Thursday, June 17, 2010

John August Writing Monsterpocalypse Movie

Among certain gaming circles, there is a narrative that the Monsterpocalypse collectible miniatures game isn't performing very well -- that it was dead out of the gate. I have always felt that these gamers were pure nay-sayers who had little to no real information regarding the success or failure of Privateer Press's intriguing little game.



For those who aren't familiar with the game, Monsterpocalypse is a collectible miniatures game which features battles between titanic sized monsters -- Kaiju, if you will. You have giant apes, giant lizards, giant blobs of goo, giant squidheaded monstrosities, and...aliens. In my opinion, the game is the perfect combination of all the things I love from the giant monster movies of the 60s through 00s.

What's not to love about the theme?

Heck, they even recently licensed Voltron which will be featured in a game this summer. The acquisition of this license was a sign to me that Privateer Press had a product that would bring in the revenue for years to come.


Since the miniatures are produced by Privateer Press (Iron Kingdoms), the figures are well sculpted and very high quality. I own quite a few, and I love them so much I spent hours using Dundjinni making a prettier version of the map for Creature that Ate Sheboygan just so I could use these figures with that game.

While my enthusiasm for the game knows few bounds, I was surprised to read that there was a movie in production (by DreamWorks no less) based on the product. There is just a part of my conscious that begins to spiral toward insanity when it thinks about a movie, based on a game, inspired by characters from movies. My metacognitive meter goes past eleven. It's really too much for me to comprehend. Imagine if you will a Villains and Vigilantes or Mutants and Masterminds movie. Either could be good, but still seems out of place in a world where studios can make a Justice League or Avengers movie instead. Besides, DreamWorks recently released Monsters vs. Aliens so they have kind of addressed the topic already.

Skepticism aside, the upcoming Monsterpocalypse movie will be scripted by John August. In addition to having tremendous amounts of "geek cred" -- just read his entries in Gameplaywright Press's Things We Think About Games to get some sense of how hard core a gamer John August is -- John is a very experienced Hollywood writer/director. His past credits include Titan A.E., Big Fish, Go, Corpse Bride, both Charlie's Angels movies, and Prince of Persia (as an Executive Producer).

This film could be very good if John mixes the right elements. I think that he should stop by my apartment in Glendale once a week for the next few months and play sessions of Monsterpocalypse, Monsters Menace America, and The Creature that Ate Sheboygan just to make sure.

Friday, June 11, 2010

Margaret Weis Productions Releasing Smallville RPG at Gen Con


Margaret Weis Productions is quickly becoming the West End Games of the 21st Century -- and that is a good thing.

In the 1980s, West End Games went from a publisher of war games and board games. Among their early titles were Campaigns of Napoleon, Operation Badr, and Killer Angels on the "war gaming" side, and Junta and Bug Eyed Monsters on the "board gaming" side. In the mid-80s, West End Games acquired the license to make official Star Trek based board, war, and role playing games. They weren't the first company to get the Star Trek license, but they were the first company to create consistently high quality products based on an existing license. Star Trek itself had been licensed as an RPG product prior to the West End license, but that product lacked the combination of high production value and quality mechanics that West End brought to the table.

Following on the Star Trek license the company acquired a license for a Ghostbusters role playing game, and the rpg they published for that game secured their reputation. So secure was their reputation that they eventually landed the grand daddy of all rpg licenses -- Star Wars and the game they produced was a masterpiece. To this day it stands as the gold standard for adaptation of a licensed property into a role playing game. The Star Wars mechanics were an adaptation of the Ghostbusters d6 system, one of the cornerstone rules sets for players who prefer "cinematic" role playing games over "mechanics."

The list of licensed properties that West End created games for grew and grew, and they maintained their consistent quality, but changes in the gaming market like the explosion of Magic: the Gathering, the d20 explosion, and the loss of the Star Wars license conspired to bring the company down. It took a while for the company to completely peter out, and you can still find a small pulse out there somewhere, but peter out it did.

When West End's reign as the king of licensed rpgs ended, there was no clear leader in the field. Several companies had licensed properties. Wizards of the Coast had Star Wars. Decipher had Star Trek and Lord of the Rings (the movies only). All of which are/were good products based on "mainstream" intellectual properties, but none of which fired the imagination in the way that West End Games' Star Wars line did.

The death of West End left a hole in the marketplace for a company to emerge as a leader in creating adaptations of "mainstream" intellectual properties.

Green Ronin is earning a reputation as a skilled creator of licensed games, but prior to their recent acquisition of the DC Comics license their properties had been more niche than mainstream. As much as I love George R.R. Martin's Song of Ice and Fire, it's a fantasy series and not a television series/movie.

It appeared that Eden Studios, with their Buffy, Angel, and Army of Darkness games might have become the next true successor to West End, but these hopes fizzled with their City of Heroes license.

