Dance Dance Revolution, Kung Fu, David Hasselhoff.
Do I really need to say anything more about this production?
Wednesday, June 23, 2010
Tuesday, June 22, 2010
Green Hornet Trailer -- I'll Leave It to Bill Cunningham to Describe How Wrong this Is
Just like Kevin Smith, Michael Gondry and Seth Rogan just don't get this character.
It might help to start by taking the character seriously.
The Hornet should be frightening in his "role" as criminal mastermind, and Brit Reid should be unimpeachable in his role as crusading journalist. It is the perfect duality.
Trust fund loser who needs to redeem himself after the death of his father is so Freudianly lame.
Complaints aside, at least the film is coming out around my birthday. This will allow me to continue my "let's watch the worst movie of XX for my birthday party" tradition. Let's see how this compares to In the Name of the King.
It might help to start by taking the character seriously.
The Hornet should be frightening in his "role" as criminal mastermind, and Brit Reid should be unimpeachable in his role as crusading journalist. It is the perfect duality.
Trust fund loser who needs to redeem himself after the death of his father is so Freudianly lame.
Complaints aside, at least the film is coming out around my birthday. This will allow me to continue my "let's watch the worst movie of XX for my birthday party" tradition. Let's see how this compares to In the Name of the King.
Surprised by Superhero 2044 -- The First Superhero RPG was More Influential than You Might Think
According to Heroic Worlds by Lawrence Schick and Steve Perrin in Different Worlds #23, Superhero 2044 by Donald Saxman is the first commercially available superhero themed role playing game. Saxman's game was publishedin 1977 under the name Superhero '44. The game wasn't entitled Superhero 2044 until the game's second edition, when it was by Lou Zocchi's Gamescience Inc. later that same year. While I am a huge fan of super hero role playing games, and a student of the history of rpgs, this game sat on my bookshelf for years without a complete reading. Its lack of a list of itemized superpowers, and the mechanics of how they worked, was one of the key reasons that the game languished for so long on my shelf without a thorough examination. Apparently, Donald Saxman intentionally left a formal list of superpowers out of the book in order to respect the copyrights of various comic book publishers -- though that didn't stop artist Mike Cagle from providing a cover illustration filled with characters who bear an uncanny similarity to many popular comic book characters.
I just couldn't ever muster the desire to read or play a superhero role playing game that lacked a robust super power system. The recent release of Icons by Adamant Entertainment got my mind focused reading a new super hero rpg, and this opened the door for Superhero 2044 to work its way off the book shelf and into my reading pile. I quickly devoured the booklet and have come to the following conclusions.
First, Superhero 2044 is almost unplayable with its Rules as Written (RAW). The game is a jumble of multiple systems and contains no fewer than three major design directions, none of which are flowing in the same direction.
Second, without Superhero 2044 modern super hero role playing would not be what it is today. Those three major directions I mentioned above? Each of those had a significant influence on the super hero games that came after Superhero 2044. Without this game, there would be no Champions, Supergame, or Golden Heroes. Each of those super hero games lifts a concept out of Superhero 2044 and structures a game around that concept.
Superhero 2044 is more than the first super hero role playing game, it is the foundation upon which many games followed.
It was the first superhero game to include point based character construction. Though the point expenditure was limited to the building of a character's "attributes" and were not a part of "power design." This innovation, and at the time of Superhero 2044 this was a significant innovation, is one of the major design starting points for a number of super hero role playing games -- not the least of which is the Champions game.
Influence on Champions
Speaking of Champions, in addition to being inspired by the point based character design of Superhero 2044 it is evident that Champions melee combat system was influenced by Donald Saxman's game as well.
In Champions combat is resolved by taking a character's "Offensive Combat Value" and subtracting an opponent's "Defensive Combat Value." The result of that subtraction is then added to 11 to find the number required to hit an opponent on a roll of 3 six-sided dice. Champions combat system is one of the best on the market and the fact that it uses a comparison of combatant's effectiveness, and a bell curve resolution system, are among its chief strengths.
In Superhero 2044, you take a character's "Stamina" and subtract his opponents "Stamina." The difference between these two numbers is compared to the Universal Combat Matrix which gives you a number between 3 and 18 that the character must roll on 3 six-sided dice to determine if the character hit his opponent. It should be noted that this combat system is only used for "melee" combat in Superhero 2044, where it forms the foundation of Champions combat.
The Champions version is more elegant, as the result of the initial comparison is the modifier to the 3d6 roll, but it is the same system. It is as if the designers of Champions playtested and refined the Superhero 2044 melee combat system. Champions combat has some significant differences overall to Superhero 2044, but one can see that one echoes the other.
