Long time kung fu film fan -- and hip hop artist -- RZA has partnered with Eli Roth and Quentin Tarantino to bring us this little bit of Hong Kong inspired goodness.
I love it when fans get the opportunity to tinker with the things they love. Sometimes those opportunities end up nightmarish -- like any of my attempts to emulate Michael Whelan art. Other times, they can lead to great entertainment. I'm hoping that RZA's "The Man with the Iron Fists" is able to inspire a new generation to experience the joys of classic Shaw Brothers films like "5 Deadly Venoms."
Tuesday, July 03, 2012
Sunday, June 24, 2012
[Movies] D&D 3 -- When Your Trailer is Less Exciting than a Board Game Trailer it's Pretty Bad
It is a shame that the new trailer for the Descent 2nd Edition Board Game is more engaging than the new D&D movie teaser.
Before anyone starts thinking that this is going to be a screed about how the new D&D movie looks terrible, is going to be terrible, and how lame Wizards of the Coast/Hasbro are, let me make it clear that this will not be that kind of post. Instead, it will be a post about how the movie looks like it doesn't have a budget, that even "bad" fantasy films can be entertaining, and how this is yet another legacy of the pre-Wizards dying TSR.
Let me say that thing that leaped out at me the instant I hit the play button on the new D&D trailer was how low budget it looks. The CGI dragon looks more CGI than the dragon in a Kickstarter project I funded, the actors stilted acting makes it clear that the budget for talent was pretty low, the make up isn't very good, and the visual effects on the spells...well...let's just say that I'm less than impressed. By all appearances Joel Silver has closed all stops and plugged up the budget everywhere...which is to say that this film appears to be the D&D equivalent of the Roger Corman "Fantastic Four" film. It looks like Silver and company are spending just enough money on the movie to maintain the license.
Setting that aside, some of my favorite fantasy movies were made with zero budget. What really seems to matter in these cases is whether the people making the project are actively trying to entertain you. From what I know, and though I know someone who worked on the project that is still remarkably little, many of the people on this project really want it to work. One of the writers on the film is a regular D&D player, has worked on a number of good rpg products in the past, and is an all around nice guy. My hope is that this film can rise to the quality of a "Hawk the Slayer," "Krull," "Beastmaster," "The Knights of Bloodsteel," or even the second D&D movie. I don't have much hope that it will be as good as the "Midnight Chronicles" movie that Fantasy Flight Games made, as that is a pretty remarkable piece of work considering its budget. I don't think it is too much to ask that if this film isn't going to feel epic, that it will at least feel fun. My favorite "D&D" movie is Jet Li's classic "Swordsman II" -- my second is his amazing "Kung Fu Cult Master" -- and if one takes off their "Hong Kong films are awesome glasses" it becomes pretty clear that "Swordsman II" is kind of hokey. But sword energy is still pretty awesome.
All of the problems with this D&D movie, and the earlier two, can be laid in the lap of one single transaction and that is the sale of the license to Courtney Solomon in the dying days of TSR. Courtney was 19 at the time and eventually managed to bring the film to fruition by partnering with New Line Cinema for distribution who purchased the rights for $5 million. This ensured Courtney a solid payday, and ensured that until someone buys the license away from Silver, we are unlikely to get the "D&D movie we want."
Before anyone starts thinking that this is going to be a screed about how the new D&D movie looks terrible, is going to be terrible, and how lame Wizards of the Coast/Hasbro are, let me make it clear that this will not be that kind of post. Instead, it will be a post about how the movie looks like it doesn't have a budget, that even "bad" fantasy films can be entertaining, and how this is yet another legacy of the pre-Wizards dying TSR.
Let me say that thing that leaped out at me the instant I hit the play button on the new D&D trailer was how low budget it looks. The CGI dragon looks more CGI than the dragon in a Kickstarter project I funded, the actors stilted acting makes it clear that the budget for talent was pretty low, the make up isn't very good, and the visual effects on the spells...well...let's just say that I'm less than impressed. By all appearances Joel Silver has closed all stops and plugged up the budget everywhere...which is to say that this film appears to be the D&D equivalent of the Roger Corman "Fantastic Four" film. It looks like Silver and company are spending just enough money on the movie to maintain the license.
