Showing posts with label Comic Books. Show all posts
Showing posts with label Comic Books. Show all posts

Tuesday, September 28, 2010

Avengers Earth's Mightiest Heroes vs. Iron Man Animated Adventures

My daughters adore the Nicktoons series Iron Man: Animated Adventures. In fact, one of my daughters' favorite games is for me to "fly" her around the house while she wears "Tony's Suit" and becomes "Iron-Keyo!" The show is witty and has excellent and engaging animation.

Next month Marvel Comics is releasing their new Avengers: Earth's Mightiest Heroes series. The new show has many of the same writers as the Nicktoons show, and some excellent voice actors, but if the animation matches the style in the "Micro Episodes," the show will leave a lot to be desired from a visual comparison.





Friday, July 16, 2010

Let Isaiah Mustafa Be Luke Cage

Luke Cage and Black Panther are two of the coolest superheroes ever created. For years I have created mental "casting calls" for the two characters. Typically, Wesley Snipes gets cast as Black Panther -- my favorite Avenger -- but my ideal Luke Cage has been more fluid.

Recently, I have tended toward Brian J. White. I really like Brian J. White as an actor, but even when he's an antagonist (like in Fighting) he's too likable to be the hard nosed Cage. That doesn't stop me from having him return to the top of my casting list.



Hollywood has been considering Tyrese Gibson for the role. Tyrese can certainly bring the edge the character requires, but he looked a lot more than 1" shorter than Paul Walker in 2 Fast, 2 Furious. Luke Cage should be intimidatingly tall and Tyrese, has never seemed tall in the films he has starred in.


I am a big fan of Taye Diggs, and his performance in Equalibrium cemented him in my mind as someone who can portray an intense action star. His work in projects like Private Practice prove that he can bring a nice softness to a role as well. My ideal Luke Cage needs both. He needs the anger and the empathy.

What none of these actors share, to the best of my knowledge, is a deep and abiding love for the character and for comics in general.

Isaiah Mustafa does. Not only has he been awesomely entertaining in the Old Spice Commercials, but he is a comic book fan who has publicly expressed his affection for the character.

I know, I know...you're going to say that Nicolas Cage is proof that fandom and genuine love for a medium doesn't necessitate quality films, we can argue that another time. I for one have enjoyed Nicolas Cage's films, even some that were universally panned. There's a kind of sincerity to them that is often lacking in productions. That sincerity matters.

Watching the G4TV interview below with Isaiah Mustafa convinced me that he has the sincerity. His willingness to fully commit to the Old Spice commercials, not matter how ridiculous they get, puts him at the top of my list of Luke Cage candidates.




Let's get Isaiah Mustafa to star as Luke Cage.

Tuesday, June 22, 2010

Surprised by Superhero 2044 -- The First Superhero RPG was More Influential than You Might Think


According to Heroic Worlds by Lawrence Schick and Steve Perrin in Different Worlds #23, Superhero 2044 by Donald Saxman is the first commercially available superhero themed role playing game. Saxman's game was publishedin 1977 under the name Superhero '44. The game wasn't entitled Superhero 2044 until the game's second edition, when it was by Lou Zocchi's Gamescience Inc. later that same year. While I am a huge fan of super hero role playing games, and a student of the history of rpgs, this game sat on my bookshelf for years without a complete reading. Its lack of a list of itemized superpowers, and the mechanics of how they worked, was one of the key reasons that the game languished for so long on my shelf without a thorough examination. Apparently, Donald Saxman intentionally left a formal list of superpowers out of the book in order to respect the copyrights of various comic book publishers -- though that didn't stop artist Mike Cagle from providing a cover illustration filled with characters who bear an uncanny similarity to many popular comic book characters.



I just couldn't ever muster the desire to read or play a superhero role playing game that lacked a robust super power system. The recent release of Icons by Adamant Entertainment got my mind focused reading a new super hero rpg, and this opened the door for Superhero 2044 to work its way off the book shelf and into my reading pile. I quickly devoured the booklet and have come to the following conclusions.

First, Superhero 2044 is almost unplayable with its Rules as Written (RAW). The game is a jumble of multiple systems and contains no fewer than three major design directions, none of which are flowing in the same direction.

Second, without Superhero 2044 modern super hero role playing would not be what it is today. Those three major directions I mentioned above? Each of those had a significant influence on the super hero games that came after Superhero 2044. Without this game, there would be no Champions, Supergame, or Golden Heroes. Each of those super hero games lifts a concept out of Superhero 2044 and structures a game around that concept.

Superhero 2044 is more than the first super hero role playing game, it is the foundation upon which many games followed.

It was the first superhero game to include point based character construction. Though the point expenditure was limited to the building of a character's "attributes" and were not a part of "power design." This innovation, and at the time of Superhero 2044 this was a significant innovation, is one of the major design starting points for a number of super hero role playing games -- not the least of which is the Champions game.

Influence on Champions

Speaking of Champions, in addition to being inspired by the point based character design of Superhero 2044 it is evident that Champions melee combat system was influenced by Donald Saxman's game as well.

In Champions combat is resolved by taking a character's "Offensive Combat Value" and subtracting an opponent's "Defensive Combat Value." The result of that subtraction is then added to 11 to find the number required to hit an opponent on a roll of 3 six-sided dice. Champions combat system is one of the best on the market and the fact that it uses a comparison of combatant's effectiveness, and a bell curve resolution system, are among its chief strengths.

In Superhero 2044, you take a character's "Stamina" and subtract his opponents "Stamina." The difference between these two numbers is compared to the Universal Combat Matrix which gives you a number between 3 and 18 that the character must roll on 3 six-sided dice to determine if the character hit his opponent. It should be noted that this combat system is only used for "melee" combat in Superhero 2044, where it forms the foundation of Champions combat.

The Champions version is more elegant, as the result of the initial comparison is the modifier to the 3d6 roll, but it is the same system. It is as if the designers of Champions playtested and refined the Superhero 2044 melee combat system. Champions combat has some significant differences overall to Superhero 2044, but one can see that one echoes the other.

Influence on Supergame

Like Champions, Supergame was influenced by Superhero 2044's point based character generation system. Given its own 1980 design date, and the fact that it was a part of "California Gaming Culture," might hint that Supergame itself also influenced Champions. One sees the underpinnings of Superhero 2044 is in the purchase of a character's starting attributes.

Both systems feature something that many modern gamers might consider odd. All of a character's attributes start at zero and can be increased -- this itself isn't odd to the modern gamer. What is odd is that both games have attribute levels where the character is suffering from a disability. In Superhero 2044, if a character has an Endurance of less than 20 that character is "fatigued" or worse. In Supergame, a character with an "Agony Score" of less than 15 "may either move or attack, but only one per turn." There are similar penalties for "Vigor" in Superhero 2044 and "Physical Score" in Supergame. The names of the attributes and the level of effect are different, but one can see the similarities. Most modern systems would start a character with a base number of points sufficient to not be fatigued or incapacitated, but both Superhero 2044 and Supergame allow for the possibility.

