Monday, April 16, 2018

TV Review: "The Vision of Escaflowne (天空のエスカフローネ)" (1996)

This week, I wanted to give a shout out to an epic animated fantasy series that's one of the best of the 1990s, The Vision of Escaflowne:



"Was it all just a dream? Or maybe a vision?
No, it was real."

Set on both Earth and a fantasy world named Gaea, "The Vision of Escaflowne" follows the adventures of a teenage girl named Kanzaki Hitomi, who has a mystic connection to both places.  Whilst in the middle of professing her love for the high school track captain, Hitomi encounters Van, the teenage King of the small Gaean nation of Fanelia, and a dragon.

After defeating the dragon, Hitomi and Van are teleported back to Gaea, where Earth and the Moon are visible in the night sky and where Earth is called the Mystic Moon.  This is the first clue to the viewer that the series' has yet to be discovered backstory.

Shortly thereafter, Van uses the dragon's heart to power up the eponymous mecha Escaflowne, just as the Zaibach Empire invades his country.  Hitomi and Van are then swept up into Zaibach's conquest of the rest of Gaea, meeting a host of other characters along the way, including a jealous teenage catgirl.




It's a rather punishing game to have a drink every time Merle says, "Lord Vaaaaaan!"


Despite the bishōnen aesthetic of the male characters, "The Vision of Escaflowne" has a clever and well written story, with surprising depth and dramatic weight and some unexpected twists, without veering too much into melodrama.  Plus, there's a good balance between funny and poignant moments.  Additionally, the series successfully blends different genres (e.g., High Fantasy, Mecha, etc.) and puts its own distinctive spin on things.

Also notable are the wonderful soundtrack by Yoko Kanno and the Warsaw Philharmonic Orchestra and the eye popping visuals: this series is animation of a quality not previous seen before on a TV show.  The mecha design is top notch, including work from the legendary Kawamori Shōji of Macross fame.  There are also some pretty boss fight scenes.




A worldwide hit, "The Vision of Escaflowne" remains a beloved anime that is quite rewatchable more than 20 years later.  If you're looking for a fast-paced fantasy action anime filled with creativity, a wonderfully-fleshed out background and many well-designed characters, this may be for you!

Monday, April 9, 2018

RPG Game Play: Really Bad Stats

Last year, I discussed the issue of Stat Inflation (the incentive for players to play characters with higher statistics) in role-playing games which use Random Roll for character creation

This week, I wanted to talk about the opposite side of the coincharacters with Really Bad Stats.




If you use Random Roll for character creation, eventually Random Number Generation (RNG) will catch up and give you a character with Really Bad Stats.  And by "Really Bad Stats," I'm not talking merely below average but rather, bottom of the barrel (in D&D terms, I'm talking 3s, 4s or 5s) and I'm talking having more than one Really Bad Stat (even in a well designed game, it's usually possible to play around one Really Bad Stat).

So, this begs the question: Does having a character with Really Bad Stats materially affect fun?

Well, it depends.

Firstly, some players simply don't care about their character having Really Bad Stats.




Secondly, in some games, this is a moot question since some or all stats have no or little mechanical effect.  For example, in OD&D, a PC's Strength, Intelligence and Wisdom no mechanical effect other than possibly an XP bonus.  OD&D's other stats, except for Charisma, don't significantly effect gameplay either.

Thirdly, the circumstances can matter a great deal: it's different playing a character in a one shot or that doesn't otherwise require much mental investment in the character by the player. For example, it's easy enough to play up Really Bad Stats for comedic effect.


However, what about a character where the GM is looking for significant mental investment by the player in the character and wants to play a long-term campaign?  In other words, a player cannot simply wait until next session to play a different character.

Two common reasons that people play tabletop role-playing games are for escapist fantasy and for wish fulfillment.  Really Bad Stats can put a damper on both of those.

There's also the issue of fairness.  It's not really fair to having one character be significantly mechanically worse than the others.  Really Bad Stats can mitigated by the GM if he is able to provide the character with Really Bad Stats alternate ways to be effective and is able to still give the character their time in the spotlight.  However, this does require a level of trust in the GM and really should be expressly stated in the group's social contract.


Monday, April 2, 2018

Culture: Beer (~3000 BC)

Last year, I mentioned that eating well is one of things that makes life worth living!