Setting that aside, some of my favorite fantasy movies were made with zero budget. What really seems to matter in these cases is whether the people making the project are actively trying to entertain you. From what I know, and though I know someone who worked on the project that is still remarkably little, many of the people on this project really want it to work. One of the writers on the film is a regular D&D player, has worked on a number of good rpg products in the past, and is an all around nice guy. My hope is that this film can rise to the quality of a "Hawk the Slayer," "Krull," "Beastmaster," "The Knights of Bloodsteel," or even the second D&D movie. I don't have much hope that it will be as good as the "Midnight Chronicles" movie that Fantasy Flight Games made, as that is a pretty remarkable piece of work considering its budget. I don't think it is too much to ask that if this film isn't going to feel epic, that it will at least feel fun. My favorite "D&D" movie is Jet Li's classic "Swordsman II" -- my second is his amazing "Kung Fu Cult Master" -- and if one takes off their "Hong Kong films are awesome glasses" it becomes pretty clear that "Swordsman II" is kind of hokey. But sword energy is still pretty awesome.
All of the problems with this D&D movie, and the earlier two, can be laid in the lap of one single transaction and that is the sale of the license to Courtney Solomon in the dying days of TSR. Courtney was 19 at the time and eventually managed to bring the film to fruition by partnering with New Line Cinema for distribution who purchased the rights for $5 million. This ensured Courtney a solid payday, and ensured that until someone buys the license away from Silver, we are unlikely to get the "D&D movie we want."
Wednesday, June 13, 2012
The Best in Fantasy Fiction -- A Reading from "The Shadow War of the Night Dragons"
Many of the best works of Science Fiction and Fantasy are meant to be read aloud. Ursula Le Guin describes the power of prose meant to be written aloud in her description of Tolkien's narrative prose in The Lord of the Rings in her essay "Rhythmic Pattern in The Lord of the Rings." The essay was published in the book Meditations on Middle-Earth: New Writing on the Worlds of J. R. R. Tolkien
, and like the book she is describing, the essay is a joy to read. She describes such works as follows:
Some fiction was just meant to be read aloud...and that includes John Scalzi's Hugo Nominated masterwork The Shadow War of the Night Dragons Book One: The Dead City. Like most works of sublime Fantasy, Scalzi's true genius is revealed by the voice of the reader -- in this case Mark of MarkReads.net. As Mark reads the pages, the reader is given the pleasure of seeing how masterfully Scalzi combined Shakespeare's opening of Hamlet with one of the most endearing story openings of all time -- second only to Once Upon a Time in its familiarity to readers -- and wraps them in a stylistic bow of genius.
I dare you to watch this video and not be moved to tears.
Do you see what I mean? What is striking about listening to this, as opposed to merely reading it as I have done before, is that it has affected the way that I read Patrick Rothfuss and Iain Banks. Thanks to John Scalzi, the Culture Novels will never be the same again as they are surely sequels to Shadow War.
The narrative prose of such novelists is like poetry in that it wants the living voice to speak it, to find its full beauty and power, its subtle music, its rhythmic vitality.It's a wonderful description, and it captures Tolkien's work perfectly. There are places in The Lord of the Rings where my "silent reader mind" recoils from the page, but when the passages are given voice they come to life.
Some fiction was just meant to be read aloud...and that includes John Scalzi's Hugo Nominated masterwork The Shadow War of the Night Dragons Book One: The Dead City. Like most works of sublime Fantasy, Scalzi's true genius is revealed by the voice of the reader -- in this case Mark of MarkReads.net. As Mark reads the pages, the reader is given the pleasure of seeing how masterfully Scalzi combined Shakespeare's opening of Hamlet with one of the most endearing story openings of all time -- second only to Once Upon a Time in its familiarity to readers -- and wraps them in a stylistic bow of genius.
