Monday, October 16, 2017

Our Last Best Hope

One thing I'd like to get back to one of these days is the dozen-or-so, half-finished drafts sitting in my blog's memory. I mean some of them are still pertinent. However, for the sake of "just doing something" (baby steps, right?) I'll write about something more current:

The last month or so, I've been dipping my toes back into the Magic: The Gathering world. The reason for this is pretty simple: my son has discovered Magic cards. Back in June, he be can collecting and trading Pokemon cards, and was gifted with a huge stack of the things from an older kid (11? 12 years old?) who'd moved onto MtG. While we played these earlier in the year, what's become a big part of the fun for my first grader is trading cards on the playground (before and after school), and Magic cards became the currency of choice sometime around the 2nd week of September.

I have a fairly substantial collection of MtG cards, most of which were purchased off an old roommate back in 1999 or 2000. We...myself and my housemates of the time, including my spouse (before we were married)...found the cards enjoyable for casual play, especially down at the Baranof, over breakfast, while nursing our tremendous hangovers (ah...wasted youth). But casual play was all we ever did with them. While it was fun to build decks and tweak them with the nickel cards you could pick up at Gary's (back in the day), none of us wanted to invest substantial amounts of money in them. For us, it was just a cool substitute for Rummy or Cribbage...something fun to play while relaxing with a beer (or whatever) in the evening.

While I did end up amassing a couple thousand cards, they got boxed up and (mostly) forgotten sometime around 2000 or 2001...after my wife and I moved out of that house and "grew up;" getting married, buying cars, and houses, etc. But as with many of my gaming products, I kept the cards (still in shoeboxes), figuring some day they'd get brought out again. And now they have.

[just in case anyone's wondering: I am a packrat, but I wouldn't call myself a hoarder. I have been known to part with things, even things of substantial nostalgic or symbolic value (my old electric guitar, for example). And some things...like my 2nd Edition AD&D books...I found exceedingly easy to discard. I don't hang onto EVERYthing, folks!]

However, after a couple-four weeks of deck building and playing and attending one local, MtG competition (at a local shop with a substantially younger crowd), I find myself kind of sour on Magic, again. The cards are still neat and I really dig on the newest series (it's all inspired by South American-flavored pulp: lost world dinosaurs, Aztec-ish vampires and conquistadors, plus various South Seas pirates)...but I don't want to invest in a paper product that disintegrates in water, and certainly not to the extent that I could compete in a competitive environment. And just beating up on my six year old is kind of a dumb exercise in gaming. At least when we play Rummy he can win a hand or two.

But the boy still likes the cards and I picked him up a booster pack for him this weekend, as well as a new RPG for yours truly: Our Last Best Hope, a GM-less story-game by Mark Diaz Truman, inspired by the disaster movies of recent years that focus on world-threatening melodrama. Films like Armageddon, InterstellarThe Core, The Day After Tomorrow, and any of various zombie-apocalypse films that have graced the screen...stories where a small band of heroes must work together and overcome various obstacles to save the human race from extinction.

It's a well-known trope these days, and I'm kind of surprised at how familiar I am with it, considering these types of films bore the shit out of me. I mean, the formula's pretty tired, the drama pretty contrived...and yet these stories remain popular and (probably because there are so many of them) I've seen more than my fair share of them. Heck, some of 'em (like Armageddon) are a lot of fun, even...or especially...when they are at their most ridiculous. Regardless, the game is exceptionally well-crafted, and playing within such a recognizable genre gives players a real chance to ham things and have a great time.

Underrated classic
Hell, you could use it to model a lot of high stakes, crisis-type situations. Something like the 1966 film Fantastic Voyage...which I just re-watched with my kids a couple weeks ago (despite its age, I still find it a great film)...would be perfect for Our Last Best Hope. Even though humanity isn't on the brink of destruction, The Fate of the Free World is!
: )

I won't get into the specifics of the rules here except to say that compared to other "Story-Now" indie-games, it's very concise and focused with excellent practical in-game resources and a lot of new-tech support (including QR codes throughout the book that you can scan with a phone app for video examples of specific rules). But for me, it shows that there ARE real reasons for playing other RPGs, and other systems. You could not use (for example) the D20/Pathfinder system to emulate the large-scale disaster drama with the same kind of laser-focus that Truman brings with Our Last Best Hope.

