Tuesday, August 18, 2020

Machinations of the Space Princess: What it Is


For reasons I don’t really recall, I was recently reminded of Machinations of the Space Princess, “Grim” Jim Desborough’s science-fantasy remake of the Lamentations of the Flame Princess RPG. 

So that makes it a remake of a remake?  Yeah.

First off, this would not exist but for Raggi’s attempt to do a shotgun spread of new projects on Kickstarter lo these many years ago.  Originally, Machinations was intended to be a single adventure.  But the shotgun spread idea backfired; with so many cool projects, I think only two got funded.  The rest diluted the pledges too thinly, and Machinations was one of those that didn’t get funded.

So Desborough teamed up with Satine Phoenix and took his tin cup to Indiegogo where he asked for a cool kilobuck US to make it happen.  He got over $4k and so we got a game full of full-color art by Phoenix.

I heard something about this via the G+, but I didn’t pay it much mind at the time.  Partly because I didn’t really realize what Desborough was up to.  While I wasn’t expecting a one-to-one port of LotFP to sci-fi, with lazer swords and plasma crossbows and psion-elves, I was at least expecting MotSP to keep what I saw as the coolest innovations and themes of Lamentations.  This included the character-sheet based encumbrance system, the strong focus on human characters, the weird and disturbing magic, and a general theme of survival horror that is the hallmark of LotFP adventures.

That is (mostly) not at all what Desborough and Phoenix created. 
I was expecting Saturn 3 and ALIEN and Pitch Black and the ’72 Soviet Solaris.  Not really my bag beyond one-shots and the like (though I do rather enjoy the Free League ALIEN RPG, much to my shock).

But that’s not what we get.  What we get is something more like Buck Godot: Zap-gun for Hire meets Barbarella meets Flash Gordon meets The Sword’s Warp Riders. 

And that is totally my thing.

Now, this is not some giant stops-bullets book like Lancer.  This is a “mere” 240 pages in a 6” x 8” paperback format.  This is a construction-set of an RPG, very much like Star Siege or GURPS.  However, unlike those two games, Machinations doesn’t really give two flips for balance.  MotSP doesn’t pretend to know what your games are going to be about.  Your game could be about blaster-slinging space cowboys, a team of highly skilled mercs taking on the most challenging jobs in a galaxy dominated by heartless megacorps, swashbuckling radium-cavaliers living and dying for honor and love, tomb-raiders cracking open the trapped vaults of the Elder Races, or super-powered psions staying one step ahead of the Psi-Pstasi.  MotSP isn’t here to tell you how to play your game.

And so Machinations doesn’t lose much sleep in crafting a fully “balanced” experience.  It’s very Old School in this respect.  Sure, there are some nods towards niche protection, echoes from B/X D&D in what your character is good at and how quickly they go up levels and stuff like that.  But there’s nothing stopping you from cobbling together a Frankenstein’s monster of abilities and powers. 

Take, for instance, race creation.  There are dozens (maybe over a hundred) options for racial characteristics you can use to build your character’s race.  The list of race traits you can pick is 20 pages long and might be the longest single section in the book.  They’re organized by theme, but you don’t need to stick with the theme; there’s nothing to stop you from taking the blob-creature’s ability to rip off chunks of itself and send them scurrying about as miniature versions of you, and combining that with the ammonia-based life’s slow metabolism ability and the reptile’s scales. 

If you love lots of character options, this is your game.  Want to craft a team of bizarre creatures who band together to bring peace to a fractious galaxy?  Want the flexibility to build a tentacle monster with poor understanding of personal boundaries or a Space Pirate Amazon Ninja Catgirl who carves said tentacle monsters up into calamari?  Want the challenge of crafting the ultimate mechanical bad-ass by pushing the rules to their limit and then hurling your creations into the deadliest dungeon the GM can devise to see who emerges victorious? 

Machinations can do that.

And it doesn’t stop at race-building.  While there’s relatively little customization in the four classes (Killer, Specialist, Scholar, and Psion), everything else oozes with customization options.  For instance, each weapon category, from Small, One-handed Close Combat Weapons to Rifles/Shotguns is further divided in what amounts to a Small, Medium, and Large category.  On top of that, you can pile on the added modifications, from concealable to larger magazines to a selector for different damage types to “vicious” levels of damage.  In short, there’s no list of races with pseudo-clever names like Ignians and Reptiliods, or guns like ARES Predator Mk II or AK-97.  What we get instead is a fun tool kit you can use to build your own universe.

Want to build the ZF1 from Fifth Element with the net launcher, poisoned arrows, rocket, flame-thrower, and “all new ice-cube system?”  Yeah, Machinations can do that, too.

As you’d expect from something built on the LotFP chassis, the mechanics are a mish-mash of stuff.  We’ve got D&D 3.x’s d20-roll-higher for attacks, LotFP’s d6-roll-under for skills (of which there are many more in this game) 5e’s a-save-for-ever-stat and your choice of roll over or under for saves.  Your poor dice won’t know which way to go!

And on top of that we’ve got psionics (complete with a randomly chosen “witch’s mark” that can either be a (usually pretty weird) boon or bane), a wide array of cybernetics (which can cause psychosis if you take too many), and vehicles ranging from one-person bikes up to space battleships. 

What surprises is the stuff left out.  Most especially, encumbrance.  Not even mentioned.  Ditto for logistics; ammo is managed by saving throws (you need to reload when your weapon fails its save) and most tech doesn’t appear to need recharging of any kind.  The cigarette-pack standard-energy-clips of Star Frontiers are nowhere to be found here.  Because it’s Desborough, we do get some rules for dealing with exposure to vacuum or radiation (that doesn’t include a mutations table), but the guidelines for generating planets are all about what sort of adventures you can have on them, rather than orbital radius or axial tilt.   

The result is a rules-lite, cinematic game that you could go beer-and-pretzels with but has enough heft to it for long-term campaign style play.  Don’t play it if your group isn’t united in their goals; munchkins can craft real curb-stompers from the race options while your story-gamers will devise original and shocking personalities that are mechanically incoherent.

But do play if you’re looking for something flexible and not very demanding.  You can pick up all the mechanics in an afternoon and you can craft your first adventure over a lazy weekend (be sure to give yourself time to create gear and aliens and maybe a ship or two).  If you and your players love sharing world-building responsibilities, you’re going to love all the options available to you.  And if you instead want to keep firm control over the setting and factions, it’s easy enough to build a cheat-sheet for the players and some pre-made races and go to town.

In short, it’s as flexible as B/X and possibly even more rules-lite.  Character creation isn’t as quick but offers greatly expanded variety.  If you’re looking for a science-fantasy rules set to craft your own fun on, check this game out.

Monday, August 10, 2020

D&D Nibble: Trailing Ghouls

The great Erol Otus' ghoul.
This is a little thing I’ve been toying with for a while, at least since my old Doom & Tea Parties campaign.  I’m writing it up now because someone on Facebook running 5e was looking for a mechanic to disrupt the PCs taking short and long rests.  That’s never been a big deal for me.  I enjoy this for the horror movie aspect of it.  Either way…

Ghouls are, of course, attracted to dead bodies.  The more dead bodies laying about, the more ghouls you get.

PCs generally leave a LOT of dead bodies in their wake.

The ghoul pack grows the more bodies the PCs leave behind.  Keep track of their kills and add ghouls as follows:

Every 4 Small corpses = 0-1 ghouls.

