Thursday, July 28, 2011

My Gygax Quiz Results

To be honest, this was the second take (the first take was 70%).   Between takes, I checked my copies of the Gord books and "bam!" did much better.  I used Bookshelf fu and not Google-fu.  I still missed the word that Gary didn't use in the DMG.



Christian Lindke took the Hardest Gary Gygax Quiz in the World and got 100%!



You are a Gary Gygax Dungeon Master. You are a world expert on Gary Gygax. My guess is you are either a former TSR employee or an extremely obsessive fan. You can be proud of your in-depth knowledge - few are so expert in any subject! Also, I would like to be in your D&D group.

Paladin Code: You completed this quiz without using Google.

A Game Master's "Appendix N" -- A List of Books Every GM Should Own

Gary Gygax's list of recommended reading, is "appendix," on page 224 of the first Advanced Dungeons & Dragons Dungeon Master's Guide holds a special place in the role playing game community.  In role playing circles, the list is as influential -- if not more so -- than the Lin Carter Ballantine Adult Fantasy series is for Fantasy fans in general.  Gygax provided the list so that Dungeon Masters could be filled with the same wonder and inspiration that eventually culminated in his creation of the Dungeons and Dragons role playing game.

The appendix is quite marvelous.  It begins by mentioning that Gygax's father's story telling was a key component in sparking young Gary's imagination.  Too often discussions of Appendix N leave out the opening paragraph when discussing the important influences, but we should all remember how important it is to share stories with our children and to take some time to make up our own bed time stories.  It is wonderful to read to our children, but by telling them stories we show our children that it is okay to invent their own tales.

But this post isn't about Gary's list. There are plenty of posts discussing "Appendix N," such as this Cimmerian post on the topic. The original "Appendix N" was a list of inspirational authors and works of fiction that Dungeon Masters could read to spark their narrative imaginations, and better understand the kind of Fantasy that would be experienced using the Dungeons & Dragons rules. That was a lofty goal, and one that the list succeeded at, but it is only half of what a good GM needs. A GM needs both food for the imagination, and food for the presentation.

By this I mean that GMs need stories that can lead them to create wonderfully rich narratives for their players, but they also need the tools that will help them to manage very good sessions. Essentially, GMs need both a degree in "Literature that Inspires Good Gaming" and "Game Session Management." Over the 25+ years that I've been running games, and as someone who was once a terrible GM, here is a list of books I've found invaluable. Future blog posts (on no particular schedule) will highlight some of these books and talk about why they are so important.

Tuesday, July 26, 2011

SyFy's Mercury Men -- "Skyscraper Saboteurs"

"Skyscraper Saboteurs," the second episode of the intriguing Mercury Men web series, went live this morning. The episode builds on all the qualities that worked in the first episode, and features fewer of the drawbacks. It appears that the series is quickly getting past the sense of "pilotitis" I felt regarding the first episode.

The series takes place in Pittsburgh in 1975 where Jack Yeager (Curt Wootton) -- a character wonderfully inspired by classic pulp figures -- discovers a sinister plan by Venusian invaders, a plan that only he can stop. Lucky for the Earth, Jack is a combination Flash Gordon, Doc Savage, and Blackhawk:

Daring League captain, aerospace engineer, and former US Air Force pilot, Jack travels the galaxy to explore unknown worlds, new alien races, and advanced technological wonders. Always at Jack's side is the LumiƩre, his trusted revolver which fires bolts of condensed light. Jack is dispatched to Earth to investigate the glowing men of Mercury.

Like the pilot, I do have some complements and criticisms regarding the episode, but watch the episode first. It is well worth your time. Join me in discovering the sinister plan of the Mercury Men!



Pros:

I've got to give the production team at Mercury Men Pictures credit for their focus on sound design. Poor design can really tank a feature, particularly a genre feature, but the MMP crew have added some interesting environmental sound effects that add depth to the feature. I am particularly fond of the "fuzz" sound of the Mercury Men themselves.

The visuals continue to be fairly impressive. I was particularly impressed by the scene where our heroes were on one side of a wall constructed of glass bricks, and the Mercury Men were on the other. The image where we look through Jack's looking glass was also impressive as it included "warping" around the edges and was more than a mere "circular cutout" image. Jack's hologram projector was a nice touch, and a nice effect.

Like the serials that Mercury Men is based upon, the MMP crew use a lot of visual storytelling. When the Mercury Men's plan is revealed, it is shown and not told. Very nice!

