Thursday, December 15, 2011
Cinerati Netflix Recommendation: "The Last Detective"
Picture, if you will, the typical American police procedural. If you have the same picture in your mind that I do, then you are picturing a team of detectives rushing to solve a crime. They are rushing to fight against the "First 48" hours after which the solution of a murder/crime becomes more difficult. They receive their forensic data at lightning speed, have a coroner on call, and the episodes often contain exciting chases and flashy gunfights.
Sometimes, just sometimes, we get to see the actual procedures of the investigator -- if we happen to be watching a classic episode of "Law & Order." Even then, the show is episodic and mystery driven. Certainly, in the best procedural dramas like "Justified," the main detective evolves as the season progresses and his life is an on going sub-plot that ties episodes together. But it is rare that the detective's story move beyond sub-plot to become the driving force in the show, and it is the mysteries themselves that dominate. The best procedural dramas have strong sub-plots that become long standing arcs where the characters evolve over time and become real to the viewers. In the worst procedural dramas, some of which are among my guilty pleasures, the detectives never become more than ciphers who rampage through mystery after mystery. Yes...rampage through mystery after mystery, their gunfire solving crimes as often as the justice system.
The ITV drama "The Last Detective" is the best sort of police procedural. It's mysteries take their time in resolving themselves, and the detective exploring them is a delight to watch. He is calm, understated, and intelligent. Detective Constable "Dangerous" Davies, played by Peter Davison, is anything but dangerous and is initially disliked by his fellow detectives for his low key personality. In the first episode, he increases their dislike of him when he relentlessly pursues a mystery investigation to its unfortunate end. "Dangerous" is given the title "the last detective" because of this investigation. It is his supervisor's way of telling him that when a crime comes to the department, Dangerous will be the last detective called to investigate it. That is unless the crime is so lame/irritating that no one else will do it.
The manner in which the pilot episode allows the investigation to reveal the life and personality of the murder victim is a marvel to watch. As the investigation unfolds the viewer comes to care for the victim, a rare phenomenon in procedural dramas. The third episode has that rarest of rarest occurrences, an unsolved crime, but that unsolved crime leads to an interesting narrative of obsession and the risks that detectives constantly take.
I have always had a soft spot for Peter Davison as an actor. He was the first "Doctor" I watched on television and the "Fifth Doctor" is still my favorite. Davison brings all of his charm and charisma to this show. If you've got the time, give it a try.
Sometimes, just sometimes, we get to see the actual procedures of the investigator -- if we happen to be watching a classic episode of "Law & Order." Even then, the show is episodic and mystery driven. Certainly, in the best procedural dramas like "Justified," the main detective evolves as the season progresses and his life is an on going sub-plot that ties episodes together. But it is rare that the detective's story move beyond sub-plot to become the driving force in the show, and it is the mysteries themselves that dominate. The best procedural dramas have strong sub-plots that become long standing arcs where the characters evolve over time and become real to the viewers. In the worst procedural dramas, some of which are among my guilty pleasures, the detectives never become more than ciphers who rampage through mystery after mystery. Yes...rampage through mystery after mystery, their gunfire solving crimes as often as the justice system.
The ITV drama "The Last Detective" is the best sort of police procedural. It's mysteries take their time in resolving themselves, and the detective exploring them is a delight to watch. He is calm, understated, and intelligent. Detective Constable "Dangerous" Davies, played by Peter Davison, is anything but dangerous and is initially disliked by his fellow detectives for his low key personality. In the first episode, he increases their dislike of him when he relentlessly pursues a mystery investigation to its unfortunate end. "Dangerous" is given the title "the last detective" because of this investigation. It is his supervisor's way of telling him that when a crime comes to the department, Dangerous will be the last detective called to investigate it. That is unless the crime is so lame/irritating that no one else will do it.
The manner in which the pilot episode allows the investigation to reveal the life and personality of the murder victim is a marvel to watch. As the investigation unfolds the viewer comes to care for the victim, a rare phenomenon in procedural dramas. The third episode has that rarest of rarest occurrences, an unsolved crime, but that unsolved crime leads to an interesting narrative of obsession and the risks that detectives constantly take.
I have always had a soft spot for Peter Davison as an actor. He was the first "Doctor" I watched on television and the "Fifth Doctor" is still my favorite. Davison brings all of his charm and charisma to this show. If you've got the time, give it a try.
Friday, December 09, 2011
Is a "True" Dungeon Master a "Fire in Which Players are Consumed?"
Wednesday's Penny Arcade comic completed their "Conflux" storyline in which Tycho convinces Gabe to run a Pathfinder game for a group of 4th Edition D&D players. A theme of the storyline has presented a "Pathfinder is hardcore like older editions of D&D" narrative, one that ends with Gabe now knowing the horrors of edition wars and why they happen. We as players have preferences. We like what we are used to, and changes are sometimes hard to adapt to.