But it isn't the point based character design where Supergame bears the most similarity to its predecessor. Supergame includes rules for building specific powers -- though not as robust the later published Champions -- that are themselves an innovation over the state of gaming at that time and a step beyond what were offered in Superhero 2044.

The area where Supergame most reflects Superhero 2044 is in its ranged combat system. In Superhero 2044, ranged combat is decided by rolling a six sided die and adding/subtracting to the die total applicable modifiers. This sets the target number that must be rolled, or higher, on a second roll of a six sided die. For example a character with a 20 Dexterity (-1) shooting an opponent at point blank range (-3) with a shoulder weapon (-1) rolls a 6 on a six sided die. This gives a modified result of 1 (6-1-3-1=1) and means that the character hits if the player rolls a 1 or better on the second roll. This system, with some differences in modifier values, is the system used in Supergame.


Influence on Golden Heroes

While I was intrigued by the way that Superhero 2044 influenced the design of American super hero role playing games, I was amazed at how it had influenced a British one. In White Dwarf magazine issue 9, game designer Eamon Bloomfield reviewed Superhero 44 -- Superhero 2044's first edition -- and wrote the following:

"Each character fills out a weekly planning sheet indicating whether he is patrolling, resting, training, or researching. This...show[s] how many crimes of what type he's stopped this week and at what damage to himself; without actually having to play the event...Overall good fun and realistic and a welcome addition to any role playing fan's collection. Certainly as a postal game it has a great future."

The weekly planning sheet is one of the most intriguing aspects of the Superhero 2044 game and the most playable aspect. The game includes weekly planning sheets that provide a number of "activity blocks" to which players assign particular tasks, like fighting crime or resting. Golden Heroes, Games Workshop's super hero role playing game, featured a campaign system that bears no small similarities to that of Superhero 2044. Games Workshop was, and still is, the publisher of White Dwarf magazine and so it is easy to believe that this game review sparked some discussion of "planning sheet" style campaign play.

Golden Heroes features a campaign system that heavily relies on something very similar to Superhero 2044's weekly planning sheet. They have a system that uses something called a "Daily Utility Phase" or DUPs. The game describes them as follows:

The scenarios played in each week occupy a certain number of DUPs for the characters involved. Any remaining DUPs can be devoted to other pursuits such as training, improving powers, developing scientific gadgets, etc.

Thus at the end of each scenario, you must inform the players how many spare DUPs their characters have. Preferably then, or at worst at the start of the next game session, the players must tell you how their characters have spent those DUPs.

The player's allocation of DUPs is compared to various campaign ratings, something vary similar to what Superhero 2044 calls "handicaps," in order to determine what events happen to the character and how much the character is able to improve over time. Both systems are dynamic and change as characters interact with the game world. The Golden Heroes system is more developed and is a part of a more complete system of mechanics, but it is unarguably a descendant of the Superhero 2044 system.

Closing Remarks

I wish I had read Superhero 2044 much sooner than I did. It is a definite diamond in the rough. While it would be difficult to play RAW, it has a large number of innovative mechanics and ideas. The fact that it contains enough ideas to influence no fewer than THREE super hero role playing games in their design is a significant achievement in and of itself. One cannot truly understand the development of the hobby without reading this game.

I think I will try to play the game itself soon, though I don't know if I will try to design a comprehensive powers system or use an existing one to supplement the game, as the campaign play system still stands out as something that has some depth and would be useful in a number of games. Given the abstract nature of the campaign planning system, one could easily adapt it to another game for use.

The game also features a detailed setting for super hero play. The setting lacks the microscopic detail of modern settings, but for the time the game was written it is quite intricate. Like the game itself, its setting is one that inspires addition and extension rather than provides a complete painting.

Donald Saxman has created something pretty special here and I'd love to see someone take this system and make a modern edition out of it. It would take some work, but it would be worth it.

Thursday, May 13, 2010

Green Ronin, Mutants and Masterminds, and DC Adventures

I have to admit that I was a little less than excited when I first heard that Green Ronin was releasing a DC Superheroes role playing game using their Mutants and Masterminds rules set. Mayfair's DC Heroes role playing game is my all-time favorite superhero system, and I loved the first edition of Mutants and Masterminds because it reflected so many design influences from that great game. The first edition of M&M was quick and streamlined and used "acting values, opposing values, and effects" to calculate power costs in a way very reminiscent of Greg Gorden's remarkable DC Heroes system. At the time, I was a fairly regular visitor to the Green Ronin boards and eagerly read discussions about a revised 2nd edition.

I quickly soured on those 2nd edition conversations as the system seemed to be migrating away from a DC Heroes influenced system into a Hero/Champions influenced system. Champions is a great game, but it can also intimidate new gamers and has certain exploits that hard core Hero gamers like to use. These kinds of exploits were being inserted into M&M and I wasn't as pleased as I had hoped. The game transformed from rules light to Champions light, and that was a step backwards in my opinion.

I still purchased all of the products. For all that I didn't like the mechanics of the game, the campaign advice and writing of Green Ronin products is among the best in the industry and I gladly support them. I merely had an "anti-granular" rules nag in the back of my mind every time I opened a text.

So when I read that Green Ronin was doing DC ala M&M, I have to admit that my fear was that it would be DC "Champions Light" and lack a fast and easy system that might appeal to new players -- one of the key reasons to acquire a license in the first place. This was particularly upsetting given Green Ronin's recently demonstrated commitment neophyte friendly games like their amazing Dragon Age and it's AGE System. In fact, I would love to see a DC AGE game.

My fears were somewhat allayed yesterday when I read a press release that Green Ronin was releasing a 3rd edition of Mutants and Masterminds. The key quote for me was "We worked to simplify some elements of the system and fix known issues, while retaining the flexibility and fast-paced play fans have enjoyed." If only they can accomplish what DC Heroes did so well, and M&M 2nd failed to do as well as M&M 1st, and present a system where Batman and Superman are able to adventure together in a manner where both are effective.

Whether I am ecstatic or not about the mechanics one thing is certain, I will be buying DC Adventures on day 1.