Cons:

I still find Mark Tierno's performance as Edward Borman a little forced. He seems to be acting in a style more akin to silent films than talkies. He isn't bad, but his movements have an odd fluidity that seems natural in a purely visual story. His line delivery is good, but I'm on the fence. If Edward gets blasted by the invaders I won't be overly distraught.

When Jack and Edward are walking down a stairway there is a wipe effect -- a nice homage to the serials -- that goes against the movement of the action taking place. This has the visual effect of slowing down the pace of the story and decreasing urgency. It almost feels as if the action is being rewound. I think wipes should follow movement, not run against the grain. Just a personal opinion.

Now that I've seen the story so far, I am more convinced than ever that I need to lift ideas from it for a short term Savage Worlds or Cortex+ campaign. I will certainly be statting up some of the characters as the show goes on and we learn more about them.

The MMP crew have captured the tone perfectly. This show is obviously done of love of the material and lacks the kind of ironic distance that too often seeps into the gaps and ruins a good story. Let's hope they keep it up. If their website, and their digital props, are any hint I think they will.

I already wish they'd build a flash based game based on their fictional Atari 2600 game.








[Blogging Northwest Smith] "Dust of the Gods" (Reprise) Moore at the Mountains of Madness


"I have graven it within the hills, and my vengeance upon the dust within the rock." -- Edgar Allan Poe, Narrative of Arthur Gordon Pym

Catherine Moore's fourth Northwest Smith story is one which continues a noble tradition in Weird Horror fiction, that of the Antarctic/Arctic expedition. This tradition has included some of my favorite horror and sf tales and movies. A list that includes Poe's Narrative of Arthur Gordon Pym, H.P. Lovecraft's At the Mountains of Madness, John W. Campbell's Who Goes There?, and John Carpenter's The Thing, based on Campbell's tale. These stories combine mankind's natural curiosity, the desire to explore the unknown, with mankind's natural fear of that same unknown. Given the lifeless wastes of the Antarctic/Arctic environment, it is the perfect setting for a scary story.

It is a particularly perfect location for the "post-mythological" horror story, the kind of horror story that leaves superstition and mysticism to the dust bin of history and creates supernatural horror that might exist in a rational and material universe. This is the perfect horror for a scientific age. Kenneth Hite, in his [Tour de Lovecraft] entry for At the Mountains of Madness describes this kind of tale as "remythologization." As he describes it, horror that provides a "plausible entryway for 'adventurous expectancy' not through a world-view that saw everything as magic but through a new world-view, one that saw everything as rational." It is horror for a world where "God is Dead," and where traditional spooks don't provide the chills they once did.

One can also see the line of "remythologized," or "post-mythological," horror represented in film franchises like SAW, HOSTEL, LAST HOUSE ON THE LEFT, MANHUNTER, and TEXAS CHAINSAW MASSACRE. Films like these, themselves descendants of Grand Guignol, provide the shocks and chills that thrill the imagination without the need of "mystical" events.

Unlike these human-o-centric tales of mass murder the Antarctic/Arctic expedition tale does include elements of the "supernatural," but it is only "supernatural" in the sense that what is encountered goes beyond what we currently understand about nature. The supernatural element isn't something that violates the laws of nature, rather it is something that man has yet to encounter that evolved according to the laws of nature in a manner different than previously encountered. Poe is the possible exception here -- the one that proves the rule. Like the monster in ALIEN, and the Couerl of A.E. Van Vogt's Voyage of the Space Beagle (which are expedition tales that substitute space for Antarctica), the unstoppable horrors are material and not mystical.

This is a fun genre and it is nice to see Moore dip her toes in with "Dust of the Gods."

"Dust of the Gods" begins, like many Dungeons and Dragons campaigns and too many fantasy stories, at an "inn" where our protagonist and his loyal companion sit in search of something to do. Northwest Smith and his trusty Venusian sidekick Yarol are broke and down to their last drop of whiskey. They are in need of adventure and finances...not necessarily in that order.

While they are commiserating about their lack of liquidity, Yarol notices two men entering the establishment. He describes them as "hunters" to Smith, and hints that they might know where he and Smith can get some work. It doesn't take long for Yarol to notice that there is something different about these two men than Yarol remembers. They are more paranoid than usual. Smith sarcastically proposes that the reason the two men are so skittish is that they may have found what they were looking for and are now haunted by the experience. This is in fact, as it turns out, the case. The two men were hired to go into the arctic regions of Mars to find the "Dust of the Gods" and bring it back, but after finding it have returned to civilization psychologically scarred.