I have always found it interesting that most players I know are willing -- if not even tremendously eager -- to try new game systems, but will react in horror when their favorite role playing game is released in a new edition. With the exception of Call of Cthulhu, it seems that if a game has a new edition it has a schism within its player base. It has happened several times for D&D. It happened with Traveller, Hero System, Vampire/World of Darkness...and on and on.
In the case of D&D, some of those who disparage the newest edition of the game often wax nostalgic for an era in which the players and the DM were almost akin to foes. For these players, the past was an era where players died cruelly at the whims of a harsh Dungeon Master. It was the challenge of succeeding in spite of such DMs, or failing spectacularly because of them, that was what made the Old School Games so great. You can find such nostalgic tales throughout the OSR sphere. You can also find tales of how great it was when the game assumed that the players would backstab each other and betray each other at any given moment. It is this point of view that is expressed by Tycho in the Conflux storyline. To quote Tycho in the storyline's finale, "A True Dungeon Master is a Fire in Which Players are Consumed!"
This was certainly the attitude the first person who I ever had as a DM had. He didn't hesitate to transform my Wizard into an Axe-beak -- a bizarre combination of Ostrich and mythic beast. I felt humiliated. The character wasn't my own, my friend Sean had rolled the character up. He had named the character Gandalf, I had high hopes for the young mage. In all honesty, after this first gaming experience -- which I have blogged about before -- it is really a miracle that I play these games to this day.
But that adversarial DM was just playing the game the way it was intended to be played, right? Old School D&D is cutthroat and the DM is your enemy, right?
What do the old rule books actually say is the role of the DM?
One almost finds a quote supporting this position on page 9 of the first edition AD&D Dungeon Master's Guide. On that page, when discussing how to use "wandering monsters," Gary Gygax uses the phrase "if a party deserves to have these beasties inflicted upon them..." which seems to imply a cruel whimsy underlying the job of DM. But taking that phrase out of context leaves out his advocacy of making the game fun. To quote, "if your work as a DM has been sufficient, the players will have all they can handle upon arrival, so let them get there, give them a chance. The game is the thing, and certain rules can be distorted or disregarded altogether in favor of play."
It seems here that Gary Gygax is arguing that the DM's job is to make the game fun for the players...including by bending the rules in their favor. To quote page 110:
Here Gygax argues to not let dice get in the way of a player's enjoyment. Though I find the use of player and character to be clumsy in the above paragraph. It is no wonder some people thought that D&D was about "real" magic, when you write that "a player will die through no fault of his own." Player?! Holy!
Okay, so the AD&D DMG has some comments on making sure the focus is on fun and not competition between the DM and players, but what about the other old school books?
I don't believe that the rules of D&D ever advocated an adversarial relationship between DM and players. I think they always viewed the DM as the arbiter of the rules and the facilitator of fun. In my opinion, it was individual egos, and the natural desire to win sometimes, that created the killer DMs who believe as Tycho shouts.
My own credo is that a great DM has to be a great loser. Yes, there are times when the monsters will win, but the DM is required to make it exciting for the players when the monsters are losing as well as when the monsters are winning.
I have always found it interesting that most players I know are willing -- if not even tremendously eager -- to try new game systems, but will react in horror when their favorite role playing game is released in a new edition. With the exception of Call of Cthulhu, it seems that if a game has a new edition it has a schism within its player base. It has happened several times for D&D. It happened with Traveller, Hero System, Vampire/World of Darkness...and on and on.
In the case of D&D, some of those who disparage the newest edition of the game often wax nostalgic for an era in which the players and the DM were almost akin to foes. For these players, the past was an era where players died cruelly at the whims of a harsh Dungeon Master. It was the challenge of succeeding in spite of such DMs, or failing spectacularly because of them, that was what made the Old School Games so great. You can find such nostalgic tales throughout the OSR sphere. You can also find tales of how great it was when the game assumed that the players would backstab each other and betray each other at any given moment. It is this point of view that is expressed by Tycho in the Conflux storyline. To quote Tycho in the storyline's finale, "A True Dungeon Master is a Fire in Which Players are Consumed!"
This was certainly the attitude the first person who I ever had as a DM had. He didn't hesitate to transform my Wizard into an Axe-beak -- a bizarre combination of Ostrich and mythic beast. I felt humiliated. The character wasn't my own, my friend Sean had rolled the character up. He had named the character Gandalf, I had high hopes for the young mage. In all honesty, after this first gaming experience -- which I have blogged about before -- it is really a miracle that I play these games to this day.
But that adversarial DM was just playing the game the way it was intended to be played, right? Old School D&D is cutthroat and the DM is your enemy, right?
What do the old rule books actually say is the role of the DM?
One almost finds a quote supporting this position on page 9 of the first edition AD&D Dungeon Master's Guide. On that page, when discussing how to use "wandering monsters," Gary Gygax uses the phrase "if a party deserves to have these beasties inflicted upon them..." which seems to imply a cruel whimsy underlying the job of DM. But taking that phrase out of context leaves out his advocacy of making the game fun. To quote, "if your work as a DM has been sufficient, the players will have all they can handle upon arrival, so let them get there, give them a chance. The game is the thing, and certain rules can be distorted or disregarded altogether in favor of play."