Friday, March 19, 2010

You Should Be Reading "King of RPGs"



In his invaluable The Complete Guide to Manga¹, Jason Thompson writes, "Dragons and wizards, sword-wielding heroes with improbably large shoulder pads, terms such as levels and hit-points -- many of the trappings of Japanese fantasy can be traced to RPGs (role-playing games), the popular category of video and tabletop games that originated in America." Thompson follows this statement with a quick rundown of the development of the RPG field in Japanese culture and a discussion of the ascendancy of Video Game RPGs and Collectable Card Games and how tabletop RPGs enjoy a "small cult following in Japan, as in America." According to Thompson, roleplaying games influence on Manga as a whole is largely as a background influence, with few Manga being based specifically on roleplaying titles. There are some key exceptions, including the Record of Lodoss War series, that is based on the Japanese RPG Sword World by Ryo Mizuno and a couple of others, but for the most part RPGs influences the underlying archetypes of Manga fantasy without being a direct inspiration for the field.

Think of it in terms of the anime Dragon Ball Z's "Over 9000!".



Or even in terms of the cult classic martial arts film Kung Fu Cult Master's "if I have 6000 points, he has at least 10,000!.



Both of the above pieces of entertainment contain obvious roleplaying game references, but neither is a representation of a specific roleplaying game or aspect of roleplaying game culture, though R. Talsorian Games did release a roleplaying game based on Dragonball Z in 2000.

What has never really been done in Manga is a book about the people who play roleplaying games -- a kind of Manga equivalent of the Dead Gentleman The Gamers series of movies. Author Jason Thompson and illustrator Victor Hao have changed that with King of Rpgs. This book is Manga that is a send up of every aspect of the gaming hobby in a way that takes the meta-cognitive "tell the story of the adventure the group is roleplaying" storytelling of the Dead Gentleman productions and turns it on its head. King of RPGs isn't a book about how fun the stories gaming groups create during their playing sessions and how funny many of the common experience of the gaming group are. King of RPGs tells the story of gamers and gaming through the lens of a shōnen Sports Manga. These Manga take the competitive nature of athletics and transform them into wildly over the top stories that combine narrative tropes from Kung Fu films with "poverty to success" storylines. The formula, known as spo-kon is apologetically melodramatic and can be wildly humorous depending on the title. According to Thompson these Manga often feature stories where the hero, "through intense training...struggles to succeed in sports, although it is a long, hard road full of blood, sweat, and self-sacrifice. His coach or his father...is harsh and unforgiving, an archetype known as oni coach. Of course, he has the hero's best interests at heart...or at least the drive to win, no matter what the costs."

Take a second to imagine that description if you will. Imagine one of the players in your gaming group as the "poor struggling player" who through intense training will succeed in being the ultimate game player, although the path will be full of blood, sweat, and self-sacrifice. Imagine that you, the game master for the group, are the oni coach who must push this gamer to become the best he can be and to win at all costs. Imagine wild roleplaying sessions where you bring live snakes, throw dangerous objects at the players, and where the dangers the players face are as real as the ones their characters face. If you can imagine that, you can begin to imagine what Thompson and Hao are doing with King of Rpgs.

From the back of the book:

At the University of California, Escondido, no one would ever guess that freshman Shesh Maccabee is a hard-core gamer -- and in recovery to boot, following a court order, a wireless ban, and months of therapy (all because of one little seven-day Internet cafe episode). His friend Mike -- who personally prefers Japanese-console RPGs -- is tasked with keeping Shesh far away from any computer with access to World of Warfare.
Everything is going according to plan -- until a Ren Faire fangirl introduces them to the campus gaming club, where they meet Theodore, a fanatical tabletop game master whose single goal in life is to run the greatest Mages & Monsters game in the world. And there just happens to be room for two more players. Soon Shesh and Mike are dragged into the dungeon of hard-core gaming -- and cops, baboon men, Sri Lankan cave roaches, and Gothemon card collectors converge in the zaniest adventure that ever involved twenty-sided dice!


In the first volume of the series, Thompson and Hao manage to spoof, parody, and turn into dangerous life-threatening activity, almost all aspects of the gaming hobby. The only thing they leave out are the board gaming community with its fertile Diplomacy and Eurogame fields, but I am sure that those will have their day as well.

Victor Hao's artwork is dynamic and he manages to bring the wild visual storytelling one would expect in a Football or Baseball Manga into a representation of tabletop game playing with remarkable skill. Hao makes playing an RPG look like a visually exciting activity! Trust me, this is quite an accomplishment. Imagine turning the conversation in Plato's Republic into an action movie, not what they are describing the actual conversation. Not easy right. Hao could do it. I know, because he made sitting around a table chatting look fast, furious, and life-threatening! The panel to panel artistic storytelling is excellent. Hao's artwork leads the reader's eye naturally from panel to panel. Hao's Manga caricatures are well drawn throughout the book, though there are some pages/panels where I think he could have added more consistency to the line art. The monster designs are excellent and Hao does a wonderful job differentiating the "fantastic" sequences and hyper-action sequences from the "real world" sequences in a way that visually notifies the reader what emotional queues they should be following.

Thompson's writing on the book is strong. The reader immediately sympathizes with Shesh and his friend Mike, and we come to like their gaming group as well. Theodore Dudek, the young Game Master (read oni coach), of the book is a glorious creation. A creation that Thompson is so fond of that he even created a blog "written" by the character. True to form, Dudek's blog is not only a good "send up" of the Gygaxian personality GM from the 80s, it is also a very good game blog.². Thompson, a gamer who cut his teeth on the classic Erol Otis covered Red Box edition of Basic D&D, has a wide knowledge of the gaming hobby and is able to incorporate references to the tabletop RPG, live-action RPG, CCG, and Video Game genres seamlessly and fluidly into the narrative. He is also a master of taking what seems like a relatively mundane scenario and turning it into a nightmarishly wild experience for the participants. Thompson also pokes a bit of fun at the anti-D&D (and other games) sentiment that rears its head from time to time in the Culture Wars and has a character dedicated to eradicating game playing due to its harm to society. One wonders when/if Thompson and Hao will include a send up of the classic Chick Tract -- Dark Dungeons.



I cannot wait to see what they could do with the above panel.

I highly recommend the King of RPGs Manga for any gamer fan, or really for anyone who wants to read a funny over the top story about college kids. The book is quite fun. My only criticism is that we have to wait almost a year before the second volume is released. It only takes about half-an-hour to read the Manga, and it leaves you wanting more. It doesn't leave you wanting to wait a year! It's like Frito Lay potato chips, you want more than one!

To help tide us over. Thompson and Hao are offering a lot of behind the scenes information on the King of RPGs blog and have posted this hilarious Book Commercial for the Manga based on Sonny Chiba's classic Satsujin ken (aka The Streetfighter).





¹At least it's been invaluable to me as a non-Otaku. The book has served as a wonderful introduction and critical resource of recommendations for me as I explore what Manga I think might be worth investing my time and money in reading. It has become the Manga equivalent of Thomas Weisser's excellent Asian Cult Cinema. Weisser's book turned me from a fan of films like Hardboiled and The Killer into a full blown obsessive fan of films like Bride with White Hair, Swordsman 2, and Chinese Ghost Story. My friend Jay and I made several road trips to the Bay Area in order to buy Tai Seng videos that eventually covered a wide array of genres.Return to Text.