It really warms my heart. Damn, there are some designers doing good work out there.

Anyway, Diego's not old enough to play (he's still a little young, even for D&D), so it'll probably be a while before I get a chance to try Our Last Best Hope. But it's definitely worth keeping on the shelf for some future, rainy day. Unlike the Magic cards, I doubt it'll take sixteen years for me to find an excuse to play it.
; )

Thursday, October 12, 2017

Soul Searching

I don't pray very often.

I just don't much anymore. Not because I don't believe in the power of prayer, but simply because I've gotten out of the habit of actually petitioning God for anything other than to do God's will. While I go to church more often these days than anytime since I was a child (I try to get my kids there every Sunday), and I do meditate and thank the good Lord for my many blessings and ask for aid to all the folks who need it, etc. there WAS a time when I could...and would...pray at the drop of a hat. For aid in all sorts of things. Things that, objectively, one might consider selfish. To do well on a test. To not get caught doing something I wasn't supposed to do. For the local team to win a big game. Things like that: the normal petitions of a young Catholic who believes in the intercession of the Trinity (and perhaps a saint or three).

I watch my son pray, and I find it amusing. He'll pray that he wins a hand of cards (we play a lot of cards in my house). Or that the Seahawks make a field goal. Or that we make it to [wherever] on time. He closes his eyes and clasps his hands and prays silently, unashamed of who may be watching. I admire him for it...even envy him a bit (I was never so demonstrative, nor...I think...so fervent, except perhaps when praying for God to save us all from nuclear war and Mount St. Helens). He prays with equal fervor for folks affected by hurricanes and earthquakes and mass shootings. He's a good little kid.

Why am I writing about this? I've been thinking about soul searching lately, self-meditation, praying for guidance. The subject keeps coming up for me randomly...like the universe telling me it's something I should be doing. Because lately I feel like I've been ignoring my "inner voice" (what some might consider the whispering of the divine) in favor of simply treading water: going through the daily routine, doing my day drinking, grinding out some semblance of substance in a life where I often feel like some slacker fraud.

I am reminded of an incident from my childhood, where my father gave me the worst tongue-lashing I can remember (and deservedly so), when he discovered I had been...in his words..."pulling the wool over his eyes." Pretending that I was the model student when I was, in fact, really letting shit slide. It was horrifying on many levels, and probably gave me all sorts of negative conditioning that still haunts my psyche to this day. In the moment it was occurring, I really thought he was going to take me out.

I wonder how much of this has been passed on to me and become part of my own "parenting style."

[terrible thought]

I picked up a copy of Michael Thomas's BLUEHOLME Journeymanne Rules today, and had a chance to read through it. I am a big fan of Thomas's original BLUEHOLME (the "Prentice" rules), and wanted to see what his concept of an expanded ruleset would like. I was...well...underwhelmed. The book itself is beautiful (the artwork and layout is fantastic), the scale (less than 120 pages) is about perfect, but the content isn't much more than the original, save that it "goes up to 11" (or 20...level 20...in this case).

And perhaps that's enough...perhaps that was Mr. Thomas's objective in writing it. If I didn't have the Prentice rules (or a copy of Holmes Basic), this would be a "must-have" book for this edition...this style...of Dungeons & Dragons. That's what Holmes is, after all: the world famous D&D game in a slightly different flavor. And while he offers a couple of new innovations (for instance, I like his variant weapon damage that makes sense within the style and scope of the original), on the whole it feels like it could have been more.

But how can I fault him? Really...who am I to pass judgment? He has created a very nice retro-mash of Holmes and the OD&D supplements, packaged it in the most pleasing form (art and layout) of ANY OSR clone yet (honestly, I can't think of a nicer looking OSR clone that I've seen), and provided all the rules he feels necessary for his preferred flavor of D&D. And me? What the hell have I done lately?

The truth is, I've been on an extended hiatus, due less to the busy-ness of my life and far more to straight-up lethargy, inertia, and my various addictions. I'm just saying this to "come clean"...as I sit here at the German pub, drinking beer and ignoring my other obligations. Hell, I just ordered a second half liter as I was writing that last sentence. The fact is, if I didn't have my family to anchor me (and really, it's just my kids) I would probably have no reason to go home at night. Or shower and shave (occasionally). Or clean my house. Or grocery shop. Or anything productive at all.

