainly no one is going to tell Jody she cannot watch JUSTIFIED or THE AVENGERS because she's a woman.

So after this boy attacked my daughter's love for superheroes Mystery comes home weeping. She's upset that she's no longer allowed to like Captain America - who has fought off more Closet Monsters than I care to imagine - because he's for boys. Needless to say, it didn't take me long to inform my daughter that Captain America is for everyone and to give Mystery several real world examples of the women in my and Jody's life who are fans of "Steve." After which we watched a couple episodes of EARTH'S MIGHTIEST HEROES and called it good. My daughters seemed satisfied. Heck, History started wearing blue (Mystery's favorite color) in solidarity with her sister.

But the story doesn't end with having a supportive mom and dad who have supportive friends. Sadly, this little punk has already sown the seed of a mental weed that must be constantly pursued and extracted as quickly as possible. I've already had History ask me if there REALLY are any female race car drivers and heaven knows what the next moment will be. One thing I do know, I'll have to be vigilant. It's no longer enough to just share the things I'm passionate about with my daughters. I now have to be prepared to help my daughters defend their enjoyment.

I'm happy to do it, but it's something that shouldn't have to be done. Stop attacking "Fake Geek Girls." Some of the kindest, warmest, and giving people I know are Geek Girls (yes I'm talking about you Jody, Susan, Shawna, and America...and many others). There is nothing fake about them.

And for those of you who spend the time "vetting" to see if a "Fake Geek Girl" is actually a real geek. You know that vetting time would be far more enjoyable if it was just a normal conversation where you both geek out right? Sure, you might end up fighting about whether Alan Scott or Hal Jordan are the better GL or how big a jerk Dan Didio is, but I guarantee that you will be more likely to leave that conversation with a friend than you will if you begin your "conversation" with an oral exam in which you scrutinize even the slightest error.



Tuesday, July 23, 2013

Siri as D&D Dungeon Master

As might be guessed Siri is a "killer DM." I think she ran a Call of Cthulhu adventure for me at an old DundraCon (it's in Apple's backyard).  On a serious note, check out the copy of Gary Gygax's ROLE PLAYING MASTERY on the table. That is a significant easter egg, especially given the kind of DM Siri turns out to be.



 

And yes, I own a copy of ROLE PLAYING MASTERY. I also have a copy of MASTER OF THE GAME.

Guest Post: Wesley Chu (THE LIVES OF TAO) on Playing Games with Kids

[Editor's Note] A couple of months ago, Shawna and I discussed Wesley Chu's new book THE LIVES OF TAO on our Geekerati Podcast. In addition to asking Wesley to join us on the podcast, I asked him if he would be willing to write a guest post for my Advanced Dungeons and Parenting blog and he agreed. Below is the article he wrote for the site. Before you read, I'd like to point out that reading his ADP guest article gave me a great deal of pleasure. It isn't often that I meet a fellow Mystara fan. So read on and enjoy.[End Editor's Note]

In honor of Advanced Dungeons & Parenting, I wanted to get on my soapbox and tell parents to force their kids to learn to become responsible adults by leveling characters in Dungeons and Dragons and/or Pathfinder.

My main poison from grades one through eight was Dungeons and Dragons, the non-advanced version. This is back in the eighties and nineties back to those old school TSR days when we had those red, blue, teal, and finally gold manuals. Back then, rules weren’t nearly as complicated and there weren’t a bazillion books to have to buy.



I have fond memories of the land of Mystara. My old stomping grounds were the Grand Duchy of Karameikos, the mage kingdom of Glantri, and the merchants Republic of Darokin. Sometimes, we’d venture as far out as the Ethengar Khanate. Now, Mystara, or The Known World, at the time was a fantastic sandbox. I had leveled my mage Kraven (before I knew what that name meant) up to the point he became a baron in Karameikos. What does this have anything to do with being a responsible adult? Well, I decided to build my first keep. Now, my memory of all this is a little fuzzy, but I distinctly remember thinking to my fourth grade self that “damn, I need a big frigging castle with a moat! And a huge stable! And a very high tower!”

I didn’t take into consideration for materials, defenses, garrison size…etc. I just wanted a big castle. I remember begging my parents for grid paper so I could map the entire thing out. I believe I had a dozen blue prints before I settled on a design. And boy, was it a beautiful, poorly conceived, audacious castle. Note to self: not becoming an architect was a good thing. In my defense, I had enough gold to build the damn thing. Sure I basically had to hire myself out as a high level mercenary and do some rather unpleasant things (that’s what happens when you have a mean older brother DM) and basically taxed my poor peasants to near death. But at the end of the day, the castle was built with all its needless additional towers and silly additions only a kid with too many legos could imagine.