²Though for some reason Thompson doesn't always post comments from Dudek's imaginary nemesis (B N Nemecz) who stops by the site to harangue the lad. Nemecz put a little bit of work into a post responding to Dudek's "First Time DM'ing Tips: Part 1" that has yet to see the light of day. It should also be noted that Thompson's Dudek blog stirred a bit of a controversy on the RPG Bloggers network. Some readers felt that it was a "marketing ploy" and should be excluded from a network of gaming blogs, but other argued that the blog -- in addition to being a viral marketing attempt -- was a very good gaming blog in its own right. While I wouldn't confuse "Dudek's" opinions with Thompson's by assuming they are one and the same, "Dudek" brings up some interesting points for conversation.Return to Text.


Friday, February 12, 2010

Speaking of Captain America Controversies -- Hulu Recommentation Friday: CAPTAIN AMERICA (1990)



There has recently been a bit of a row regarding Captain America (see here and here). Some conservatives are irked that the good Captain, and his friend The Falcon, are uncomfortable with a Marvel Universe political movement that bears similarity to the Tea Party movement.

I'd like to inform those conservatives out there who think that this is "new" or a "big deal" that they are wrong. While it could be argued that someone who was frozen in 1945 and who awoke in the late 60s (or early 00s depending on the retcon) might be conservative to the point of being out of touch with most modern Americans, but Marvel has never written the character that way -- nor are they likely to start anytime soon.

If you look at the history of Captain America's career since 1972, you see the following pattern. Captain America quits in disgust over Nixon's behavior. Cap retakes the mantle when Jimmy Carter is elected. Cap is ostracized by the Reagan administration, then fired and replaced by someone more conservative (today's USAgent) during the first Bush Administration. Captain America retakes the mantle during the Clinton Administration. During the Bush Administration, Cap fluctuates between favoring soft or hard power -- depending on the writer and the proximity of 9/11 -- before he is shot and killed after leading a Civil War against government superhero registration policies. Cap is "resurrected" during the Obama administration.



Most of these decisions were made for one of the following reasons. Either there were real world issues that Marvel wanted to engage in their comics to give them depth, or they needed to reassert the value of the Captain America brand and stop having "Nomad" (or "The Captain") wander Route 66. If you're conservative and you wanted Captain America to represent your political philosophy...too bad. He doesn't. He's a comic book character.

It isn't controversial and it isn't new. If you weren't so busy trying to be offended, you might just notice that the stories where Cap quits/is fired/is killed are some of the best runs in the history of the series. They demonstrate the depth of the character and his convictions.

Oh, and since when is pointing out the dangers of "movement" driven populist democracy Un-American? I thought the whole shared powers structure that the Founding Fathers set up was due to concerns with the power of faction and "fear" of majority faction.

WHAT IS CONTROVERSIAL...is that HULU watchers have given the 1980s movie version of CAPTAIN AMERICA 3 stars. 3 stars?! Really?! But it's terrible.

Friday, January 22, 2010

Remembering Robert E Howard on the 104th Anniversary of His Birth



In October of 2007, I wrote a post discussing the why Conan was still a resonant character for the modern reader. The character live in the psyche of the popular culture consciousness in a way that few other characters do. People who have never read a Sword and Sorcery tale, let alone a Howard tale, can provide some rough description of the character. That description may be reductive, but it will be a good rough sketch.

Since today is Howard's birthday, and because I think the post itself is a strong one that I don't think I can really improve upon, I have decided to reprint the article. I am only leaving out a preamble that discusses the Conan related products that were "recently" added to the marketplace. If you want to see a the prefatory paragraph and a list of the products, please feel free to read the original post as linked above.

I would like to make one brief comment before republishing the article proper.

In the original post, I wrote that both Herodotus and Plutarch wrote of the Cimmerian peoples, and that Howard's description of Conan's people fits nicely with those representations -- thus demonstrating Howard's seriousness in creating the world of Hyboria. The link to the classical history gives a kind of mythic historical weight to Howard's world that some other pre-historical Sword and Sorcery tales lack.

I wrote of the connection before I read Lin Carter's Golden Cities, Far. In the introduction to that book Lin Carter writes of the imaginary kingdoms that have appeared throughout fantastic fiction. Among these imaginary kingdoms, Carter includes the land of the Cimmerians. As Carter puts it:

The land of the Cimmerians was also popular. It was usually up on top of Scythia, or way over beside Hyperborea, or on the shores of the Frozen Sea. The Cimmerians -- who turned up in the 20th century in Robert E. Howard's popular stories of Conan the Barbarian -- were actually made up by old blind Homer. He seems to have invented them by getting the Welsh Cymry tribes confused with an obscure pack of nomads called the Gimri. As the Gimri were supposed to dwell north of the Black Sea, Homer and later writers assigned the imaginary nation of Cimmeria to that general region

Carter cites no authority for Homer's "invention" -- and even assuming that Homer is a single person is now viewed with skepticism -- rather in typical Carterian fashion, he provides opinion as knowledge. It is often entertaining, or sometimes enlightening, opinion, but opinion none the less. Even were it true that Homer created the classical understanding of Cimmeria, and thus provided the background for Plutarch's and Herodotus' later descriptions of the Cimmerians, it is of little consequence to my larger point. The fact that Howard's Cimmerians echo the Cimmerians of Plutarch and Herodotus is what gives them texture and realism, life if you will, that would be lacking without the context. Howard's research and intentionality shine through.

Patrice Louinet provides a nice discussion of the connections between Howard's description of Cimmeria and that of a number of historians/mythologists. In particular Louinet brings up Bullfinch's discussion of the link between Cambria, the Cymri, and the Cimmerians -- and quotes Howard (in a letter to Lovecraft) demonstrating that he willfully selected the semi-Celtic origin rather than a German or other European origin.


Now, on to the piece proper.




What's So Special About Conan?

In today's USA Today, Mike Snider writes about Conan's reemergence as a relevant subject in popular culture (hat tip to SF Signal for the story). There are those of us who comment about poplar culture who think that Conan has never been an irrelevant figure in society. How can a character who codified an entire literary genre become truly irrelevant? Every story about a sword wielding barbarian, no matter how trite or bad, is at some level inspired by Robert E. Howard's creation.

Conan is always lurking in the pop culture subconscious and I think that we do a disservice to Conan fans, both existent and emerging when we use Arnold Schwarzenegger as the archetypal Conan representation, as Snider appears to do in the article. Some like Arnold as archetype, but I find Conan to be one of the most underestimated characters in American literature (with Natty Bumpo being a close second) and the Governator's portrayal -- while fun -- lacks the depth the character actually has as a literary figure.