And being "productive" isn't the same as being "constructive." Productive is simply treading water at this point in my life, and that feels like a damn cop out. About 18 months back, I was writing about how I never learned to "hustle," and worrying about my damn legacy and a bunch of other bullshit. Part of the problem I'm seeing now is that I actually have an idea, an inkling, of what I should be doing with my life...and yet I'm not doing it. It's so easy to rest on one's laurels, to celebrate the small victories instead of seeking out the new challenge, the next mountain to summit.

Fuck. I'm really NOT trying to be poetic here.

It makes me want to (mentally) beat myself up, but I understand and realize that's truly a counterproductive waste of time. If someone came to me with this same, sad sack bullshit I'm writing here, I know what I'd say to him/her. But I've discovered in recent months how useless words can be to changing someone's behavior, let alone their life. Only self-action (i.e. actions taken by oneself) can change the road you're on, not helpful...or compassionate...or shouted...or constructive advice.

Time to put down the fucking beer and get on with it.

I started this post writing about prayer. I can't explain why I find it so difficult to pray (outside of church, when I'm modeling behavior for my children), except that I'm fucking out of practice. God doesn't care if you pray for selfish things, and as long as you understand God's answer to your prayers might well be "no," there's no harm (or foul) in doing so. I think I might benefit from doing some prayer...especially the deep, soul-searching kind. The last couple months I've been doing a little of this during Mass, and I've been receiving some inspiring ideas...ideas that I haven't done much about. Too tired, you know? Or too "busy." Or too lazy. Or something. Whatever it is, the inspiration fades after a couple donuts and a big, Sunday brunch followed by the football game on TV...just your typical, habitual Sunday ritual.

I think I need to start praying on days other than Sunday.

I'm going to leave it at that for now. I want to talk more about BLUEHOLME in a separate post (after I give it a second read and collate some of my more random-ish thoughts), but at the moment I've got some other stuff I have to get to.

Later, gators.

[EDIT: just re-reading this, my writing...and sentences...appear very short and "clipped." I want folks to know that, mentally, there were a lot of loooong pauses in my brain when I was typing this up]

Tuesday, September 26, 2017

Games

I'm sure I've written this before, but I'll write it again: much as I love the game of Blood Bowl (and the latest edition might be the best version yet)....much as I love the game, there are a lot of ways in which it fails to mimic the actual game of American football on which it's based. While the various discrepancies could be written off as just a post-apocalyptic fantasy world's imperfect interpretation of the ancient rulebook (so would say the original "fluff" of the game) there are other, non-field aspects, that simply cannot be emulated. The current brouhaha in the NFL, for example, where players are using their public platform to bring attention to the continuing racial injustice in our country that has led to more inappropriate outbursts from our sitting POTUS. While some non-field events and antics can (and are) emulated with the use of random event cards, in the existing fantasy setting the various Blood Bowl teams play for different nations and species, rather than a single country. There can, thus be no single cause or rogue leader against which to rail and bring unity between teams bent on mutual annihilation in the name of sport.

As usual, reality proves itself stranger than fantasy.

Even so, Blood Bowl is a great game, certainly one of my All-Time Faves. Diego and I have had the chance to sit down and play a game or two since the NFL season started. As said, the current release might be the best iteration yet published (previously, I would have given the nod to the 3rd edition), at least in terms of rules. But then, Games Workshop has been publishing and evolving Blood Bowl since 1986...thirty years!...and while the main "overhaul" of the game was the '94 version (when they introduced time limits and turnovers) the last 20 years have simply been tweaks and tinkering based on actual play and feedback in an attempt to make the gameplay experience better. Blood Bowl isn't the flagship game of the GW brand; hell, there have been periods in their history when they weren't even publishing the game. Their business strategy for getting new cash infusions from BB fans is based on newer, shinier releases (better game pieces, cooler models), not some false proclamation that the "older version" is no longer viable as a system. The game is still about 16 fantasy figures taking the field 11 at a time, and I still can (and do) utilize the playing pieces I've owned since I got into the hobby circa 1989 (with the 2nd edition).