Margaret Weis Productions, on the other hand, seems to be acquiring license after license and publishing quality product after quality product. The first licensed game they produced was Serenity based on Joss Whedon's film of the same name -- and which takes place in the Firefly universe. The game was well put together and well received. This was followed by a Battlestar Galactica game and an excellent game based on the Supernatural television series. All three of these games use some variation of Margaret Weis Productions' in house "Cortex" gaming system. The "Cortex" system is a cinematic system, in the tradition of West End's old d6 system, and bears some similarities to the excellent Savage Worlds game system. Not enough similarities that one would accuse MWP of lifting another system, but both systems are easy to learn and use "steps" of dice to signify attributes/skills. The similarities, and the quality of products, likely contributed to their ability to acquire the license for a Leverage based game. The fact that John Rogers, the creator of Leverage, is a big gaming geek couldn't have hurt either.

What is remarkable about this list of licenses is that they come from a variety of networks and companies. Serenity is Joss Whedon/Fox, mostly Joss Whedon due to the status of that IP. Battlestar Galactica is NBC Universal. Supernatural is a CW property (CBS and Warner Bros.), and Leverage is a TNT show (Turner). All of the properties have "geek street cred," but all of them also have audiences outside the gaming community.

This summer, MWP will be adding Smallville to the list of games it produces. According to MWP, the game will use a variation of their in house Cortex system -- but with some key changes:

We've had a few questions regarding if we'll be using the Cortex system for Smallville. The answer is we'll be using an updated version now called
Cortex Plus. It focuses on Values (what's important to you) and Relationships (who is important to you). Powers, training, etc. are Assets you can add
into your rolls when appropriate.

Smallville will use d4, d6, d8, d10 and d12. Many of the game elements are the same but fixed difficulties are gone, replaced by opposed rolls. We feel it's a super fit (sorry for the pun) for this line of product!

The focus on "Values" and "Relationships" demonstrates a desire by Line Developer Cam Banks -- and the writers working on Smallville -- to highlight the interpersonal relationships of the characters over combat situations. Stressing interpersonal relationships in superhero rpgs is an important, but often overlooked element of the emulation of the subject matter. One of the innovations of the "Marvel Method" was the incorporation of personal relationships with "real life" stakes attached. Marvel's genius was in combining Teen Romance comic narratives with superhero action. Some roleplaying games -- like Capes, TSRs Marvel Superheroes (FASERIP), Mayfair's DC Heroes -- have internal risk/reward systems that facilitate non-combat role play. Other games -- like Champions and Mutants and Masterminds -- encourage and allow for personal interactions, but lack a robust mechanic specifically designed to encourage such interactions.

About a year ago, Cam Banks blogged some initial thoughts regarding the development of an independent RPG called Superteam. The game would have been a superhero role playing game that was structured around team dynamics and team-member interdependence, inspired by comics like Teen Titans and the X-Men. Sadly, Bank's posts on the topic faded and I had lost hopes of seeing some of his ideas regarding the proper design of a superhero RPG.

Thankfully, he is working on the Smallville project and we'll get to see some of his ideas there. I would still like to see where he was going with Superteam, but I eagerly await Smallville.

MWP is offering free pdfs of their Supernatural rpg to anyone who pre-orders Smallville.

I'm wondering if one can pre-order and request to pick up the game at Gen Con rather than to have the game shipped.

Thursday, June 10, 2010

The Other Guys Not to Be Confused with The Good Guys

So far, my wife and I have been impressed and entertained by Fox Television's new series The Good Guys. We're suckers for a good action comedy cop show. I blame it on the television we grew up watching. From Starsky and Hutch to Sledgehammer, Gen X-ers watched a lot of cop shows that had light-hearted elements like Starsky and Hutch and C.H.I.P.S, or that were out and out comedies like Sledgehammer.

Comedy, cops, and action just seem natural.

This summer Adam McKay, the scribe who brought us the comedy masterpiece Talladega Nights: The Ballad of Ricky Bobby, brings us what may be the ultimate comedy, cops, and action film.

Samuel L. Jackson, Dwayne Johnson, Mark Wahlberg, Michael Keaton, and...Will Ferrell.

This looks like a fun summer film. Like "Ricky Bobby," this film isn't likely to win awards. But, also like "Ricky Bobby," it is likely to produce a lot of laughs.

Tangled: Disney's New Twist on Rapunzel

As critical as I am of the current trend of self-referential and ironic adaptations of classic fairy tales, Tangled looks fun. That said, the Zoolander reference was a bit much for me -- and is a perfect example of what I despise about "re-imaginings" of classic tales.

Wednesday, June 09, 2010

WizKids Announcing Star Trek Based Games

WizKids/NECA announced yesterday that they will be producing games based on Star Trek intellectual properties. Their license includes television shows and movies and the WizKids products will be available in "digital" as well as physical formats.

WizKids will be adding the Star Trek characters to their existing line of Heroclix collectible miniatures games, which makes this both good news and bad news.