Every 2 Medium corpses = 0-1 ghouls.

Every Large corpse = 1-2 ghouls.

Every Huge corpse = 1d4 ghouls.

Every Gargantuan corpse = the pack abandons the PCs and just camps out inside the corpse.

 

For every 12 ghouls, add a ghast to the pack.


Whenever the PCs camp for an hour or more, they’ll notice the ghouls at the very edge of their vision, lurking and snuffling about.  Describe the furtive scuffling of their feet, the scrape of claws on stone.  As the pack grows, be sure to let the players know that there are more of them out there.  They grow louder as the pack grows as well.  If the pack comes to outnumber the PCs by at least 3 to 1, they dare to come closer.  They’ll howl at each other, get into fights with one another. 

But they won’t fight the PCs.  Not yet.  They’ll scatter as the PCs approach.  They flee if the PCs attack. 

Until the PCs take an 8 hour or longer rest.

The first time the PCs take a long rest AND the pack outnumbers them by at least 3 to 1, they hungry ghouls will attack about halfway through their rest.  The ghouls will flee when a third of their number have been slain.  And go back to shadowing the PCs. 

The PCs can prevent the pack from growing by disposing of the corpses.  Burying the dead only slows the growth of the pack, cutting additions to the pack in half (rounded down).  Poisoning the corpses does nothing; ghouls are immune to pretty much every poison known. 

Fully destroying the corpses with fire or acid is the only sure way to prevent the pack from growing.  Acid is quicker but both methods are time-consuming, especially if the PCs are trying to use cantrips alone to do the deed.   

Saturday, July 25, 2020

Myths of the Rakshasa

So this is apparently a thing. 

First, no, Gygax wasn't the one who said rakshasa's had backwards hands. There's no mention of backwards hands in the 1e Monster Manual entry for the rakshasa. And a bit of experimentation with your own hands will reveal that Trampier's amazing art doesn't have backwards hands either. 

So where did that come from? The first reference I've been able to find to the rakshasa having backwards hands is from DRAGON magazine #84, from April 1984 (the not-foolin' issue that included the last Phil & Dixie comic until years later). Opening an article about rakshasa is a full-page illustration by Jim Holloway:


This illustration is accompanied by the following text: The rakshasa pictured above... resembles the creature described in Funk and Wagnalls Standard Dictionary of Folklore, Mythology, and Legend. This version of the rakshasa has a big belly, fingers that curve away from the palms of its hands, and claws that are said to be poisonous.

Funk and Wagnalls appears to have been a exactly what it says on the tin, and I can totally see such a book floating around the old offices of TSR.  Near as I can tell, this is the origin of the backwards fingers of the rakshasa in D&D.  The 2e Monstrous Compendium solidified the backwards hands thing and the feline thing (rather than the orangutan-looking thing created by Holloway).  I suspect that's due in large part to just how cool the Trampier art from the original Monster Manual was.




Thursday, June 11, 2020

A Great Deal: Monty Haul #1

Monty Haul is a sweet little ‘zine written for 5e D&D but with its feet firmly planted in the Old School cool. It gives off a bit of an ‘80s DRAGON vibe but is a lot more friendly with a stronger personal tone. TL;DR: some neat stuff to make spell-slingers more S&S/Lovecraftian eldritch, plus other goodies worth checking out.

Disclaimer: I backed the Kickstarter and got a sneak peek at #1 so I could help with proofreading. More than that, Mark Finn is an awesome guy I used to hang out with every chance I had when I lived in Austin (which mostly meant seeing him at conventions like ArmadilloCon). He's a literal raconteur of exceptional skill. And his brother was my therapist for a while. I think Mark rocks on and off toast.

More importantly for this discussion, Mark is a widely recognized Robert E. Howard scholar. (And yes, Amazon gives me a kickback if you buy from that link). So when he talks about Swords & Sorcery, he knows whereof he speaks. And he worked for Chessex in the ‘90s. The dude has been around and he has some stories to tell.

So, what is Monty Haul? Mostly material Mark’s created for his home game: homebrew rules, world-building, monsters, and other fun stuff that isn’t what you’re finding elsewhere.

Monty Haul #1 is dedicated to spell-slingers, specifically wizards, warlocks, and sorcerers. Because he’s writing for 5e, this means subclasses. Because it’s Mark, they’re not the usual sort of stuff. For instance, he’s got a new warlock patron, the Yellow King, who gives your warlock the power to blast enemies with mind-jarring visions of Carcosa. There’s a new sorcery origin, eldritch ancestry, that allows you to pick from three different flavors of eldritch horror (the Black Goat, which is all about chthonic deities and tentacles, the Void Dweller who are all about warping time and space, and the Deep Ones with their aquatic powers). My favorite bennie for these comes at 6th level: whenever you take physical damage, your eldritch birthright boils out from under the thin shell of your ruptured flesh, allowing you to deal greater unarmed damage to your attackers. The more hits you take, the more wrongness erupts through the holes in your skin, and the more dangerous you become. There’s also a new school for wizards, That Which Man Was Not Meant to Know, that starts off giving you some AC bonuses (due to your extreme paranoia) and ends at 14th level where the simple act of casting your spells causes psychic damage to those who can see and hear you.

There’s also a trio of “monsters” designed to plague spell-slingers specifically. I put monsters in quotes because these things have no stats; if you can see them, you can squish them pretty easily. But each is a parasite that infests the body. The ear worm is a sort of anti-babble-fish, translating the words you hear into a random language you might not understand. There’s also the mind mite (aka the brain cloud) that eats spell slots.
If you’re not into spell-slingers, there’s still some good stuff for you, including a nifty melding of the TSR-era reaction table with 5e’s social skills that I’m now using in my campaigns.

My favorite section is probably the Design Notes for a Magical City. This is not a keyed map of a magical city, but instead ideas Mark has used to make one of the city’s in his homebrew campaign more magical. This makes them very easy to slap a new coat of paint on and drop into your home campaign.

Even better, the first section is Mark’s design notes for all the different sections, the why’s and wherefore’s of the choices he’s made. Since you know why he made the choices he’s described, you’re in a better position to judge how useful his work is for your campaign and how you might want to tweak it for optimal performance at your table.

You can get Monty Haul #1 at drivethrurpg.com as a .pdf. I’m not sure if there are options for getting it in dead tree form if you missed the Kickstarter (you might contact Mark directly if that’s something you’re interested in).

Thursday, May 28, 2020

6e? Don't Hold Your Breath


Ran across this bit of 6e D&D prognostication recently.

Ugh… where to begin?

First, I do write for a living, so I totally get the burst of inspiration that combines the need to get something, anything, out and the desire to talk about my latest fascination. But there’s a lot of working-from-false-premises here. So let me lay a truth bomb on y’all:

WotC has no interest in ever publishing a 6th edition.

Zero.

Zip.

Nada.

Zilch.

In a perfect world, they would simply ride on 5e until the end of time. Why? Well, first, there’s the expense of hiring a team to craft the rules, do the writing, create all the art, etc. Second, there’s the risk, and it’s a bad one. According to Ryan Dancey in an interview with Fear the Boot, the publication of 2e basically split the D&D community in half. While a really good edition might bring across more than half to 6e, there will be a noticeable percentage of folks who will simply stay with 5e. (And note that 2e came out before any sort of OGL allowed people to do anything like Pathfinder.)