The reason I bring all this up is the recent series of thoughtful posts from Alexis over at the Tao. For reference, you can check out:
Noob-Talk
Measuring Yourself as a DM
Those Who Quit the Game

They're all short, but particularly thoughtful (and thought-provoking) posts on Dungeons & Dragons. One thing Alexis has been good at over the years is reminding his readers that D&D, for all the wonderful things it is and all the joy and meaning it may have given us, is still a game. A game that has to be played to have any real value. A game that we can...and perhaps should...strive to become better at.

Last week I received a comment on an ancient blog post in which the reader expressed doubt of my actual experience with the game (and, presumably my authority to blog about it). It's true that I've played D&D since 1982, but those 35 years have been "off and on" and the last five years or so have been mostly "off." If I really consider the actual years I've spent playing and running D&D...not just acting as an "armchair DM," my actual experience probably amounts to only 15-17 years...and maybe not even that. Reading and designing and prepping are all a part of the game (especially for would-be dungeon masters), but most of the practice is only accomplished at the table. Like flight time for a pilot...there's a difference between hours spent in a simulator and hours spent in the air. It is quite possible that there are people out there who only started playing D&D with the 3rd edition (released in 2000) that have more hours "in the chair" or "behind the screen" than I do, despite my decades of involvement in the role-playing hobby.

And that actual, hands-on experience makes a real difference. It does so with any game or sport, and the more challenging and complex the game, the more difference that experience makes. When I play Uno or Rummy 500 with my son, he beats me nearly as often as I beat him. With Cribbage, I generally beat him (even though we don't count muggins and I help him with counting). When we've played Magic cards...recently discovered this month...he's beat me a single time in a dozen plus games (random draw should preclude this from happening). And I've never lost a Blood Bowl game to him. But then, I can only remember losing a handful of Blood Bowl games, ever, to anyone...BB is just my wheelhouse.

And it's not just about winning (after all, D&D isn't about "winning," right?). The boy and I were at the local game shop where we completed a full game of Blood Bowl in a couple-three hours...and during the same time period we watched a pair of adults struggle to even complete a half in the same time period (Blood Bowl, like soccer, is played in two halves)...despite having been set-up at the table before we even sat down. When I've simply acted as referee for two players (I do this sometimes), I've managed to facilitate complete games far quicker. That's just experience that comes from playing.

D&D is a game. A special game, sure, but still a game. A complex game with a strange set of rules, some of which are unwritten, some of which can only be parsed out in play. Especially for the development of a competent DM, real experience is needed at the table...hence, the often heard phrase, "you learn to be a DM by running games."

And yet, imperative though it is, just running games is not enough to hone your craft as a DM. I've run the Hickman module Pharaoh two or three times (boxed text and all), but if that was all I did I wouldn't develop anything except my ability to run that particular module. I think Alexis is right when he states part of the reason people quit the game (assuming that they had an enjoyable experience with it when first played) is that they reach a point where the game's perceived limitations fail to satisfy their expectations of entertainment. "I'm tired of killing things and taking their stuff," or even "I'm tired of pretending to be something I'm not," especially when one can instead escape into the easily accessed television program.

There are several strategies for enhancing and retaining player enjoyment...and I think those strategies are ideas worthy of exploration. But that's going to have to wait for a follow-up post.

Thursday, August 31, 2017

RPGaDAY 2017 #30 and #31

From the #RPGaDAY 2017 challenge (information here):

And we've reached the end of these posts...and because I completely spaced that YESTERDAY was the 30th, I will be doing yet another combo-post. Sorry about that (but at least it's over)!


#30 What is an RPG genre-mashup you would most like to see?

This is another fairly easy one to answer: some sort of mash-up of dinosaurs and (modern day) warfare. M16s versus velociraptors. Dudes in a Bradley fighting vehicle being chased by a triceratops herd. That kind of thing.

I love this kind of thing.
This goes back to my longtime interest in "lost patrols" stumbling into some kind of Land of the Lost, prehistoric dimension. Like The War That Time Forgot or my one-time micro-game Out of Time, I just get a thrill off the idea of pitting automatic weapons against gigantic killing machines. I know I'm not the only one who digs on this (Jurassic Park, anyone?) but it seems to be a genre-mash that's gone largely unexplored. Yes, I already have a copy of Hollow Earth Expedition...it's not enough.

And, just in case anyone's interested, I did find my old copy of Cadillacs & Dinosaurs (I was cleaning/organizing my office last week. Fortunately the chewed portion was limited to the back cover and index). Maybe I could adapt the dinosaur stats to Twilight 2000...


