Wednesday, September 30, 2009

Blogging Northwest Smith: "Shambleau"

Cinerati recently featured a post discussing the differences between Sword and Sorcery tales and stories of Planetary Romance. According to the post, a couple of the key differences were the moral clarity of Planetary Romance tales and the inclusion of "Weird Supernatural" elements in Sword and Sorcery tales. In response to the post, Blue Tyson, posited that I had left a "Northwest Smith" sized hole in my argument.

Having read Catherine Lucille Moore's Jirel of Joiry tales, but not her Northwest Smith stories, I was intrigued by the statement. I have decided to read C.L. Moore's Northwest Smith stories and to do one blog entry per story as I read them. I will be using Paizo Publishing's excellent Planet Stories edition of Northwest of Earth, which contains the complete stories of Northwest Smith (including "Nymph of Darkness" a collaboration with Forrest J Ackerman and "Quest for the Starstone" a collaboration with Henry Kuttner), as my reference during the discussion.


For those of you who are unfamiliar with Northwest Smith, he is often discussed as the fictional character who is the inspiration for George Lucas' character Han Solo. Any need to point out similarities between Northwest Smith and Indiana Jones seems unnecessary, as the names themselves speak volumes about that connection. According to John Clute's Encyclopedia of Fantasy, "Through Smith, CLM helped revamp the formulae of both space opera and heroic fantasy. Smith's introspection and fallibility give him a more human dimension than his predecessors in heroic fantasy, and the depiction of his sexual vulnerability represented a psychological maturity uncommon in the field."

I think it bears mentioning that Stephan Dziemianowicz, who wrote the entry in the Encyclopedia, makes no mention of Planetary Romance in the Northwest Smith section and focuses on Smith's importance in space opera and heroic fantasy. I mentioned in the prior post that Planetary Romance was a sub-genre of heroic fantasy, but then again so is a great deal of fiction that no one would ever imagine being classified as Planetary Romance.

If "Shambleau" is any indication of the direction that future Northwest Smith tales will wander, Moore's tales of Smith belong firmly in the genre of space opera and completely outside the bounds of Planetary Romance. Though the Smith tales' inclusion of imagery associated with "Weird Fiction" marks them as stories that extend the boundaries of the traditional space opera tale.

In support of the Smith stories falling into the sub-genre of space opera -- a genre that some argue includes the Planet Stories tales of Leigh Brackett, though I believe that classification lacks specificity and makes space opera too broad a category -- I looked to David G. Hartwell and Kathryn Cramer's The Space Opera Renaissance for a working definition of space opera. They offer two early definitions of the genre. These early definitions are most useful given the publication dates of the Smith tales, newer definitions bring to mind epic tales like Iain Bank's "Culture" stories or Asimov's "Foundation" due to the expansion of the use of the term space opera.

According to Hartwell and Cramer, the Fancyclopedia II had the following definition:
Space Opera ([coined by Wilson] Tucker) A hack science-fiction story, a dressed-up Western; so called by analogy with "horse opera" for Western bangbangshootemup movies and "soap opera" for radio and video yellowdrama.


Hartwell and Cramer are quick to point out that this definition is actually a watered-down version of what Tucker actually said in his fanzine, which wasn't to actually equate Westerns and Space Opera as telling similar tales. But the connection had been made and by the early 1950s, Galaxy magazine was firm in its use of space opera as "any hackneyed SF filled with stereotypes borrowed from Westerns." The definition of what constitutes space opera has since expanded significantly since the 50s -- it has come to be so broad as to include both Planetary Romance and the "Culture" stories which is almost too broad -- but the connection between the Western and space opera seems particularly significant in the case of Northwest Smith. I would not call Moore's writing hackneyed, but "Shambleau" could easily be rewritten as a Western with only minor cosmetic changes.

"Shambleau," which was Moore's first published story, was published in 1933 during the height of the pulp era. The shelves were filled with a wide array of writing of various qualities, but it is easy to see why Moore's piece was selected for publication in the November 1933 edition of Weird Tales. The piece could also be used as a demonstration for how to mold a work of writing to suit a particular publication. It isn't hard to believe that Moore actually started this as a Western and then adapted it to better suit the tastes of Weird Tales.