RPGs generally get a new edition when sales flag badly for the current edition. (Though the early edition changes, from D&D to AD&D to 2e were largely about corporate slapfights; 2e was created in some part to get Gygax’s name off the books.) Sales slump generally when the game gets too complex to easily welcome new players. This is usually the result of new rules that make the material in what’s supposed to be the flagship book (in D&D’s case, the Players’ Handbook) sub-optimal. Power creep leads players to disdain the original options and seek out new race and class combos. Suddenly, a game that once required a $50 book to play now requires two. Or three. As time goes on, the GM and players end up juggling a half-dozen large, coffee-table books to play the game.

But the folks at WotC have worked hard to avoid that fate for D&D. Since the publication of 5e, there have been no official new classes published. Just about all the new sub-classes and spells are in Xanathar’s. New races are in Vollo’s and Mordenkainen’s (and these are generally so simple you don’t need to reference them in the middle of a game.)

This has been a purposeful campaign to prevent the game from acquiring a crust of new rules and complexity that usually leads to sales collapse. Coupled with the explosion of interest in the game, and WotC is even less interested in publishing a new edition. Yeah, it’s been nearly six years since 5e came out, and yes there was only five years between 3.5 and 4th, and only six years between 4th and 5th, but again, the timing is not based on calendars. It’s based on sales.

And sales are still good.

Maybe if sales have collapsed during the Covid lockdowns we might see rumblings about 6e from WotC. But I doubt it. And I don’t doubt for a moment that everyone involved in D&D at WotC has a handful of notes about things they think need to be different in the next edition. But it ain’t happening before ’21.

And if WotC has anything to say about it, it won’t happen before 2025. If ever.

Sunday, April 12, 2020

Trollsmyth Does the Borderlands

Yesterday, my wife and I were talking about choice in D&D, and that lead to a chat about dungeons. Apparently, she’d never experienced the classic dungeons. Her experiences with early D&D were largely of the cloaked-guy-in-the-tavern-sends-you-into-the-dungeon-to-retrieve-a-Maguffin-and-you-get-to-keep-everything-else-you-find sort. And where the monsters just waited patiently in their rooms for the PCs to kick in the door. That sort of thing.

And while I’ve played in campaigns like that, I’m not sure I ever ran one like that. My model was the Caves of Chaos. So I dug up my pdf of B2: Keep on the Borderlands and ran it for her.

And I still can’t quite say she’s experienced a classic D&D dungeon. Not quite.

We played with 5e rules; could have done my old mish-mash of B/X and 2e, but we had 5e books at hand. She made a half-elf wizard with an entertainer background. Her character was headed to the borderlands to get a jump on his wizarding skills by searching for long-lost treasures of the ancient and wicked empire of Acheron (because yes, I’m totally up to stealing from R.E. Howard when asked to DM at a moment’s notice). Feel free to skip down to the end for my final thoughts if you want to avoid spoilders, because SPOILERS FOLLOW:

So with some favorite name-generators from the internet and a meh-quality pdf of the adventure pulled up on my laptop, I started her character off outside the keep. He was soon at the tavern (which I’d combined with the inn to make a single establishment called the Tipsy Cockatrice), negotiating a deal with the owner to perform in the evenings to defray some of the costs of room and board. He then wandered around the outer bailey, hearing about the strange monk (Gimha) and caravans that had gone missing, noticing the shops, and the temple to Astarte. At the fountain, he encountered a half-orc warrior whose sword bore marks of ancient Acheron.

Now, while I’m totally willing to forgive B2 its unnamed Castellan and innkeeper, because it’s easy enough for me to name them myself and give the keep the character I want it to have (in this case, a wee bit Howard’s Aquilonia), all the featureless +1 swords do start to get on my nerves pretty quickly.

So the sword I gave this half-orc warrior named Lagakh was fashioned from a variation of my old weeping iron. (This version was just like that except it was weeping steel because I’d forgotten which I’d called it originally.) Tindomé the half-elf wizard was intrigued and asked about it. Lagakh let on that she and a warlock had plundered a before-now-undiscovered ruin and found the blade there. Lagakh was now hurting for money because she’d spent her coin to refurbish the grip and scabbard, so she was willing to lead Tindomé to the ruin in exchange for half of whatever treasure they recovered, or 10 gp if there was no more treasure to be found.

While I was inventing an Acheronian enchanter named Ilerius whose mark was on the blade (but who probably hadn’t actually made it, because the blade didn’t have Ilerius’ trademark soul-stealing enchantments on it), I realized that I was inviting Tam’s character to go on adventure I didn’t have prepped. Now, coming up with a ruin that had a secret portion that Lagakh and her companion hadn’t found would have been easy enough, but the idea here was to introduce Tam to some classic dungeons. And I don’t think I’d ever run the Moathouse from Temple of Elemental Evil. Which was perfect; nearly two-thirds of the dungeon under the moathouse is separated from the rest by secret doors and it has its own exit to the outside world. So it was a piece of cake to say that Lareth the Beautiful was a priest of Apophis in league with the priestess running things in the Caves of Chaos. And because old-school D&D is so wonderfully simple and easy to run, it took me a half-hour to find my copy and prep it.

So Tindomé and Lagakh went to the ruins of the Moathouse, which I repurposed as a final-days-of-the-Empire Acheronian fort. That meant aging everything outside the secret area by about a thousand years, but that wasn’t a big deal. I got rid of the brigands, said Lagakh had already slain the spider, and left the snake in its room (which Tindomé and Lagakh choose to ignore). A very high roll on a history check revealed the secret door in the “Black Chamber” where the brigands were to have holed up. I also removed the zombies, ogre, and captives from the area in front of the secret portion.

The first inhabitants of the place encountered by Tindomé and Lagakh were the gnolls who were feeling ill-used. A reaction roll said they were wary, but considering their feelings on their situation and relationship with Lareth, they were hesitant to get into a fight. Tindomé said they were here to meet with “the New Master” (I forget how he came up in the conversation) and the gnolls, disappointed, pointed them to where the New Master could be found (and warned them about the trapped doors, though they did not explain how those traps worked). After wandering about for a bit and finding some orichalcum I’d placed in the mechanism of the trap, as well as the guards protecting the passage to Lareth’s quarters, they then found the secret exit. There they discovered a bit of a torn sack that had contained barley with a mark on it that made it likely it was from a missing caravan. One the way back, they discovered even more: one of the caravan’s wagons, abandoned with a broken axle and still holding four sacks of flour. They returned to the Keep with the sack and requested an audience with the Castellan.

What they got was an audience with the Bailiff of the Outer Bailey, Arus Dun. He brought in the Priestess of Astarte to discuss the situation. Arus pointed out that bandits raiding the caravans almost certainly had spies, probably at the Keep if not at the other end of the route. Tindomé mentioned that they’d walked in with Lagakh lugging the sack of flour over her shoulder; it was likely word of their find and what it meant were all of the Keep by now. He suggested they lock down the keep, do a quick census to see if anyone had fled, and then use Zone of Truth and his own Detect Thoughts to root out any spies.

This dragnet of course caught Gimha and his two acolytes. They nearly killed the Priestess of Astarte with a snake staff and multiple sacred flames, and did manage to kill a few guards and nearly Lagakh with Spiritual Guardians. Our heroes triumphed in the end, capturing one of the acolytes alive to rip his knowledge out with Detect Thoughts. A bit of Speak with the Dead filled in the holes.