It seems here that Gary Gygax is arguing that the DM's job is to make the game fun for the players...including by bending the rules in their favor. To quote page 110:
Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as the players will kill more than one opponent with their own freakish rolls at some later time. Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke an reasonably severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for-player character when they have played well.
Here Gygax argues to not let dice get in the way of a player's enjoyment. Though I find the use of player and character to be clumsy in the above paragraph. It is no wonder some people thought that D&D was about "real" magic, when you write that "a player will die through no fault of his own." Player?! Holy!
Okay, so the AD&D DMG has some comments on making sure the focus is on fun and not competition between the DM and players, but what about the other old school books?
The Underworld and Wilderness Adventures (Original D&D)
Even in the advice scarce Original D&D rulebook, Gygax goes out of his way to point out how traps with guaranteed lethality are "undesirable" in most instances.(p.6) The fear of "death," its risk each time is one of the most stimulating parts of the game. It therefore behooves the campaign referee to include as many mystifying and dangerous areas as is consistant (sic) with a reasonable chance for survival ...For example, there is no question that a player's character could easily be killed by falling into a pit thirty feet deep or into a shallow pit filled with poisoned spikes, and this is quite undersirable in most instances.
Holmes Basic
It appears as if Dr. Holmes agrees with Gary that the adventures should be challenging, but not adversarial through his use of language.(p.22) In setting up his dungeon, the Dungeon Master should be guided by...so that the adventurers have a reasonable chance of survival. (p.40) Traps should not be of the "Zap! You're dead!" variety...
Moldvay Basic
Unlike earlier quotes, the bold and italicized emphasis in the Moldvay quote are straight from the book. It's as if he is reacting to what he saw as a trend in the DM-ing styles he was seeing in the day.(p.B60) It is important that the DM be fair, judging everything without favoring one side or another. The DM is there to see that the adventure is interesting and that everyone enjoys the game. D&D is not a contest between the DM and the players! The DM should do his or her best to act impartially when taking the part of monsters or handling disputes between characters.
I don't believe that the rules of D&D ever advocated an adversarial relationship between DM and players. I think they always viewed the DM as the arbiter of the rules and the facilitator of fun. In my opinion, it was individual egos, and the natural desire to win sometimes, that created the killer DMs who believe as Tycho shouts.
My own credo is that a great DM has to be a great loser. Yes, there are times when the monsters will win, but the DM is required to make it exciting for the players when the monsters are losing as well as when the monsters are winning.
ePawn: One Step Closer to an Affordable Digital Game Board
Even before I first saw the video of Carnegie Mellon students using the Microsoft Surface to play roleplaying games, I have been genuinely excited about the potential to have a fully interactive digital game board to use in my role playing an board gaming experiences. The amount of storage space taken up with "dungeon tiles" and terrain on my gaming shelves is more than I'd like. It includes cardboard tiles, printed cardstock tiles, and actual terrain pieces. It would be nice to have a playing surface that projected the images, and only have to have 3-D terrain pieces on my shelf.
The main problem so far seems to be affordability, but based on this article at Tech Crunch affordability seems to be approaching. The new ePawn pad plans to provide a decent playing area (26") for $400. It also looks like it would be a great surface to play some of those app transitioned board games like "Small World."
What are your thoughts? Are you looking forward to integrated digital/physical gaming?
The main problem so far seems to be affordability, but based on this article at Tech Crunch affordability seems to be approaching. The new ePawn pad plans to provide a decent playing area (26") for $400. It also looks like it would be a great surface to play some of those app transitioned board games like "Small World."
What are your thoughts? Are you looking forward to integrated digital/physical gaming?
Wednesday, December 07, 2011
Mythbusters Fires a Broadside at Dublin, CA
Thank goodness that no one was hurt in this accident, because we can now make Monte Python/Mythbusters references.
Tuesday, December 06, 2011
Which RISK Would You Buy?
This holiday season features two intriguing new additions to the library of RISK games. The first is the release, by Hasbro, of RISK: Legacy. In this edition of the classic game, the rules of play evolve over the course of play and game balance and rules will differ on play 7 from what they were when you opened the box. This new version of the game has sparked some conversations through the gaming community, and I have to admit that the concept of choices made during one play of a game affecting later "fresh" plays of the game is an intriguing feature. Fortress AT has a good discussion of the game and its features. Tom Vasel gives a nice overview in the embedded video below.
The other intriguing RISK entry for this season is a SOLID SNAKE themed version of the game by USAopoly.
I am looking forward to both versions of the game, but which would top your Holiday shopping wishlist.
The other intriguing RISK entry for this season is a SOLID SNAKE themed version of the game by USAopoly.
I am looking forward to both versions of the game, but which would top your Holiday shopping wishlist.
Monday, December 05, 2011
John Carter of Mars: Andrew Stanton Channels My Imagination
It is rare that film translations of fiction visually translate anything resembling the reader's imagination, but that is exactly what Andrew Stanton appears to have done with his adaptation of John Carter.
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