"Shambleau" opens with a prefatory paragraph which sets the tone of the tale, establishes a sense of history and place, and gives readers some foreshadowing regarding the turn the tale will take. The paragraph is reminiscent of the paragraphs Robert E. Howard used to open his Conan tales. Where his paragraphs represented excerpts from the fictional Nemedian Chronicles, Moore's resemble the careful tone of a campfire tale. The paragraph is different in tone from Howard's, but serves much the same purpose.

It begins:
MAN HAS CONQUERED Space before. You may be sure of that. Somewhere beyond the Egyptians, in that dimness out of which come echoes of half-mythical names -- Atlantis, Mu -- somewhere back of history's first beginnings there must have been an age when mankind, like us today, built cities of steel to house its star-roving ships and knew the names of the planets in their own native tongues--


One might believe after reading this paragraph -- especially since the place names for Mars and Venus used later in the story are those used in this paragraph -- that he or she is about to read about Space travel in this time before time. This is not the case. References to "New York roast beef" and a "Chino-Aryan war" leave any speculation that this tale takes place in a forgotten time behind. No...this tale takes place in our future, after mankind has once again conquered Space. The sense of the mythical is used in order to make the twist of the story plausible and ensures that the twist falls well within a reader's suspension of disbelief.

We know that our tale take place at some time during mankind's Space conquering future, but what kind of future is it and what kind of man is our protagonist? Apparently, the Mars of the future is a lot like Virginia City.

"Shambleau! Ha...Shambleau!" The wild hysteria of the mob rocketed from wall to wall of Lakkdarol's narrow streets and the storming of heavy boots over the slag-red pavement made an ominous undertone to that swelling bay...

Northwest Smith heard it coming and stepped into the nearest doorway, laying a wary hand on his heat-gun's grip, and his colorless eyes narrowed. Strange sounds were common enough in the streets of Earth's latest colony on Mars -- a raw, red little down where anything might happen, and very often did.


Moore gets us into the action quickly. After a prefatory paragraph that sets the tone and place, she launches us straight into a dangerous situation. It's like reading the scrolling preface before a Star Wars film and then being thrust right into the action. In this case, the action of the tale is simple enough. A wild mob is shouting for the death of a woman, whether "Shambleau" is her name or the name of her people has not yet been made clear, and Northwest Smith takes it upon himself to calm the mob and save the girl. It is only after saving the girl that Northwest Smith comes to understand why the mob was after the woman in the first place -- to tell you more about the girl would be spoiling the fun, but it would also be unfair to leave out further discussion of our protagonist.

We know by his introduction, and his hand on his heat gun, that Northwest Smith is a dangerous man. We come to find out that his saving of the woman probably had little to do with chivalry, but more to do with "that chord of sympathy for the underdog that stirs in every Earthman." This chord of sympathy must stir strong in Smith, because the mob is pretty persistent and Smith -- like Han Solo after him -- isn't the kind who wants to get too involved in this kind of action. Smith's business is usually of a different sort:
Smith's errand in Lakkdarol, like most of his errands, is better not spoken of. Man lives as he must, and Smith's living was a perilous affair outside the law and ruled by the ray-gun only. It is enough to say that the shipping-port and its cargoes outbound interested him deeply just now...

Apparently, Smith is a blaggard whose day to day business is so unseemly that Moore refrains from sharing it, likely because the audience would lose sympathy with our protagonist. It is easy to see how Smith became the archetype that anti-heroes would be based upon for decades to come. He's a cautious man, who pulls for the underdog, but who participates in business best left unspoken. Sounds like Han Solo to me...or Wolverine.

"Shambleau" is a fun tale with a nice twist, a twist that is fairly obvious after the prefatory paragraph. One can see illustrations of "Shambleau" by Barbarella creator Jean-Claude Forest at this fairly NSFW link if you don't want to wait to find out the surprise. I recommend waiting. Read Moore's prose first. Moore incorporates classic mythology into the Science Fiction narrative smoothly and dramatically. Her writing is addictive and she manages to take a classic monster and turn it into something really weird.

