Monday, September 13, 2010

Join Me for a Conversation with a Part-Time Sorceress

Shelly Mazzanoble, author of the book Confessions of a Part-Time Sorceress and Associate Brand Marketing Manager for the Dungeons and Dragons role playing game at Wizards of the Coast, will be joining Shawna Benson and me tonight on Geekerati Radio.

We'll talk with Shelly about the D&D Essentials line, what Wizards is doing to reach out to new gamers, and The Real Housewives of New Jersey.

Stop by at 8pm Pacific tonight, or download us later on iTunes. If you listen live, you can call in at (646) 478-5041 or send me a tweet at @ChristianLindke with your questions.

Sunday, September 12, 2010

Detective Dee and the Phantom Flame Trailer



If someone used the events leading up to the Eberron setting's Last War as the inspiration for a Wuxia film, they might make a movie much like the one advertised in the Detective Dee trailer.



Detective Dee and the Phantom Flame is the most recent offering from director Tsui Hark.

Tsui Hark was one of the pivotal directors of the 90s Hong Kong New Wave film scene. He brought the knowledge he learned at the University of Texas, Austin's film school to bring "Western" narrative and special effect techniques to Hong Kong films, and helped to create an all together new filmic style. His work on Swordsman and the Once Upon a Time in China series solidified his importance as a film director, though it was his earlier Zu Warriors from Magic Mountain that inspired John Carpenter's masterpiece Big Trouble in Little China.

I have long admired Tsui Hark's films, though I do admit that his work with Jean Claude Van Damme made me worry that he had lost his touch. Knock Off was made in the days just prior to the return of Hong Kong to the People's Republic, and the film seemed to feature all of Tsui Hark's stylistic tricks. It was as if he was desperately trying to capture all of the magic of the HK movement in one film, and it left me baffled. It was trying to be too stylistic and too cool.

My fears were quickly eliminated with the releases Time and Tide and Legend of Zu. In Legend, Tsui Hark demonstrated that he was still capable of innovation within the high fantasy Wuxia genre -- demonstrating his skill at incorporating computer generated special effects.

I am eager to see what Detective Dee has to offer. Having Sammo Hung as action choreographer is particularly exciting. His recent work on films like Ip Man and Kill Zone is truly remarkable.

I have long said that Swordsman II was the "most D&D" film of all time. The action is spectacular and over the top in a way that American films lack, but that players of role playing games hope for. I guess one could argue that D&D 4e is the "most Wuxia" game ever made, but it would have some good competition.

Thursday, September 09, 2010

I Recorded Hellcats to My DVR Because I Love Phineas and Ferb

As the father of identical twin daughters, who turn 2 1/2 this month, I have watched uncountable episodes of Phineas and Ferb. As a Gen X-er, I would have watched this brilliant show without the need of youthful encouragement, but my daughters absolutely adore "The Candace Show." My youngest daughter, by one minute, used to actually squeal with joy when the theme song played -- and my wife and I have heard the phrase "again!" in reference to The Candace Show more often than any other entertainment offering.

The show is fantastic in all the ways that a cartoon can and should be. It has all the humor of The Family Guy with none of the cynicism. And when it comes right down to it, I think my daughters have it right. The reason the show is so effective is the Candace character. Disney is really dropping the ball with regard to merchandising Candace. She is the character who gives the show heart and is an ideal "straight man" for much of the shows humor.

A perfect example of why the Candace character works, is the "Ducky MoMo, is My Friend" song that Candace (Ashley Tisdale) sings during the hilarious "Nerds of a Feather" episode. It has the right balance of comedy and pathos, just like the character.

So...that love of Candace led to me recording Hellcats on my DVR. I'll watch the show this weekend and let you know what I think.

Yes, I'm that guy. The guy who watches Real Housewives and Project Runway -- in addition to Top Gear.

Is it just me, or does Ashley Tisdale looks like Candace in this promo image?

Wednesday, September 08, 2010

Warhammer 3rd at Gen Con

For those who wonder why I am so excited about Warhammer 3rd edition, when there are those who believe that it is a "betrayal" of traditional Warhammer Fantasy -- it isn't -- all you have to do is watch Jay Little's presentation from GenCon.

You can see the designer's love for the game and how his design efforts model the grim setting far better than most people would ever imagine.

Gaming with Ken St. Andre at Gen Con

A couple of posts ago, I mentioned that some of my first gaming experiences were running "solo" runs of characters through The Keep on the Borderlands. These sessions amounted to me rolling up 5 or 6 D&D characters, covering up the DM map of the Caves of Chaos to hide parts of the map my characters couldn't see, and resolving the mechanics as much as possible.

I had a good time playing this way, though it was nowhere near as fun as playing with friends, and the temptation to "cheat" was surprisingly small. This is likely due to two or three factors. First, I wasn't very personally vested in the personality of any given character. They were ciphers to me. They were about as real as your average RTS "trooper." Second, playing a dungeon solo made the game essentially a logic puzzle with a relatively simple solution -- only the "mechanics" made things difficult. Third, there was very little reward for cheating and the emotional reward for succeeding without cheating outweighed the reward for cheating. Besides, the punishment for failure was making more characters who could then be run through the adventure. It was a fun solitary activity for someone who had friends, but very few who played role playing games.

While I enjoyed running these solitary adventures, there did seem to be something lacking. They were logic puzzles without an "antagonist." In a normal logic puzzle it's your mind against that of the puzzle's creator (with only one solution), but in these solitary runs there were many possible solutions and there didn't feel like there were any "stakes" to the playing. Given enough time using modules written for groups as solo endeavors, I would have likely stopped gaming altogether.