#31 What do you anticipate most for gaming in 2018?

This is a tougher question. "Anticipate" means "expect" or "predict," but do they want an answer with regard to my gaming? Or to gaming (the "state of gaming") in general?

I'm not expecting much, truth be told. Regarding my own gaming, I predict more Blood Bowl and Pokemon and the same drought of RPG gaming. With regard to gaming in general? I don't see a 6th edition of D&D yet on the horizon. The indie market seems to be striving right along. FFG will probably roll out a new Star Wars supplement based on Episode 8, hoping to capitalize/cash-in on a tie-in with a popular film. The Old School community will continue as it has.

Yeah, I really don't know. I know that *I* have a LOT on my plate these days, but my hope is I'll be more active in blogging, designing, and publishing than I've been the last couple years. And hopefully (hope-hope!) I will be able to produce some stuff that inspires some folks. Especially around this corner of the blog-o-sphere.

But even if I'm not as active as I hope, I hope other folks will pick up the slack. And while that's for selfish reasons...well, it's my hope.

All right. That's it. Thanks for reading.
: )

Wednesday, August 30, 2017

RPGaDAY 2017 #25 thru #29

From the #RPGaDAY 2017 challenge (information here):

Wow! I'm nearly a week behind...again! A "quick trip" to Montana (or anywhere, really) can sure set you back when you're trying to do regular blog posts.

Then again, August is a pretty poor month in general to try scheduling regular blog posts...at least if you're a parent of school age children (like Yours Truly). The next few days look to be exceptionally busy as I get unpacked from vacation and ramp up for the coming school year. Plus, I've got coffee and ice cream socials to plan, coach training for soccer, uniforms to patch, and blah, blah, blah. Because go my limited time, I will be combining my delinquent posts into a single missive.

Here we go:

#25 What is the best way to thank your GM?

Beer. A six pack or pitcher is good, but a pint at the local pub is perfectly acceptable. If you're feeling spendy, or can't get together at the bar, a bottle of wine is always a welcome substitution.

If you're too broke to buy and you still want to express your gratitude for a game (whether it be a multi-session campaign or one-off), words of thanks are always appreciated.


#26 Which RPG provides the most useful resources?

Probably Twilight 2000, with its pamphlet reference sheets (included right in the box). The original Marvel Superheroes RPG (and the later Advanced version) had excellent maps, paper figures, and character cards for reference, but fighting over the same few blocks of New York City could get old.


#27 What are your essential tools for good gaming?

Dice. Pencils. Paper. Imagination. Back when I was playing a lot of Vampire: the Masquerade, I made good use of a scientific calculator to run random numbers (since VtM uses D10 dice pools), but these days I do my best not to pull out a calculator (or smart phone) at the table.

A laptop has become essential for ANY gaming recently, as my only gaming has been on-line.


#28 What film or series is the most frequent source of quotes in your group?

I don't have a regular group, but even so, this has always depended on the game being played (as folks tend to reference in-genre films). I mean, at least when I've recognized quotes from players (I would never, for instance, recognize a line from Doctor Who as I've never seen the show).

Personally, I often find myself quoting Star Wars or Blade Runner...usually something like "I have you now," or "Time to die." I try to keep it to a minimum, however.


#29 What has been the best-run RPG Kickstarter you have backed?

I have only ever backed one Kickstarter, ever: Top Secret: New World Order. I talked about this earlier this month. It seems to have been a well run operation; we'll have to wait and see if the goods are delivered by November as promised.
: )

Thursday, August 24, 2017

The Defenders (Part 3)

[continued from here; as with that post, this one includes:]

 ***MAJOR SPOILERS***


Just moving right along...

Danny Rand/Iron Fist (Finn Jones): So let's talk about this particular Danny Rand. I'll say it again, I think Finn Jones does an excellent job in the role. Danny Rand isn't a terribly complex character (few superheroes are), but he is a bit of a strange duck as I've written before. Yes, he's the immortal weapon of K'un Lun and he's plenty cocky about his fighting ability. He also prefers not to fight people who he clearly over-matches (like non-powered criminals), often trying to talk them out of it ("You know I was trained in the martial arts for ten years in the mystic dimension of K'un Lun...") which, of course, never works, thus requiring him to lay the beat-down. 