Friday, September 25, 2009

Hulu Recommendation Friday: Buck Rogers

Given the recent discussions of Planetary Romance, it is natural to recommend the 1979 Buck Roger's television show starring Gil Gerard. The TV series falls somewhere between Space Opera and Planetary Romance. I'll leave it for you to decide exactly where. Many of the plots in Buck Rogers are similar to PR stories, but the emphasis on space fighter battles makes a good case for Space Opera. Regardless, the show's first season had a two part storyline entitled "Planet of the Slave Girls." The episodes aired back to back, if Hulu's airing dates are to be trusted, on September 27, 1979 and Buster Crabbe (the original Buck Rogers and Flash Gordon) made a cameo appearance.

And no one would argue that Buster Crabbe, who played both Flash Gordon (a Planetary Romance classic) and Tarzan (a character created by the father of the field) doesn't belong in a discussion of the genre.

Thursday, September 24, 2009

What's the Difference Between Sword 'n' Sorcery and Planetary Romance

A couple of weeks ago, Cinerati featured a post discussing some of the peaks and valleys in quality that fans of Planetary Romance have suffered through/enjoyed over the past few years. In response to the post, our good friend -- and sinister barrister -- Tulkinghorn asked, "what is the difference between Planetary Romance and Sword and Sorcery fiction?"

He received a brief response in the comments from a non-Cinerati member fan of Planetary Romance named Venusian that summarized the difference as, "there is no magic in planetary romance, and it's usually 'off planet.'" This definition is useful, as far as it goes, but it doesn't go deep enough to truly differentiate the two sub-genre from each other. It's also only half true. Add to this lack of specificity the particular -- and perculiar -- skepticism of a person like Tulkinghorn and it makes for a perfect topic for a longer post.

So...what is the difference between Planetary Romance and Sword and Sorcery fiction?

To begin, we must start by acknowledging that both of these sub-genre of fiction lie within the scope of Heroic Fantasy -- and sometimes Heroic Science Fiction -- which is itself a sub-genre of Fantasy literature.

[One could use this as an opportunity to advance the argument that in "speculative fiction" it is Fantasy that is the primary genre and all other classifications are sub-genre of Fantasy, but that is a discussion for another post. Let it merely be stated that I dislike the term "speculative fiction" as it seems to a) have an anti-fantasy bias, b) exhibit "embarrassment" with association with Fantasy, c)has a pro-Science Fiction bias (SF is the abbreviation for both), and is guilty of a litany of other sins including the theft of candy apples from small children at county fairs.]

Heroic Fantasy can be simply defined for the purposes of this discussion, it deserves a thorough examination itself, as narratives in which a heroic figure struggles against antagonists within an imagined setting which contains "impossible" or "improbable" elements. These elements can be magic, monsters, imagined science, or gobbledygook. Most of the fiction in modern Fantasy, epic or otherwise, is some form of Heroic Fantasy though some stories contain "mundane" protagonists or "anti-heroes." To be truly Heroic Fantasy, the protagonist must be larger than life; and this is even more true in the sub-genres of Planetary Romance and Sword and Sorcery.

To really discuss the differences between Planetary Romance and Sword and Sorcery, it is helpful to see how prior science fiction critics have defined the subject.

According to David Pringle (in John Clute and John Grant's Encyclopedia of Fantasy) Planetary Romance stories,

are stories of adventure set almost entirely on the surface of some alien world, with an emphasis on swordplay (or similar), monsters, telepathy or other under-explained "magic," and near-human alien civilizations which often resemble those of Earth's pre-technological past...The hero is usually from Earth, but the means of his or her "translation" to the far planet is often supernatural rather than technological, involving flying carpets, astral projection, angel-power and kindred devices. Spaceships are sometimes mentioned, but the complete lack of interest shown in the mechanics of space travel is one of the principal features distinguishing PR from space opera...; super-scientific spacecraft and other mighty machines are central to space opera, but rarely feature in planetary romance.


The same volume includes a definition of Sword and Sorcery written by John Clute, David Langford, and Roz Kaveney which claims,
In 1961 Michael Moorcock requested a term to describe the fantasy subgenre featuring muscular Heroes in violent conflict with a variety of Villains, chiefly Wizards, Witches, evil Spirits, and other creatures whose powers are -- unlike the hero's -- supernatural in origin. Fritz Leiber suggested "Sword and Sorcery", and this term stuck.