Before they’d left for the Moathouse, Tindomé had spoken with Gimha who’d suggested they gather a party and travel to a series of caves used in the era of Acheron as cells for ascetic worshipers of Apophis famed for their powers of prophecy. Tindomé thought it was a splendid plan and agreed to go as soon as he and Lagakh got back from the Moathouse. Now they knew Gimha’s plan was to lure as many of the adventurers (especially the spell-slinging ones) away from the Keep and into an ambush. And that the Priestess of Apophis in the Caves of Chaos was all but ready to unleash her humanoid army on the Keep. Gimha didn’t know how they planned to succeed (it was with the help of summoned earth elementals) but knew the hour was fast approaching.

Tindomé finally got his audience with Castellan. He gave Tindomé and Lagakh some coin and an invisibility potion to scout out the caves. Which they did.

First, Tindomé had Lagakh help him disguise his scent. They avoided going in the caves of the cult (feeling too creeped out by the entrance), then did a pretty good job scouting through the orc and bugbear caves, a bit of the gnoll caves, and the goblin caves. They nearly got nabbed by the magic in the minotaur’s caves, never got past the door into the hobgoblin caves, and decided the owlbear and ogre didn’t need to be disturbed. They got caught in the orc’s net (and escaped with the help of a well-timed Unseen Servant) and then later fell into the kobolds’ pit trap. Another Unseen Servant “opened” the pit for them to crawl out, but there was a mob of kobolds there now, and through sheer numbers they put more than a few holes in poor Tindomé. He passed out, but Lagakh was able to carry him out and pour a healing potion down his throat.

The two then high-tailed it back to the Keep to make their report. The High Priestess of Astarte told them that the Priestess of Apophis was using an ancient altar upon which various humanoid chieftains had pledged not only their obedience to the cult of Apophis, but also that of their descendants. It was the great-great-great-great-so-many-greats-grandchildren of those long-ago chiefs who had brought their tribes to the Caves of Chaos so the cult of Apophis could capture the Keep.

Tindomé and Lagakh agreed to infiltrate the caves and desecrate the magic altar with holy water in hopes of breaking the hold of Apophis on the humanoids. An Adept of Astarte named Zaret went with them, and the Bailiff with some mounted archers went as well to supply a diversion.

T, L, and Z infiltrated the cult’s caves and, after nearly desecrating the wrong altar, got the job done and then ran like hell to escape the wrath of the cultists and their undead minions. The humanoids either started fleeing or turned on their erstwhile masters.

The Castellan is planning to hit the caves the next day. By then, most of the humanoids will have packed up and left. The cultists might still be there; I haven’t decided yet. Either way, most of the treasure will be gone.

END OF SPOILERS

Which brings up an interesting point about how EXP interacts with player choices. What T did was perfectly valid and effective in so far as foiling the plots of the cult. However, Tindomé liberated only 50 gp worth of treasure from the whole affair which he’ll have to split with Lagakh. If it wasn’t for rewards from the Keep folk, the entire affair would have been at a loss after you count in the used healing potions (worth 50 gp each themselves). By the time the soldiers sack the place, there’s barely going to be any treasure left to speak of that isn’t cursed. If we were playing by B/X rules, my wife’s character wouldn’t have earned enough EXP this way to get anywhere near 2nd level (and we started Tindomé off at 3rd since we were using 5e rules and she was playing solo).

GP-for-EXP certainly encourages more aggressive and mercenary play. Whether that’s a bug or a feature will really depend on what your goals are. I have to say that what happened certainly felt like something out of a Conan or a Thieves’ World story, so I’m pretty happy with what did happen, and my wife very much enjoyed herself. If we continue, I’ll probably send her Tindomé to the small farming hamlet of Orlane, a vital source of food for the Keep until they can get their own farms productive. Papers recovered from the cult will show that the servants of Apophis are making headway in their designs against the town, thanks to the aid of a mysterious personage called Explictica Defilus.

Wednesday, April 08, 2020

Escaping the Railroad

Over at the Alexandrian is a new article about the long-term effects of railroading on players and GMs of RPGs. It’s largely about the frustrations of trying to run an open-ended campaign based on conflicts for players who are conditioned to look for and ride the plot-train.

I’ve long considered the way I run D&D to be non-standard. My experiences in campaigns run by others have largely been of the sort where the DM preps a dungeon, the players go to that dungeon, they go through the front door, they clear out a few rooms, they retreat, rest up, then go back in. The dungeon does not react much to the PCs incursions, nor does the wider world. It’s fun, popcorn gaming and I know folks enjoy it. I like it every now and then, but it’s generally not what I’m looking for in an RPG.

So when an experienced player shows up at my table for the first time, I assume that even if they do understand intellectually what I mean when I talk about sandbox-style play, once the dice hit the table they are likely to default to old habits. So I throw a blatant choice in their path and I openly discuss the consequences of the potential choices.

Sometimes I’m pretty overt about this. I’ll have a conversation with the players, as the DM and with the actual living humans around the table, about what the choices are and the likely outcomes of each choice. This not only allows them to make an informed decision (and tell me, the DM, what their priorities are), it blatantly shoves in their face the reality of meaningful choice. Some folks still won’t get it, end up frustrated and give up. Which is fine; my games are not for everyone. But eventually most players come to expect this sort of decision gate and start looking for it everywhere.

When I can, I prefer to have this conversation in-game, in order to preserve the immersion. I call this NPC arguments, and my players frequently call it “Brian has a conversation with himself.” Generally, two or three NPCs (adding four or more often makes things too confusing to follow) will argue about the choices the PCs face. Each will champion a different choice, and will point out the potential pitfalls and opportunity-costs of going with their rival’s preferred option. And then, to make it blatant, one will turn to the PCs and say something along the lines of, “Well, what are you gonna do?”

Keep in mind, these are sandboxy scenarios, so while I’m presenting two or three choices, those are never the only options. And nerds being nerds, they’re going to want to Picard these scenarios and find a better plan that mitigates the bad (or, at least, pushes all the bad on people they don’t like). And I’m totally cool with that, because, as I said: sandboxy. If the players want to Yojimbo between the Castellan and the Caves of Chaos, I’m totally down for that. Whether their motivation is a thirst for freedom, a desire to screw with me, or just because it sounds like more fun, I can roll with those punches. Especially if they’re creating their own option because it sounds like more fun!

Art by Jim Roslof.

Tuesday, April 07, 2020

Lost and Wandering Vagrant Queen

The opening scene of Vagrant Queen is a God-awful mess. It’s supposed to invoke the opening scene of Guardians of the Galaxy (itself attempting to invoke the opening scene of Raiders of the Lost Ark). But we don’t get any cool, imaginative dungeon-delving and trap-thwarting. Instead, we see our heroine dismember and toy with a pair of would-be robbers before brutally shooting them both in the head.

Sigh…

Listen, I get it; they wanted to show us our main character being a badass survivor. The problem is, she comes off looking cruel. Trying to leaven that cruelty with some post-modern banter would have been cool and edgy in the ‘90s. Now it feels de rigueur and forced.

A lot of this show feels de rigueur and forced.

Take Isaac. He’s supposed to be a loveable manchild a la Starlord. But without Starlord’s competence, because that would threaten the status of resident-badass not-a-queen Elida. So he’s a stupid, not-a-badass manchild. So what makes him loveable?

Er… he’s from Canada?


