Wednesday, May 29, 2013

What's That You Say? You Saw My Name on a Voice Media Group Article?



A couple of weeks ago, the editor of the Topless Robot website asked if I wanted to begin pitching ideas for table top gaming related Daily Lists posts. Before even considering how challenging the task would be, I shouted with a resounding "Heck yeah!" This morning at 6:00 my first article was published on the website. The article discusses Ray Harryhausen's influence on Advanced Dungeons & Dragons and features 9 AD&D monsters that I think exemplify that influence.

I cannot say how excited I am to see my name in print - or more pixels in this case - again. I haven't seen my name in a "professional" byline since my friend John Ford and I wrote our last Celluloid Say-So article for the Daily Sparks Tribune. The time I had writing that column with J was a joy, and my desire to recapture that feeling was one of the reasons I started this blog. What makes my current article even more exciting is that Topless Robot is a part of Voice Media Group, the same company that publishes the LA Weekly and The Village Voice. As a film fan, one of my favorite critics is/was Andrew Sarris and many of the critical arguments he had with fellow critic Pauline Kael were published by the Village Voice.

Topless Robot may not quite be the Village Voice, but I'm no Andrew Sarris either. 

Boy am I excited! Please...go to the site to read my article - and hopefully many more in the future.


Friday, May 17, 2013

Television Viewing Behavior Study

I am currently in the process of collecting data for my MBA thesis.  To that end, I have designed a survey.  I don't normally post solicitations like this and this will not be a regular occurrence. 


You are being invited to participate in an opinion survey regarding a Television Viewing Behavior. The survey will run for one week only, therefore your timely participation is greatly appreciated. If you are interested in participating, please follow the link below.

https://calpolycba.qualtrics.com/SE/?SID=SV_ehx2jqbk2hOYODX

You can right click and choose “Open Link” or paste it into your web browser to get to the survey.

You will be asked to read an Informed Consent, which will explain the study I am conducting as an MBA student at California State Polytechnic University, Pomona. The survey contains 17 questions and should take approximately 20 minutes of your time.

Your participation is strictly voluntary and all your responses are completely anonymous.

Sincerely,
Christian Lindke
MBA candidate, Principal Investigator
California State Polytechnic University, Pomona
Email: christianj@csupomona.edu
You are allowed to share the link with others.

Tuesday, May 07, 2013

RIP: Ray Harryhausen (1920 - 2013)



To say that the work of Ray Harryhausen had a significant impact on my life would be an understatement.  Not only are JASON AND THE ARGONAUTS and THE SEVENTH VOYAGE OF SINBAD two of my favorite films, films I cannot wait to share with my twin daughters, they are also parts of some of the happiest memories of my childhood.  I remember watching these films with my mom and dad when they ran as matinee films.  I remember my parents "secretly" smuggling me in to see SINBAD AND THE EYE OF THE TIGER at the Drive-In.  I hid under a sheet in the back of the Gremlin and they pretended I wasn't there. It turns out that they paid the family rate and that the subterfuge was just for my entertainment.  

The movies were undeniably magical and one of my two favorite Comic Con moments is sitting in the audience at a "Ray & Ray" panel (that's Ray Bradbury and Ray Harryhausen) where they both talked about their life's work.  Our local science fiction/fantasy bookstore in Glendale would frequently hold Ray & Ray signings. It was one of the things that makes Glendale the perfect place to live.

Finding out that Harryhausen has passed is sad.  That sadness is lessened by the truth that Harryhausen added so much joy to the world -- joy that will long outlive me.

Thank you Mr. Harryhausen for my childhood joys, and thank you for the future joy I will be able to experience thanks to your imagination.


The Harryhausen Family formally announced the death on Facebook with the following message:

Raymond Frederick Harryhausen
Born: Los Angeles 29th June 1920
Died: London 7th May 2013.

The Harryhausen family regret to announce the death of Ray Harryhausen, Visual Effects pioneer and stop-motion model animator. He was a multi-award winner which includes a special Oscar and BAFTA. Ray’s influence on today’s film makers was enormous, with luminaries; Steven Spielberg, James Cameron, Peter Jackson, George Lucas, John Landis and the UK’s own Nick Park have cited Harryhausen as being the man whose work inspired their own creations.