In some ways, he's a stunted man-child, as one might expect from his upbringing. There's a wonderful scene in an early episode when he speaks in Mandarin to the owners of a Chinese restaurant where The Defenders are hiding out, getting them to stay open by offering to float their business for six months (and making the owners throw in dinner as part of the deal). When Luke points out that Danny could be using his money rather than his fists to have real impact on injustice, Danny gives it a try...even after Colleen (rightly) points out to him that he's a warrior, not a businessman. The complexities of living an adult life in a 21st century American city are still things Rand is coming to grips with; for most of us it takes decades to accomplish (I didn't really mature until my late 20s, early 30s), and some of us never make that adjustment (my brother, for instance). Even though Danny can center his focus with meditation and harness his chi, he's only just begun his road to the kind of maturity he needs to survive like a functioning adult in a city like New York.

He's a kid. I imagine that's part of why he's always referred to as "Danny," never Dan or Daniel.

It's the same in the comic books (though, by the time of The Immortal Iron Fist series, he's mostly got his shit together...the character's existed for decades, by now). Mostly. But in the television show we're still watching these characters as they grow into their own, and even though he may feel he's ready to be a hero (or a warrior or whatever), the truth is there're a lot of areas where Danny Rand still has growing to do. And I think Jones is great at portraying that. It's just too bad the writers don't do a better job of showing his goofy, likable side, instead focusing on his frustrations and resentments with the situation of his life. I can understand why some people find the character annoying. 

As for Iron Fist's fighting style, I like the way they've done it. In his comics, especially the more recent Immortal Iron Fist series, he is drawn with an unorthodox style of long sweeping movements, fully extended legs and arms, contorting his body horizontally at times, more like a ballet dancer than a UFC fighter or centerline military HTH. It is distinctly different from other scrappy heroes of the comic universe, and I think Jones is fairly competent in his action. Others look at his wild flailing about and say, "boy, that actor sure sucks at martial arts." To me, it simply appears to be the fight choreographer's attempts to emulate the comics. The proof of course is in the character winning his fights...he must have some preternatural ability to fight like that and get away with it, right?

But that's part of the suspension of disbelief...the same thing that allows us to turn a blind eye on four heroes miraculously NOT catching a bullet when half-a-dozen automatic weapons open up in a cramped restaurant space (despite only one of them being bullet-proof). The same suspension of disbelief that makes us ignore a killer with a sword deciding to execute a kick on an unarmed opponent rather than slashing them dead. This is how Iron Fist fights...yes, even hunching up to deliver a single chi punch when his fist becomes LIKE UNTO A THING OF IRON (thanks, Stan). We've seen fight sequences in cinema, and have an idea of how we think they should look. But Iron Fist's moves aren't based on cinematic fighting alone. Like it or not, there are some comic sensibilities at work here.

[that's not to say that things won't change down the road. Observe the final battle sequence in the first cinematic Avengers film. They have Captain America doing full frontal flips while running along the tops of cars...much as he would in an 80s comic book. Later films have removed these needless, comic book acrobatics from his fight sequences. His fighting style has changed to fit the needs of cinema]

But I'll stop belaboring the point. Me liking a particular quirky show (Twin Peaks, Arrested Development, Firefly, etc.) has never stopped such shows from being cancelled.

Misty Knight (Simone Missick) and Colleen Wing (Jessica Henwick), a.k.a. The Daughters of the Dragon: Also known (in the comics) as Nightwing Restorations detective agency. But I suppose you couldn't do yet another superhero detective agency, seeing as how we already have Jessica Jones. Come to think of it, that may be part of why there's no Heroes for Hire agency either. Ah, well.

I'll talk Colleen first, since hers was the larger part in the series (she was as much one of the "Defenders" as any of the big four). Remember how I praised the Iron Fist series for the way they chose to portray Wing as an interesting, complex person instead of some two-dimensional, cardboard sidekick? Well, The Defenders reduce her to pretty much a two-dimensional sidekick. I'm sure Ms. Henwick was just happy the creators haven't chosen to kill her off like her Game of Thrones character (or like Ben Urich in Daredevil). You know...to give Danny Rand some "extra motivation."