The show really doesn’t know what to do with Isaac. In the opening of episode 2, much is made of his inability to hit what he’s shooting at. By the end of the episode, he’s sniping baddies through the brainpan with his pistol. He’s all over the place. He’s a jerk from Elida’s past, only he’s sweet (kinda sometimes), he’s stupid and inept except where the script needs him to actually hit what he’s shooting at. Since they don’t even try to justify the mad swings, it just comes off is disjointed, messy, and distancing. He’s clearly intended to be comic relief, but the show doesn’t need him for that because the baddies are all comic relief (even when they’re supposed to threatening). So he’s basically reduced to needing to be rescued and providing the (again) de rigueur post-modern pop culture references.

The heart of the show (and by far the most interesting character) is Amae the mechanic, who wears her heart on her sleeve, believes strongly in the Power of Friendship (and a good plan) and risks her life to do the right thing with barely any hesitation at all. She’s your classic Alan Dean Foster hero and the show really wants to be about her, but its not, so it feels horribly unabalanced.

But it can’t be about Amae because the principle hero is supposed to be Elida. But she’s really, really hard to invest in. When she finally does “save the cat,” about halfway through the first episode, it feels, once again, de rigueur. Her principle virtue is loyalty to a fault. Kinda. Because she feels absolutely zero loyalty to the partisans of her conquered homeworld. I mean, I kinda get it, but it comes off as very selective and even kinda selfish.

It’s just clumsy and poorly written. And before we even get to that point, we see Elida torture-murder a pair of scavengers who, admittedly, were going to rob her and leave her stranded, but they were clearly not going to murder her. (It doesn’t help that their bumbling comic-relief shtick and the ease with which Elida dispatches them completely undercuts any sense of threat that might have justified her cold-blooded reaction.) And then we see her putting up with getting ripped off by the buyer for the thingus she’d been scavenging.

And I get it. We’re supposed to empathize with her plight. But that’s not easy to do. This works for Rey in The Force Awakens because Rey is clearly trapped on a dying world on the ass-end of the galaxy. She has to take the buyer’s quarter-portions of food because she’s got no choice.

But Elida has a starship. And it’s made clear she’s been cheated by this asshole before. So why is she still doing business with him? Why didn’t she fly somewhere else to sell her salvage?

That level of worldbuilding is something the show can’t be bothered with. There’s a lot of WTF worldbuilding in this show. Like the way no spaceships have weapons. I’m serious. Not only do we never see a weapon fired from a spaceship, there are at least two situations where our big bad evil Space Navy guys could easily destroy Elida by shooting her out of space, but they don’t. So we can only assume they don’t have guns on their ships. Which is so very WTF.

It’s cute and silly in the way we expect a TV show starring Bruce Campbell to be. And, on that level, it’s entertaining. It’s about as subtle as a sledgehammer (every flashback involving Elida’s mother ends with the woman saying, “You can never have friends!”). It’s surprisingly gory. It’s internally inconsistent and soooo much happens because the plot needs it to. That said, the leads have charisma (even when their characters don’t) and the set and prop design is fun (the costumes are so generic you’ll hardly notice them but for a few stand-out outfits of the otherwise eyeroll-inspiring villain Lazaro). If they release the third episode on YouTube I’ll probably check it out to see if it gets better. Otherwise…

Sunday, March 22, 2020

If Failure isn't Interesting, Skip It!

We’ve all seen 5e DMs do it; a player asks a question and the DM reflexively asks for a skill roll. Prof DM over at the Dungeon Craft vlog says, “Don’t do it!” and wisely brings up the Garden of Eden problem. This happens when a plot or adventure can’t progress unless the PCs successfully take a particular action. (It’s called the Garden of Eden Problem because until Adam and Eve eat the forbidden fruit, nothing can progress. There’s no tension, no drama, no conflict; the happy couple remains in paradise and nothing dramatically significant happens, which is awesome for them, but sucks if you’re trying to tell an entertaining story or run a fun game.) I believe it’s Dyson Logos I’ve seen repeatedly on Facebook saying something along the lines of, “If you don’t want to accept what the dice tell you, why are you rolling the dice?” This is the flip side of what Prof. DM is saying; if you’re not willing to accept failure, why invite it by invoking random chance?

I’m going to take this a step further: if failure isn’t potentially fun, don’t bother rolling. If the players are attempting to pick a lock in a dungeon, and there’s no reason for them to rush, no chance for a wandering monster to interrupt their efforts or the dungeon’s inhabitants aren’t taking the time to lay ambushes or sneak up on them, I just say they succeed. This goes doubly so if the PCs are back in their safe base, and have uninterrupted hours to inspect and work on the lock without fear of ninja ambush or the like.

Conversely, if I can make failure interesting and the roll is otherwise unmomentous, I’ll ask the players to roll. No, I’m not rolling to see if the bard can successfully sing Scarborough Faire, but I might roll to see if someone in the audience knows it’s used by a secret rebel group that they believe is responsible for the kidnapping of their sister and so decides the PCs need to be ambushed, or possibly pointed out to the Iron Baron’s secret police. Or maybe extreme success is interesting; you might shave a few gold pieces off the price, but if you demonstrate superior haggling skills, the merchant will decide you’re the perfect spouse for her ne’er-do-well son.

And yes, this goes doubly so in combat. Most rolls are interesting in combat, succeed or fail. But there are fights that are just foregone conclusions, and there’s no chance of anyone else intervening no matter how long the matter drags out. There’s no point in suffering through the string of misses that’s just going to eat up valuable gaming time. If there’s no chance of failure being interesting, I just let the PCs succeed.

In the best fights, and the best dungeon delves, every second (or, at least, every six-second round) counts. But not every encounter or adventure pushes such exacting standards. If the most interesting thing that happens from failure is that someone else tries instead, or the PCs rest and try again, just let them succeed. If the fight’s gone on long enough, and the outcome is absolutely going to be PC success, just let them win and move on. Your game will be better for it.

Monday, March 16, 2020

Howdy!

I'm still alive, just dealing with some stuff that's eating up all my spare time. Hopefully I'll be through it soon; there's so much fun bloggy stuff to talk about.

In the meantime, enjoy this public service announcement.

Tuesday, January 21, 2020

Consider Phlebas? I'd Rather Not, Thanks.

I can’t say I wasn’t warned.

I’ve been hearing about Banks’ Culture novels for some time now. Whenever someone brings up neat future cultures or anthropology in sci-fi, Banks gets mentioned right along C.J. Cherryh, so I’ve been meaning to get to these for a while. I’ve also been warned that the first one, Consider Phlebas, isn’t very good. It’s Banks’ first sci-fi novel, and pales considerably next to the other books in the series. I’ve been told it’s more “Culture adjacent” rather than a true Culture novel itself. I’ve been told I can skip it.

I was told I should skip it.

I should have listened.

It starts off promising enough: a shape-shifting secret agent is chained to the wall of a dungeon after having been found out while impersonating an important member of a planet’s ruling gerontocracy. Looks like a great opening to a rollicking Planetary Romance, right?

Only the dungeon is built beneath the privies of a great feast, and he is sentenced to be drowned in the poo of those attending the feast. It’s a death as impractical as it is juvenile. Just how many people are attending this feast?

It doesn’t get any better. You’d expect the special agents of dueling star empires to ooze competence, if not a certain savoir faire (especially since one is from the magical and amazing Culture). Nope, everyone in this story is a bumbling incompetent. One character attempts to disguise themselves by doing nothing but changing their hair color. Another character nearly manages to escape. I can’t remember if that failed escape attempt results in any deaths, but nothing is done to prevent further attempts, which do lead to the death of a handful of characters.