China MiƩville argues convincingly in his introduction to Lovecraft's At the Mountains of Madness that it was a retelling of Poe's Narrative of Arthur Gordon Pym, and not in any way a sequel. I think he is right, but I think that Moore's "Dust of the Gods" is a sequel to both the Lovecraft and Poe tale. It is also, if MiƩville's account of the politics of Lovecraft's tale is correct, a political response to the Lovecraftian version. The two "hunters" are the men who have returned from Lovecraft's Antarctica forever changed by the experience, Lovecraft's Antarctica has merely been moved to Mars so that Northwest Smith and Yarol can follow in the footsteps of those who have been broken, like Lovecraft's Danforth and Poe's Pym, and succeed where the others have failed. Smith seeing once brave men, now jumpy and frightened, has intrigued his own sense of adventure. He wants to know what could shatter the psyche's of once brave men.

Smith doesn't have to wait long, for he is quickly approached by an old man of indeterminable race. His features are described as follows, "under the deep burn of the man's skin might be concealed a fair Venusian pallor or an Earthman bronze, canal-Martian rosiness or even a leathery dryland hide." The old man's race, and the true color of his skin, is obfuscated by time and wear (an important contrast to the clear black/white dichotomy of both the Poe and Lovecraft version).

It turns out that the old man is the person who hired the other hunters and that they indeed found what they were seeking (or at least "where" they were seeking), but that they failed to return with that which the old man seeks. Smith and Yarol listen as the old man gives them his sales pitch. He wishes Smith and Yarol to travel to the arctic in search of the remains of the god Black Pharol, of whom all that remain are a pile of dust. Pharol was one of the three original gods, on whom all others are based, and the only one to leave behind any physical essence. As the old man describes them:

There were gods who were old when Mars was a green planet, and a verdant moon circled an Earth blue with steaming seas, and Venus, molten-hot, swun round a younger sun. Another world circled in space then, between Mars and Jupiter where its fragments, the planetoids, now are. You will have heard rumors of it -- they persist in the legends of every planet. It was a mighty world, rich and beautiful, peopled by the ancestors of mankind. And on that world dwelt a mighty Three in a temple of crystal, served by strange slaves and worshiped by a world. They were not wholly abstract, as most modern gods have become. Some say they were from beyond, and real, in their way, as flesh and blood.


In one paragraph, Moore has transformed a theological construct into an alien and material one -- following very much in the footsteps of Lovecraft by making her "gods" ancient trans-dimensional aliens. The first two alien gods, Saig and Lsa, disappeared so long ago that not even legends of them exist, but Pharol -- "a mighty Third set above these two and ruling the Lost Planet" -- continued to exist after the other two had faded away. Eventually Pharol too passed from this dimension leaving behind a pile of dust that still contains some of his essence, and which the old man seeks so that he can reach Pharol and control him. The old man knows tht for "the man who could lay hands on that dust, knowing the requisite rites and formulae, all knowledge, all power would lie open like a book. To enslave a god!"

For some reason, that old man's maniacal declaration doesn't dissuade Smith and Yarol from taking the job -- apparently they are desperately in need of money and the whiskey it can buy. Besides, if you're drunk enough are you really going to notice the primordial extra-dimensional god destroying the universe as you know it? Smith and Yarol accept the man's offer and travel off to the arctic to find the dust remains of an ancient god.

They eventually arrive at a range of mountains in Mars polar region and follow the directions the old man gave them, where they discover a passage leading under the surface of the planet and -- if the old man is right -- into the heart of the crystal temple that once was home to the Three gods.

As they pass through the tunnels, they encounter two phenomena that are references back to the earlier Poe and Lovecraft tales. First, they encounter a darkness that is impenetrable. Their space age flashlights cannot penetrate the darkness and it is an almost palpable thing. In a way, Moore's inclusion of a physically palpable darkness is reminiscent of Poe's inclusion of dark people in the Antarctic regions, only here Moore refrains from the racist undertones of Poe and Lovecraft by having the darkness itself alive and no more terrifying than the next "thing" to appear. That thing is a white apparition reminiscent of the figure at the end of Poe's Pym. Smith and Yarol are able to determine that this white figure is what the two original hunters fled from and it is this that they fear is chasing them.

It should be noted that while Poe's Narrative ends abruptly with the appearance of a white apparition, it is the narrator's recalling of this apparition that likely causes his untimely death and thus inability to finish the tale. Poe's readers never find out what happened next because the narrator dies, likely from fear, during the retelling. One might say that Smith, after he encounters and passes Moore's white apparition, is continuing where Pym left off. He is certainly continuing beyond where the hunters explored. The appearance of the white apparition pulls on Smith's psyche, but he manages to retain his connection to reality and leap past the apparition and "fall" deeper into the planet. Smith eventually speculates that the apparition may only be able to exist in the palpable darkness.

