Showing posts with label films. Show all posts
Showing posts with label films. Show all posts

Friday, 29 March 2024

Night's Dark Terror 11: Xitaqa 2, Tower Base

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

Once through the goblins and apes, our adventurers approach the windowless tower of Golthar through one of four entrances to the buildings at its base. Two are unwatched and lead to areas infested with independent monsters. Two are at the front and watched by hobgoblin guards, one leading to Vlack's room and one to a monster area. But first, a little additional background of lore that I spun up to make more sense of the Hutaakan ruins.

At the time of their civilization's fall, the Hutaakans had been developing two themes of arcane lore. One, as mentioned previously, is the lore of creating permanent illusions of concealment and invisibility -- which explains why Xitaqa, and maybe other sites further on, are so hard to find. 

The other thread of investigation concerned the use of sensory deprivation and hallucinogens to regress organisms down the evolutionary tree, the same wacky idea explored in the 1980 film Altered States. This degeneration explains why baboons - basically dog-faced apes -- still hang on to the ruins, for they are the devolved descendants of the jackal-headed civilization. It will also explain some of the things encountered later on in the adventure.

WarnerBros.com | Altered States | Movies
The caveman is not his final form. Still from WarnerBros.com.

With this in mind, we can consider the two abandoned, monster-bearing rooms first. 

The library is covered in thick webs, the customary tip-off that giant spiders are here. Once they're defeated, things can get more interesting, if you're magically able to read ancient Hutaakan ...

As a library of a lost ancient civilization, it's kind of an anticlimax to have the scrolls be all about civil records. My further elaboration was to make the Hutaakan method of writing be stitches in a supple and long-lasting fabric, of which the tapestry map is only one example. These fabric scrolls are mostly dull records, but among them, perhaps in a special or locked section, are scrolls explaining aspects of Hutaakan civilization: the development of illusion and the ascetic reaction against it, as well as disapproving accounts of forbidden experiments with sensory deprivation and certain mushrooms and berries that resulted in partial devolution to ape-form and then a "final degeneration to primordial plasm." To go with the scrolls' material, the writing set treasure object can be a sewing set instead, with silver needles and the different colored threads that showed different phrases and sentences.

Even madder is a scroll stitched up so it cannot be opened without cutting the black thread. Treated as forbidden knowledge, this work is a flight of unbridled madness inspired by the revelations of the isolation tanks. It claims the revelations that the primal Hutaakans were nothing less than the original creators and gods of the universe, who spun from their plasm all creatures and all possibilities. The proof of this is to be found in a loose, to be sure, reading of the nature of the four principal demon lords. All are actually devolved Hutaakan gods - Yeenoghu lowering himself into the form of the primitive gnoll; Demogorgon mutating more strangely into conjoined baboons; Orcus taking the face of an even lower creature and the aspect of a decaying corpse; and Juiblex as the final degeneration. It's wrong (maybe?) and leads nowhere, but it's a fun Easter egg.

Another back way is through the crypt, where in the adventure as written lurk two gelatinous cubes, somehow, that frightened off Golthar after he grabbed the.golden needle and thread (see p. 5) that are key to revelaing the secret map in the Sukiskyn tapestry. If we simply reshape the cubes into near-transparent humps of protoplasm, they fit the Altered States narrative perfectly. Also, some of the niches can have the shattered copper walls of the immersion tanks, old splashes of dried saline solution, and the brittle bones of ancient Hutaakans at various stages of degeneration into baboon form and beyond.

While bursting through one of the doors from the abandoned area into X8 will likely catch Vlack and his crew off-guard, they are fully prepared for approaches through the front door, X4-5. Getting caught in the crossfire of two ice wolf breaths is no joke, even for 5th edition parties, and it's likely that an alerted Vlack will send a minion upstairs to warn Golthar of the invasion - or even flee there himself if his morale flags. The architecture here has more Hutaakan statues, as well as mosaic work that I described as oddly similar to the patterns in the Sukisyn tapestry. 