This week, I wanted to take a look at the other side of cuisine and give a shout out to one of the oldest and most widely loved beverages of all time, Beer:


Beer is the third most popular drink in the world after water and tea.  And whether one calls this liquid awesomeness a cold one, a brewskie, or real man's Zima, people have been enjoying beer for a long, long time.  For example, during the building of the Great Pyramids of Giza, each worker got a daily ration of four to five liters of beer, serving as both nutrition and refreshment that was crucial to the Pyramids' construction.

Related to the invention of bread (it is theorized that beer-like beverages were independently developed throughout the world soon after a tribe or culture had domesticated cereal), beer has been arguably partly responsible for humanity's ability to develop technology and build civilization.  Unsurprisingly, the Code of Hammurabi included laws regulating beer and beer parlors.





Fermentation is one of the earliest chemical processes mastered by humanity.  Barley brewed beer has been around since at least 3100 BC, as per archaeological evidence (ancient pottery jars) from Godin Tepe in the Zagros Mountains of modern day western Iran.  

The oldest surviving beer recipe is the "Hymn to Ninkasi," the Sumerian goddess of brewing:

"Given birth by the flowing water ......, tenderly cared for by Ninhursaja! Ninkasi, given birth by the flowing water ......, tenderly cared for by Ninhursaja!
Having founded your town upon wax, she completed its great walls for you. Ninkasi, having founded your town upon wax, she completed its great walls for you.
Your father is Enki, the lord Nudimmud, and your mother is Ninti, the queen of the abzu. Ninkasi, your father is Enki, the lord Nudimmud, and your mother is Ninti, the queen of the abzu.
It is you who handle the ...... and dough with a big shovel, mixing, in a pit, the beerbread with sweet aromatics. Ninkasi, it is you who handle the ...... and dough with a big shovel, mixing, in a pit, the beerbread with sweet aromatics.
It is you who bake the beerbread in the big oven, and put in order the piles of hulled grain. Ninkasi, it is you who bake the beerbread in the big oven, and put in order the piles of hulled grain.
It is you who water the earth-covered malt; the noble dogs guard it even from the potentates (?). Ninkasi, it is you who water the earth-covered malt; the noble dogs guard it even from the potentates (?).
It is you who soak the malt in a jar; the waves rise, the waves fall. Ninkasi, it is you who soak the malt in a jar; the waves rise, the waves fall.
It is you who spread the cooked mash on large reed mats; coolness overcomes ....... Ninkasi, it is you who spread the cooked mash on large reed mats; coolness overcomes .......
It is you who hold with both hands the great sweetwort, brewing it with honey and wine. Ninkasi, it is you who hold with both hands the great sweetwort, brewing it with honey and wine.
[1 line damaged]
You ...... the sweetwort to the vessel. Ninkasi, ....... You ...... the sweetwort to the vessel.
You place the fermenting vat, which makes a pleasant sound, appropriately on top of a large collector vat. Ninkasi, you place the fermenting vat, which makes a pleasant sound, appropriately on top of a large collector vat.
It is you who pour out the filtered beer of the collector vat; it is like the onrush of the Tigris and the Euphrates. Ninkasi, it is you who pour out the filtered beer of the collector vat; it is like the onrush of the Tigris and the Euphrates."

As befits the followers of Ninkasi, many ancient beer meisters in Mesopotamia were women, and making beer was one of the few trades open women at the time.  This is a reflection of the responsibility that women had to supply both bread and beer to the household. 




In contrast with today's brews, ancient beers were often thick, more of a gruel than a beverage, and sometimes early beer drinkers used straws to avoid the bitter solids left over from fermentation.  In addition, some beers contained ingredients that would be unusual to modern beer drinkers, such as berries, honey and narcotic herbs!

But perhaps the biggest difference between ancient beers and modern beers is the latter's use of hops, which started in Germany in the 9th century.  Germany, of course, is home to the most epic of beer festivals, Oktoberfest, which has been held annually for over two centuries!

So, whether you are drinking craft brew or your favorite commercial megabrand, remember that you are doing your own small part to further civilization.  Cheers!

Monday, March 26, 2018

RPG Design: Gamist Restrictions On Classes

Last year, I discussed the important issue for tabletop RPG Design of Balancing Classes.   This week, I wanted to discuss a particular approach to game balance: Gamist Restrictions On Classes.