Nearly everybody dies gruesome, ugly deaths. Even the “victor” of the novel’s events is so disgusted with the whole mess that they commit suicide.

The world building is pretty meh as well. Twice, Banks throws up his hands at attempting to explain why the characters are behaving they way they are and just blames it on religion. What these characters are doing is, in one instance, stupid, self-destructive, painful, and literally counter to basic biological instincts, but hey, it’s ok, because religion makes people that impossibly stupid. And what in the world does retirement even mean to a nigh-immortal AI living in a post-scarcity society?

The result is a long, rambly mess that feels like an attempt to write Heart of Darkness as a sci-fi novel. Yeah. It’s that bad.

I will eventually get to later Culture novels, as I’m still curious. But this one put me off my feed enough I’m going to wait a bit before I do so. Blah.

Saturday, December 21, 2019

The Witcher Series

I was going to call it a TV series, but since it's on Netflix is it really TV? I suppose the format is very similar.

The series is ok. I've not played the games or read the books, so it might be goring sacred cows left and right. I've watched six of the eight episodes. The tone is all over the place. Bits are so baldly comedic they feel like they were lifted from that old Wizards and Warriors TV show. Other parts have that ugly darkness you'd expect from the IP's reputation. The CGI ranges from nicely subtle to laughably bad. Ditto for the casting and for the costuming. It keeps trying to have emotional payoff without actually earning it. I fear fans are going to be horribly disappointed, but I'm enjoying it (though chiefly as fun but disposable entertainment).

Henry Cavill's a bit one-note as Geralt, but he oozes charisma. He's not nearly as interesting, however, as either Ciri or Yennefer. Though watching Yennefer flail about with sword and dagger seems a bit meh after you've seen her do all this. I mean, how the heck is Netflix supposed to top death by magical raven punching its way through someone's skull?

Sunday, December 08, 2019

Stat Blocks and Table Space

On a post from 2015, Ruprecht recently asked:

I'm curious what people think about the way the modules are handled. They just say Knight (for example) and the DM is expected to look up the Knight statblock in the back of the monster manual. This is brilliant to save space but seems less useful at the table.

This is easily one of the areas where OSR publications stomp all over WotC's stuff: ease of use at the table. An A5 size book with a good binding is easy to use and doesn't eat up nearly the table real estate that 5e's core books and adventures take up. Plus, in the best OSR stuff, the stat blocks and maps are all there on one page for you.

Compare to trying to run an official 5e adventure. You'll have the adventure itself, a big coffee-table tome with the adventure itself. And you'll be flipping back-and-forth because the maps are pages away from the keyed descriptions. And, as Ruprecht points out, you'll also want the MM with you to look up any foes the PCs might encounter.


But wait, there's more! Because you'll also need the PHB so you can look up the details on the spells everyone is going to be casting. And maybe Xanathar's as well, if someone is using stuff from that book. Luckily, you'll only need to flip back and forth in the MM if the encounter includes more than one type of monster. You'll be flipping a bit in the adventure book, and a LOT in the PHB. (Gift idea for the DM in your life: a pad of post-its they can use to mark important pages in all these books!) Which means your DM is going to be taking up twice to three-times the space of a player. Oh, wait, but we forgot about any notes the DM might have written down. Or space to roll dice!


This is extremely sub-optimal, but unlikely to change. Current RPG tastes dictate the complex stat blocks and rules, as well as the honkin' big books as the standard for AAA RPGs (and this is after WotC made a big deal about simplifying D&D).

Due to the extreme unwieldiness and generally meh contents, I've not felt the need to run one of the official adventures. But I do know people who are, and I can probably get some more info from them on how they're finding it.

Monday, December 02, 2019

More Probably Completely Incorrect Musings on the D&D Movie

So we got new info! Joining our hero, Raven Hightower, will be the gnome thief Olivan Trickfoot and the “half-dragon” Hack Karroway.

Olivan is clearly the comedic sidekick here, and probably the “Smart Guy.” Hack is… well, what exactly do they mean by “half-dragon” anyway?

Depending on how accurately they’re using the term, we could be talking about a sorcerer with dragon’s blood in his veins. But with a name like “Hack” that’s probably not the direction they’re going with.

In ye olden days, I’d assume a human sorcerer with some scales on the back of his arms and maybe cheeks, but CGI is so good now they could totally mean a dragonborn. (They could also mean a literal half-dragon, but I don’t think we’ve seen an official version in 5e yet? In any case…) Such a hulking CGI mass of scales, fangs, and horns would obviously be the “Big Guy” and, if the writers have some skill at dialogue, would share comedic duties with the gnome in classic big-guy-and-little-guy fashion.

Our final good-guy is “a masked warrior named Alyssa Steelsong who is set to take over Palarandusk's role [as leader of a group of Triadic Knights] when the dragon dies.”

I cannot express how much this riles up my cynicism, which expects Steelsong to only wear the mask long enough to defeat a gang of villainous flunkies before doffing her mask to reveal OMG-a-woman-warrior-unpossible!!! Somehow, I doubt this option will have much impact a full quarter-century after the debut of Xena: Warrior Princess. (Yep, 25 years ago come 2020!) We will then never see the mask again, and Steelsong will proceed to get her ass kicked in every fight for the rest of the movie, constantly needing to be rescued by Hightower. This will culminate in a climax where the arch-villain male drow Razer Horlbar threatens to kill her in exactly the same way he murdered Hightower’s sister.

In this version of things, Razer’s tiefling ally Damala (probably a spell-slinger of some flavor) ends up travelling with the heroes. Trickfoot and Hack will constantly be going on about how she can’t be trusted, but she won’t actually do anything sinister except behave in a vaguely femme-fatale fashion. In this case, Damala will be the Lancer and Steelsong will be the group’s Heart. If the crew isn’t careful, and they give her enough screen time and cast a skillful actress in Damala’s role, she’ll steal the show from Hightower and there will be clamor for a spin-off solo movie for Damala.

A more interesting option casts Steelsong as the Lancer. The mask will come out regularly, usually when she’s about to do some serious ass-kicking, and it will be quite clear that she’s more skilled as a warrior than Hightower. She’ll keep saying that she ought to be leading the mission, but Hack and Trickfoot will keep reminding her that she hasn’t earned their trust yet. Respect, sure, but that’s not enough to get them to follow her into the Abyss. Her time with the trio will be about teaching her to let go of her mask and allow herself to make real connections with others in order to be a more effective leader. The final climax will have her fighting against the Beast without her mask, possibly forcing her to rely on Trickfoot for survival and victory. 25% chance she chooses to betray the party at the end of the second act for what she thinks, at the time, is the greater good, but returns in the final battle to redeem herself.

In this case, the Heart of the group will be Hightower’s dead sister, who will appear to her brother in dreams and hallucinations (after he’s been knocked unconscious by drugs or blunt trauma to his skull) and impart vague words of wisdom or warnings. 10% chance she’s still alive, serving as a masked or veiled oracle for Razer or something similar. Very slim chance she’s an undead bodyguard for Razer and Hightower is forced to kill her just before he goes mano-y-mano with the drow.

