Monday, October 16, 2017

Literature Review: "The Tombs of Atuan" (1971)

Last year, I discussed a work that is both one of greatest fantasy novels AND one of greatest young adult novels, Ursula K. LeGuin's "A Wizard of Earthsea."  This week, I wanted to take a look at the sequel, "The Tombs of Atuan."



In a somewhat surprising move, the second entry in the Earthsea Cycle has a new main character!  Rather than Ged from "A Wizard of Earthsea," we follow the action through the eyes of Tenar, a young Kargish girl who is the high priestess to the "Nameless Ones" at the titular Tombs of Atuan.

The Tombs are the center of religious activity for the Kargish Empire (one of the antagonists in "A Wizard of Earthsea") and feature several different faiths that seem to get along quite well.  Oldest and most sacred (but also neglected) is worship of the "Nameless Ones" and their high priestess is the "undying" Arha- undying in the sense that every time the incumbent high priestess dies, the other priestesses find a girl child born at the same time, while apparently becomes the new vessel for the "undying" Arha.

As so it was with Tenar, taken as a child and raised in this strange place by strange women for this strange purpose.  She loses her name (becoming the new Arha) and grows up a lonely servant of a mostly neglected religion.

Ged does show up, but only half way into the book.  He has recovered half of the broken ring of the archmage Erreth-Akbe is looking for the other half, hidden in the Tombs of Atuan.  Once rejoined,  the ring will reveal the powerful magic rune of Peace.  Arha/Tenar manages to trap him in the underground labyrinth but will he escape?  No spoilers but this *IS* the second book in a trilogy...




After "A Wizard of Earthsea," I found "The Tombs of Atuan" to be rather disappointing.

Like its predecessor, this is another coming of age story.  However, unlike Ged, Tenar is a victim of kidnapping and brainwashing and has no special powers.  Unsurprisingly, she has very little agency and spends the most of the book simply reacting to other characters.  In fact, when she asks to become an apprentice sorcerer, Ged shoots down this idea and she simply accepts his judgment!

So, why exactly would young girls want to be her?

The tone and feel of  "The Tombs of Atuan" are also vastly different.  For example, there's no exploration, and very little sense of the magical world of Earthsea.   In addition, the pacing is quite slow for most of the book.

Another area where the story is weak is that, rather than presenting a more balanced view of the Kargish, they are still portrayed unambigiously as the bad guys.  They worship the clearly evil "Nameless Ones",  They are okay with child slavery.  They even banned literacy!

Doing so, LeGuin turns them into orcs.



Of course, "The Tombs of Atuan" does have good points.  It's well written and imaginative and it does shed light on some of the events in the first book.

However, if you are expecting another fantasy adventure tale, you will be quite disappointed, as "The Tombs of Atuan" is more a psychological character study of a pretty weak character.  There are also some horror aspects, but frankly, this is not a frightening tale as I never felt that Tenar or Ged were in serious danger.

Let her be Eaten?  Whatever. 

Monday, October 9, 2017

RPG Game Play: Rule Zero

This week, I wanted to talk about an issue that's potentially confusing but hugely important to traditional tabletop role-playing games: Rule Zero of RPGs.

The Game Master is Always Right

By the above, I mean that Rule Zero states that the GM always has the final say, even over the rules as written.  For games where meta decision making is distributed along traditional lines, Rule Zero serves as a manual override to the rules set: in other words, it exists in case someone needs to override the rules when they result a nonsensical result.  Furthermore, it serves the underlying philosophy that the rules should take a back seat if they interfere with having fun.

Rule Zero came about because in role-playing games, player creativity can produce almost unlimited options.  For example, in the board game "Clue" players only have a limited number of things that they can do in their turn.  However, if "Clue" was a role-playing game, Colonel Mustard would be able to set the kitchen on fire.  Also, some rule sets simply have gaps.  Consequently, sometimes someone needs to make a ruling about the "legality" of an action.

Rule Zero also serves as a check upon Rules Lawyers, Munchkins and/or if the players are just being rowdy in general.



Unsurprisingly, Rule Zero is the foundation of GM authority in tabletop role-playing games.  Giving the final decision making to the GM is what allows the GM to override even the rules as written.  It also gave rise to the proliferation of house rules and other aspects of the DIY nature of Old School games.

Of course, Rule Zero assumes that GMs will be reasonable.  However, if abused, Rule Zero  can lead to railroading, turning the players into an unwilling audience for the GMs fan fiction, or even the GM becoming a petty tyrant!




By contrast, some New School games, operate differently since more or all (for those games without GMs) decision making is distributed to the players.  Other New School games, such as the *World games, try to constrain the GM within the rules set (though actual effectiveness of such constrains is questionable).

Rule Zero is, for the most part, an unspoken rule or referred to only obliquely.  However, not only does it remain important to this day (especially in Old School games), but it also is part of the history of  tabletop role-playing games and the reason why old terms for GM included "judge" and "referee".