Harryhausen’s fascination with animated models began when he first saw Willis O’Brien’s creations in KING KONG with his boyhood friend, the author Ray Bradbury in 1933, and he made his first foray into filmmaking in 1935 with home-movies that featured his youthful attempts at model animation. Over the period of the next 46 years, he made some of the genres best known movies – MIGHTY JOE YOUNG (1949), IT CAME FROM BENEATH THE SEA (1955), 20 MILLION MILES TO EARTH (1957), MYSTERIUOUS ISLAND (1961), ONE MILLION YEARS B.C. (1966), THE VALLEY OF GWANGI (1969), three films based on the adventures of SINBAD and CLASH OF THE TITANS (1981). He is perhaps best remembered for his extraordinary animation of seven skeletons in JASON AND THE ARGONAUTS (1963) which took him three months to film.

Harryhausen’s genius was in being able to bring his models alive. Whether they were prehistoric dinosaurs or mythological creatures, in Ray’s hands they were no longer puppets but became instead characters in their own right, just as important as the actors they played against and in most cases even more so.

Today The Ray & Diana Harryhausen Foundation, a charitable Trust set up by Ray on the 10th April 1986, is devoted to the protection of Ray’s name and body of work as well as archiving, preserving and restoring Ray’s extensive Collection.

Tributes have been heaped upon Harryhausen for his work by his peers in recent years.

“Ray has been a great inspiration to us all in special visual industry. The art of his earlier films, which most of us grew up on, inspired us so much.” “Without Ray Harryhausen, there would likely have been no STAR WARS”
George Lucas.

“THE LORD OF THE RINGS is my ‘Ray Harryhausen movie’. Without his life-long love of his wondrous images and storytelling it would never have been made – not by me at least”
Peter Jackson

“In my mind he will always be the king of stop-motion animation”
Nick Park

"His legacy of course is in good hands
Because it’s carried in the DNA of so many film fans."
Randy Cook

"You know I’m always saying to the guys that I work with now on computer graphics “do it like Ray Harryhausen”
Phil Tippett

“What we do now digitally with computers, Ray did digitally long before but without computers. Only with his digits.”
Terry Gilliam.

"His patience, his endurance have inspired so many of us."
Peter Jackson

"Ray, your inspiration goes with us forever."
Steven Spielberg

"I think all of us who are practioners in the arts of science fiction and fantasy movies now all feel that we’re standing on the shoulders of a giant.
If not for Ray’s contribution to the collective dreamscape, we wouldn’t be who we are."
James Cameron

Friday, April 26, 2013

LEGO Tower of Orthanc: Time to Write a D&D Adventure for this Sweet Lego Set

The title sequence for this LEGO promotion video makes LEGO look like one of the most fun places to work on the planet. Then again...employees get paid to make and play with LEGOs and that almost by definition makes it one of the most fun places to work.

This video promotes the upcoming Tower of Orthanc set for their LORD OF THE RINGS line.  Most of the line has been expensive but amazing and this set looks to continue the tradition.

Not only do you get the tower, which would make an awesome set piece for a game day, but an Ent! 



History and Mystery aren't quite old enough for these huge LEGO kits, but I cannot wait until they are.

The Greatest Event In Television History

Jeff Probst, Paul Rudd, Jon Hamm, and Adam Scott team up to do a send up of the "greatest event" specials of the 1980s.  The key to getting this kind of parody correct is to have the parody be a good version of what is being made fun of and this is damn near perfect.

RIP Jon Hamm.





Thursday, April 25, 2013

Jim Beaver (Supernatural) Discusses Buster Keaton's OUR HOSPITALITY

It's hard to describe in words the brilliance of the comedic stunt work of early Hollywood action-comedians like Buster Keaton or Harold Lloyd.  Their willingness to risk life and limb to entertain audiences -- even with the safety procedures they did use -- is mind boggling. The best way to use words to describe their endeavors are usually names, names of artists who have attempted similarly insane comedic stunts. You can tell a modern audience that many of Jackie Chan's stunts were inspired by the work of Keaton, and that does a pretty effective job.  But for my generation, who encountered Jackie Chan as he entered the American Market with THE BIG BRAWL, a better comparison is Disney's character Goofy.  Many of the animated stunt comedy shorts that feature Goofy are based on the comedic endeavors of Keaton and Lloyd.

Think about that for a minute. Animation, with its infinite ability to show the unreal, was used to tell stories inspired by the real world stunt work of real world comedians.

Actor Jim Beaver has a column over at IndieWire entitled "Beaver's Lodge," and in his most recent (and second) installment he discusses Buster Keaton's film OUR HOSPITALITY.  Watch his discussion and tell me you don't want to watch this film.