Razer will likely look like Nightcrawler from the X-men movies or possibly like the pale elves from del Toro’s second Hellboy movie. Hack has a 50-50 chance of making it alive to the end of the movie. Too high a chance they’ll try to make Trickfoot into a furless Rocket Raccoon. If they give him goggles, gadgets, and a heavily sculpted “adorable” hairdo, consider it a warning.

No mention of good-guy spell-slingers. They don’t say what Hack is, so he could be a wizard, but that’s not the way to bet. Steelsong could be a paladin, but in any incarnation she likely won’t be slinging too many spells. Honestly, while it’s insane to consider a D&D party going after the relics of Vecna without a cleric, by keeping the spell-slingers to a minimum they reduce the need to explain how D&D magic works to casual viewers.

Monday, November 18, 2019

Sci-fi Treasure

Treasure is easy in fantasy realms. Usually, it's great piles of gold coins, gleaming gems, and works of art. If you're doing a more Bronze Age thing, it can be cauldrons and tripods and drinking vessels like you see in The Odyssey. But what's treasure in a sci-fi universe? Large stacks of credit-vouchers just don't have the same feel as tumbled piles of doubloons and ancient crowns.

Back in the middle of the 20th century, when the future was nuclear, space powers feuded over fissionables the way 20th century powers fought over oil. Later, when the power of the future shifted from fission to fusion, He3 became the thing to fight over.

There's been all sorts of unobtaniums associated with power generation or FTL travel, such as Star Trek's dilithium crystals or the floaty magic rocks in the Avatar movie. This is a common and accepted way of expressing great value in space opera these days.

Mass-to-energy conversion makes this sort of thing difficult (unless the unobtanium is a key component in the process). Energy-to-mass conversion essentially makes anything dirt cheap. At that point, your treasure is going to be works of rare art, especially if you can verify the authenticity of original works. (While AIs might be able to churn out amazing art at astounding speed, the assumption here is that the original creations of idolized artists will still command great value, though potentially only to eccentric collectors.)

There's also the secrets-of-ancient-antiquity version, whether that's the knowledge of a lost (often but not always Golden) age (like the STCs of the Warhammer 40k universe), or dead alien civilizations.

While gemstones can still work (especially if you have a magical tech that can distinguish between natural and artificial) it takes more work. Keep in mind that diamonds are worth as much as they are today in the real world due to the bulk of the natural supply being dribbled out slowly by the principle mine-owners. They're actually quite common, just not in circulation.

Finally, while there's lots of gold and other precious metals potentially floating about, if you're talking about a galaxy-spanning civilization(s) with a population measured in the vigintillions, and most especially if there are practical applications for these metals (conducting electricity is still a thing), demand could still drive up price. This can be especially true if something is disrupting mining efforts; local pirate activity or warfare could drive up the price locally, double so if your FTL travel isn't instantaneous.

I've been casting about for other ideas of what future treasure might look like. If anyone has other suggestions, please feel free to share in the comments.

Tuesday, November 05, 2019

They Were Wargamers

It’s a fact that the earliest players of D&D were wargamers, and that D&D sprang, not full-fledged from the brow of Gygax, but rather as variations on fantasy medieval wargaming. It’s easy, therefore, to extrapolate some assumptions based on what we know about wargaming. But if you don’t do much wargaming, or you’ve only been exposed to certain flavors of wargaming, the keyhole you’re looking through might be too skinny for you to get the full view of things.

Let’s take a look at one of the most popular wargames (at least in the US) out today: Warhammer 40,000. Thing is, when it was first released, it wasn’t really a wargame. Rogue Trader was billed as more of an RPG. Today we’d recognize it as a skirmish-level, campaign focused wargame with RPG elements. The idea was you’d create these stories of the 41st Millennium by playing out clashes between freebooters, criminals, space marines, and orks on the backworlds and seedy alleys of a dark and distant tomorrow. And stories need characters. In order to create interesting stories, you need interesting characters. That requires a certain amount of customization, if only in the ability to name and outfit your dudemans to personalize them. So if you flip through a copy of Rogue Trader, you’ll see all kinds of weirdness: Space Marines wielding shuriken catapults and rolling after a fight to see if your character was just laid up in a medical vat for a week or is truly, really, completely dead.

That’s likely what the first iterations of proto-D&D were: rules for personalizing your fantasy army’s captains and lieutenants, so you could create your own Elric and Conan and Aragorn and pit them against each other. They would acquire a history and rivalries and bosom companions and such from the stories of their battles, which would spin off new adventures (very much the way The Temple of Elemental Evil was spawned by the wargaming of a fantasy siege).

But note that this is a desire to imbue these characters with personality and hang stories on them. This is not the disposable cypher miniature of just another grunt in your horde. So how do we reconcile this desire for story with the very disposable nature of early D&D characters?

Quite simply this: the story a wargamer is telling isn’t so much the story of any particular individual, but rather the story of a battle, a campaign, an army, or a family. The death of any individual doesn’t end the story, but merely marks the ending of a chapter in a broader, possibly multigenerational story.

This is why AD&D has rules for things like constructing strongholds, for stat adjustments when characters age, for followers and henchmen and the like. Early D&D may not have been about fighter Joebob III, son of Joebob II, son of Joebob, but it could very much be about the dynasty of Joebob, the effect it had on the Gran Marches, and its eventual corruption and destruction at the hands of the black wyrm Mavelant.

Saturday, October 05, 2019

Movie Review: Color Out of Space

I got to see Color out of Space at the H.P. Lovecraft Film Festival & CthulhuCon last night. While I’m not a connoisseur of Lovecraft adaptations to film, this is the best I’ve ever seen. If you’re a fan of movies like The Thing, this is likely right up your alley. This is also the best Richard Stanley film I’ve seen, but again, not a connoisseur, so take both of those statements with a grain of salt.

Still, this has all the hallmarks of a solid film. The fx are good, the casting and acting are excellent across the board, and the writing is top notch. Note that this is not a scene-for-scene adaptation of Lovecraft’s story. Instead, Stanley puts the focus of the film on the Gardner’s, the family that owns the farm the Color lands in, and sets it in the modern day.

The result is something potent. The Gardner’s are a family with a surfeit of life happening to them. Mrs. Gardner, who appears to be a financial consultant who works out of the attic and is the family’s breadwinner, just survived a cancer scare. The movie version of the family has three kids: an elementary-school aged son named Jack, a teenage stoner son named Benny, and a gothy Wiccan daughter named Lavinia. Mr. Gardner is played by Nicolas Cage and, honestly, I’ve enjoyed him in so many movies, good and bad, but this may very well be the role he was born to play.

We first meet them through the eyes of the kinda-sorta narrator of the film, Ward Phillips, a hydrologist from Miskatonic U. doing surveys for a water reservoir project. He stumbles across Lavinia in the middle of a ritual, and it’s not creepy in the slightest. Instead, she comes off as almost the stereotypical nerdy girl teen, and the target audience is likely to fall in love with her from the start. And while the family has its issues (actually, likely because the family has its issues), you fall in love with the whole quirky bunch of them. Which is a bad idea, because this is based on the freakin’ Lovecraft story and…

And this movie doesn’t play by the traditional rules. It doesn’t show animals dying but it literally kills them by the truck-load. This is not Spielberg’s Poltergeist where everyone gets out scared and scarred but alive. This isn’t an ‘80s style horror film where people who have sex get killed while those taking noble risks survive. The Color is a Lovecraftian horror and doesn’t give two flips for human morality. The result is a brutal and disturbing horror flick that draws out the tension almost perfectly before punching you in the gut. It’s not shy about splattering even its youngest cast members with ropy splatters of blood.