First made famous in Original Dungeons & Dragons (1974) and OD&D's linear and spiritual descendants, RPGs that use character classes typically have various limitations baked in at the RPG Design-level in order to differentiate the abilities of different game characters and to provide niche protection (e.g., only Clerics can turn undead, Magic-Users cannot cast spells in armor, etc.).

These limitations also reflect OD&D's war-game lineage (e.g., unit types often have sharp and unexplained differences).  For example, no one asks why the Knight in Chess is the only piece in Chess that's able to jump over other pieces.





However, these limitations can go too far IMHO, particularly when they provoke bizarre mental contortions trying to justify themselves.

For example, there is the eternal D&D question, "Why can't wizards use swords?"

As with Spell Points, Gary Gygax, the co-creator of Dungeons & Dragons, was also famously not a fan of wizards using swords.  For example, in The Dragon #16, he pontificated:

"Why can’t magic-users employ swords? And for that matter, why not allow fighters to use wands and similar magical devices? On the surface this seems a small concession, but in actuality it would spoil the game! Each character role has been designed with care in order to provide varied and unique approaches to solving the problems which con- front the players. If characters are not kept distinct, they will soon merge into one super-character. Not only would this destroy the variety of the game, but it would also kill the game, for the super-character would soon have nothing left to challenge him or her, and the players would grow bored and move on to something which was fun."

However, not only does Messr Gygax's argument feature classic logical fallacies but it is patently ridiculous.  By itself, wizards using swords will not create a "super-character" that will "kill the game".

This particular topic is something of a personal bugbear for me, as it also exacerbates Linear Fighters, Quadratic Wizards in D&D.





Thus, by "Gamist Restrictions," I'm referring to those RPG Design limitations on character classes that fly in the face of verisimilitude for Gamist reasons (typically game balance).


For Sorcery & Steel, my rules set, I've endeavored to avoid any Gamist Restrictions.  Consequently, wizards can use swords (and any other type of weapon), as well as armor!

Monday, March 19, 2018

Movie Review: "Hero" (2002)

Much like there were many Swords & Sorcery films released in the wake of the epic "Conan the Barbarian" (1982), there were a number of Wuxia movies at the turn of the century that sought to capitalize on the popularity of "Crouching Tiger, Hidden Dragon" (2000).

This week, I wanted to take a look at one of the better efforts, "Hero" (2002):



Very, very loosely based on the story of Jing Ke's assassination attempt on the King Zheng of Qin (who would go on to become Emperor Qin Shi Huang, founder of the Qin Dynasty) in 227 BC, "Hero" is a low fantasy historical adventure film by "Fifth Generation" director Zhang Yimou.

Set in the Warring States period of China, the story follows a nameless swordsman (appropriately named Nameless), a minor government official who purportedly has killed three assassins (Sky, Snow, Broken Sword) who have been giving King Zheng sleepless nights and caused him to take drastic security measures.  This gets Nameless an audience with the King and what follows is a cat and mouse game between the two, and we see various versions of the events (a la Rashomon (1950)), as the King drills down to the surprising truth.





Compelled to surpass "Crouching Tiger, Hidden Dragon" (directed by Taiwanese multiple Academy Award winner Ang Lee) out of nationalistic pride, "Hero" was the most expensive mainland Chinese film to that date, with an all-star cast headlined by legendary martial arts star Jet Li and including Hong Kong staples Tony Leung and Maggie Cheung, "Crouching Tiger" starlet Zhang Ziyi and long time mainland Chinese actor Chen Daoming.

"Hero" has solid wuxia action, especially between Li and fellow action star Donny Yen.  The other action scenes are more dreamlike, but are still fine.  One of the best parts of the film is the amazing cinematography, featuring amazing landscapes and gorgeous use of color.

However, the story has some issues, not the least of which is, without completely spoiling the ending, that this movie was unsurprisingly criticized in the West as being pro-authoritarian.  By this, I mean that, unlike the position taken by the film, the people of the Warring States didn't really have a sense of being part of one country at that time, while the film has a clear message of the importance of sacrificing lives and liberty in favor of central power.

Unsurprisingly, this is exactly the message that the Chinese Communist Party pushes.  And, as Director Zhang Yimou is a loyal member of the Communist Party, it's not surprising that he was awarded the prestigious position of directing the Opening Ceremonies of the 2008 Beijing Olympics.