When Smith and Yarol do find the crystal temple and open its doors, they have yet more one wonder revealed to them. The crystal temple is illuminated by light that behaves like a liquid and their entry has provided a whole by which the light can drain from the room like a crack in an aquarium. This light is the true counterpart to the darkness described earlier and the description of it draining from the room is one of the most interesting descriptions I have read in fiction for sometime. I might venture to say that the concept of "liquid light" is one of the more original ideas I've read.

As the light drains from the room, Yarol walks up to the triple throne and finds the dust of Pharol and is about to pack it up for delivery when he picks up on Smith's thoughts that it may not be the best idea to give a madman this kind of power. They had initially written the "power" of the dust off as superstition, but their journey has made them think better of it. Smith and Yarol finally make their first "moral" decision to date in the NW stories, they decide to destroy the dust if they can. During their attempt, Smith's psyche is overwhelmed as he sees images of the world as it was when it was ruled by Pharol and the others of the Three. He even sees the death of the Lost Planet and realizes that this temple crashed into Mars eons ago where it became a temple for ancient Martians before their civilization decayed and the gods were forgotten. Smith and Yarol leave to return to their lives having encountered darkness, but still whole for the experience.

It is in this ending where Moore breaks most strongly from Poe and Lovecraft. In their tales, the protagonists are broken by an experience beyond their control. In Moore's tale, Smith and Yarol leave having decided to save a world -- possibly a universe -- from horror. China MiƩville argues that the Shoggoths of Lovecraft's tale represent the "masses" and their decaying effect on civilization. Lovecraft's protagonist has a mental breakdown while in a subway station, reminded by the sounds of the masses around him of the amoeboid horrors in Antarctica. The masses are the horror in Lovecraft, in Moore it is the dictator who is the horror. All Smith and Yarol need do is to stop one man to save mankind, mankind isn't the villain of the tale. "Dust of the Gods" was written in 1934 and the "Enabling Act" that gave Hitler dictatorial control of Germany had been passed on March 23, 1933. One wonders if the rise of the dictator in general, and Hitler in particular, were on Moore's mind as she wrote this tale. Whatever the case it is certain that by focusing on the evil one man is capable of doing, rather than the terror of the mob, Moore was not merely writing a sequel to Lovecraft. She was also writing a political response to him.

It should also be noted that Moore's use of the dust of Pharol seems to be a reference to the final sentence of Poe's Narrative, which is the quote at the top of the piece, and demonstrates how centrally important story titles can be to the literary conversation that authors participate in with each other as history unfolds.

Previous Blogging Northwest Smith Entries:

3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Monday, July 25, 2011

SyFy's "The Mercury Men" -- Lots of Small Quibbles, but Lots of Fun So Far.

I checked out the first episode of SyFy's new web series "The Mercury Men." At first glance, it appears to be an amalgam of all those wonderful b/w serials I used to watch with my Opa late on Saturday nights. That means it warms a special nostalgic place in my heart, but it also means that every slight flaw feels like a great betrayal. I've got a list of pros and cons below the video, but before I taint your experience watch the show. Only then read my pros/cons.


Pro -- The music and special effects are quite good. The lead does a credible job and I love his costume. There is some good humor. This looks like it could be great inspirational material for a Savage Worlds Slipstream campaign.

Con -- 1975? Are you sure? It doesn't look like 1975? The employee looks 50s, the hero 30s/40s, the girl has modern eye makeup and 60s youth quake hair. How many shots does the hero get per round of ammunition? The acting on the part of the older employee is a little over the top.

I'll keep watching, but it is going to be a battle between my forgiving genre eye and my extremely critical nostalgic eye. If you are trying to capture the magic of a Buster Crabbe serial, then you had better capture that magic.

So far, they are meeting the test.

The Face of "Television" is Changing and Becoming "Internetelevision"

For the past few years, I have been talking about how our television viewing habits are being changed by the internet and how soon most of our viewing choices will be made "on demand."  Providers of digital narrative viewing entertainment will be able to reap great rewards from the system, even as it shatters some of the older models.  The studios, big and small, will likely benefit by the changes and affiliate stations will suffer as people move away from "command" television of the kind that local affiliates provide, and move toward "on demand" television where the viewer is empowered to watch shows directly from the provider.  The content provider and the distributor system will change, but likely not be completely eliminated as trusted "content hubs" will make finding new content easier for viewers.  The overall shift will likely empower creators and viewers and lessen the power of distributors -- though the need for effective marketers will be significant.