I dare you to watch this video and not be moved to tears.
Do you see what I mean? What is striking about listening to this, as opposed to merely reading it as I have done before, is that it has affected the way that I read Patrick Rothfuss and Iain Banks. Thanks to John Scalzi, the Culture Novels will never be the same again as they are surely sequels to Shadow War.
Thursday, June 07, 2012
[Gaming History] Star Frontiers -- A Look Back at a Classic SF RPG
When TSR released the Dungeons & Dragons role playing game in the early 1970s, they created a new mode of gaming the role playing game. What is interesting is that they failed to rapidly follow up the success of their "fantasy" themed role playing game with a succession of game releases in other genres. While many of the first role playing games were shallow imitations of D&D...some were even Vacuous to use Gygax's terminology, it was other companies who first entered the marketplace with non-fantasy RPGs.
It wasn't long after the publication of D&D that Ken St. Andre drafted a set of rules for a science fiction themed role playing game entitled Starfaring, and Marc Miller published Traveller in 1977. Where Starfaring was whimsical, and is a quintessentially 70s artifact that feels a bit like John Carpenter's Dark Star the rpg, Marc Miller's Traveller set the standard for science fiction rpgs. In fact, Traveller truly set the standard for any rpg product line that was going to compete in the rpg marketplace. Marc Miller's creation had a large following among the Space Gamer readership, and the publication of support materials for the game led to the growth of FASA -- one of the classic old RPG companies. Traveller's success extends to the present, and Marc Miller currently has a Kickstarter campaign that promises a new edition that harkens to the old version.
Even though Traveller established science fiction as a viable genre for role playing games, it took TSR five years after the release of Traveller before they released their SF entry into the RPG marketplace, the Star Frontiers game. When Star Frontiers came out, there were those who tried to compare it to Traveller, but I have always felt that the comparisons were slightly off base as they represent different kinds of SF. Traveller's rules and back story, as well as the overwhelming influence D&D had on the early RPG market, gave the game a specific feel. Characters created in the game are typically former military who are now retired, or as James Maliszewski has pointed out a good many were former Mercenaries. Traveller campaigns had narratives along the lines of the Firefly television show, though it would be more chronologically accurate to say that Firefly has a Traveller feel to it. Traveller's own backstory was heavily influenced by Asimov's Foundation series with it's dying empire. Traveller campaigns were often gritty SF adventures filled with mercenaries and retired Imperial Officers spanning the Spinward Marches in pursuit of wealth and notoriety.
The D&D influence could also be seen in many Traveller campaigns, where players essentially wandered around the galaxy as pirates raiding Imperial space ships for their loot. This isn't to say that all Traveller campaigns were "spacey dungeon crawls," the official adventures certainly weren't, just that some people played it that way.
The science fiction background of Star Frontiers was quite different from that of Traveller. Where Traveller took place in a galaxy dominated by an interstellar Empire in a fairly settled area of the galaxy, Star Frontiers took place on the Frontier of civilization where a major corporation "Pan Galactic Corporation" -- later multiple corporations -- was sponsoring the exploration and attempting to profit. The Pan Galactic Corporation had come into existence to promote exploration and trade among four major alien races -- Human, Vrusk, Dralasite, and Yazirian. These races have only just begun to interact with one another, and have banded together on the Frontier of explored space. At that Frontier, they soon discover a new enemy...an enemy that threatens to destroy any civilization that chooses to explore the Frontier. That enemy is the Sathar, a wormlike race with hypnotic powers on the edge of explored space. The exploring races have only recently completed their First Sathar War, during which they formed the United Planetary Federation, and are now having to deal with terrorist attacks and sabotage by agents of the Sathar...agents from among their own people. In response to the Sathar's new warfare strategies -- espionage and terrorism -- the UPF has formed the Star Law Rangers who track Sathar agents and attempt to foil their plots.