When it comes to depictions of unreflective low art, one need look no further than the commonly perceived opinions of Robert Howard's Conan stories. If you ask the average man on the street to describe a Conan narrative, you will likely be given a tale of lust and violence. In the tale Conan will rescue some half-naked maiden from some rampaging beast and the story will end with the woman becoming all naked as she swoons at the hero's feet. In fact, a great deal of Conan pastiche has been based on this very simple formula. The largest problem with such a vision is that it is not all that accurate. Are there tales of this sort in the Conan oeuvre? Sure, but there are also tales of visionary wonder.



Like most authors, whether they write literature or Literature, Howard's writings reflect his own thoughts, experiences, and education. The writing reflects the aesthetic tastes of the author, or his/her understanding of a prospective audiences literary tastes. What makes something worth reading again and again is when an author satisfies those with "lower" tastes while providing them with some food for thought. Howard is no exception. In fact, I was surprised while I was rereading the first published Conan story, Howard's The Phoenix on the Sword to find that the author seemed to be hinting at a theory of the value of literature and its role in society.

Howard's Hyborean Age is a mythic world filled with magic and wonder, but it is also a world based on the history of the real world. Howard combined multiple eras of history so that societies whose "real world" existence is separated by centuries could co-exist narratively. Conan's own people, the Cimmerians, are based on a very real historical peoples. Both Herodotus, in his Histories, and Plutarch, in his Lives, mention the Cimmerian peoples (called Cimbri in Plutarch). In The Phoenix on the Sword, Howard appears to expect his audience to have at least a little understanding of the historical Cimmerians in his conversation of the role of literature in civilization. Conan, as protagonist, must hold ideas which the reader sympathizes with for the particular narrative of Phoenix to work.

So what kind of people were the Cimmerians? According to Plutarch they were a people who were pillagers and raiders, but not rulers.

For the Cimmerian attack upon Ionia, which was earlier than Croesus, was not a conquest of the cities, but only an inroad for plundering.
Herodotus, Histories, I, 6


What did they look like? According to Plutarch:

Their great height, their black eyes and their name, Cimbri, which the Germans use for brigands, led us merely to suppose that they were one of those races of Germania who lived on the shores of the Western Ocean. Others say that the huge expanse of Celtica stretches from the outer sea and the western regions to the Palus Maeotis and borders on Asian Scythia; that these two neighbouring nations joined forces and left their land... And although each people had a different name, their army was collectively called Celto-Scythian. According to others, some of the Cimmerians, who were the first-to be known to the ancient Greeks... took flight and were driven from their land by the Scythians. Plutarch, Life of Marius, XI


What was their temperament? According to Homer:

Thus she brought us to the deep-Rowing River of Ocean and the frontiers of the world, where the fog-bound Cimmerians live in the City of Perpetual Mist. When the bright Sun climbs the sky and puts the stars to flight, no ray from him can penetrate to them, nor can he see them as he drops from heaven and sinks once more to the earth. For dreadful night has spread her mantle over the heads of that unhappy folk. Homer, Odyssey, XI, 14


It is Homer's description of the Cimmerians that Howard uses in Phoenix to describe the mood of the people and to separate Conan from his kin. When Conan is asked why the Cimmerians are such a brooding people, Conan responds:

“Perhaps it’s the land they live in,” answered the king. “A gloomier land never was – all of hills, darkly wooded, under skies nearly always gray, with winds moaning drearily down the valleys.” – Phoenix on the Sword

The average Cimmerian is a dour and towering barbarian who destroys civilization then returns to his gloomy homeland only to begin the process again later. Howard's typical Cimmerian is similar to that of the classical scholars, and presents a figure most unlikely to advance the literary arts. But this is where Conan differs from his kin. In The Phoenix on the Sword, Conan is an older man who has conquered on of the greatest nations of the Hyborean Age expressly to free them from tyrannical rule. He conquered to rule, and to liberate an oppressed nation. A far cry from the typical barbarian. By separating Conan from his kin, Howard simultaneously increases the audience's sympathy for the barbarian king while enabling the character to advance a theory of the value of literature.

The Phoenix on the Sword is the tale of a plot to assassinate King Conan, a plot organized my a Machiavellian figure named Ascalante who desires to assume the throne. Ascalante is the product of civilization, but he is the antagonist of the story and so Howard uses his opinions of the Arts as a way to separate him from the audience's sympathy. When he describes a poet who has been brought into his conspiracy he describes the poet in pejorative terms. These terms evolve as the narrative moves from unpublished draft to final published form. Ascalante originally expresses his disdain for Rinaldo (the poet) in a long description:
“Rinaldo – a mad poet full of hare-brained visions and out-worn chivalry. A prime favorite with the people because of his songs which tear out their heart-strings. He is our best bid for popularity.” – Ascalante in Phoenix on the Sword (unpublished First submitted draft)


By the time the story is published the description is changed to the very brief, "“…Rinaldo, the hair-brained minstrel.” [Ascalante in Phoenix on the Sword(published)]. In the published form, Howard leaves out the value of Rinaldo's participation in the plot because it is redundant with information presented later in the story. When Ascalante is asked what value Rinaldo has as a conspirator, Ascalante's response is similar in both the published and unpublished text, but his hatred of Rinaldo is made more clear in the draft than in the published text:

“Alone of us all, Rinaldo has no personal ambition. He sees in Conan a red-handed, rough-footed barbarian who came out of the north to plunder a civilized land. He idealizes the king whom Conan killed to get the crown, remembering only that he occasionally patronized the arts, and forgetting the evils of his reign, and he is making the people forget. Already they openly sing The Lament for the King in which Rinaldo lauds the sainted villain and denounces Conan as ‘that black-hearted savage from the abyss.’ Conan laughs, but the people snarl.” – Ascalante in Phoenix on the Sword (published)

“Rinaldo – bah! I despise the man and admire him at the same time. He is your true idealist. Alone of us all he has no personal ambition. He sees in Conan a red-handed, rough-footed barbarian who came out of the north to plunder a peaceful land. He thinks he sees barbarism triumphing over culture. He already idealizes the king Conan killed, forgetting the rogue’s real nature, remembering only that he occasionally patronized the arts, and forgetting the evils under which the land groaned during his reign, and he is making the people forget. Already they open sing ‘The Lament for the King’ in which Rinaldo lauds the saintly villain, and denounces Conan as ‘that black-hearted savage from the abyss.’ Conan laughs, but at the same time wonders why the people are turning against him.” – Ascalante in Phoenix on the Sword (unpublished First submitted draft)