However, I was so poor and in so much debt that I couldn’t maintain my garrison and ended up losing the castle to a marauding Dwarven army. Actually, it wasn’t even very marauding, just like 50 dwarves who snuck in from a really ill-conceived part of my defenses. I had hardly garrison and it seems my amateur architectural planning had more than a few fatal flaws. In the end, poor Kraven was left broke and destitute, and had to spend the rest of his days guarding caravans in Darokin. But, like those wise lessons learned by watching Monty Python:

"That [castle] burned down, fell over, then sank into the swamp. But the fourth one stayed up. And that's what you're going to get, Lad, the strongest castle in all of England.” 

I had learned some lessons that I carry with me to this day:  

1.       Don’t spend more gold than you got. 
2.       Hire a proper architect or someone who is an expert on what you need done. 
3.       Never be house poor. 
4.       Castles are expensive as hell to build, and even more expensive to maintain. 
5.       Wizards should just get a nice tower in downtown Glantri.

So parents, do your kids a favor. Play games with them, and sneak in those life lessons that will help them when they get older. After all, if you don’t, a bunch of rampaging dwarves might end up sacking their castle.


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Friday, July 19, 2013

Geekerati Radio Flashback Friday -- Susan Palwick Discusses SHELTER

Susan Palwick is an award winning Science Fiction and Fantasy author who currently teaches English at the University of Nevada Reno. Many of her novels and stories deal with emotional trauma or questions of identity, and that includes her novel SHELTER. Susan kindly discussed her book with me and the other Geekerati hosts back in 2007.



It was a special moment in the Geekerati history as it was one of our first author interviews. We've done many more over the past six years, but this one was quite special. It isn't special solely for its place as an early episode, it is also special because Susan was one of my mentoring professors as an undergraduate. There is absolutely no way I would have been able to complete my degree if it hadn't been for her compassion - and the compassion of a couple of other wonderful academics.




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Wednesday, July 17, 2013

THE GRANDMASTER: Tony Leung and Wong Kar Wai's Take on Ip Man Looks Amazing

I've already discussed how excited I am about the upcoming Wong Kar Wai film THE GRANDMASTER. That excitement increases with every new preview. THE GRANDMASTER a new addition to what has become a large catalog of films about Ip Man, a catalog that includes one of the most entertaining martial arts films ever made. In fact, the Donnie Yen and Wilson Yip entry into that catalog is so good that it makes one wonder why anyone would even try to tell another Ip Man story.

But then I look at the trailer and I see Tony Leung bringing all of his charisma to bear, Wong Kar Wai's insanely beautiful cinematography and style, and Zhang Ziyi.

Good grief, this looks amazing.



Friday, July 12, 2013

Just Showing Off My Wife Jody Lindke

From time to time, I like to add some of my wife's artwork to the website. She's a pretty fantastic illustrator and I am blessed to have her in my life.



Jody designed the above logo for use with some children's books we are working on. She wants "Underfut" to be the brand name, and I like it. The dog "Underfut" was a regular character in her Schulz award winning cartoon strip "Nicnup," and the character was based on Jody's real dog Oreo. Both Jody and I miss her very much. Oreo lived to be 20 years old and died the day I was leaving to go to my first Gen Con. We both wish that History and Mystery could have had a chance to meet her.

This is Jody's Steampulp rendition of our marriage. After seeing this, I have been very tempted to walk around with a tophat.

Jody drew this one for a book at work. I work at a non-profit dedicated to youth civic engagement, and this is one of my favorite exaggerated effect of campaign ads images ever.


Thursday, June 13, 2013

An Open Letter to Danica Patrick, Jennifer Jo Cobb, Annabeth Barnes, and Many Others

Father's Day may be this weekend, but I received a great Father's Day gift a few days early. I was chatting with my five year old daughter History the other day about what she would like to be when she grows up.

"Daddy," she said.

"Yes."

"I think I'd like to be a race car driver when I grow up."

I smiled down at her with fantasies of her driving aggressively at 180+ mph flashing through my mind - alternating with random visuals of motor sport crashes - and said, "What kind of race car do you want to drive? Do you want to drive a car like Francesco Bernoulli or a car like Lightning McQueen?"


Her answer was swift and unsurprising, "Lightning McQueen!"