Influence on Supergame
Like Champions, Supergame was influenced by Superhero 2044's point based character generation system. Given its own 1980 design date, and the fact that it was a part of "California Gaming Culture," might hint that Supergame itself also influenced Champions. One sees the underpinnings of Superhero 2044 is in the purchase of a character's starting attributes.
Both systems feature something that many modern gamers might consider odd. All of a character's attributes start at zero and can be increased -- this itself isn't odd to the modern gamer. What is odd is that both games have attribute levels where the character is suffering from a disability. In Superhero 2044, if a character has an Endurance of less than 20 that character is "fatigued" or worse. In Supergame, a character with an "Agony Score" of less than 15 "may either move or attack, but only one per turn." There are similar penalties for "Vigor" in Superhero 2044 and "Physical Score" in Supergame. The names of the attributes and the level of effect are different, but one can see the similarities. Most modern systems would start a character with a base number of points sufficient to not be fatigued or incapacitated, but both Superhero 2044 and Supergame allow for the possibility.
But it isn't the point based character design where Supergame bears the most similarity to its predecessor. Supergame includes rules for building specific powers -- though not as robust the later published Champions -- that are themselves an innovation over the state of gaming at that time and a step beyond what were offered in Superhero 2044.
The area where Supergame most reflects Superhero 2044 is in its ranged combat system. In Superhero 2044, ranged combat is decided by rolling a six sided die and adding/subtracting to the die total applicable modifiers. This sets the target number that must be rolled, or higher, on a second roll of a six sided die. For example a character with a 20 Dexterity (-1) shooting an opponent at point blank range (-3) with a shoulder weapon (-1) rolls a 6 on a six sided die. This gives a modified result of 1 (6-1-3-1=1) and means that the character hits if the player rolls a 1 or better on the second roll. This system, with some differences in modifier values, is the system used in Supergame.
Influence on Golden Heroes
While I was intrigued by the way that Superhero 2044 influenced the design of American super hero role playing games, I was amazed at how it had influenced a British one. In White Dwarf magazine issue 9, game designer Eamon Bloomfield reviewed Superhero 44 -- Superhero 2044's first edition -- and wrote the following:
"Each character fills out a weekly planning sheet indicating whether he is patrolling, resting, training, or researching. This...show[s] how many crimes of what type he's stopped this week and at what damage to himself; without actually having to play the event...Overall good fun and realistic and a welcome addition to any role playing fan's collection. Certainly as a postal game it has a great future."
The weekly planning sheet is one of the most intriguing aspects of the Superhero 2044 game and the most playable aspect. The game includes weekly planning sheets that provide a number of "activity blocks" to which players assign particular tasks, like fighting crime or resting. Golden Heroes, Games Workshop's super hero role playing game, featured a campaign system that bears no small similarities to that of Superhero 2044. Games Workshop was, and still is, the publisher of White Dwarf magazine and so it is easy to believe that this game review sparked some discussion of "planning sheet" style campaign play.
Golden Heroes features a campaign system that heavily relies on something very similar to Superhero 2044's weekly planning sheet. They have a system that uses something called a "Daily Utility Phase" or DUPs. The game describes them as follows:
The scenarios played in each week occupy a certain number of DUPs for the characters involved. Any remaining DUPs can be devoted to other pursuits such as training, improving powers, developing scientific gadgets, etc.
Thus at the end of each scenario, you must inform the players how many spare DUPs their characters have. Preferably then, or at worst at the start of the next game session, the players must tell you how their characters have spent those DUPs.
The player's allocation of DUPs is compared to various campaign ratings, something vary similar to what Superhero 2044 calls "handicaps," in order to determine what events happen to the character and how much the character is able to improve over time. Both systems are dynamic and change as characters interact with the game world. The Golden Heroes system is more developed and is a part of a more complete system of mechanics, but it is unarguably a descendant of the Superhero 2044 system.
Closing Remarks
I wish I had read Superhero 2044 much sooner than I did. It is a definite diamond in the rough. While it would be difficult to play RAW, it has a large number of innovative mechanics and ideas. The fact that it contains enough ideas to influence no fewer than THREE super hero role playing games in their design is a significant achievement in and of itself. One cannot truly understand the development of the hobby without reading this game.
I think I will try to play the game itself soon, though I don't know if I will try to design a comprehensive powers system or use an existing one to supplement the game, as the campaign play system still stands out as something that has some depth and would be useful in a number of games. Given the abstract nature of the campaign planning system, one could easily adapt it to another game for use.
The game also features a detailed setting for super hero play. The setting lacks the microscopic detail of modern settings, but for the time the game was written it is quite intricate. Like the game itself, its setting is one that inspires addition and extension rather than provides a complete painting.
Donald Saxman has created something pretty special here and I'd love to see someone take this system and make a modern edition out of it. It would take some work, but it would be worth it.
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.
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.
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.
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