In both descriptions the poet is shown to be a blind idealist. Rinaldo, it appears, cannot look beyond the Cimmerian stereotypes as presented by Plutarch and Herodotus. Howard doesn't require the reader to have those preconceptions, but for the reader who has read Herodotus and Plutarch the stereotype becomes even clearer. Also by editing down the prose the author, either willingly or at editorial command, displays an amount of trust that his audience can reach the proper conclusion that barbarism typically destroys the valuable within civilization. What is interesting is that while Rinaldo is a conspirator, the poet is an antagonist, he is not a villain. He is a blind a foolish idealist, not acting in his own self interest. Ascalante even goes on to describe Rinaldo's motivations:

“Poets always hate those in power. To them perfection is always just behind the last corner, or beyond the next. They escape the present in dreams of the past and future. Rinaldo is a flaming torch of idealism, rising, as he thinks, to overthrow a tyrant and liberate the people.” – Ascalante in Phoenix on the Sword (published)

“Because he is a poet. Poets always hate those in power. To them perfection is always just behind the last corner or beyond the next. They escape the present in dreams of the past and the future. Rinaldo is a flaming torch of idealism and he sees himself as a hero, a stainless knight – which after all he is! – rising to overthrow the tyrant and liberate the people.” – Ascalante in Phoenix on the Sword (unpublished First submitted draft)


Ascalante specifies what kind of idealists poets are. They seek an imagined perfect society, and will always look for it no matter how good the society they are currently in happens to be. But this is Ascalante, the Machiavellian civilized man, and his opinion about what the value of the poet is. For him the poet is an easily manipulable puppet. What about the barbarian turned king, the protagonist, and oft argued proxy for the author? (It should be noted that many argue that Conan often reflects Howard's own views, this is not an original assertion on my part.)

Conan adores the poet, and understands the criticisms. He is aware that the poet's plays are leading many among the people to despise him, but he too is persuaded of the need for justice. When his chief adviser, Prospero, discusses disdain for Rinaldo, Conan comes to the poet's (and poetry in general) defense. The text is near identical in the published and unpublished format.

“Rinaldo is largely responsible,” answered Prospero, drawing up his sword-belt another notch. “He sings songs that make men mad. Hang him in his jester’s garb to the highest tower in the city. Let him make rhymes for the vultures.”
“No, Prospero, he’s beyond my reach. A great poet is greater than any king. His songs are mightier than my scepter, for he has hear ripped the heart from my breast when he chose to sing for me. I will die and be forgotten, but Rinaldo’s songs will live forever.” – Phoenix on the Sword (unpublished first submitted draft)

“Rinaldo is largely responsible,” answered Prospero, drawing up his sword-belt another notch. “He sings songs that make men mad. Hang him in his jester’s garb to the highest tower in the city. Let him make rimes for the vultures.”
“No, Prospero, he’s beyond my reach. A great poet is greater than any king. His songs are mightier than my scepter; for he has near ripped the heart from my breast when he chose to sing for me. I shall die and be forgotten, but Rinaldo’s songs will live for ever.” – Phoenix on the Sword (published)




For Conan, the atypical Cimmerian, poems and the arts have more power than weapons or royal authority. Not only that, but it is right and just that this is the case. Conan, the barbarian, is the defender of the value of literature, while Ascalante, the civilized man, sees literature as only a tool used to manipulate the foolish. Conan would seek to discuss the past and future, the ideal ones, with the poet, while Ascalante would merely use Rinaldo to destroy what he opposes. Conan's conflict between desiring a free press and swift justice, and the eventual melee that will result because of his favoring of the press, are made clear in the poetic prologue to the final chapter of the narrative.


What do I know of cultured ways, the gilt, the craft and the lie?
I, who was born in a naked land and bred in the open sky.
The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs – I was a man before I was a king. – The Road of Kings Phoenix on the Sword (published)




Surprisingly, Conan's love of literature and the arts, and his defense of them, is so deeply rooted that he initially refuses to kill Rinaldo when Rinaldo attacks him. He still believes he can reason with the poet, it is only when he is left no other alternative that he kills the poet (the text is identical in both published and unpublished forms).


“He rushed in, hacking madly, but Conan, recognizing him, shattered his sword with a short terrific chop and with a powerful push of his open hand sent him reeling to the floor.” – Phoenix on the Sword (published)

“He straightened to meet the maddened rush of Rinaldo, who charged in wild and wide open, armed only with a dagger. Conan leaped back, lifting his ax.

‘Rinaldo!’ his voice was strident with desperate urgency. ‘Back! I would not slay you ..’

‘Die, tyrant!’ screamed the mad minstrel, hurling himself headlong on the king. Conan delayed the blow he was loth to deliver, until it was too late. Only when he felt the bite of the steel in his unprotected side did he strike, in a frenzy of blind desperation.

Rinaldo dropped with his skull shattered and Conan reeled back against the wall, blood spurting from between the fingers which gripped his wound.” – Phoenix on the Sword (published)


What is interesting in the narrative is that of all the conspirators, there are twenty in all, none are able to injure Conan with the success of the poet. The poet has both damaged Conan's regime and his body and yet Conan was ever reluctant to, though in the end capable of, slay his greatest enemy.

“’See first to the dagger-wound in my side,’ he bade the court physicians. ‘Rinaldo wrote me a deathly song there, and keen was the stylus.’

‘We should have hanged him long ago,’ gibbered Publius. ‘No good can come of poets..’” – Phoenix on the Sword (published)


What does this tell us of Howard's thoughts regarding the arts? We know that Conan loves them, but we also know how they were used to manipulate the populace and how his own love for them almost cost him his life. Is Howard trying to discuss how Plato's critique of the poets is a good one, while at the same time defending the possible nobility of the poet (as Aristotle does in his Rhetoric)? I think these are questions intentionally posed in the narrative (I know...never guess at intentionality), and make it clear why Conan's first story The Phoenix on the Sword was so compelling to readers when they first read it.

It should be noted that the story was originally submitted as a Kull tale, though I have yet to analyze that draft like I have these two subsequent writings. The Kull version was rejected by Weird Tales and the final (rather than the first) Conan version was the first appearance of what has become a culturally iconic figure.

Friday, January 15, 2010

Game Review: The Supercrew by Tobias Radesaeter



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

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

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

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

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

GAME CONCEPT

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

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

Sounds like fun, but does the system work?

GAME SYSTEM

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

For example:

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

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


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

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

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

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

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

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

CRITICISMS OF THE GAME

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

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

The game also lacks any real online support, which is tragic as the game deserves more. The rule book says to visit the Kaleidoskop site for character sheets etc., but the page listed gives a 404 error (in Swedish) and searching through the site doesn't seem to reveal any game aids in the Swedish parts of the site either. Thankfully, Christopher B at A Rust Monster Ate My Sword has designed an excellent character sheet for use in the game.