It wasn't unsurprising because Jody and I are regular viewers of NASCAR, we aren't. Ever since the twins - History and Mystery - were born, we've been devoted followers of Formula 1 racing. In the early days of the twins' lives when Jody and I were up at seemingly random times for late night feedings, we found something magical on the television. That something magical was Formula 1. Depending on where the race happened to be in a given week, the practice, qualifying, and race might be on at 2am or 3am. This was perfect for late night feeding. And I swear that the sound of the high RPM, high speed engines of those open wheel marvels was one of the reasons we were able to get the girls back to sleep at night. Nothing against NASCAR, but those drivers tend to race at reasonable hours US time.

It was unsurprising because History and Mystery love the Disney movie CARS. They love Lightning McQueen, Mater, and Sally - but they have a special place for Lightning.

Yes, they have Lightning McQueen stuffed pillows to sleep with.

After my imagination stopped flickering between excitement and panic, History asked me a question.

"Daddy? Can girls race cars?" she said.

"Yes!" I answered quickly - a slew of names came to mind, starting with Shirley Muldowney
and including many others.

My answer wasn't enough to steer her away from her own observations though.

"Daddy? Why don't I ever see any girl drivers then?" she asked.

At that moment, I became one of the world's biggest Danica Patrick, Jennifer Jo Cobb, and Annabeth Barnes fans - and I'll be a fan for life. I knew all of their names already. Danica and Jennifer are known to most motorsport fans, and Danica is one of the biggest names in sports period. And I knew Annabeth Barnes name from the motorsport documentary RACING DREAMS.

I became a life long fan because with one single action, I was able to dispel all of the powerful doubt and skepticism that a 5 year old imagination can muster. My daughter had never seen a woman race and she was starting to believe that they weren't allowed to, regardless of what her dad said. With a wave of my hand - we had been looking at a Disney Princess ebook on my iPad - I brought up Danica Patrick's homepage. Clio's eyes widened with awe, I could hear her gasp with excitement.

"Is that her race car?" she asked. She was pointing at the car Danica was standing next to.

"Yes," I answered and as I did so, the slideshow scrolled to show Danica behind the wheel. I proceeded to talk with History about Danica, Jennifer, and Annabeth and visited each of their websites, and a couple more as well (like Katherine Legge).

It was a wonderful moment, and a great early Father's Day gift.

I don't know if History will continue to want to be a race car driver when she grows up. People's dream jobs do change as they grow up. But I do know that after History went to her room for her nap, I began looking up local Kart circuits, availability, and costs. If she has an interest, I will work to provide her the opportunity. I would have done so whether there were currently any women in motorsport, or whether there ever had been, but I am so thankful that there were so many examples I could show my daughter. I have no idea how hard it would have been to fight against the preconceptions my daughter was building up from her own observations, if there weren't footsteps to follow. 

I am glad there were.

So, I'd just like to take the time to thank every woman currently racing in motor sport for doing what they love. My daughter may never join you in the ranks, but you made her dream a believable one and I first hand saw how important that was to her. I have always rooted for drivers like Danica and Annabeth, but it had always been in an abstract "American's love the underdog" kind of way. I am now a devoted fan of any woman brave enough to sit behind the wheel, because you are physical proof of a child's dream.

Sunday, June 09, 2013

RIP: Iain M. Banks

I first encountered the brilliant writing of Iain M. Banks when I was an undergraduate at the University of Nevada, Reno. I was working in a computer lab and, having read Heinlein/Asimov/Farmer,  claimed to be a science fiction fan while in conversation with one of the technicians. The technician started asking me, and not in a gotcha way, my opinions on a wide range of authors - authors who had names I was completely unfamiliar with. One of these names was Iain M. Banks. From the conversations I had with the tech, Banks' writing seemed something both new and old. It combined the Space Opera grand tapestry background of Herbert or Asimov (I hadn't heard of Niven yet, but would soon) with stylistic prose that captured the imagination.



The first Banks book I read was Consider Phlebas, the first in the splendid series of "Culture" novels. The book describes a "small action" that takes place within a grand interstellar war between the Culture and a race of aliens called the Idirans. The story was - in some ways - an argument against "Death Star" moments and against "super kid" style SF. At the same time, it was deeply human and evocative of emotion. It was a book that made me think and ask for more, and Banks delivered a great deal more. I consider the Culture novels to be the best collective works in all of science fiction. There may be better individual stories, but as a body of work they are canonical and magnificent.

I read earlier today that Banks, who had been revealed his cancer earlier this year, has died. I am filled with the selfish sorrow of the fan. For now I know that the amount of new experiences that this talented writer will bring into my life has hit its termination. I can only read his final work and reread all that he wrote that has brought me joy - time and again. I cannot imagine the sorrow of his family and newlywed wife - who he asked if she would do him the honor of being his widow earlier this year - I can only know the self-centered sorrow that I feel. I never met the man, neither at a con or a signing, but his work has affected me deeply. It will be shared with my children. I would like to thank him for the gift he gave me.