The universes of the Traveller rpg and the Star Frontiers rpg have parallels in history. One is of an empire in decline, the other is of mercantilism on the rise. The tones of the settings are very different, but so are the rules. Where Traveller characters are retired from former professions and already have a number of skills at which they are proficient -- especially if the characters were generated using the Mercenaries or High Guard supplements -- Star Frontiers characters are relatively inexperienced. Even in the Expanded Star Frontiers rules, the characters have training in only two major skills -- and that training is at the lowest level. The characters start near penniless and are in need of employment. Players can be thankful that the Star Law Rangers are always looking for recruits, that the corporations are always looking for someone willing to risk Sathar attack while exploring planets on the Frontier, and then there's always the possibility of playing a group of Sathar agents...
Star Frontiers is a game that has a background that is rich in ideas for development...but it is also a game where one has to dig in order to find these ideas. Trying to find out the history of the Star Frontiers universe is not an easy task. Prior to the publication of Zebulon's Guide to Frontier Space there was not a clear timeline of the development of civilization. One had to induct heavily from the introduction in the Basic Game rule book, read and reread the racial descriptions, and scour every module for minutiae to get a sense of what was going on. Zeb's Guide did some of the work for you, as it advanced the timeline to a point after the modules and to a point where the Sathar had developed mind controlling organisms that latch on to the victim's back to take over the nervous system (fans of Puppet Masters and Iron Empires take note). Taking the Frontier beyond an outline and into a fleshed out campaign setting takes time, but it is worth it.
I've read the rules many time, but have never actually played the game. It's an easy system, though I've recently come up with an even simpler version of their Basic Rule with my own Extremely Basic rules, but I might just use the setting and play the game with another game's rules set. Maybe d20 Modern/Future, they did write a Star Frontiers setting section for the d20 Future book and had a web expansion with stats for the Sathar, maybe Alternity, or Savage Worlds. Heck...I might just use the Traveller system for it, when I get my copy of the 5th edition. It's a great game too.
It wasn't long after the publication of D&D that Ken St. Andre drafted a set of rules for a science fiction themed role playing game entitled Starfaring, and Marc Miller published Traveller in 1977. Where Starfaring was whimsical, and is a quintessentially 70s artifact that feels a bit like John Carpenter's Dark Star the rpg, Marc Miller's Traveller set the standard for science fiction rpgs. In fact, Traveller truly set the standard for any rpg product line that was going to compete in the rpg marketplace. Marc Miller's creation had a large following among the Space Gamer readership, and the publication of support materials for the game led to the growth of FASA -- one of the classic old RPG companies. Traveller's success extends to the present, and Marc Miller currently has a Kickstarter campaign that promises a new edition that harkens to the old version.
Even though Traveller established science fiction as a viable genre for role playing games, it took TSR five years after the release of Traveller before they released their SF entry into the RPG marketplace, the Star Frontiers game. When Star Frontiers came out, there were those who tried to compare it to Traveller, but I have always felt that the comparisons were slightly off base as they represent different kinds of SF. Traveller's rules and back story, as well as the overwhelming influence D&D had on the early RPG market, gave the game a specific feel. Characters created in the game are typically former military who are now retired, or as James Maliszewski has pointed out a good many were former Mercenaries. Traveller campaigns had narratives along the lines of the Firefly television show, though it would be more chronologically accurate to say that Firefly has a Traveller feel to it. Traveller's own backstory was heavily influenced by Asimov's Foundation series with it's dying empire. Traveller campaigns were often gritty SF adventures filled with mercenaries and retired Imperial Officers spanning the Spinward Marches in pursuit of wealth and notoriety.
The D&D influence could also be seen in many Traveller campaigns, where players essentially wandered around the galaxy as pirates raiding Imperial space ships for their loot. This isn't to say that all Traveller campaigns were "spacey dungeon crawls," the official adventures certainly weren't, just that some people played it that way.