Monday, October 2, 2017

TV Review: "Rome" (2005-07)


This week, I wanted to give a shout out to a show that is one of the greatest historical drama TV series of all time, HBO/BBC's "Rome":




First off, I want to say that this series (or at least Season One) is friggin' Awesome!

"Rome" is an epic show with a sprawling cast of interesting characters that covers the death throes of the Roman Republic and the rise of the Roman Empire.  Filled with personal and political machinations, the show chronicles how various individuals and factions ruthlessly vie for power, with Julius Caesar and later his nephew Augustus carving their way to the top over an enormous pile of bodies, shaking Rome and her people to the core.

Our viewpoint characters are Lucius Vorenus and Titus Pullo, who are based on a pair of Roman soldiers mentioned in Caesar's Commentarii de Bello Gallico, though there are some obvious changes from the source material.  In addition to showing the plebeian side of things, this odd couple provides humor and much of the action of the show.

In fact, Vorenus and Pullo are basically PCs in an RPG, to whom all kinds of ridiculous and implausible things happen (including escaping being marooned on a island with a raft made of driftwood and corpses!) as they repeatedly play a role at key historic events.  Indeed, a one point, Caesar muses whether to get rid of them but decides against raising a hand against ones so obviously favored by the gods!




Setting itself apart from lesser historical dramas, producer Bruno Heller's "Rome" is big, sweeping, brutal and unapologetic.  Of course, there's the graphic sex and violence ("Rome" was what "Game of Thrones" is now known for), but more importantly, this ambitious show recreates and brings ancient Rome to life with lavish sets and costumes and superb writing, direction, and acting.

While not historically accurate beyond broad sweeps (a number of the details are incorrect or fictionalized for dramatic purposes), what "Rome" definitely gets right is the feel of the time and place.  A big part of this is that these Romans, while the height of civilization for the time, clearly do not have our sense of morality.

Also, Vorenus and Pullo are ridiculous killing machines and anyone getting on their bad side might die at the drop of a hat!



"Rome" does have some flaws, chief of which is the lack of major battles scenes.  Super disappointing!

There are also big jumps in time that are scarcely covered with a line of dialogue, particularly in Season Two.  This can be quite confusing at times and is particularly bad in Season Two (when Messr Heller learned that the series wouldn't not be extended so he crammed in multiple seasons worth of material).

Season Two also suffering in comparison to Season One in terms of a lead actor: James Purefoy (playing Mark Anthony) simply lacks the gravitas of Ciarán Hinds (playing Julius Casear) and failed to carry the production in the same way.

Still, the overall quality of the show is excellent.  So, if you are a history buff, political scheming or a fan of Sword & Sandal, this show is right up your alley!

Monday, September 25, 2017

RPG Design: Balancing Classes

Last year, I discussed the important overlooked issue for tabletop RPGs of Balancing Skills.  This week, I wanted to discuss another important issue for tabletop RPGs involving game balance: Balancing Classes.

Not many RPG players would choose to be a sidekick!

For purposes of this post, by "Balancing Classes " I'm referring to classes being balanced in terms of power/utility compared to each other as they level up.  In addition, this discussion focuses on RPGs with character classes.  By contrast, in a Point Buy character creation/advancement system, the balance issues presumably have already been addressed in the design of the Point Buy system.

Most class-based RPGs try to balance classes using some sort of niche protection (e.g., fighters will be better at (surprise) fighting).  Of course, poorly designed niche protection raises its own issues, but that's a discussion for another time.

Why are balanced classes important for an RPG?  Because, ideally, we want to keep players interested and involved in the game.  This obviously can be a problem when one class is notably more powerful than another, since every player should have a turn in the spotlight and a chance to Be Awesome.

...I'm quite good at my BMX...

Of course, the most glaring case of unbalanced classes is Linear Fighters, Quadratic Wizards, where one class can outshine another in its purported area of speciality at a lower investment of resources (i.e., spell slots).

Is it possible to have fun playing a game with unbalanced classes?  Yes, for example, classes in Rifts (1990) are hugely unbalanced in terms of power, where an adventuring party can be a dragon, a demigod, a lord magi... and a hobo!  Yet, according to stories, apparently author Kevin Siembieda is able to make it fun at his table by exercising GM fiat narrative control to give each player their time in the spotlight.

So, who wants to play a hobo?

This is the crux of why designing balanced classes in a game is helpful.  With unbalanced classes, a GM has to wrestle with the rules (and possibly the players) to reach a good result, whereas in a game with balanced classes, a GM can spend precious time and bandwidth on other issues.


Monday, September 18, 2017

Movie Review: Willow (1988)

This week, I wanted to give a shout out to yet another film that I thought was totally awesome as a kid, but, with hindsight, doesn't look as shiny, George Lucas' foray into High Fantasy, Willow:



Willow has a somewhat meandering plot wherein a girl with a special birthmark is prophesied to bring about the downfall of the evil sorceress Queen Bavmorda.  Consequently, Bavmorda imprisons all the pregnant women in her realm.  Nevertheless, this baby Elora Danan, is born and smuggled to safety, eventually ending up in the care of our titular character, Willow Ufgood.