In memoriam of Banks, I'd like to do two things. First, I'd like to share an excerpt from the poem The Wasteland from which the novel Consider Phlebas acquired its title. Then I'd like to present a quote from the book itself.

IV. DEATH BY WATER

Phlebas the Phoenician, a fortnight dead,
Forgot the cry of gulls, and the deep seas swell
And the profit and loss.
                          A current under sea 315
Picked his bones in whispers. As he rose and fell
He passed the stages of his age and youth
Entering the whirlpool.
                          Gentile or Jew
O you who turn the wheel and look to windward, 320
Consider Phlebas, who was once handsome and tall as you.

One of the reasons Banks impressed me as a writer was his ability to capture human struggle in a post-scarcity society. He had a much better grasp on such things than most writers. His economics were not as confused as Star Trek's, which as much as I love the show meander from post-scarcity to smuggling/black market. He understood one of the drives that makes us human. He sums up nicely the human spirit in post-scarcity societies with the following:

The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines they had (at however great remove) brought into being: the urge not to feel useless. The Culture's sole justification for the relatively unworried, hedonistic life its population enjoyed was its good works; the secular evangelism of the Contact Section, not simply finding, cataloguing, investigating and analyzing other, less advanced civilizations but - where circumstances appeared to Contact to justify so doing - actually interfering (overtly or covertly) in the historical processes of those other cultures.
The human spirit is inherently anti-Prime Directive, as Kirk and crew so often demonstrate, because we wish to matter. We want to make things better. This is a wonderful impulse, it can lead us to beautiful acts or base ones, but it is a quintessentially human impulse.

Banks mattered.

Thursday, June 06, 2013

Cancelling AD&D? RPG Rumors Circa 1986 -- Different Worlds #44

I'm a big fan of Tadashi Ehara's now defunct gaming magazine DIFFERENT WORLDS. Over its tenure, the magazine was published by a couple of companies including Chaosium and Sleuth Publications. According to a pre-publication solicitation letter (available here), the magazine was originally slated to be entitled DM. The change was likely due to concerns over TSR's trademark of DM/Dungeon Master. Regardless of the reason for the change in title, I think that DIFFERENT WORLDS better suited the content of the magazine than DM ever would have. The magazine was a gem. Like Steve Jackson Games' magazine SPACE GAMER, Ehara's magazine covered the entire roleplaying game hobby. As I've written before, issue #23 of the magazine is maybe one of the most important magazines ever written about the origins of Superhero Roleplaying games. For those who want to understand the history of RPGs, DIFFERENT WORLDS, SPACE GAMER, and ALARUMS & EXCURSIONS are three of the most valuable resources that the aspiring historian can find. They really help to cut through a lot of the community gossip about a transitional era in the hobby.

Speaking of Gossip, DIFFERENT WORLDS featured an excellent gossip column written by the pseudonymous Gigi D'arn (clearly a Gary Gygax/David Arneson reference). I've written speculation about the identity of this columnist before, and I'm still pretty sure that she was a real person and that the Chaosium staff added to her actual letters. There are just too many little tidbits of SoCal culture, which was booming at the time as an RPG hub, for me to believe otherwise. The column was filled with a great deal of speculation, some true, some pure fiction, and all fun to read.



There are a couple of pieces of gossip/rumors in issue 44 that stand out and need attention. In fact, they are rumors that I'd like to hear more from the gaming community at large about, and I'll be asking around to see if there is any merit to them.

First and foremost - actually quite shocking - really is a claim about ADVANCED DUNGEONS & DRAGONS. According to Gigi, "Rumour thinks TSR is unhappy with the ADVANCED DUNGEONS & DRAGONS game line and is considering dropping it. GARY GYGAX meanwhile is starting his own company, Infinity Games, in New Jersey. Will he take the license with him?"

I wonder if this is true. 1985 saw the publication of UNEARTHED ARCANA and ORIENTAL ADVENTURES for the AD&D game, but the mid-80s was also the era of the publication of the Basic, Expert, Companion, Master, Immortals rules for D&D. It was a time when the D&D brand was divided among two sub-brands and a time when there was great potential that one brand was cannibalizing the other. From my experience, the D&D brand was putting out a lot of great material at this time. According to GROGNARDIA 1986 saw the release of a number of BECMI products and 1987 saw the production of the first Gazetteer products for the D&D brand - some of the best products ever released for D&D.