One more detail: Vlack's sword. Instead of just a boring +1, I gave the red garnet on the sword an extra ability: if it kills a sentient enemy by decapitation in open combat, it gains an additional +1 bonus for the rest of the day. There is a 1 in 6 chance that any kill will naturally be a headshot, or the shot can be called at a penalty (disadvantage, or -4, perhaps).

Tuesday, 26 January 2016

Star Wars, Dying Earth, and the Programmed Setting


This contains discussion of Star Wars VII, no major plot spoilers but some general criticism. (Also, it's five weeks in, so see the damn film already.)

Robin Laws' Dying Earth RPG is not just a role-playing game set in Jack Vance's literary world. It also tries to codify the essential elements of that world - game as criticism. According to Laws the elements of a Vancian picaresque tale are: odd customs, crafty swindles, heated protests and presumptuous claims, casual cruelty, weird magic, strange vistas, ruined wonders, exotic food, and foppish apparel. The system also handles such Vancian happenings as being persuaded against your better interest, and winning great wealth only to lose it all ("All is mutability!")

And Episode VII for me was also a recombination of the elements of "Star Wars": you could see the boxes being checked off, with "doomsday machine", "terrifying monsters", "lightsaber duel", "alien cantina" and so on. But really that is nothing new. I remember reading more than one Star Wars novel in the 90's that seemed like a reshake of elements from the first three movies. Kevin J. Anderson's Jedi Academy trilogy featured a doomsday device called the Suncrusher. There were monsters, dogfights, lightsaber duels and star lowlife a-plenty.





Also: if you tried to do a love story, a police procedural, a picaresque in the Star Wars universe, it might work, but would it be "Star Wars"? The hesitation in the answer reveals that, like the Dying Earth, Star Wars is a programmed setting. It not only provides character types, artifacts and settings, but dictates the plot and action. Compare this to a setting that has become unprogrammed, like the Wild West. While at one time there might have been a stock plot for the cowboy yarn, over many generations its expansion and reinvention has left room for social commentary, horror, preposterous steampunk action-adventure, etc.

Meanwhile, things might have gone differently if the second Star Wars trilogy's attempt to expand the repertoire with political drama, noir elements and romance had been at all convincing. But it wasn't. George Lucas caused a lot of buzz recently defending that trilogy and how he populated it “with different planets, with different spaceships – you know, to make it new.” It's a shallow view, but one that by omission acknowledges that the other "new" elements were failures, that the only things that stand up in those films are the laser duels, space battles, and spectacle. This is probably what sent J. J. Abrams running back to formula, from the potential of a universe to the safety of a program.

I think there's also a reason for the greater popularity of programmed settings over unprogrammed in roleplaying. The Standard Renfaire-Tolkien Setting, with its cozy taverns, dour dwarves, righteous paladins and hen's egg sized diamonds, is a convenient backdrop against which the slightest departure from custom - be it to invoke a different culture, a different genre or just something different - blazes forth like a star of creativity. And on the players' side, a solid and well-known backdrop gives a basis for their own creativity and improvisation.

Wednesday, 20 May 2015

Road Warrior Backwash

Mad Max: Fury Road is as great an adventure scenario and visual production as everyone says it is. But did it ever show out the concept of backwash: when an idea developed in one medium (say, fantasy literature) incubates andmutates in a derivative medium (say, roleplaying games)  until the mutant breed becomes the new standard and washes back into the originating medium.

The derivative medium is, as others have pointed out, Games Workshop's 40K and in particular its Orks and their Gorkamorka subgame, spawned from the unholy union of The Road Warrior and football hooligans. But damned if by parallel evolution or homage over 35 years, George Miller hasn't returned the dividend in the form of tribal skinheads called Warboys (or is it Warboyz?) and even a musician stand.

Now you get it.
Indeed, the way 80's and 90's franchises are clawing out of their shallow graves these days, I'm wondering if the keepers of the Aliens world wouldn't do well to inject a little Space Hulk and undo their last few regrettable outings.

The "Citadel": just me overreading, or a really high pitched dog whistle for nerds?

Tuesday, 10 December 2013

Sharktopus and Piranhaconda

Shark Week on RRR!