I think these two definitions are extremely useful and one might argue that the Pringle and Clute definitions provide us with sufficient data to provide us with a clear understanding of these two genre, but I am not quite satisfied with Clute's definition of Sword and Sorcery. Certainly, the Pringle definition of Planetary Romance gives us a strong sense of the kind of story one might expect if one were to call it Planetary Romance. It also provides ammunition against Venusian's claim that Planetary Romance doesn't feature magic. This is important because one of the things that makes Planetary Romance so special is that way that it walks the tightrope between Fantasy and Science Fiction. It is a wonderful crossover genre.

Some brief examples of the "magic" featured in tales of Planetary Romance include the telepathic language of the Martians of Barsoom, the psychic hounds of Leigh Brackett's Skaith novels, and the "Force" in the Star Wars films. The Star Wars films being a wonderful filmic example of Planetary Romance. Planetary Romance tales feature magic, but it is not a necessary condition for the tale and is often merely a means to an ends. What is fairly universal is the inclusion of fallen empires, dying worlds, and the ruins of once great civilizations.

The obsession with fallen empires, dying worlds, and ruins of once great civilizations is one shared with the Sword and Sorcery genre. The dying planet of Barsoom shares a great deal with Robert E. Howard's presentation of Hyperborea. Though one should note that the empires of Sword and Sorcery are dead empires for the reader, they are usually living (though dying) empires for the characters within the tale. In Planetary Romance, the fallen civilizations are often artifacts from a "more noble" time. In Sword and Sorcery, civilization itself must fall as it corrupts the natural man with its decadence. This is one distinction between the genre, the 19th century moral clarity of Planetary Romance is often in direct opposition to the 20th century pessimism (almost nihilism) of Sword and Sorcery fiction.

But it is more than a pessimistic world view that separates the two genres. Sword and Sorcery tales contain within them elements of the Weird Horror tale. When Michael Moorcock, a master of Sword and Sorcery whose Elric character perfectly embodies the Sword and Sorcery obsessions with cultural decadence and Weird Supernatural Horror, describes Conan's relation to his world (and to prior Heroic Fantasy characters) he writes, "If the form of Howard's stories was borrowed at third and fourth hand from Scott and Fenimore Cooper, the supernatural element from Poe and others, the barbarian hero of the Conan stories owed a great deal to Tarzan and other Burroughs primatives. Given to impulsive violent action, sudden rough affection and bouts of melancholy...Conan mistrusted civilization. He was forever at odds both with the respectable world and the occult world; forever detecting plots to seduce him." [emphasis mine]

In Heroic Fantasy magic can be a tool that is neutral in its use. The "Force" has both a light side and a dark side, the telepathy of Martians isn't in itself corrupting. In Sword and Sorcery tales magic is by its nature a corrupting force. Conan fears and opposes magic, even the anti-Conan Elric eschews its use whenever possible and the use of magic rituals often comes with a great cost.

Notice the use of the word "fear" when describing Conan's reaction to magic and the supernatural. Howard's invincible barbarian is sometimes as deathly afraid as the most frail Lovecraftian protagonist when it comes to things that lurk in the spaces between. Though the supernatural beast, "neither a hound nor a baboon," that attacks him in The Phoenix and the Sword "rouse[s] in the Cimmerian a frenzied fury akin to madness," a creature similar to Tsathaggua leaves him "frozen with nauseated horror." What is this creature that so frightens Conan, the man beyond fear? It is an "amorphous bulk...Its unstable outlines somewhat suggested an octopus, but its malformed tentacles were too short for its size, and its substance was a quaking, jelly-like stuff which made him physically sick to look at... among this loathsome gelid mass reared up a frog-like head." The creature is either Shoggoth or Tsathaggua (the fact that the creature's summoner is named Tsotha hints at the second), but it is certainly beyond the abilities of our champion to defeat this "blasphemy agains the eternal laws of nature." This is the kind of creature one would not expect to find in the Planetary Romance fiction of Brackett or Burroughs, but that is perfectly at home in the "dreams" of Lovecraftian horror. Horrific creatures abound in the Conan fiction, and in Sword and Sorcery generally. Fritz Leiber's Lankhmar stories have the "Gods of Lankhmar," Michael Moorcock's Elric tales feature all kinds of Weird Horror from the gods of chaos to much smaller beings.