If I were to guess, I'd say the rumor was true and that core rule book sales for AD&D had dropped. I would argue that this is why we saw a 2nd edition of AD&D released in 1989. An edition that may not have happened at all if not for the success of the Forgotten Realms Setting. My thought is that the Forgotten Realms setting, written for AD&D, was so successful that management decided to do a new edition of the game for increased sales. I'd like to know if this is correct or not though.

The second interesting piece of gossip/rumors is that J.D. Webster, the creator of the Finieous Fingers cartoon strip, was a carrier fighter pilot. This is apparently true.

Wednesday, May 29, 2013

What's That You Say? You Saw My Name on a Voice Media Group Article?



A couple of weeks ago, the editor of the Topless Robot website asked if I wanted to begin pitching ideas for table top gaming related Daily Lists posts. Before even considering how challenging the task would be, I shouted with a resounding "Heck yeah!" This morning at 6:00 my first article was published on the website. The article discusses Ray Harryhausen's influence on Advanced Dungeons & Dragons and features 9 AD&D monsters that I think exemplify that influence.

I cannot say how excited I am to see my name in print - or more pixels in this case - again. I haven't seen my name in a "professional" byline since my friend John Ford and I wrote our last Celluloid Say-So article for the Daily Sparks Tribune. The time I had writing that column with J was a joy, and my desire to recapture that feeling was one of the reasons I started this blog. What makes my current article even more exciting is that Topless Robot is a part of Voice Media Group, the same company that publishes the LA Weekly and The Village Voice. As a film fan, one of my favorite critics is/was Andrew Sarris and many of the critical arguments he had with fellow critic Pauline Kael were published by the Village Voice.

Topless Robot may not quite be the Village Voice, but I'm no Andrew Sarris either. 

Boy am I excited! Please...go to the site to read my article - and hopefully many more in the future.


Friday, May 17, 2013

Television Viewing Behavior Study

I am currently in the process of collecting data for my MBA thesis.  To that end, I have designed a survey.  I don't normally post solicitations like this and this will not be a regular occurrence. 


You are being invited to participate in an opinion survey regarding a Television Viewing Behavior. The survey will run for one week only, therefore your timely participation is greatly appreciated. If you are interested in participating, please follow the link below.

https://calpolycba.qualtrics.com/SE/?SID=SV_ehx2jqbk2hOYODX

You can right click and choose “Open Link” or paste it into your web browser to get to the survey.

You will be asked to read an Informed Consent, which will explain the study I am conducting as an MBA student at California State Polytechnic University, Pomona. The survey contains 17 questions and should take approximately 20 minutes of your time.

Your participation is strictly voluntary and all your responses are completely anonymous.

Sincerely,
Christian Lindke
MBA candidate, Principal Investigator
California State Polytechnic University, Pomona
Email: christianj@csupomona.edu
You are allowed to share the link with others.

Tuesday, May 07, 2013

RIP: Ray Harryhausen (1920 - 2013)



To say that the work of Ray Harryhausen had a significant impact on my life would be an understatement.  Not only are JASON AND THE ARGONAUTS and THE SEVENTH VOYAGE OF SINBAD two of my favorite films, films I cannot wait to share with my twin daughters, they are also parts of some of the happiest memories of my childhood.  I remember watching these films with my mom and dad when they ran as matinee films.  I remember my parents "secretly" smuggling me in to see SINBAD AND THE EYE OF THE TIGER at the Drive-In.  I hid under a sheet in the back of the Gremlin and they pretended I wasn't there. It turns out that they paid the family rate and that the subterfuge was just for my entertainment.  

The movies were undeniably magical and one of my two favorite Comic Con moments is sitting in the audience at a "Ray & Ray" panel (that's Ray Bradbury and Ray Harryhausen) where they both talked about their life's work.  Our local science fiction/fantasy bookstore in Glendale would frequently hold Ray & Ray signings. It was one of the things that makes Glendale the perfect place to live.

Finding out that Harryhausen has passed is sad.  That sadness is lessened by the truth that Harryhausen added so much joy to the world -- joy that will long outlive me.

Thank you Mr. Harryhausen for my childhood joys, and thank you for the future joy I will be able to experience thanks to your imagination.


The Harryhausen Family formally announced the death on Facebook with the following message:

Raymond Frederick Harryhausen
Born: Los Angeles 29th June 1920
Died: London 7th May 2013.

The Harryhausen family regret to announce the death of Ray Harryhausen, Visual Effects pioneer and stop-motion model animator. He was a multi-award winner which includes a special Oscar and BAFTA. Ray’s influence on today’s film makers was enormous, with luminaries; Steven Spielberg, James Cameron, Peter Jackson, George Lucas, John Landis and the UK’s own Nick Park have cited Harryhausen as being the man whose work inspired their own creations.