I began imagining this future before anyone offered streaming video content, but after reading The Future of the Mass Audience in a political science class as an undergrad.  Since I started talking about the topic -- which was a topic for a couple of early Geekerati podcasts -- we have seen the rise of Hulu, Netflix streaming, television stations streaming their own shows, FunnyorDie!, and many DiY Web Series of varying quality -- some quite excellent.

Now one of the leaders in the field is moving forward toward the purely on demand future.  It is one thing for television networks to provide their content online after it has aired through traditional channels, it is quite another for a streaming provider to purchase and produce a high end show strictly for streaming.  That provider is Netflix and they are looking into the possibility of providing two upcoming on demand televisions shows in the near future.  The first is House of Cards starring Kevin Spacey and the second is an unnamed show by the Kenji Kohan (the creator of "Weeds).

Change is in the wind, and that change looks very interesting indeed.

Saturday, July 23, 2011

[Review] "Battle of 4 Armies" is Fantasy Fun for All!

Earlier today, I made the second of what I hope will become a regular monthly or bi-monthly visit down to Victory Point Games headquarters in Santa Ana, CA.  The game company's staff are friendly and welcoming, and it doesn't take long before a visitor gets talked into participating in a playtest of an upcoming game.  On my last visit, I was able to playtest an upcoming game entitled "Assault on Galactus Prime."  The game was a blast, and I eagerly look forward to its release.

This time I playtested an expansion for "Battle of the 4 Armies," one of VPG's existing game products.  But before I played the expansion, I had to learn how to play the base game.  I own a large stack of VPG games, but I had yet to purchase "Battle of the 4 Armies" by designer Nathan Hansen.  It is a testimony to VPG's desire to support and educate burgeoning game designers that this game, which was released on May 12 of this year, already has an expansion in the works.

The premise of "Battle of the 4 Armies" is simple:


 In a wealthy valley through which a warm,  enchanted river flowed from Foggy Mountain, Queen Elyra’s Council could no  longer keep secret her mysterious disappearance. She, the last heir to the Crown of Chip, was gone and, as word of  her departure grew more dire in each retelling of this new while spreading o’er
the land, order in the realm crumbled.

The representatives of the Great Races in the Queen’s Council, long assembled in peace by the force of her will, laid forth their claims to the crown in her absence – first with words, and then with deeds, calling their armies from afar in all directions to this land, each seeking to claim and restore the Crown of Chip.




In order to lay claim to the Crown of Chip, the winning Race must either completely defeat the armies of all of the other Races or control 3 of the 4 strategic locations on in the wealthy valley. Hansen provides some very simple tile placement and combat resolution rules that constitute the majority of game play, rules that echo some of the best elements of Diplomacy and Neuroshima Hex.

At its core "Battle of the 4 Armies" is a territory control game with very few random elements. Save for one random mechanic utilized to represent the morale of units in the game, this is a luckless game. Given the strength of Hansen's basic mechanics, this single random mechanic impacts play but does so in a way that is predictable and adds realism to the game -- morale effects being a staple of wargaming of all kinds. It would be easy to give a pure description of the rules, but they really are so simple that almost any attempt to describe them would border on plagiarism. As one of VPG's "Battlelesson" line of games, the game spends more text providing clear examples of good strategy than it requires to convey the basic mechanics.

That simplicity shouldn't be misinterpreted as meaning that the game is shallow. On the contrary, the choices required of players in the game are quite complex. Where to place and move pieces, when to push forward, when to retreat, these are all very significant choices -- choices that can result in very interesting movement combinations. Not only are the choice options complex, but the size of the territory to be controlled is small enough to guarantee that players must become actively engaged or suffer the consequences. There is no stalling in Australia in order to build up your armies in "Battle." The game can be played with 2 - 4 players, and the more players participating the more frenetic the game play.

Hansen designed the game as a "strategy game" to use during a role playing game session. The game represented a game that was played within his fictional game world. It has since come to be an excellent generic fantasy war game, one that I plan on inserting into my Eberron campaign as a representation of a battle that took place during the "Last War."

In short, "Battle of the 4 Armies" is almost a definition of what reviewers mean when they call a game elegant. There are few pieces, simple rules, but complex and diverse choices to be made that result in remarkable combinations. The game is quite simply one of the best games I have played this year, and is well worth the $15 price tag that VPG are charging.

Buy the game. Play the game. And help me start a viral campaign to convince VPG to do a Kickstarter project that produces a copy of this game with a cardstock map and nice plastic fiddly bits.