It’s Nic Cage who really nails the Lovecraft feel, however. He’s the one we get to watch descend into madness. And he does it perfectly, going from a mild-mannered mildly neurotic middle-aged father trying to shepherd his family through modern life to a gibbering wreck of a human being. And the story supports his descent; near the end, events happen that make you question if some of his delusional ravings were really delusional, or if he was seeing things others couldn’t. He’s not Jack Nicholson chasing his family with an axe; he’s Joe Everyman watching something utterly horrible and alien warp and destroy the land he grew up on and his family.
The creature effects are excellent and disturbing and will draw comparisons to Carpenter’s The Thing. The soundtrack is subtle and broody, but does at times step on the Foley, especially when the Color is making whistling sounds. It’s hard to tell at times what’s the soundtrack and what’s a sound the characters can actually hear.

The writing gets a bit soft at the end, but that’s hard to avoid. The opening is so solid, and the events in the last 20 minutes come so fast and furious and bizarre that they couldn’t really keep up the quality. When the Color is resolved, we really don’t know how or why, and it certainly doesn’t appear to have anything to do with what our characters do. There’s a joke for the fans involving a Chekhov’s Gun that doesn’t go off, and because it doesn’t go off the timing is a bit off, but you’ll recognize it later when you’re thinking about the movie. And the movie is peppered with little nods to the Mythos, from the frequent calls of whippoorwills to the logo of the local TV station to Ward’s choice in reading material.

I’m glad this film got made. I appreciate all the work and craft that went into it. I don’t think I ever need to see it again. Can there be greater praise for a movie adaptation of a Lovecraft film than that?

Thursday, October 03, 2019

Book Review: Gideon the Ninth by Muir

I was really ready to adore this book. Humanity has spread through the universe and (at least part of it) is currently ruled by a necromantic god-emperor who apparently at some point resurrected humanity from extinction (or, at least, a sizeable portion of it?) The Emperor instituted Nine Houses, ruled by powerful necromancers, each with its own character and bailiwick. The empire is tottering, shot through with rot and decay (as you’d expect from an empire built upon necromancy) and most of the Emperor’s champions, super-powered necromancers called Lictors, have fallen over the myriads since the founding of the Empire.

And yes, “myriad” is the right word here, used frequently in the book in its archaic meaning of “a unit of ten thousand.” My inner word-geek squealed in delight at this.

And our heroine spends most of the book running around wearing an almost-kinda black trench coat, totally ‘80s mirrored shades, and a rapier. And she spurts ‘80s quips like a gay action-hero.

This, ladies and gentlemen, is Grade A Brian bait.

But…

You knew there had to be a “but,” right? Brian only giving three stars to a story that looks like it was based on notes by Clark Ashton Smith but strained through ‘80s action and anime tropes? That blurs the line between sci-fi and fantasy? What gives?

What gives is the plot. It’s a mess. Our heroine is enslaved by a sadistic necromancer princess. Their relationship is… plot-convenient? It’s not so much that I didn’t buy it, but rather that I picked up the wrong signals. Our introduction to their relationship felt less like the opening to a romance/buddy cop thing and more like setting the stage of a nasty revenge. Rather than helping us to like both of these characters and straining at the antagonism that separates them, I started off hating the princess and never really warmed to her.

These two are summoned by the Emperor to a conclave of the scions of the Nine Houses (each accompanied by a body-guard/champion and no one else) to a decaying palace on a distant world. Once they get there and we’ve met the other scions and their attendant cavaliers, things devolve quickly into Agatha Christie’s Ten Little Indians.

Things are made worse by the antagonisms of the various scions. Instead of working together (something that should be the obvious move once you understand the rules of the game, since it’s nearly impossible for anyone to succeed without cooperation), they assume (for no good reason I could discern) that only a few can rise to Lictor in spite of being told outright that it’s the Empreror’s dearest hope that they all achieve that status.

But you can’t really blame the scions, because the Emperor himself set this up in an incredibly stupid way. Shuttles we are told are “valuable” are tossed into the ocean and sunk instead of merely being flown away. The rules are poorly explained and even more poorly enforced. Once the secret of attaining Lictorhood is understood, the most devout house of Emperor-worshippers declares that such a thing is blasphemy and does its best to prevent anyone from becoming a Lictor, to the point of actually attempting to murder the other scions.

It’s a neat premise described with excellent word-smithing that falls utterly apart if you poke at it at all.

Still, it’s a fun read for all that. Just understand that this is a romance/mystery/thriller sort of thing, much more Ten Little Indians meets Jane Eyre in space with skeletons than Dune. Also, it’s of the more prudish sort of romances, where things never get to the point where fade-to-black is necessary. Don’t let the frequent references to dirty magazines and the course language of our protagonist fool you on that point, either. This romance is headed towards a union that is purely symbolic and spiritual, so if you’re looking for torrid lesbian shenanigans, this ain’t your book. If you’re cool with all that, and turning off your brain to avoid “fridge logic,” there’s a fun little romp here for you.

Tuesday, September 10, 2019

It Doesn't Make Sense to Make Too Much Sense

So you'll often hear, "Don't let the perfect be the enemy of the good," and it usually means that you shouldn't destroy a project trying to achieve perfection when all you really need is something that's better-than-serviceable. In other words, a good book that actually gets published is vastly superior to a "perfect" book that's never finished.

A pitfall like unto it is being overly clever. We've all seen the elegantly designed RPG that is a thing of beauty, with its perfectly symmetrical stats or elegantly designed resolution system that just doesn't work at the table. Well, that sort of thing isn't just for game designers; it can strike GMs too.

The fact is, the real world is full of wonky little things that make no sense. The highest and holiest of Christian holidays, Easter, is named after a pagan deity we know almost nothing about, but we're pretty sure all the rabbits and eggs point to Oester being some sort of fertility deity. Obviously what happened is that Christians piggy-backed on Oester's popularity and just co-opted one of her more popular holidays for their own. But the eggs and the rabbits persist, long after we've forgotten just about everything there was to know about Oester.

This is why it's a sure comedy hit every decade or so when some comedian will go onto college campuses to ask our "best and brightest" why Jesus wants us to hide eggs on Easter. If there's one thing college students learn, especially those of us who tackled the liberal arts, its how to create sense out of the jumbled nonsense of reality, especially if there's no sense their to be found.

Our days of the week are the same. Sunday through Friday, the names are Germanic/Norse, referencing gods like Tyr (Tuesday), Wotan (Wednesday), Thor (Thursday), and Frigga (Friday). And then, boom, Saturday, named after the Roman god Saturn. What's up with that? We really don't know. There's been lots of conjecture that the Norse were mapping their days of the week over the Roman ones and just didn't have a god they liked to replace Saturn. There's others that think Saturn was close enough to an Anglo-Saxon word "sætere" that means "seducer" or the like that they just kept it as-is. But the truth is, nobody really understands what happened there.

The point for you, my fine world-building friends, is that things that make too much sense, that are perfectly rational, are not terribly realistic. To make your world feel more real, make it less perfect. Throw in that one odd halfling drinking custom in your dwarvish culture. Create a perfectly rational solar calendar, but for one month a year that runs lunar and can swing between having as few as 20 days and as many as 36. And don't feel you must explain it (in fact, come up with three mutually exclusive explanations that scholars in your world feud over, just for that added hint of authenticity).