Harryhausen’s fascination with animated models began when he first saw Willis O’Brien’s creations in KING KONG with his boyhood friend, the author Ray Bradbury in 1933, and he made his first foray into filmmaking in 1935 with home-movies that featured his youthful attempts at model animation. Over the period of the next 46 years, he made some of the genres best known movies – MIGHTY JOE YOUNG (1949), IT CAME FROM BENEATH THE SEA (1955), 20 MILLION MILES TO EARTH (1957), MYSTERIUOUS ISLAND (1961), ONE MILLION YEARS B.C. (1966), THE VALLEY OF GWANGI (1969), three films based on the adventures of SINBAD and CLASH OF THE TITANS (1981). He is perhaps best remembered for his extraordinary animation of seven skeletons in JASON AND THE ARGONAUTS (1963) which took him three months to film.

Harryhausen’s genius was in being able to bring his models alive. Whether they were prehistoric dinosaurs or mythological creatures, in Ray’s hands they were no longer puppets but became instead characters in their own right, just as important as the actors they played against and in most cases even more so.

Today The Ray & Diana Harryhausen Foundation, a charitable Trust set up by Ray on the 10th April 1986, is devoted to the protection of Ray’s name and body of work as well as archiving, preserving and restoring Ray’s extensive Collection.

Tributes have been heaped upon Harryhausen for his work by his peers in recent years.

“Ray has been a great inspiration to us all in special visual industry. The art of his earlier films, which most of us grew up on, inspired us so much.” “Without Ray Harryhausen, there would likely have been no STAR WARS”
George Lucas.

“THE LORD OF THE RINGS is my ‘Ray Harryhausen movie’. Without his life-long love of his wondrous images and storytelling it would never have been made – not by me at least”
Peter Jackson

“In my mind he will always be the king of stop-motion animation”
Nick Park

"His legacy of course is in good hands
Because it’s carried in the DNA of so many film fans."
Randy Cook

"You know I’m always saying to the guys that I work with now on computer graphics “do it like Ray Harryhausen”
Phil Tippett

“What we do now digitally with computers, Ray did digitally long before but without computers. Only with his digits.”
Terry Gilliam.

"His patience, his endurance have inspired so many of us."
Peter Jackson

"Ray, your inspiration goes with us forever."
Steven Spielberg

"I think all of us who are practioners in the arts of science fiction and fantasy movies now all feel that we’re standing on the shoulders of a giant.
If not for Ray’s contribution to the collective dreamscape, we wouldn’t be who we are."
James Cameron

Friday, April 26, 2013

LEGO Tower of Orthanc: Time to Write a D&D Adventure for this Sweet Lego Set

The title sequence for this LEGO promotion video makes LEGO look like one of the most fun places to work on the planet. Then again...employees get paid to make and play with LEGOs and that almost by definition makes it one of the most fun places to work.

This video promotes the upcoming Tower of Orthanc set for their LORD OF THE RINGS line.  Most of the line has been expensive but amazing and this set looks to continue the tradition.

Not only do you get the tower, which would make an awesome set piece for a game day, but an Ent! 



History and Mystery aren't quite old enough for these huge LEGO kits, but I cannot wait until they are.

The Greatest Event In Television History

Jeff Probst, Paul Rudd, Jon Hamm, and Adam Scott team up to do a send up of the "greatest event" specials of the 1980s.  The key to getting this kind of parody correct is to have the parody be a good version of what is being made fun of and this is damn near perfect.

RIP Jon Hamm.





Thursday, April 25, 2013

Jim Beaver (Supernatural) Discusses Buster Keaton's OUR HOSPITALITY

It's hard to describe in words the brilliance of the comedic stunt work of early Hollywood action-comedians like Buster Keaton or Harold Lloyd.  Their willingness to risk life and limb to entertain audiences -- even with the safety procedures they did use -- is mind boggling. The best way to use words to describe their endeavors are usually names, names of artists who have attempted similarly insane comedic stunts. You can tell a modern audience that many of Jackie Chan's stunts were inspired by the work of Keaton, and that does a pretty effective job.  But for my generation, who encountered Jackie Chan as he entered the American Market with THE BIG BRAWL, a better comparison is Disney's character Goofy.  Many of the animated stunt comedy shorts that feature Goofy are based on the comedic endeavors of Keaton and Lloyd.

Think about that for a minute. Animation, with its infinite ability to show the unreal, was used to tell stories inspired by the real world stunt work of real world comedians.