The good news is that there will be some cool minis, hopefully including the space ships, for Star Trek characters. The bad news is that they will have those clunky 1.5" miniatures bases that are slightly too big for the standard 1" format of most role playing games.

Hey WizKids! I want to buy your figures, but I want to use them in my Savage Worlds and Traveller games. I don't care for your collectible miniature game rules sets, but I do like the figures. How about hooking a gamer up?

Dr. Who to Star in Fright Night

It appears that David Tennant will be staring as the clueless "horror-jockey" Peter Vincent in the upcoming remake of the gen-X cult favorite 1980s "Dracula Next Door" film Fright Night. There is little doubt that Tennant will be able to capture a bumbling, tired, worn down, and sympathetic late-night weekend horror movie host -- a role that was captured perfectly by Roddy McDowell in the original.

What remains to be seen is if modern audiences, whose Saturday evenings are tragically free of Bob Wilkinsesque entertainment, will fully appreciate the character. Where the late night weekend television of gen-X and earlier featured wonderful horror host fare like "Creature Features," Count Gore, Joe Bob Briggs, the modern television schedule tends to lack colorful characters like these. I say tends to, because there are still some local channels that feature horror hosts, but characters like these were once ubiquitous.

Roddy McDowell's Peter Vincent was the strongest component of the original Fright Night, McDowell's brilliant combination of Peter Cushing and Peter Sellers in the portrayal of the part is remembered long after the particulars of the movie's narrative. The scene where Peter Vincent learns that faith matters and that things that go bump in the night aren't best combated by jaded performers, is one of the classic scenes in horror.

I am looking forward to this remake, but I do wonder how the film will resonate with younger audiences.

Tuesday, June 01, 2010

Icons by Adamant Entertainment Available Today

When it comes to super hero game rules design, there are five names that are indicative of the highest quality -- and a deep work ethic. They are Greg Gorden, Ray Winninger, Jeff Grubb, Mike Selinker, and Steve Kenson. These are the designers who have created, or edited, the super hero games I play most often. George MacDonald, Steve Peterson, Bruce Harlick, Ray Greer, and Steven Long deserve mention for their work on Champions (the flag ship super hero RPG), but as important as that game is to the creation of the super hero RPG hobby I find myself playing other games more often.

Greg Gorden's rules set for DC Heroes -- especially after it was revised by Ray Winninger -- is what I consider to be the best super hero role playing game ever designed. It combines the effects based design philosophy of Champions with a focus on cinematic and quick play. Champions is a masterful game when it comes to character design, but it bogs down into a Star Fleet Battles variant when the players enter combat. DC Heroes allows for robust character design while allowing for abstract and narrative combat scenes that don't take up an entire evening. A descendant of his work on the Deadlands and Brave New World games systems can be seen in the Savage Worlds Necessary Evil setting.

Jeff Grubb's Marvel Super Heroes role playing game has a few flaws, like the fact that Captain America isn't a very effective character in those epic Avengers conflicts in the form the game has quantified him, but it is a quick playing game that is a wonderful introduction to the gaming hobby and that has enough source material to keep a gaming group playing for many years. The system is intuitive and its "Karma" system of experience ensures that players are encouraged to role play super heroes in a way that emulates the comics. In fact, Grubb's Karma system is one of the best uses of mechanics to influence play style ever invented.

Mike Selinker's Marvel Super Heroes Adventure Game (aka Marvel SAGA) uses card driven mechanics to resolve situations. While still a system of random task resolution, this card driven system empowers players to decide how much effort they want to put into a particular action. It's an ingenious system that solves the "Captain America/Batman" problem relatively easily.

Then there is Steve Kenson. Steve did something I thought was essentially impossible. He took the d20 mechanics of 3rd Edition Dungeons and Dragons and transformed them into a workable super hero role playing game-- by workable, I mean excellent. His ability to cut to the core of the d20 mechanics and eliminate almost everything that was extraneous resulted in a super hero game that allowed the character design specificity of Champions with some of the free form play of DC Heroes. His 1st edition design work on Mutants and Masterminds is nothing short of brilliant. The second edition of the game is still very good, but it features the return of some of the "flab" that Kenson cut from d20 to make it M&M and tilts a little more into the Champions side of the DC/Champions equation. Combat mechanics become a little to specific for me in the 2nd edition -- but I blame the fans.



Any time one of these creators works on a new system, especially a super hero system, it is news worthy. Kenson is currently at work on a new edition of M&M and an M&M DC RPG, but is also the author of a free wheeling indie super hero RPG that just went live on RPGNOW today. This game, ICONS, is a more free form role playing game than the more granular M&M. Icons has a rules set influenced by the very popular FATE game system. Icons also features a graphic style similar to the work of Bruce Timm, and the animated super hero cartoons of the 90s, as well as the work of Mike Parobeck.



I'll have a formal review of Icons soon, but graduate work prevents it today.

I will say this though. If Kenson's name is listed under "designers," then the game is likely a winner.