The science fiction background of Star Frontiers was quite different from that of Traveller. Where Traveller took place in a galaxy dominated by an interstellar Empire in a fairly settled area of the galaxy, Star Frontiers took place on the Frontier of civilization where a major corporation "Pan Galactic Corporation" -- later multiple corporations -- was sponsoring the exploration and attempting to profit. The Pan Galactic Corporation had come into existence to promote exploration and trade among four major alien races -- Human, Vrusk, Dralasite, and Yazirian. These races have only just begun to interact with one another, and have banded together on the Frontier of explored space. At that Frontier, they soon discover a new enemy...an enemy that threatens to destroy any civilization that chooses to explore the Frontier. That enemy is the Sathar, a wormlike race with hypnotic powers on the edge of explored space. The exploring races have only recently completed their First Sathar War, during which they formed the United Planetary Federation, and are now having to deal with terrorist attacks and sabotage by agents of the Sathar...agents from among their own people. In response to the Sathar's new warfare strategies -- espionage and terrorism -- the UPF has formed the Star Law Rangers who track Sathar agents and attempt to foil their plots.
The universes of the Traveller rpg and the Star Frontiers rpg have parallels in history. One is of an empire in decline, the other is of mercantilism on the rise. The tones of the settings are very different, but so are the rules. Where Traveller characters are retired from former professions and already have a number of skills at which they are proficient -- especially if the characters were generated using the Mercenaries or High Guard supplements -- Star Frontiers characters are relatively inexperienced. Even in the Expanded Star Frontiers rules, the characters have training in only two major skills -- and that training is at the lowest level. The characters start near penniless and are in need of employment. Players can be thankful that the Star Law Rangers are always looking for recruits, that the corporations are always looking for someone willing to risk Sathar attack while exploring planets on the Frontier, and then there's always the possibility of playing a group of Sathar agents...
Star Frontiers is a game that has a background that is rich in ideas for development...but it is also a game where one has to dig in order to find these ideas. Trying to find out the history of the Star Frontiers universe is not an easy task. Prior to the publication of Zebulon's Guide to Frontier Space there was not a clear timeline of the development of civilization. One had to induct heavily from the introduction in the Basic Game rule book, read and reread the racial descriptions, and scour every module for minutiae to get a sense of what was going on. Zeb's Guide did some of the work for you, as it advanced the timeline to a point after the modules and to a point where the Sathar had developed mind controlling organisms that latch on to the victim's back to take over the nervous system (fans of Puppet Masters and Iron Empires take note). Taking the Frontier beyond an outline and into a fleshed out campaign setting takes time, but it is worth it.
I've read the rules many time, but have never actually played the game. It's an easy system, though I've recently come up with an even simpler version of their Basic Rule with my own Extremely Basic rules, but I might just use the setting and play the game with another game's rules set. Maybe d20 Modern/Future, they did write a Star Frontiers setting section for the d20 Future book and had a web expansion with stats for the Sathar, maybe Alternity, or Savage Worlds. Heck...I might just use the Traveller system for it, when I get my copy of the 5th edition. It's a great game too.
Wednesday, May 23, 2012
[Trailer Review] Enthralled by Luhrmann's GATSBY
I find the trailer for Baz Luhrmann's upcoming film adaptation THE GREAT GATSBY to be entirely mesmerizing. From the rich sense of imagery -- always a Luhrmann strength -- to the haunting quality of the score. The early section of the score I find weaker than the haunting quality toward the end of the video. I don't know that GATSBY should be a 3D film...the thought seems baffling...but then I see Luhrmann's Time's Square and think it might just be worth the extra $3.
Thursday, May 17, 2012
[Dice Chuckers] Why I'm Having Talented People Direct the Film
It's been a dream of mine to make a documentary about role playing games and gamers. Since I was a kid, I have thought that the representations of gamers in the mass media have been denigrating. I think that Michelle Nephew, in the excerpt of her dissertation published in Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games, captures the presentation of gamers perfectly when she writes:
This is exactly the kind of presentation that we don't want to do with Dice Chuckers. Yes, we want to show gamers having fun and cutting loose at conventions like Gen Con. Cos-Play can be a great way to enjoy one's self at a con, but it isn't the sole behavior of convention attendees nor are most Cos-Players infantile in their day to day lives. We want to show subjects who play role-playing games and for whom the playing of these games has been a benefit. Whether as a creative outlet, a place of inspiration, or a place to make and keep life long friends, hobby gaming is a wonderful hobby and I want to share my love of that hobby.