Willow is a simple farmer who dreams of becoming a sorcerer and is tasked with finding a safe place for Elora Danan.  Along the way, he meets rogue sellsword Madmartigan, a couple of brownies (who are the comic relief), Princess Sorcha (daughter of Queen Bavmorda, who does a heel-face turn) and Fin Raziel (a good sorceress polymorphed into a possum).  Also, armies clash, swashbuckling happens and dark sorcery must be averted!




Much like Star Wars, Willow is a mishmash of different ideas and inspirations, some of them painfully obvious in hindsight, such as Star Wars (Madmartigan is pretty much fantasy Han Solo) and the Lord of the Rings (the Nelwyns are pretty much Hobbits with the serial numbers filed off).  However unlike Star Wars, in Willow that mishmash never really comes together, unfortunately.

This film also suffers from an underwhelming performance from lead actor Warwick Davis, who fails to solidly anchor this ambitious project with his often hammy and wooden delivery.  And the tone of the film wildly swings from super kid-friendly to really grim dark.

Still, there are also plenty of positives.  Val Kilmer brings the necessary rock star qualities to Madmartigan and the rest of the cast is filled with good character actors.  The cinematography, action sequences, production design and costuming are good to excellent.  The VFX look dated now, but were good for the time.




So, if you are looking for an ambitious but flawed epic fantasy film that's still a fun romp, this might be up your alley!


Monday, September 11, 2017

RPG Focus: REIGN (2007)

Previously, I have focused on 1st Edition Advanced Dungeons & Dragons and on 6th Edition Call of Cthulhu, two old favorites that have been highly influential upon my own developing rules set, Sorcery & Steel.  This week, I want to take a look at another game that has taught me many lessons in RPG Design, REIGN:



Right off the bat, I'm going to say that I love REIGN to bits.  That might seem a bit odd since REIGN  utilizes a number of New School ideas and mechanics.  However, I am not against New School games that are designed well and I played in a REIGN campaign for a couple of years, followed by GMing my own REIGN campaign for a couple more years.

REIGN is a low-powered fantasy game powered by the One Roll Engine (ORE), a count success dice pool system, with applicable stat and skill determining the size of the PC's dice pool.  This is not anything revolutionary.

However, what sets the One Roll Engine apart is that, rather than looking for a fixed target number, "successes" are based upon matching sets of dice.  As a result, as the name suggests, you can determine success, speed and degree of success all in one roll.  Furthermore, the same system can be used for static, dynamic and opposed rolls.  ORE does have a learning curve but, overall, this makes the game run very quickly and smoothly.

Another thing that I really like about ORE is the stripped down skill list that still covers 95+% of what PCs might encounter during an adventure (i.e., skills are broadly applicable).




There are lots of other things that a would-be RPG designer can study in this game as well, including using a strong authorial voice throughout the work, effective flavor text, really well-balanced mechanics and character advancement, an interesting and effective approach to Linear Fighters, Quadratic Wizards, etc.  One really does get a lot for their dinero!

So, if you are a fan of RPG Design or simply want to check out a neat rules sets, you can do a lot worse than REIGN!

Monday, September 4, 2017

Culture: "The Hero with a Thousand Faces" (1949)

Fundamentally, most tabletop role-playing games seek to tell thrilling yarns about heroes triumphing in the face of great odds.  So, this week I wanted to give a shout out to the seminal work of comparative mythology, "The Hero with a Thousand Faces":




Written by legendary mythologist Joseph Campbell, "The Hero with a Thousand Faces" is a hugely influential study that combines modern psychology with comparative mythological analysis.  Building on work from earlier scholars, Campbell found heroic legends from all over the world and from many different periods of time shares many similar elements of plot, structure, theme and symbolism.  

This begged the question of why heroic legends possessed so many similarities, despite being separated by great gaps of space and time?  Campbell's tremendous insight was that the reason for this universality was that these heroic legends were reflections of and expressions of elements of the collective unconscious of humanity.  According to Campbell and legendary psychologist Carl Jung, the collective unconscious produces "archetypes," which form the basis of many myths.

Furthermore, Campbell was able to break down these heroic legends into a basic narrative pattern which he called the monomyth or "The Hero's Journey", which he summarized as follows:

"A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man."




The concept of "The Hero's Journey" has been widely acclaimed since the 1970s.  Moreover, Campbell's ideas have been adopted and adapted repeated in popular culture, perhaps most famously in Star Wars, but also in many, many, many other works.

In the three decades since I discovered The Hero with a Thousand Faces, it has continued to fascinate and inspire me. Joseph Campbell peers through centuries and shows us that we are all connected by a basic need to hear stories and understand ourselves. As a book, it is wonderful to read; as illumination into the human condition, it is a revelation.” - George Lucas

A Call to Adventure!

So, if you are a fan of mythology and want to learn and understand more about the hows and whys of heroic legends, check out one of best written books of the 20th century!