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

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

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

Wednesday, September 09, 2009

I'll Be Watching TRON on December 17th, 2010 and Avoiding GREEN HORNET Like the Plague

December 17, 2010 will be a very busy day at the movies. That day will see the release of The Smurfs, Yogi Bear, Tron: Legacy, and The Green Hornet. The Green Hornet is the only one of these films that won't be released in 3-D, and it is likely the only one of the December 17th films I won't see at some point. I am eagerly awaiting Tron: Legacy and my daughters will be 33 months old at that point and will likely pressure me into taking them to see the other two.

The reason I will be avoiding The Green Hornet (or should I write Seth Rogan is The Green Hornet?) like it was the H1N1 virus is that of the four movies coming out next holiday season, it is the only one that will be mocking its underlying IP. One imagines that Yogi Bear will be a loving adaptation targeted at 5 year-olds -- and their parents -- the same can be said of the upcoming Smurfs film. One finds it difficult to believe that the studios would turn those animated features into stoner humor parodies of the original cartoons. As for Tron: Legacy, it speaks volumes that the film includes much of its original cast in what appears to be an attempt to capture what made the original so engaging.



None of this guarantees that the non-Hornet films will be any good, but all signs are that the filmmakers are at least attempting to make enjoyable fare that pays homage to the original.

This is not true of The Green Hornet -- Seth Rogan is The Green Hornet -- which seems to not only be meandering through the production cycle with delays in release date and changes in director and actor during the production phase of the film. It is not usually remarkable when a film changes directors or cast during pre-production, but it is remarkable when the film pushes production because of the changes. The film can't even keep Nic Cage on board, and he's a big enough geek to put up with a lot. In fact, the loss of Cage pretty much eliminates any geek street cred this film could have churned up.

The film had already lost Hong Kong star, and director, Stephen Chow. Last December Chow cited "creative differences" as the reason he could no longer direct the film -- a big hint that the film wouldn't live up to any fan's expectations as a "comedy kung fu film." One can accept a comedy kung fu film directed by Chow, he's one of the best directors of the genre, but when he drops out it's a signal of bad things to come. At that time, Chow was staying on as Kato, but as of this July he has dropped out of the project entirely. Now there's footage of an "accident" on the set of one of the shoots (scroll down to the bottom and watch the video). Apparently Britt Reid is giving a press conference when a shoot out breaks out and Kato has to drive to the rescue...or some such nonsense. The accident link also includes photos from the shoot.

It just looks awful, but at least they pushed the date to "post-Comic Con" so we can get extra hype next summer and have people try to convince us that the film will be good. My thoughts are that if you were to create a drinking game counting the number of bong references and fart jokes in the film, you would be dead by the end of act II. On the positive side, at least they are shooting in Los Angeles.

Thursday, September 03, 2009

Sporadic Geek Update (9/3/09)

Once in a while I like to imitate the excellent Morning Medieval Miscellany done by Professor Scott Nokes at Unlocked Wordhoard. Doing a daily update of all things pop culture related would be an absurd task for an amateur blogger. I much prefer doing individual posts highlighting things that interest me, at least as my "regular" post technique. But there are times when it's nice to kick out a Sporadic Geek Update featuring things that might otherwise be overlooked.

  • Following the merger between Marvel and Disney, Sony has backed off on the Spectacular Spider-Man Cartoon. Does this mean that Spidey is headed over to Toon Disney? What about the new Avengers and Iron Man cartoons?


  • SF Signal has a good discussion about what San Diego Comic Con can learn from Worldcon and vice-versa. With the exception of the highly predictable "pretentiously disdainful view from the old guard" by Lev Grossman, the comments are excellent. Notice the difference between his snarky anti-"common fan" rant and the insightful comments by Jeremy Lassen of Night Shade Books. Lassen presents the difference between the SF "tourist" and the SF "devotee" as a good thing and looks at each con in its proper light. Grossman, a critic for Time Magazine and best selling SF/Fantasy, slanders the unwanted popular rabble in a fashion typical for one who favors "literary" works.

    Lassen's Night Shade Books is a publisher of books important to the SF/F historiography. Night Shade keeps alive brilliant writers like Manly Wade Wellman and Clark Ashton Smith by releasing beautiful editions of their works. They also promote exciting, and often overlooked, new talents like Liz Williams and her Detective Inspector Chen series.

    Lassen's trying to bring in new fans and introduce them to classics. Grossman is content to denigrate those who are introduced to SF/F via Hollywood. This is ironic, because Grossman's blog at Time isn't usually so filled with venom, and his writing is engaging. One expects a little, "I wish the casual fan understood how rich the SF genre is," but one would rather not read "the rapid expansion and mainstreaming of -- for want of a better term -- nerd culture is a dangerous thing." This isn't to say there isn't room for criticism of SDCC, and how commercial it has become, just that I would have rather read it without the snark. Snark is so 90s.


  • Matt Tarbit has done a wonderful job in creating a visual representation, with links, to all the games featured in Green Ronin's wonderful Hobby Games: The 100 Best. If you are looking for the perfect resource as an introduction to "Hobby Gaming," you cannot do any better than this book and Tarbit's webpage gives you the pictures the book lacks.


  • Wolfgang Baur, and his exciting Open Design Project, have announced three new projects that are awaiting patron support. I am particularly excited about Red Eye of Azathoth, though I wish they were offering it in Gumshoe format in addition to Pathfinder and Basic Roleplaying.


  • Kobold Quarterly has an excellent interview with Joseph Goodman regarding the state of the role playing game industry.


  • Catalyst Labs, the Battletech people, have a good blog post about role playing gaming and "those kids today."


  • Topless Robot -- Village Voice Media -- provides us with a trailer for the next installment in the Star Blazers saga. Like the writer on that site, Star Blazers was my first anime. I eagerly awaited each new episode as a kid. I have embedded the preview below, but head on over to the website and give them some traffic.





  • Progressive Boink has a demonstration of the typical immature fanboy hatred of Rob Liefeld. Liefeld is certainly not among the best artists in the field, but in a field filled with talented artists who are constantly behind deadline Liefeld is a worker. I remember reading in the introduction to a Hawk and Dove trade paperback that Liefeld was one of the most tenacious "submitters" in DC Comics history. He was constantly submitting work and had a huge productivity level. He is also one of those who expanded artist's rights within the industry, took on powerhouse Marvel, and was one of the founders of Image Comics. Image is to this day one of the shining lights of the industry and promotes a number of excellent titles -- books like Invincible, or a number of other titles. Sometimes an artist's legacy isn't in the work itself, but in what that artist has done for the field as a whole. He still cannot draw feet, but he certainly didn't deserve the treatment he received from "Yellow Hat Guy."
  • Friday, August 14, 2009

    Hulu Recommendation Friday: Battlestar Galactica Classic

    With today's news that Bryan Singer is signing on to direct a new Battlestar Galactica movie, inspired by the original series, it seems only appropriate that this Friday's Hulu recommendation be the Glen Larson epic.