Now...if I were to make a film about the hobby by myself, it might end up looking something like the "Support Dice Chuckers" video I put together using my iPhone. You can watch it below...needless to say, there is a reason I will be working with Wes and other professionals. The fact that I was unable to capture the sound properly -- due to background noise -- combined with the my classic Hong Kong style dubbing are proof that my skills lie in recruiting participants and not in filming them.
Please support our humble project. We'd love to make the film, and to make one that will make the hobby proud.
[R]ole-players are problematic for the dominant culture, because...fans can't be dismissed as intellectually inferior...In reaction to this unresolveable circumstance, fan cultures are instead interpreted by the dominant culture as being brainless consumers, cultivators of worthless knowledge, who place inappropriate importance on devalued cultural material. They are seen as social misfits, emotionally and intellectually immature, unable to separate fantasy from reality, and are feminized or desexualized as a result.She doesn't mince words, does she?
The dominant culture's attempts to feminize and desexualize participants in the RPG fan culture can be seen in the yearly media coverage of GenCon, the United States' largest role-playing convention. Full-page color spreads of convention-goers dressed in medieval armor or as Klingons regularly decorated the Milwaukee Journal Sentinel's City pages before the convention moved to Indianapolis in 2003. Other photos showed awkward, aging boys with Dungeons & Dragons t-shirts stretched taut across their bellies, holding up their prized custom-painted fantasy miniatures for the camera. Year after year, the media coverage of the event took a "look at the freaks" approach that did, indeed, portray male RPG fans as de-gendered, asexual, and impotent.
This is exactly the kind of presentation that we don't want to do with Dice Chuckers. Yes, we want to show gamers having fun and cutting loose at conventions like Gen Con. Cos-Play can be a great way to enjoy one's self at a con, but it isn't the sole behavior of convention attendees nor are most Cos-Players infantile in their day to day lives. We want to show subjects who play role-playing games and for whom the playing of these games has been a benefit. Whether as a creative outlet, a place of inspiration, or a place to make and keep life long friends, hobby gaming is a wonderful hobby and I want to share my love of that hobby.
Now...if I were to make a film about the hobby by myself, it might end up looking something like the "Support Dice Chuckers" video I put together using my iPhone. You can watch it below...needless to say, there is a reason I will be working with Wes and other professionals. The fact that I was unable to capture the sound properly -- due to background noise -- combined with the my classic Hong Kong style dubbing are proof that my skills lie in recruiting participants and not in filming them.
Please support our humble project. We'd love to make the film, and to make one that will make the hobby proud.
Wednesday, May 16, 2012
[Gaming History] Power Gaming -- Boot Hill NPCs
As a fan of Westerns, I've always wanted to play Boot Hill. I've owned a copy of the Second Edition of the game -- the one that came in the box and was published in 1979 -- for many years, but I have never had the chance to sit down and actually play a session of the game.
This isn't to say that the players I have gamed with over the years haven't been up for Western themed gaming. I've played sessions of Avalon Hill's Gunslinger (not an rpg) and sessions of Deadlands. We've always had a good time. I've just never had a chance to play Boot Hill. This being the case, it wasn't until recently that I began to read the rules to examine them for play. The Old School Renaissance, combined with the recent release of Dungeon Crawl Classics, got me into a nostalgic mood. So the other day, I opened up the rulebook to learn how to play so I could pitch a session to my gaming group.
The first thing I noticed was that while Boot Hill is a role playing game, it is largely a Tactical Tabletop game. The campaign elements while "role playing" oriented also allow for players to play against one another -- but doesn't require it. Some players will play "law men" and others "outlaws." This isn't to say that one couldn't create a more "PCs are a team" style campaign, just that the rule book is written to allow for player dictated storylines where other players can react. The campaign system is set up so that the individual players can play their own individual stories regardless of other players' activities. I think that this mode of campaign play is interesting and definitely echoes the style of a Braunstein game more than the D&D rules did.