Planetary Romance is a hopeful fantasy where heroes strive valiantly and where the hero chooses good over evil -- even at personal expense. Sword and Sorcery is a dark and nihilistic genre with a dark view of human nature where the hero often chooses self-interest over the Good. It is his firm command of this single feature distinguishing Sword and Sorcery from other Heroic Fantasy (that of the incorporation of the Weird Horror tale into Heroic Fantasy) that makes Michael Moorcock's anti-Conan stories about the tragic albino Elric so ingenious. Moorcock simultaneously deconstructs the character of Conan while writing a story that embodies the conventions -- even while it expands them -- of the Sword and Sorcery tale.

The first words readers of Howard's Conan read as a description of the archetypal character are, "Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet."

The first words readers read as a description of Michael Moorcock's Elric are, "His name was Elric of Melnibone king of ruins, lord of a scattered race that had once ruled the ancient world. Elric, sorcerer and swordsman, slayer of kin, despoiler of his homeland, white-faced albino, last of his line."

Both quotes are from the first published stories of the respective character, and both stories take place toward the end of the character's life. It is exquisite the way that Moorcock inverts almost every aspect of the Conan character in the creation of his anti-hero. He inverts every aspect save one, both men are prone to gigantic melancholies. One might think due to the fact that Moorcock's Elric tales are a deconstruction of the Conan character, or possibly an adult version of an adolescent character, that Moorcock would use the deconstruction as an opportunity to attack the genre itself. Moorcock doesn't. He uses it as an opportunity to refine the genre and expand it. By removing the aspects of the genre that are adolescent wish fulfillment and focusing on the central concepts of Sword and Sorcery, Moorcock allows us to see the literary merit of the conventions of the genre free from the constraints of whimsy. The young reader, seeing the power of Conan, might miss the criticisms of society and the dark presentation of human nature. The reader of Elric's stories cannot avoid them for their terror and their beauty. In writing fiction that is a negative image of the original, possibly to criticize the original, Moorcock created a lens that allows readers to more greatly appreciate what Robert E. Howard has done with his Conan tales -- something that the Lin Carter and L Sprague deCamp pastiches missed -- the demonstration of how fiery human nature reacts when faced with supernatural horror. Conan often fights against the darkness, but he often flees as well.

John Carter would never flee from the giant white ape of Barsoom. He might feel some twinge of fear before he grapples with the beast and defeats it. When translucent skinned invaders from Jupiter attack, horrifying visage and all, it is John Carter who flies of to their home world to defeat them -- fearless in the face of the unnatural or the evil. Luke, when captured by Vader in Return of the Jedi, doesn't succumb to despair. Instead he sees "the good" in his father and fights to redeem a lost father. In Planetary Romance Evil can be defeated. In Sword and Sorcery some Evil is best left in the pit where you found it.

Tuesday, September 22, 2009

Responding to Things We Think About Games -- Gaming Expectations: Playing Optimally

Last week, Cinerati featured the first in a series of responses to the book Things We Think About Games. In the post, I discussed how the interaction between a game's narrative and its mechanics might affect the player's experience. In particular, I praised Robotron 2084 and criticized the Dawn of War real time strategy game. Both games are highly enjoyable, but when Dawn of War is played in Campaign mode the ending leaves the player feeling less than satisfied with their achievements.

But specifically narrative expectations aren't the only kinds of expectation players can have when approaching a particular game. Some gamers look at the game system itself as a kind of puzzle to be solved. Many games, particularly war games and games like chess, tic-tac-toe, and checkers, have a finite number of "good moves." In fact, some games can be "solved." There is a perfect way to play checkers and chess -- thankfully the "solutions" to these games are so monumentally complex that there are currently no players who play these games "perfectly." One of the lessons of tic-tac-toe is that solving a game can make future play less fun than "imperfect" play. For these players, the examination of the system itself is a wonderful experience -- one that I will touch upon more fully in a later post -- but their mindset, that games are puzzles to be "solved," can be a useful one to those who are more competitive in their gaming habits.

Which brings us to the passage in Things We Think About Games that I'd like to talk about today:


STATEMENT 060
If doing well matters to you, learn the optimal methods for the games you like.


I'll be honest, I'm not one of those people for whom doing well at a game matters. I blame Candyland for this, but for me the most important thing is that everyone is enjoying themselves. One can only submit themselves to the whims of fate, unalterable fate, as manifest in Candyland so many times before they begin to care less about winning than most game players. But I also happen to be one of those people who likes to break game systems into their respective parts and put them back together, so I do tend to play "more" optimally than someone who doesn't care at all. I just have a different motivation for finding the optimal methods for the games I like. This also means that I don't mind being totally "owned" by an opponent at Blood Bowl, as long as I can see why I was getting so easily destroyed.