Actor Jim Beaver has a column over at IndieWire entitled "Beaver's Lodge," and in his most recent (and second) installment he discusses Buster Keaton's film OUR HOSPITALITY.  Watch his discussion and tell me you don't want to watch this film.



Wednesday, April 24, 2013

[From the Archives] SUPERCREW -- Quick and Easy Superhero Role Playing

Back in 2010, I wrote a review for a Swedish super hero roleplaying game called THE SUPERCREW. Some time has passed since that review, so given the obscurity of the game I thought that I would share the review again.

I have made some slight edits to update the review and provided information from an update I did a couple of months after the initial review.  This is a rare game, but you should check it out.





Every now and then, there comes along a product that manages to simultaneously appeal to several of my obsessions. The Supercrew roleplaying game by Tobias Radesaeter is one of those products. The game combines my interest with the indie game movement with my obsessive need to own every superhero roleplaying game ever published. As numerous re-reads of Superhero 2044 prove to me time and time again, the targets of my obsession do not always lead to enjoyable (or even understandable in the case of 2044) experiences.

The superhero genre features characters of near unlimited potential, and who possess a vast array of capabilities. Any game designed to emulate the feel of the source material faces a daunting challenge. How does one design a game that can simulate an almost infinite collection of powers and abilities, yet is also as fast and exciting as the source material being emulated? It's not easy to do, and it is one of the reasons that some successful superhero systems are also successful "universal" systems. For a while, it seemed as if all decent superhero systems were also universal systems. The indie game movement, with games like Capes, proved that being universal wasn't a necessary condition of a superhero game and that games could be designed based on emulating the feel of comics without granularly emulating the physics of them.

Games like Capes are a part of the narrative focused game design that influences a lot of what is going on the indie gaming community. Design choices in these games focuses more on how a particular mechanic can help to create a collaborative "playing story" rather than a quantified gaming representation of "reality." To be reductive for a moment, these games have a narrative rather than a gamist focus.

Supercrew takes a fairly strong narrativist approach to the superhero genre in it design choices, and even makes one small quip regarding gamist style games, and even presents its rules in a narrative format.

Supercrew's thirty-page booklet presents the games rules in a comic-book panel format. The first game to attempt this approach was the unplayable He-Man and the Masters of the Universe RPG by FASA. It's a novel approach to introducing roleplaying concepts and mechanics, and in the case of Supercrew is done in an effective manner. The rules are presented in a logical and engaging manner. They are also very easy to understand, making this game a potentially great introductory roleplaying game -- in addition to its potential use as a narrative rpg for experienced gamers.

GAME CONCEPT

Supercrew begins with an interesting premise as a game within a game. The central conceit of Supercrew is that all of the superheroes designed by the players are their own alter-egos. As the game explains it, "The players play super-powered versions of themselves. Each adventure starts with them playing a role-playing game when they hear about some kind of emergency they have to stop." You read that right. The players are playing characters who are playing a roleplaying game that gets interrupted and needs their superheroic intervention. When I first read that the players play versions of themselves, I was reminded of the character design system for the revised edition of Villains and Vigilantes so I didn't think Supercrew's approach was too novel. Then I read the sentence where the rules describe it as a game where the "characters" have shown up to play an rpg, only to have it interrupted, and a number of wonderful uses for this game popped to mind -- this is before I read a single rule.

Every group has players who show up late, or cannot make it to a particular session. If your group is playing in a long term campaign, you often don't want to continue the adventure without the player as it could make the player feel left out as their characters don't earn as many experience points or miss out on key plot points. You also have to consider the feelings of those players who did show up. They are there to have a good time and to play a game. If your group agrees to use Supercrew as the backup campaign, it's central conceit is perfect for these occasions. Let's say Jim doesn't show up to your regular D&D campaign. You begin the session as normal, "when we last left our heroes," but somewhere in the middle of the first encounter you do your best radio static impression and blurt out "News Alert! Baron Ravenblood and Persecutus are holding the city hostage threatening to destroy the Gas Company building unless the mayor wires $1 billion into their bank account by 3pm." The players grab their Supercrew character sheets, and their "characters" excuse themselves from the D&D game to fight for great justice!

Sounds like fun, but does the system work?

GAME SYSTEM

Characters in Supercrew are constructed using three main abilities and three tricks which are particular uses of these abilities. The powers are ranked from 3 - 1 in order of power. Three is the most powerful ability, two is the most frequently used ability, and 1 is the least powerful ability. It doesn't sound like a lot of powers to give a character, but it actuality this is a pretty robust system.