One of the things that many in the OSR community find appealing about old school games is the lethality of the systems and the lack of "superheroic player characters." OSR players often want the characters played by players to feel some what mortal. This sentiment likely stems from the fragility of 1st level characters in D&D, especially Magic Users who are notoriously fragile at low levels. PCs in a 1st edition D&D game are often one small mistake away from death. In fact, in the first D&D rules set while characters where rated for their physical and mental attributes, having highly rated attributes had little effect on game play in comparison to later games. A Fighter with a high Strength score gained very little immediate benefit from the score, though that character would gain experience more rapidly than his/her compatriots.
It didn't take long for that to change though. It was in the Greyhawk supplement that added ability score modifiers for combat. And once a character's strength score affected one's combat ability, every player wanted to have a higher strength score. After all, who doesn't want to hit opponents 10-15% more often and to deal 2 to 6 more points of damage per hit?
The 1979 rules of Boot Hill definitely demonstrate the transition from ability scores being primarily a measure that influences speed of advancement to things that immediately and directly affect combat. D&D used a bell curve that was close to a Normal Distribution with a range of 3 to18. The bonuses roughly falling along lines of standard deviation especially in the Moldvay/Cook edition. Boot Hill, on the other hand, has different distributions for Non-Player Characters and Player Characters based on percentile rolls.
Player Characters are far more proficient than randomly generated NPCs. Take a look at the following two tables illustrating the probability of a character having a specific "Speed" rating. The first illustrates the chance of a randomly generated NPC having a given modifier. These range from - 5 to +22 and 0 is described as "average" in the descriptor. The second illustrates a Player Character. Once again, 0 is "average."
Two things stand out to immediately. The first is that the character generation system doesn't generate "average" characters on average. An NPC has only a 10% chance of being "average," and has a 15% chance of being "above average" or "fast." PCs are even more powerful than NPCs, as they are completely incapable of being "average." Given that the -5 to +22 is a modifier to initiative, and that one sees similar though not identical distributions for Gun and Throwing Accuracy, one wonders why the game's mechanics didn't scale down toward average actually meaning average. This could have been done by deciding that a majority of NPCs have a speed of x, and that the majority of PCs have a speed of y. The speed of x could have been called average and have provided no bonus or penalty. Instead, Boot Hill uses a counter intuitive system where an average roll (50.5) results in a "quick" NPC (+4) or a "Very Quick" PC (+6).
A part of me could forgive the non-intuitive use, if it wasn't for the section of the rules listing "The Fastest Guns That Ever Lived." According to this chart, Billy the Kid has an unachievable Speed of +23 and even Ike Clanton has a +12. All of the "Fastest Guns That Ever Lived" are extremely fast and seem to me to reflect a kind of power creep in the rules. What is most remarkable is how many of these characters have Speeds of 18+, with many having more than 22. One might say, "but they are the 'fastest' aren't they?" Okay, but does the name Bob Younger really bring to mind speed with a pistol? Besides, the point of having these gunslingers listed is for use in the game. If all of them are so quick, then there is no real distinction among them. The slowest of the fastest guns has a +6. Why not set +6 as average? It seems to be the average of the NPC distribution -- or at least close.
I can say that the first thought I had looking at these numbers was that none of my players would want to even try a character who didn't have at least a +9 in their Speed Stat. I think that a system having bonuses that directly affect the probability of actions makes players more likely to worry that their stats aren't high enough, and to try to power game a system. As time has gone by, I'm becoming more convinced that maybe statistics should matter less mechanically than they do. Players might obsess a little less about what their Speed score is if they aren't worried about someone with a +25 (Wes Hardin) bringing the gun to bear.
Oh...and the list completely leaves out Bass Reeves. How can you leave out Bass Reeves?