Wednesday, April 24, 2013

[From the Archives] SUPERCREW -- Quick and Easy Superhero Role Playing

Back in 2010, I wrote a review for a Swedish super hero roleplaying game called THE SUPERCREW. Some time has passed since that review, so given the obscurity of the game I thought that I would share the review again.

I have made some slight edits to update the review and provided information from an update I did a couple of months after the initial review.  This is a rare game, but you should check it out.





Every now and then, there comes along a product that manages to simultaneously appeal to several of my obsessions. The Supercrew roleplaying game by Tobias Radesaeter is one of those products. The game combines my interest with the indie game movement with my obsessive need to own every superhero roleplaying game ever published. As numerous re-reads of Superhero 2044 prove to me time and time again, the targets of my obsession do not always lead to enjoyable (or even understandable in the case of 2044) experiences.

The superhero genre features characters of near unlimited potential, and who possess a vast array of capabilities. Any game designed to emulate the feel of the source material faces a daunting challenge. How does one design a game that can simulate an almost infinite collection of powers and abilities, yet is also as fast and exciting as the source material being emulated? It's not easy to do, and it is one of the reasons that some successful superhero systems are also successful "universal" systems. For a while, it seemed as if all decent superhero systems were also universal systems. The indie game movement, with games like Capes, proved that being universal wasn't a necessary condition of a superhero game and that games could be designed based on emulating the feel of comics without granularly emulating the physics of them.

Games like Capes are a part of the narrative focused game design that influences a lot of what is going on the indie gaming community. Design choices in these games focuses more on how a particular mechanic can help to create a collaborative "playing story" rather than a quantified gaming representation of "reality." To be reductive for a moment, these games have a narrative rather than a gamist focus.

Supercrew takes a fairly strong narrativist approach to the superhero genre in it design choices, and even makes one small quip regarding gamist style games, and even presents its rules in a narrative format.

Supercrew's thirty-page booklet presents the games rules in a comic-book panel format. The first game to attempt this approach was the unplayable He-Man and the Masters of the Universe RPG by FASA. It's a novel approach to introducing roleplaying concepts and mechanics, and in the case of Supercrew is done in an effective manner. The rules are presented in a logical and engaging manner. They are also very easy to understand, making this game a potentially great introductory roleplaying game -- in addition to its potential use as a narrative rpg for experienced gamers.

GAME CONCEPT

Supercrew begins with an interesting premise as a game within a game. The central conceit of Supercrew is that all of the superheroes designed by the players are their own alter-egos. As the game explains it, "The players play super-powered versions of themselves. Each adventure starts with them playing a role-playing game when they hear about some kind of emergency they have to stop." You read that right. The players are playing characters who are playing a roleplaying game that gets interrupted and needs their superheroic intervention. When I first read that the players play versions of themselves, I was reminded of the character design system for the revised edition of Villains and Vigilantes so I didn't think Supercrew's approach was too novel. Then I read the sentence where the rules describe it as a game where the "characters" have shown up to play an rpg, only to have it interrupted, and a number of wonderful uses for this game popped to mind -- this is before I read a single rule.

Every group has players who show up late, or cannot make it to a particular session. If your group is playing in a long term campaign, you often don't want to continue the adventure without the player as it could make the player feel left out as their characters don't earn as many experience points or miss out on key plot points. You also have to consider the feelings of those players who did show up. They are there to have a good time and to play a game. If your group agrees to use Supercrew as the backup campaign, it's central conceit is perfect for these occasions. Let's say Jim doesn't show up to your regular D&D campaign. You begin the session as normal, "when we last left our heroes," but somewhere in the middle of the first encounter you do your best radio static impression and blurt out "News Alert! Baron Ravenblood and Persecutus are holding the city hostage threatening to destroy the Gas Company building unless the mayor wires $1 billion into their bank account by 3pm." The players grab their Supercrew character sheets, and their "characters" excuse themselves from the D&D game to fight for great justice!

Sounds like fun, but does the system work?

GAME SYSTEM

Characters in Supercrew are constructed using three main abilities and three tricks which are particular uses of these abilities. The powers are ranked from 3 - 1 in order of power. Three is the most powerful ability, two is the most frequently used ability, and 1 is the least powerful ability. It doesn't sound like a lot of powers to give a character, but it actuality this is a pretty robust system.