But for those who do care whether or not they do well, which might be different than winning, the analytical tools that those who treat games like puzzles use are one of the first places a player should look to find out what the optimal methods of playing a particular game are.

Take for example this brief analysis of die probabilities over at the Giant Battling Robots blog. Take a moment to read Kit's article and come back to this page. We'll still be here, I promise.

The post is expressly about how modifications (bonuses and penalties) to a bell shaped probability curve have disproportionate effects on the player depending on where along the bell curve a particular target number is. That is to say that a penalty punishes the player more, with regard to a positive outcome, the closer to the middle of the distribution the initial target number was. A -1 penalty when the target number needed for success is 11 or greater, on 2 ten-sided die added together, is about 10%. The -1 penalty effectively changes the target number from 11 to 12. Whereas the same -1 penalty on a target number of 19 is only a 2% penalty.

This means that any player participating in a game that uses die rolls that have bell shaped probability distributions -- games like Feng Shui, Dream Park, and Battletech (notice I am counting "opposed" d6 rolls as the same as a 2d6 roll as they are the same for probabilistic purposes) -- one should examine what significance the individual penalty or bonus will have when making a decision. The human mind typically inducts all +1 or -1 modifiers to be the same, but this isn't the case when the die rolls have a bell shaped distribution. This means you might take a risk you might otherwise ignore if it only has a moderate affect on your probability of success. You need to know when +1 means +10% and when -1 means -2%. This lets you take more rational risks, ones that are more optimal.

Kit uses this analysis to come up with a quick equation that can be used "on the fly" to determine whether you should take a particular action. All you need to know is your initial target number, your opponent's initial target number, and how much your action will affect each of these. This is a powerful tool that can be used in a number of games and will help the player play more efficiently.

One doesn't need to be a mathematician or statistician to utilize these tools either. Thankfully, there are plenty of mathematicians and statisticians who are willing to write their discoveries regarding a particular method, and put it in layman's terms. Perhaps Kit will follow up his article with one including specific examples of how his quick equation is used. Besides this, the massive number of Chess and Poker books available at bookstores is testimony to the fact that there are those willing to share optimal play. Likely because they like to play with others who care about playing well as much as they do. Take some time to find these resources, if only to find out more about how a game works.

There are many games, Dream Park I'm looking at you, that could have benefited a great deal if they told the players a little bit about the mathematics behind their opposed roll systems. Many a GM running Feng Shui has misinterpreted the significance of adding as little as 3 points to a villain's skill/statistic. It can change the dynamic from a fun night gaming, to one where the villain is impossible to defeat. In role playing games, GMing optimally, means understanding how changes in one part of the game affect the probabilities of success. In Candyland, playing optimally means not minding that the results are predetermined the moment the cards are shuffled -- though you don't know the result -- unless you shuffle the full deck after each move in order to intentionally create a Markov-chain.

Friday, September 18, 2009

Hulu Recommendation Friday: Angel and the Badman

John Wayne didn't receive formal accolades for his acting ability until his 1970 performance as Marshall Reuben J. "Rooster" Cogburn. It is often argued that the reason the Oscar, and Golden Globe, was awarded is due to the fact that in playing "against type" John Wayne finally proved that he was a capable actor. Those who make this argument often point to the John Wayne film, The Shootist, as another example of how the "usually cardboard" Wayne was able to bring another powerful performance to screen.

Those who believe that John Wayne only came into "deep" acting later in his career are wearing some fairly narrow blinders and have to ignore a long list of worthy performances.

Wayne's performance in The Quiet Man is simultaneously vulnerable and powerful, passionate and reserved, melancholy and puckish. The film is a joy to watch for a wide variety of reason, but John Wayne's wonderful performance is one of those reasons.