    Singer has a strong track record in genre films, with only one argument starting hiccup. Singer's X-men movies perfectly captured the tone of what made the Claremont/Byrne run of the comics so engaging, while simultaneously translating the narrative to a different medium. This was no small task and Singer should be rightfully praised -- especially since audiences would soon learn how easy it is to make a bad X-men movie when the third film in that franchise hit theaters.

    Singer's one hiccup is his attempt to make an engaging and topical Superman film. His Superman Returns managed to simultaneously get everything right regarding how amazing Superman can be, while getting everything wrong about what makes the character great. The film is beautiful and follows in the footsteps of two excellent Superman films, ignoring the misguided 3rd and 4th films, but it is exceedingly flawed. While it is plausible that in the minutes following the ending of Superman II Kal-El would fly off into space to find news of his home -- especially after the meaningful final conversation with Jor-El -- Superman as deadbeat dad is still a painful concept with which to grapple. It also forgets the most critical aspect of Superman's personality, and the underlying reason Superman has a secret identity. There is no practical reason for Superman to have a secret identity. If Superman were Superman full time, no one would be at increased risk of villain attack. Unlike Spider-Man, Supes secret identity doesn't protect an "Aunt 'Em." Unlike Batman, his identity doesn't protect a vast fortune that can be used to aid the needy. Superman's having a human identity actually puts people at risk rather than protects them. His secret identity causes more problems than it solves. But it does do one thing, it allows him to become human and connect with community. Superman -- like the "perfected man" in Aristotle -- needs the city, that's why he has a secret identity. Singer would have been well served to remember this one fact. Still, the film is spectacularly beautiful and contains two of the best Superman sequences ever filmed. It is a work of contradictions.

    The same may end up being true of Singer's Battlestar Galactica. All signs point to his version being closer to the vision of series creator Glen Larson. Larson's BSG was Mormonism as SF narrative. It was biblical allegory with a touch of humor. It was filled with hope in the face of despair. It was more Orson Scott Card than William Gibson, it was more Heinlein than Haldeman. For these reasons, a generation of viewers were engrossed each week as the show aired for its sole season -- we won't count Battlestar 1980. It was a perfect example of golden age SF Space Opera.

    When Ron Moore -- who shall forever be known to Cinerati as the man who killed Kirk because Picard couldn't win a fist fight -- re-envisioned the franchise for his 73 episode run, he did so as a writer influenced by Gibson and Haldeman and the events of a post-9/11 world. The story was dark and hopeless, and featured a human civilization not worthy of saving. The colonies of Moore's BSG are craven and deserve destruction, but as individuals they are more human. The series is often praised for its writing, but such praise is misguided. The show is amazingly acted -- the cast does a phenomenal job -- but any series that ends with the ultimate SF cliche ("and their names were Adam and Eve") lacks the depth that its facade presents to the world at large. BSG is the poster child for a generation of viewers/readers who believe "grim means philosophically deep." For those who grew up on the SF of Heinlein and Asimov, deconstructive tales are refreshing. For those who grew up on the SF of Moorcock, Haldeman, and Gibson, deconstructive SF is stale.

    I am among those who found BSG stale and staid, but well directed and acted. It is the "reconstructive" narrative that I find refreshing. Give me The Incredibles and Wall-E over most modern SF. Give me Old Man's War instead of Forever War. These are what I find well crafted, innovative, and refreshing.

    Singer will have an arduous task ahead of him. Moore's BSG won critical acclaim and brought new audience to the IP, at the expense of losing some of the nostalgic crowd -- people like me. Larson's original is dated and overly campy, so it can't be directly remade. It must be properly reconstructed or those fans who were dissatisfied with Moore's work will still be dissatisfied. But it also has to have complex characters, something Moore's definitely had, or those newer BSG fans will reject the vision as well.

    Singer has the same challenge he had with Superman Returns, presenting a narrative of hope that contains complex characters. It is likely any Battlestar he creates will contain some of the same flaws as Superman Returns. Given Singer's ability to craft beautiful visuals and given the stable of actors who frequent his films, I look forward to seeing Singer's Battlestar...flawed or not.

    As always -- for those in the US -- hit play, then click on the full screen button and enjoy.


    Thursday, July 16, 2009

    Geekerati Discusses the Ins and Outs of San Diego Comic Con

    Last Sunday, the Geeks at Geekerati hosted this year's first episode of their annual Comic Con episode series. The Geeks are all experienced attendees of the San Diego Comic Con and have witnessed it grow from a well attended comic book convention to the monolithic pop culture extravaganza that the event is today.

    In last Sunday's episode, the geeks provided answers to some of the Frequently Asked Questions about the convention. The discussion used Shawna Benson's excellent Shouting at the Wind "REAL Guide to the San Diego Comic Con" as the outline for the conversation. Benson has been a member of the Geekerati crew for over two years and provides wonderful insight into the television and film aspects of the convention.

    This Sunday, the Geeks will be discussing the lesser known aspects of SDCC. In addition to Comic Book and films about Comic Books, the SDCC has events and panels that span all pop culture interests. Whether you love SF/Fantasy literature, old horror movies, Pulp Fiction like HP Lovecraft and Robert E Howard, or have a deep affection for video games and table top gaming, the SDCC has events geared toward your interests. Stop by this Sunday night at 6pm Pacific at www.blogtalkradio.com/geekerati to offer your insights are to ask questions of our expert panel.

    Joining the Geeks in their discussion this Sunday will be Dominic Crapuchettes, the game designer responsible for the award winning Wits and Wagers and Say Anything! party games.

    Past guests on the show have included:

  • Film and Television writer John Rogers discussing the writer strike, LEVERAGE, and comic books.
  • Dave Goetsch (Co-Executive Producer on Big Bang Theory)
  • Television writer/producer Tim Minear (Angel/Firefly) discussing the writer strike.
  • Television writer/producer Rob Long(Cheers) discussing the writer strike.
  • Variety editors David S. Cohen and Peter Debruge discussing film animation and this year's crop of films, including the remarkable 3D animation on BEOWULF.
  • Game Designer and Author Matt Forbeck.
  • Science Fiction author Susan Palwick who discussed her excellent novel "Shelter"
  • Comic Writer/Reporter Marc Bernardin discussing his Highwaymen comic book.
  • Film Critics Luke Y. Thompson (The OC Weekly) and David Chute (The LA Weekly and Premiere.com)
  • Wold Newton Historian Win Eckert discussing pulps and the Wold Newton Universe.
  • Comic Book editor and author Jeff Mariotte
  • Game Designer James Lowder.
  • Many others, including Shelly Mazzanoble (Confessions of a Part-Time Sorceress)