Who needs a Fiend Folio or Monster Manual II when you have these man-ennobling, straight-from-Syfy, straight-to-DVD chimerae courtesy of Roger Corman? These, of course, are the two best before you start delving into the slum section of portmanteau hell, with the likes of MANSQUITO and MERMANTULA (would have fit right in to MMII,  aquatic version of the Drider, don'tcha know).


SHARKTOPUS

HD: 11+11
AC: 6 [13]
MV: Swim 15, drag on land (tentacles) 6
Attack: Bite d8+5 with swallow whole, up to 4 tentacles d4 and hold

The ecology of this creature ... oh, who am I fooling. It's the modern equivalent of those "WEASELS RIPPED MY FLESH" men's magazine covers from the 1950s. It comes from the id, a shadow-puppet cast to validate extreme measures. Like you, dear two-fisted reader, it attempts to breed with blondes, more or less symbolically.

If a tentacle hits and does 4 damage, it ensnares you and the tentacle has to be attacked separately and killed to let go (4 HP with edged weapon, maximum of 4 damage against tentacle counted against monster's HP). If the bite attack hits and rolls 6+ on d8, Speed/wand/DEX save to avoid being swallowed whole (take d8 acid damage/round, you can do damage each round with sharp weapon, freeing self after doing 1/2 the monster's HP in damage).

PIRANHACONDA

HD: 5+5
AC: 4 [15]; 1 point of armor is defense (AC is 1 worse if attacked unawares)
MV: Swim 12, slither on land 9
Attack: Bite d10, constrict for d6/turn

This fish-headed semi-aquatic snake makes its constrict attack without counting armor bonus, and once constricting will not stop crushing and biting until you or it are dead. It is tragically misunderstood; drinking hard, on the outs with its wife, and three days short of retirement.

Things can go the other way, too. Hey Corman, interested in "OWLBEAR"? "WOLF-IN-SHEEP'S-CLOTHING"?

Saturday, 16 February 2013

Preposterawesome Cockodrills

The word "preposterawesome" came to mind while watching The Man With The Iron Fists. It also applied to my experiences watching Skyfall and The Hobbit. It is when you are aware that your disbelief is not just suspended, but in freefall without a parachute, but you somehow manage to suppress your x-ty-eight year old brain and enjoy it anyway with your eight-year-old brain.

There are some role-playing games that have it, mostly by Palladium. Whether Synnibar does remains to be seen, but one of my players was a Kickstarter backer and is making noises about GMing it (or rather, taking on the mantle of whatever preposterawesome name Synnibar has for the referee).

When preposterawesome fails it becomes either preposterawful (like Turkish Star Wars) because even an eight-year-old can see through it, or spuriawesome (like Sky Captain) because it tries so hard to be awesome but is obviously playing note by note from The Complete Idiot's Guide To Being Awesome, like roleplaying games that dole out Awesome Points!!! or make you roll Just Got Real Dice!!!



Anyway, the shining example of all time is undoubtedly Clark Ashton Smith's epic poem about being a Dungeon Master, "The Hashish Eater." The medium is "bad poetry" - the nightmare you might have after downing a Milton, Coleridge and Poe milkshake just before going to bed - but he just kills it anyway.

[...] They come,
The Sabaoth of retribution, drawn
From all dread spheres that knew my trespassing,
And led by vengeful fiends and dire alastors
That owned my sway aforetime! [...]
And griffin-mounted gods, and demons throned
On-sable dragons, and the cockodrills
That bear the spleenful pygmies on their backs;
And blue-faced wizards from the worlds of Saiph,
On whom Titanic scorpions fawn; and armies
That move with fronts reverted from the foe,
And strike athwart their shoulders at the shapes
The shields reflect in crystal; and eidola
Fashioned within unfathomable caves
By hands of eyeless peoples; and the blind
Worm-shapen monsters of a sunless world,
With krakens from the ultimate abyss,
And Demogorgons of the outer dark [...]

Demogorgons I can see ... kind of like medusas or draculas ... but ... cockodrills?