Then I met Mark Williams. Mark had come to Reno from Chicago and he and I shared a lot of interests. One of these interests was role playing games. We became fast friends, but friends who began to compete with each other regarding who could find the next cool thing. Mark was the first to discover Michael Moorcock. I was the first to discover the Fighting Fantasy Gamebooks -- which looked to be the ultimate solution to the solo game experience. (Point of fact, I still highly recommend them.) Then Mark discovered something "better." He discovered the Tunnels and Trolls role playing game which supported both group and solo play, and had some very well designed solo adventures. The humor in the game appealed to our middle school minds -- I still find it appealing -- and the adventures were more "adult" than those in the Fighting Fantasy gamebooks, which made them perfect young boys amped up on teenage hormones.




These solo adventures did vary in quality, but there were a couple that stand out as some of the greatest modules ever written -- City of Terrors, Arena of Khazan, Overkill, and Sewers of Oblivion provided me with hours and hours of enjoyment. What was more, when I played Arena of Khazan it felt like I was playing against someone -- someone with a cruel and darkly humorous mind. The author, Ken St. Andre, killed scores of my characters as I attempted to explore the stories he drafted for players like me. I loved every minute of it. Often "losing" in a Ken St. Andre, or Michael Stackpole, written adventure was more fun than "winning." They were great fun and they are very much responsible for my love of the gaming hobby, as they embody one of the things that the hobby is about -- creating communities across distances.

I had always wanted to game in a "face to face" experience with Ken St. Andre as my game master. I had imagined the dozens of devious devices he would use to bring about my characters' demise. At this year's Gen Con, I finally got the chance when Ken set up a quick pick up game on the floor of the Exhibit hall while he was taking a break from his hard work at the Flying Buffalo booth.

My friend Eric and I, along with a couple of other eager players, sat down with Ken for a brief and fun filled adventure. Typical of a St. Andre adventure, the plot was straightforward and to the point. A wizard had summoned a group of "heroes" from Earth's famous GenCon to help him reacquire the source of his magic. We had only our wits to guide us as we ventured into a goblin lair to help this mysterious magic man acquire an item of great power. Personally, I question how eager we were to help a man we knew nothing about, but as gamers we were used to making snap decisions based on Fantasy tropes "in character." Why not do them ourselves.

Our group did quite well for some time, carefully navigating a couple of Ken's tempting traps. It looked like we all were going to actually live through the adventure. Then came the final puzzle. Ah yes, the final puzzle. It was so obvious, but I knew better than to assume the obvious. Ken had killed me -- in his printed modules -- for assuming the obvious in the past. There had to be some trick, and so our party numbers quickly dwindled as we engaged the puzzle. Eric's character died, a young player's character died, my character died. Then someone assumed the obvious and solved the puzzle.

It was great fun, with a great group of players -- for the most part. There was one player who had the common gamer "I want to be the best and will use the rules however I can to maximize potential for success" attitude. Didn't he know that he was playing Tunnels and Trolls? This game is about whimsy and fun, not about "success." He took things far too seriously, and play suffered briefly for his sternness -- only briefly. By the end, I think he was actually catching on.

Some day I'll do a statistical analysis to show how the rules of T&T actually discourage power gaming, but that is for another time. Let's just say that playing in a Ken St. Andre written/run game is like adventuring in an L. Sprague DeCamp "Enchanter" Story and not like adventuring in a world of Tolkien, Moorcock, or Howard. Fun and humor are the first rules, winning and "drama" are for other writers.

My brief experience with Ken was everything I hoped that it would be and it recaptured the joy that the solo adventures had brought me as a young man. I was simultaneously experiencing fun and nostalgia at the same time, quite like that a fan would experience when his/her childhood baseball team wins the World Series. I both enjoyed the moment, and the memories it brought to mind.

It's rare that we get to thank those who have created the games, movies, books, or shows that we have enjoyed in a personal way. We are often limited to the formal "signing" booth or some other constructed moment that may or may not be remembered by the creator. I'd like to take this time to thank Ken for a great time, both at GenCon and 20 years ago.

Tuesday, September 07, 2010

Fantasy Flight Games' City of Thieves Board Game is Beautiful


One of the games that was an absolute "must buy" for me at Gen Con was Fantasy Flight Games' release of Dust Games' City of Thieves board game. From the first time I saw the advertisements online, I was hypnotized by the graphic presentation of the game. City of Thieves uses the art and setting from the Cadwallon setting originally published by Rackham Miniatures.

In essence, it is a game designed by a Hong Kong company, published by an American company, based on a product created by a French company. God I love this strange new world and all the fabulous things in it!

Fantasy Flight Games recently made a video overview of the game available and I thought that I'd share it with you while I was still playing the game for review. I hope to review the game next Monday, but in the meantime I plan on playing at least six runs of the game.

Friday, September 03, 2010

Will Gareth Edwards' MONSTERS Deliver?

I'm pretty excited about the potential of MONSTERS.  It is a giant monster film that adds a nice twist to the set up.  The monsters have come, they've done their stuff, and the world has "normalized" to deal with the problem.  It's essentially, "6 years after the alien invasion and most of the world is the same as before."  I like the premise and the trailer looks interesting.



As a Magnolia/Magnet film, it will be released On Demand before it hits the theaters.  For a film like this, I think that that is a brilliant move.  Sometimes you wait for a film, watch it on the small screen, and then wish you'd seen it on the big screen.  When you are the father of twins who has a wife who loves movies as much, if not more, than he does a movie going experience is $100+.  It's $25 for admission, $15 snacks, and $60 babysitter.  I watched Neil Marshall's CENTURION on demand a month ago, and really want to see it on the big screen.  It's currently playing at the Leammle Sunset 5 if anyone is interested in seeing it with me Sunday night.  There were a couple of moments I'd like to experience "super sized."  Having MONSTERS available on demand will allow me to make a similar decision, and I have high hopes.