In The Man Who Shot Liberty Valance, a movie where Wayne simultaneously plays the stereotype and breaks it wide open, Wayne's performance uses the audience's knowledge of his past films to good effect. Audiences were used to seeing the tough Wayne who met challenges head on, kills the bad guy, is fawned upon by the community, and who often ended up with the girl -- a perfect example of this character is Wayne's performance in Rio Bravo or Stagecoach. But Tom Donophon, Wayne's character in Valance, only accomplishes two of these line items. Donophon does that most remarkable of things. He gives credit, and all the rewards due to the individual to whom credit is given, to another man -- a man he believes to be better than himself. The film is a perfect argument against Machiavellian style politics, and a presentation of true heroic virtue. Donophon refuses to take any credit for a heroic deed, even though it means he must live without the woman he loves. He does this because the community needs him to do it. Wayne's performance is powerful in this film, and his heartbreak is palpable.

There are several other examples in Wayne's career of great performances, The Searchers and Red River also immediately jump to mind, but one of those performances that is often overlooked is Angel and the Badman a film in which we see glimpses of the actor's potential to break free from the cardboard hero in a screenplay were the audience, like in the later Valance, can see that there is more to the Western than good guy kills bad guy.



In Angel and the Badman, we see Wayne without the scaffolding of Howard Hawks or John Ford. This time, Wayne is directed by James Edward Grant who is better known for his screenplays than his directing, and who no one would argue was an auteur. The film is a vehicle for Wayne as "John Wayne," but it ends up being much more than that.

The film's story is a simple one. Quirt Evans is a man of the West. He largely lives outside the law, taking what he wants, and living life to its hedonistic fullest. Quirt isn't a purely evil man, but he is an amoral one and his flexible morality has come into conflict with another outlaw named Laredo Stevens.

So far, the names and character types are almost caricatures from a bad dime novel. Quirt? Laredo? These aren't names of characters one expects in a film of substance. That's typically true, but Grant -- who also wrote the screenplay -- is about to take our expectations of a cardboard tale and throw it for a loop.

As might be expected, Quirt gets injured in a rundown with Laredo. Quirt's injuries are not small and he ends up demanding to be cared for by a family of Quakers named Worth. Penelope Worth (Gail Russell) -- again with those obvious names -- takes a high interest in Quirt and the two eventually develop an emotional attachment. In the end, Quirt must choose between love and violence, between living a moral life or defending those he has come to love by murdering the villain Laredo.

This would all be typical stuff, and the audience can see which way the wind is taking Wayne by the color of his hat in a given scene as it alternates between black and white, except that Grant is making a more sophisticated argument than one might initially expect -- and Wayne is able to portray the moral complexity of the character required to advance that argument. Grant doesn't merely give us a tale where pacifism equals moral virtue and violent action equals moral vice. The film is as complex as High Noon in the way it balances legitimate authority and pacifism.

The Worth family, while happy, is suffering due to their religious practices and it is only Quirt who can convince their neighbor to give them the water they need to thrive. It is the threat of implied violence that accompanies Quirt that initially changes the mind of their Scrooge like neighbor to share water with the Worth family. The neighbor shares because he is scared that Quirt will kill him if he doesn't comply. What makes the scene powerful is that Quirt went to the neighbor unarmed, and with good intentions, and that the bond of neighborly friendship is cemented by the kindness of the Worth family. There is another scene where the threat of Quirt using violence saves the lives of the family.

Grant's argument in the film seems to be that violence, and the threat of violence, isn't in itself evil, but that the application of violence is only moral when done through proper authority. There are some great parallels between this film and the earlier mentioned High Noon, of particular interest is a comparison of the endings of the two films, and both films require subtle performances from underrated actors. Wayne's portrayal of Quirt begins as you might expect a Wayne performance to play out, but as it continues and Quirt transforms from Badman to Man it is Wayne's performance that makes it work. One can see glimpses of the performances Wayne would later bring to the screen, and one also gets to see how a writer can use the clichéd tropes of a genre and manipulate them into a more complex tale than one usually expects.

Unless You're Dressing Up, Don't Talk Like a Pirate Tomorrow. Try Playing Like One Instead

Last year, I began advocating that people should celebrate "Play Like a Pirate Day" rather than participate in "Talk Like a Pirate Day." My contention was that one of the most irritating things you can hear your co-workers say is, "Aaaargh, Avast, Ye Mateys" a couple times an hour in some half-hearted participation in a day of international live action role playing. Even worse are the inconsistent uses of "Yar!" I think what makes it most irritating is the fact that these small offering of participation are lackadaisical at best.