COCKODRILL

Paternal line: crocodile
Maternal line: hybrid of rooster (m) and mandrill (f)
HD: 5
AC: 3[17]
Damage: d12
Move: 9" (15" in water)
It lurks in a tree or the water and then jumps out and bites. If it gets a tasty morsel on the first bite it runs, but fights if it has no escape. Its hands can fling mud in your face if it has no better mode of ranged attack. With a spleenful pygmy as a rider (halfling with berserker morale), it overcomes its sneaking nature and fights as a fierce war steed.

Saturday, 21 July 2012

How and Why To Shock

We can extend last post's discussion from sex to extreme violence, sadism, body horror ... but keep the focus on how people react and what they think about the author who transgresses taboos in a game or fiction.

When any creator tries for shock value, in whatever kind of narrative - writing, game, TV, film - there are two kinds of how it is done.  One way is to contrast the taboo-breaking to a recognizable version of our normal reality. The other is to have it as a norm in the setting - a whole world gone horribly or gloriously mad. That is, you can either have a world where one family in the peaceful village is secretly cannibalistic demon-worshipers (isolated shock), or where the whole world is (pervasive shock).

A harder job is to figure out why it is done. Perhaps the creator's actual purpose is not so important as the effect it has on the audience. But second-guessing of the creator's motives is always going to go on, and cues in the work may push the audience one way or another. If we just discuss effects, we avoid the tricky problem of the author's intention - is it wish fulfillment? moralization? sheer desire to disturb? - and also confront the possibility that the work might have unintended effects on any given audience.

Effects of isolated shock include:

* Contrast. At the most basic artistic level, the shocking element provides the goal of an investigation or adventure. It gives a dramatic, attention-catching payoff of surprise. In an interactive medium, it can also give clarity to a muddled situation - this thing is clearly an abomination, it needs to go!

* Demonization. A point is taken about things linked to the abomination - sex is bad, drugs are bad, religion is bad. Sometimes, in slippery-slope logic, the greater evil is a stand-in for some lesser form of deviance like homosexuality, race (or racism), unbelief. Sympathies are with the normal community trying to root it out, and if they're oblivious, this just makes a more effective call to arms for the crusade.

* Hypocrisy-bashing. The take-home message here: apparently normal society shares essential traits with the abomination it's so horrified with, maybe to the point of being more monstrous than the monster. This can be done savagely, by making the monster-haters ugly and brutal, or gently, by emphasizing the humanity of the apparent monstrosity. A related theme is to satirize conformist efforts to keep up normal appearances and ignore the monstrous, as in Jaws and many other films.

When shock becomes pervasive, this can convey:

* Existential stress. A "world gone mad" has an artistic effect of unhinging the audience, creating an atmosphere of constant and pervasive threat to one's values and assumptions. Note the difference with contrast. There, the viewer and protagonists have a solid ground and safe space to retreat to, whereas here, both of them are marooned in an existentially hostile world where rules of sex, rules for bodies, rules for eating are profoundly and disturbingly different.

* Dystopia. Endemic wrongness is often taken as the bottom splashdown of the slippery slope, calling out an evil in the world not by isolating it, but by imagining it taken to the farthest extreme. "If you let men marry men, pretty soon, incest and bestiality will not only be acceptable but fashionable!" "The logical consequence of sexism is the owning of women as property!" A fairly standard character in dystopia (as in Brave New World or 1984) is the one character who for some reason is "old-fashioned" and stands in for the audience's sensibilities.

* Relativism. Just as isolated shock has culturally conformist and nonconformist interpretations, so does pervasive shock. The nonconformist version of dystopia leads to a questioning of the very basis of taboos we take for granted, through one of two means. Either the taboo-breakers are portrayed sympathetically ( for example, Donald Kingsbury's SF novel Courtship Rite depicts a harsh, protein-poor planet where cannibalism is normal and institutionalized), or the reader's society is contrasted against the transgressive one in an unflattering light ( for example, Piers Anthony's short story "In The Barn," where an explorer of alternate universes finds one in which humans, lobotomized from birth, are used for meat and milk, and reflects on what an explorer from another universe might think of our own treatment of animals.) 