This isn't to say that the players I have gamed with over the years haven't been up for Western themed gaming. I've played sessions of Avalon Hill's Gunslinger (not an rpg) and sessions of Deadlands. We've always had a good time. I've just never had a chance to play Boot Hill. This being the case, it wasn't until recently that I began to read the rules to examine them for play. The Old School Renaissance, combined with the recent release of Dungeon Crawl Classics, got me into a nostalgic mood. So the other day, I opened up the rulebook to learn how to play so I could pitch a session to my gaming group.
The first thing I noticed was that while Boot Hill is a role playing game, it is largely a Tactical Tabletop game. The campaign elements while "role playing" oriented also allow for players to play against one another -- but doesn't require it. Some players will play "law men" and others "outlaws." This isn't to say that one couldn't create a more "PCs are a team" style campaign, just that the rule book is written to allow for player dictated storylines where other players can react. The campaign system is set up so that the individual players can play their own individual stories regardless of other players' activities. I think that this mode of campaign play is interesting and definitely echoes the style of a Braunstein game more than the D&D rules did.
One of the things that many in the OSR community find appealing about old school games is the lethality of the systems and the lack of "superheroic player characters." OSR players often want the characters played by players to feel some what mortal. This sentiment likely stems from the fragility of 1st level characters in D&D, especially Magic Users who are notoriously fragile at low levels. PCs in a 1st edition D&D game are often one small mistake away from death. In fact, in the first D&D rules set while characters where rated for their physical and mental attributes, having highly rated attributes had little effect on game play in comparison to later games. A Fighter with a high Strength score gained very little immediate benefit from the score, though that character would gain experience more rapidly than his/her compatriots.
It didn't take long for that to change though. It was in the Greyhawk supplement that added ability score modifiers for combat. And once a character's strength score affected one's combat ability, every player wanted to have a higher strength score. After all, who doesn't want to hit opponents 10-15% more often and to deal 2 to 6 more points of damage per hit?
The 1979 rules of Boot Hill definitely demonstrate the transition from ability scores being primarily a measure that influences speed of advancement to things that immediately and directly affect combat. D&D used a bell curve that was close to a Normal Distribution with a range of 3 to18. The bonuses roughly falling along lines of standard deviation especially in the Moldvay/Cook edition. Boot Hill, on the other hand, has different distributions for Non-Player Characters and Player Characters based on percentile rolls.
Player Characters are far more proficient than randomly generated NPCs. Take a look at the following two tables illustrating the probability of a character having a specific "Speed" rating. The first illustrates the chance of a randomly generated NPC having a given modifier. These range from - 5 to +22 and 0 is described as "average" in the descriptor. The second illustrates a Player Character. Once again, 0 is "average."
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| NPC Speed Probabilities |
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| PC Speed Probabilities |
A part of me could forgive the non-intuitive use, if it wasn't for the section of the rules listing "The Fastest Guns That Ever Lived." According to this chart, Billy the Kid has an unachievable Speed of +23 and even Ike Clanton has a +12. All of the "Fastest Guns That Ever Lived" are extremely fast and seem to me to reflect a kind of power creep in the rules. What is most remarkable is how many of these characters have Speeds of 18+, with many having more than 22. One might say, "but they are the 'fastest' aren't they?" Okay, but does the name Bob Younger really bring to mind speed with a pistol? Besides, the point of having these gunslingers listed is for use in the game. If all of them are so quick, then there is no real distinction among them. The slowest of the fastest guns has a +6. Why not set +6 as average? It seems to be the average of the NPC distribution -- or at least close.
I can say that the first thought I had looking at these numbers was that none of my players would want to even try a character who didn't have at least a +9 in their Speed Stat. I think that a system having bonuses that directly affect the probability of actions makes players more likely to worry that their stats aren't high enough, and to try to power game a system. As time has gone by, I'm becoming more convinced that maybe statistics should matter less mechanically than they do. Players might obsess a little less about what their Speed score is if they aren't worried about someone with a +25 (Wes Hardin) bringing the gun to bear.
Oh...and the list completely leaves out Bass Reeves. How can you leave out Bass Reeves?
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