I would rather my co-worker show up dressed in full "Age of Sail" apparel, blunderbuss and cutlass in hand, and charge into the office while staying in character as much as is possible for the day.

That might be fun, in the "employees showing up to work in costumes on Halloween" kind of way. You know... like when a person comes to work in their full blown Optimus Prime costume -- one where they can actually "transform" from robot to big rig -- you are truly impressed with your co-workers commitment. On the other hand, when your other co-worker shows up with only a pair of "cat ears" on and a mild scowl on their face, it's annoying.

Most participation in International Talk Like a Pirate Day is of the cat ear type, and not the Optimus Prime type. That's why I still believe that it is time for the phenomenon to die. That doesn't mean that we should no longer have a day "celebrating" piracy and the outlaw attitude, or as the founder of Talk Like A Pirate Day called it "Piratitude." Pirates are still awesome (though not as awesome as Transforming Robot Pirate Ninja Dinosaur Mutant Demon Hunters), it's just talking like a pirate that is lame. I think gamers, and geeks of all kinds, should lay claim the holiday and re-cast it as "International Play Like A Pirate Day." That way the costume role players can "play pirate" and other people can play pirate themed games, read pirate themed novels, or watch pirate themed films.

As I wrote last year, "from now on September 19th will be a day when families and friends get together and enjoy some form of Piratical Recreation. Such recreation can include celebrating by talking like pirates, certainly role play (in the traditional sense) is play. Our celebration is inclusive, not exclusive. But families and friends will no longer be limited to listening to the 'yars' and 'aaarghs' of everyone around them. Some might choose more formal ludographic participation -- that's game play."

Here is a list of recommended activities for this year's festivities -- thankfully the Day doesn't fall on a Weekday this year:

1) Play a pirate themed roleplaying game. In particular, we recommend Pinnacle Entertainment Group's excellent PIRATES OF THE SPANISH MAIN. This is highly recommended for those who want to talk like a pirate. It encourages such behavior in an appropriate venue. Besides, by role playing (in the game sense) participants can act far more Piratical than is allowed under modern mores and laws.

If you want a more heroic bent with mystical aspects, you can always play Pinnacle's 50 Fathoms instead.



2)If you own a copy -- and not many do -- play an exciting session of the classic Broadsides and Boarding Parties



If you don't own a copy of Broadsides, try one of these two excellent pirate games from GMT Games.

3) Blackbeard: The Golden Age of Piracy. The game is a redesign of Avalon Hill's classic game of the same name. The new version is suitable for 1 to 5 players and has less "down time" for players who aren't in their current turn.



4) Winds of Plunder is a quick and fun game that is more in the style of the "Eurogame" than Blackbeard or Broadsides.


5) You can play the previously reviewed Sword and Skull.


6) Lastly, we recommend watching one of your favorite pirate films. We've included some of our favorites in the carousel below.



Or your can sing "For I am a Pirate King!"

Thursday, September 17, 2009

"Classic Hollywood Versions" of Gen X Classic Films

Stefan Blitz, of the excellent Forces of Geek blog, posted a couple of youtube videos yesterday. The videos were mash ups of classic Hollywood films cut into "fantasy" trailers for films like Raiders of the Lost Ark and Forrest Gump. In the fantasy versions, the starring role of Indiana Jones is played by Charlton Heston and Forrest Gump is portrayed by Jimmy Stewart. The concept alone is inspired, but what makes the clips work is Ivan Guerrero's dedication to detail. His use of scenes from Harvey and Mr. Smith Goes to Washington as key moments in the life of Forrest Gump is brilliant, particularly the scene from Harvey which captures the "feel" of Forrest Gump to a T.

It doesn't matter if you are familiar with the works Ivan Guerrero uses in his Raiders clip, as he also tends to release a "clip by clip" comparison with notations describing the scene he selected, where it is from, and why. I don't know exactly were this falls within the copyright wars raging around the world now, but I will say this. This is exactly the kind of content that those who are reasonable on the copyleft are trying to protect. It also happens to be something that I think, especially with the "annotated" versions, could become a poster child for what could be considered fair use. At no time is Ivan trying to profit from, or dilute the value of, another IP, instead he is trying to share a love for Classic film and classic Gen-X films.

Here is the Raiders of the Lost Ark trailer.



Here's the Raider's trailer with annotations.