Finally, there are two reactions which have been presumed in both of these genres of shock.


* Wish-fulfillment. Based on the assumption that each taboo covers a deep dark desire, one presumed intention or effect of portraying shocking things is the vicarious service of such desires, both in the author and the audience. Undoubtedly this is the case for some, but how much we really want to break taboos may be overstated. The possibility of wish-fulfillment, though, does make for some good hypocrisy-bashing and relativism aimed at the audience itself. Nobody who's seen Tarantino's Inglourious Basterds can escape its point that the Nazis cheering the imaginary violence at their film premiere are uncomfortably mirrored by the audience cheering the imaginary violence against the self-same Nazis.


* Desensitization. This is less of a goal for authors, than an unintended side-effect. The Technicolor gore of 1978's Dawn of the Dead now looks laughable and primitive; pornography has ritualized a certain kind of sex so much that the only way to shock people now is to present sexual bodies that are hairy, lumpy and ugly. Desensitization has been a concern of regulators and moralists for a long time, exemplified most tellingly in the strictures of the Comics Code of the mid-20th century, which required not just that evil be punished but that it not be depicted overly graphically. This assumes only thing keeping us away from committing vile sins ourselves is innate revulsion, which can be desensitized by repeated exposure, much as medical students get used to the feel of cadavers.


Well, that's quite a scheme there. I'll let that sit, and pick up again with the ways these categories can be applied to confrontations with the past.

Tuesday, 13 December 2011

Green Slime Theme Song

Ladies and gentlemen ... Green slime has a theme song.


In this technicolor B-movie from 1968, there's apparent inspiration for not one, not two, but three old-school gaming classics.

Of course, the green slime.

But then, the slime creatures ... with their one eye and tentacles ... kind of resemble Ropers.

Otherworld Minis roper.

And finally, the plot of the film ... one-eyed green aliens grow from larval form in a station, are blasted with energy weapons which only make them grow and multiply, and eventually overrun the whole place ... is a very likely inspiration for the classic Tom Wham game from TSR (and later Steve Jackson), The Awful Green Things From Outer Space.


And the director? The underappreciated Kinji Fukusaku, better known for Battles Without Honor or Humanity, Tora! Tora! Tora! and Battle Royale.

Monday, 22 August 2011

Stanley Kubrick: Asshat DM

Not much time to update the wizardly stuff, but I did watch a couple of really well-done Youtube videos (part 1, part 2) from a film scholar who shows exactly how the sets of The Shining have a lot of places where things don't connect or make sense: windows and rooms that can't exist, halls that come from nowhere, rooms that can't connect to anything. Interestingly enough, the spark for this analysis came from a first-person shooter level designer who found it impossible to reproduce the sprawling, mazelike Overlook Hotel faithfully in his medium.

Naturally, the explorers of mad archmages' dungeons are well accustomed to these effects being produced by extradimensional spaces, undetectable slopes, imperceptibly rotating and elevating rooms, teleporters, and straight-up Escher physics. A DM can probably get away with at most one of these funhouses over the course of a campaign. After all, mapping is a minor player achievement that gives rewards minute by minute, and it should only be pulled away with calculated cruelty.

All the same, it's a great moment when the party realizes ... hey, wait a minute, it's not the map that's wrong ... it's the dungeon that's wrong.

Lots more on Rob Ager's film analysis website.

Wednesday, 25 May 2011

The Greatest Afro-Grindhouse RPG Never Made

   


Not small-press module covers, these are hand-painted posters on flour sack canvas, advertising the offerings of mobile VCR-cinema entrepeneurs in the hinterlands of Ghana. There are hundreds of them in this gallery; I've drawn on Nigerian horror but there are also renditions of Hollywood, Bollywood, and Hong Kong classics - Krull, Beastmaster, and Red Sonja among them. The most disturbing are not for the faint hearted (or work); END OF THE WICKED in particular.
  
Cartilage Heads!
The audience is not guaranteed to understand English, so that may account for all the fantasy and horror titles, with their visual spectacle. Anyway, most of these posters are so amazing you get the sense that seeing the actual movie would be kind of a letdown.