Anyway, "Hero" is a fine entry in the wuxia genre.  However, take its historicity with a giant boulder of salt and it's better to enjoy the film as pretty but vapid entertainment.

Monday, March 12, 2018

RPG Design: Thief Skills

A couple years ago, I discussed the Thief Class and the importance of Balancing Skills,  and last year, I discussed the importance of Balancing Classes.

This week, I wanted to riff off those discussions and take a look at the mechanic for Thief Skills in 2nd edition AD&D compared to earlier editions.  Like earlier editions, in 2e, there is a chart stating the base scores for Level 1 Thieves, to be modified by Dexterity, race, and armor, if applicable.



Then, however, the Player gets to do something pretty different for TSR D&D:

"Each time the thief rises a level in experience, the player receives another 30 points to distribute. No more than 15 points per level can be assigned to a single skill, and no skill can be raised above 95 percent. including all adjustments for Dexterity, race, and armor. As an option, the DM can rule that some portion of the points eamed must be applied to skills used during the course of the adventure."

I've mentioned before that 1st edition AD&D is my favorite iteration of Ye Auld Fantasy Game, but I do really like the 2e approach to Thief Skills.  It is basically a type of Point Buy for character advancement that allows the player to customize to suit in this area, while still retaining the archetypal flavor benefits of using a class.

This is able to work with Old School D&D since the OD&D game engine is robust enough to have multiple independent sub-systems, which in turn means that DMs can mix and match sub-systems as desired with limited or no mechanical repercussions (e.g., changing Thief Skills has no knock effect on combat mechanics).




Inspired by the mechanic for Thief Skills in 2nd edition AD&D, in my own rules set, I have added a skills system influenced by Call of Cthulhu, allowing players to customize their characters to a much higher degree than in Ye Auld Fantasy Game.

Monday, March 5, 2018

Video Game Review: "Darkest Dungeon" (2016)

I wanted to give a shout out to arguably the best recent CRPG, "Darkest Dungeon"!



Developed by Red Hook Studios (the moniker being a sign of their Lovecraft fandom!), Darkest Dungeon is a low fantasy dungeon crawling and team management CRPG.  In terms of background, in the finest Lovecraftian tradition, The Ancestor of the player spent too much time delving into Things Man Was Not Meant To Know, hordes of monstrosities were subsequently unleashed and now it's up to the player to set things right.

Dungeon by brutal dungeon, you direct a legion of adventurers to clear your blighted estate, often at the cost of the latters' lives and/or sanity, until you face the eponymous Darkest Dungeon.

Like the grim and gritty setting, this is a grueling and challenging game, in large part because, in the best Old School tradition, Random Number Generation (RNG) has a huge impact on gameplay!  More than once, a string of bad die rolls will turn the situation upside down and you'll be screaming  in frustration at the screen.




In a big departure from the majority of dungeon crawlers, in this game, much like a soccer manager, you are more focused on developing an entire roster of adventurers to meet various goals and challenges, as opposed to leveling up a specific party.  If you miss the forest for the trees, it's easy to get too invested in a particular  adventurer or group of adventurers, spending way too much resources on them.

Mixing side scrolling movement (a la Castlevania (1986), Old School!) and turn-based combat, tension mounts palpably as you explore various procedurally generated dungeons and the hordes of opponents whittle away at the party's health and sanity, not unlike Call of Cthulhu!




There's little hand holding in this game, and one poor decision can cost you, so you need to constantly pay attention (who's attacked so far this round?) or the situation can quickly devolve into a TPK!  Moreover, this is another way that the game punishes you if you get too invested- if a dungeon delve is going poorly, sometimes it's better to cut bait and run than risk ruining or losing one or more characters to death or insanity.

In addition, between the classes, their skills and camping skills, quirks, dungeons, monsters, curios, etc., there's a *HUGE* amount of crunch to absorb, so don't feel like looking things up in the wiki is cheating!  In addition, FilthyRobot has put together an excellent and informative series of class guides, beginning with the Abomination:




Overall, Darkest Dungeon is an amazing Old School game!  It rewards planning, preparations and smart play, but sometimes stuff happens and you just have to bounce back.  The art style is apt and the artwork is moody and evocative, as is the voice acting, and the attention to detail is superb.

So, if you are looking for an intense, Old School dungeon crawler that demands your best and keeps you on your toes, you'll love (and, at times, love to hate) "Darkest Dungeon".