For example:

Christian wants to make a character based on everyone's favorite Flight, Invulnerability, and Super-Strength character. To avoid copyright attorneys suing his game group, he decides to name the character Superior! He give the character the following powers Heat Vision, Inert_Gas-ian Physique, and Flight. He states that Heat Vision is Superior!'s most potent ability (as is often described regarding our favoring FISS character, though rarely believed) at rating 3. Inert_Gas-ian Physique, Superior!'s most frequently used power, is given a rating of 2. Finally, Christian gives Flight a rating of 1.

Inert_Gas-ian Physique is a broad descriptor that encompasses super-strength, super-speed, x-ray vision, super-breath, and invulnerability. There is no reason to quantify each individual power, as would be done in more granular systems, since the broad descriptor's effectiveness is determined by the associated rating.


The effects of powers are determined by the roll of ordinary six-sided dice. The player rolls a number of dice equal to the abilities rating. Those dice that have a result of 4 or greater are considered successes, lower results are considered failures. This is a system similar in basic structure to Burning Wheel or White Wolf's World of Darkness systems where pools of dice are rolled and successes counted based on the results of individual dice.

The game enforces the use of ineffective powers, and limits the usage of the most potent powers, by requiring that heroes spend "hero points" in order to activate the rank 3 power. The only way to acquire hero points is to either use your rank 1 power or to be knocked unconscious in a battle. Each of these gives the character a hero point that may be spent later to activate rank 3 powers. This is an elegant design choice that undermines overt power-gaming where players would minimize/maximize abilities to tweak a game system in their favor and hold more "power" than other gamers. In this system, that is relatively impossible. Even if the player chooses a broad ability descriptor, like Superior!, since how an ability is used is determined when the player's describe what they are doing the broad descriptor is no more useful than the narrow one. After all, the Shade Knight can apply his "Keen Intellect" descriptor just as broadly as Superior!'s Inert-Gas-ian Physique.

For any given task, the Game Master sets a success threshold. The individual character can only contribute toward passing that threshold, once per round -- or once per task for certain tasks. Teams must work together to succeed at fighting earthquakes and burning buildings.

In combat, and in other situations, the player first states what ability they wish to use. They do not describe how the power is used, or its effects, until the number of successes achieved is known. In a recent post discussing the Dragon Age RPG by Green Ronin, I discussed how I liked how Dragon Age's stunt system allowed for more narrative combats. Supercrew's system is attempting a similar effect here, the benefits of "roll before you describe" are discussed at length at GamePlayWright. Once the player knows how many successes the character has achieved, and how many total successes are needed for an action, that player -- whether he completed the task or not -- describes what happens. This game is very much about the player, knowing the results, creating the narrative regarding how his/her character succeeded or failed. Typical of many modern narrative games, this player empowering approach can be disorienting or empowering depending on your group's preferred method of play.

The combat rules are an extension of the basic task resolution system, and the game provides some excellent examples of how they would represent villains, groups of thugs, or hazardous events like building fires.

The system looks like it works and it looks fun. Simple but able to simulate a broad array of activities, what designers often call "robust."

CRITICISMS OF THE GAME

I have two major, and one minor, criticisms of Supercrew.

While the game provides some examples of how they would represent villains, thugs, and hazards, the game provides not guidelines or benchmarks to help the game master. Experienced game masters may not technically need these in order to run a game, but they would be exceedingly helpful. This is an even larger flaw when considering the fledgling game master. The games rules and concepts are perfect for the new gamer, in addition to the experienced gamer, but the new gamer needs more assistance when creating opponents for their players. Some comments regarding balancing encounters, more than just the examples, would have been greatly appreciated.

The game also lacks any real online support, which is tragic as the game deserves more. The rule book says to visit the Kaleidoskop site for character sheets etc., but the majority of game aids are in Swedish.  For example, their Hjältegalleri which features a number of characters created using the system is entirely in Swedish.  It would be helpful to have English versions of the characters. While it isn't difficult to figure out what Gravitationskontroll or Noll Friktion are in English, Osynlighetskappa is another matter entirely. Thankfully, Christopher B at A Rust Monster Ate My Sword has designed an excellent character sheet for use in the game.

Lastly, and this is a minor quibble, the game's prose isn't quite funny enough. I would have liked more jokes. Given the entertaining cartoony art in the rulebook, some more jokes would have been appreciated. Maybe it's just the translation that lacks the humor, but I'd have liked more.

In conclusion, I think that this is an excellent game at a reasonable price. It isn't likely to replace Savage Worlds' Necessary Evil campaign in my game rotation any time soon, but I think I'll be trying to fit it in when some players don't show up for our regular sessions.

I wish some of the early professional efforts where as clearly explained and thought out as this gem.