For example:

Christian wants to make a character based on everyone's favorite Flight, Invulnerability, and Super-Strength character. To avoid copyright attorneys suing his game group, he decides to name the character Superior! He give the character the following powers Heat Vision, Inert_Gas-ian Physique, and Flight. He states that Heat Vision is Superior!'s most potent ability (as is often described regarding our favoring FISS character, though rarely believed) at rating 3. Inert_Gas-ian Physique, Superior!'s most frequently used power, is given a rating of 2. Finally, Christian gives Flight a rating of 1.

Inert_Gas-ian Physique is a broad descriptor that encompasses super-strength, super-speed, x-ray vision, super-breath, and invulnerability. There is no reason to quantify each individual power, as would be done in more granular systems, since the broad descriptor's effectiveness is determined by the associated rating.


The effects of powers are determined by the roll of ordinary six-sided dice. The player rolls a number of dice equal to the abilities rating. Those dice that have a result of 4 or greater are considered successes, lower results are considered failures. This is a system similar in basic structure to Burning Wheel or White Wolf's World of Darkness systems where pools of dice are rolled and successes counted based on the results of individual dice.

The game enforces the use of ineffective powers, and limits the usage of the most potent powers, by requiring that heroes spend "hero points" in order to activate the rank 3 power. The only way to acquire hero points is to either use your rank 1 power or to be knocked unconscious in a battle. Each of these gives the character a hero point that may be spent later to activate rank 3 powers. This is an elegant design choice that undermines overt power-gaming where players would minimize/maximize abilities to tweak a game system in their favor and hold more "power" than other gamers. In this system, that is relatively impossible. Even if the player chooses a broad ability descriptor, like Superior!, since how an ability is used is determined when the player's describe what they are doing the broad descriptor is no more useful than the narrow one. After all, the Shade Knight can apply his "Keen Intellect" descriptor just as broadly as Superior!'s Inert-Gas-ian Physique.

For any given task, the Game Master sets a success threshold. The individual character can only contribute toward passing that threshold, once per round -- or once per task for certain tasks. Teams must work together to succeed at fighting earthquakes and burning buildings.

In combat, and in other situations, the player first states what ability they wish to use. They do not describe how the power is used, or its effects, until the number of successes achieved is known. In a recent post discussing the Dragon Age RPG by Green Ronin, I discussed how I liked how Dragon Age's stunt system allowed for more narrative combats. Supercrew's system is attempting a similar effect here, the benefits of "roll before you describe" are discussed at length at GamePlayWright. Once the player knows how many successes the character has achieved, and how many total successes are needed for an action, that player -- whether he completed the task or not -- describes what happens. This game is very much about the player, knowing the results, creating the narrative regarding how his/her character succeeded or failed. Typical of many modern narrative games, this player empowering approach can be disorienting or empowering depending on your group's preferred method of play.

The combat rules are an extension of the basic task resolution system, and the game provides some excellent examples of how they would represent villains, groups of thugs, or hazardous events like building fires.

The system looks like it works and it looks fun. Simple but able to simulate a broad array of activities, what designers often call "robust."

CRITICISMS OF THE GAME

I have two major, and one minor, criticisms of Supercrew.

While the game provides some examples of how they would represent villains, thugs, and hazards, the game provides not guidelines or benchmarks to help the game master. Experienced game masters may not technically need these in order to run a game, but they would be exceedingly helpful. This is an even larger flaw when considering the fledgling game master. The games rules and concepts are perfect for the new gamer, in addition to the experienced gamer, but the new gamer needs more assistance when creating opponents for their players. Some comments regarding balancing encounters, more than just the examples, would have been greatly appreciated.

The game also lacks any real online support, which is tragic as the game deserves more. The rule book says to visit the Kaleidoskop site for character sheets etc., but the majority of game aids are in Swedish.  For example, their Hjältegalleri which features a number of characters created using the system is entirely in Swedish.  It would be helpful to have English versions of the characters. While it isn't difficult to figure out what Gravitationskontroll or Noll Friktion are in English, Osynlighetskappa is another matter entirely. Thankfully, Christopher B at A Rust Monster Ate My Sword has designed an excellent character sheet for use in the game.

Lastly, and this is a minor quibble, the game's prose isn't quite funny enough. I would have liked more jokes. Given the entertaining cartoony art in the rulebook, some more jokes would have been appreciated. Maybe it's just the translation that lacks the humor, but I'd have liked more.

In conclusion, I think that this is an excellent game at a reasonable price. It isn't likely to replace Savage Worlds' Necessary Evil campaign in my game rotation any time soon, but I think I'll be trying to fit it in when some players don't show up for our regular sessions.

I wish some of the early professional efforts where as clearly explained and thought out as this gem.