*sigh*

But even so, she must be chomping at the bit for a new run on Iron Fist. There was quite a bit of interesting stuff that was going down with Colleen's character in the first series...her relationship with her students, her relationship with Danny, her relationship with her own martial art (and the best use of that art). Of course, there was also her relationship with The Hand which (I felt) was only poorly explored in Iron Fist and in The Defenders was simply milked for a couple extra fight scenes. I found the entire Bakuto subplot to be a waste of space (and a waste of Ramon Rodriguez's talents). He just wasn't as villainous, or creepy, or scary-deadly as he needed to be. In the end, he was only there to cut Misty's arm off and even that was unnecessary...she could have lost it to the bomb explosion, similar to her comic book canon.

Yes, she finally lost it. Even as they teased us at the end of the Luke Cage series (before confirming that, yes, she would keep her arm), it was clear to me that they were going to take it from her the moment she walked into the Midland Circle building in the final episode. I saw it coming a mile away...I know they're trying to develop these characters along lines similar to their comic counterparts and being a one-armed, ex-cop is part of Misty's whole identity. The faster she gets a bionic replacement from Stark Enterprises (or the Rand Corporation or whoever), the better as far as I'm concerned. Her introduction to Colleen Wing already took waaaay too long.

But though Misty made strides from being a hard-nosed cop to hard-boiled cyborg, she still was left on the sidelines for most of The Defenders, much to my chagrin. Like Colleen, her character and subplots were downplayed (though Simone Missick is such a strong actor, she demands attention even in the few scenes she appeared). But, boy, was she watered down...especially with her being all hunky-dory about Luke's new girlfriend. I realize that the comic book history destines these two for other people (Luke for Jessica and Misty for Danny...well, for about 40 years before she moves on to Sam Wilson) so it's not a huge deal, but she was really crushing on Cage in his series, and I fully expected at least some...I don't know, antipathy? Rivalry? with Claire Temple (Rosario Dawson)

[perhaps she's too busy to pine over "the Hero of Harlem;" perhaps she gives zero fucks because she is too busy fighting real crime as an officer of the law. That would certainly fit with the character and Missick's portrayal]

And as for The Night Nurse/Claire Temple: we did see Rosario do a lot more medic duty and a lot less ass-kicking in The Defenders...a good thing in my opinion (that whole hippocratic oath thing). But she's still a good fit and nice lynchpin for all these various Defenders of New York, and she was in on plenty of action, as well as providing Luke Cage with a serious, solid love interest.

Now let's be clear here. The Jessica Jones comic book character (to whom comic book Luke is happily married) has only been around since 2001. Luke Cage's character has existed since the 1970s. And for much of those early years, his main girlfriend/romance was with Dr. Claire Temple. She only broke up with him because she got tired of Luke putting himself in danger all the time, even while she knew (and encouraged him) to be a help to people using his abilities. The end of their relationship actually reminds me a bit of Rosario's walking out on Daredevil in his first season; apparently, she has less worries (so far) about a man who's bulletproof (even though she's now had to treat him...what? Three times?...when Luke was comatose and/or seriously injured). 

I only write this for folks who might not know the old Cage stories and who are wondering why he's with Claire when he obviously continues to have feelings for Jessica (and vice versa). This is actually the writers sticking to the character canon. And if they continue to do so, Claire may one day leave Luke and leave the door open for Jessica. So there. 

[still have absolutely no idea how the Danny of the television series will ever end up with Misty]

Anyway, in case you can't tell, I have a soft spot for these particular ladies. I would really, really like to see a Daughters of the Dragon series featuring Colleen and Misty (and Claire) at some point in the future...a little vacation from the men-folk of the Marvel Netflix Universe. However, no such series appears to be scheduled at this point...more's the pity.

Alexandra (Sigourney Weaver): I'm not going to talk about the various Hand villains any more than I already have, and these posts are already super-long and I've got other stuff to do, but I do want to finish up with "the Big Bad" of the series. I love Sigourney Weaver. I've been a fan since the Alien films and Ghostbusters and I've seen quite a few of her films over the years. I could gush over her for a paragraph or so, but most folks are familiar with her work...she's been nominated four times for Academy Awards, and she'll probably pick-up a lifetime achievement Oscar someday.

This was not a good role for Ms. Weaver. It has nothing to do with her acting chops or her ability to appear subtly menacing and powerful while still trembling with desperation at her character's impending demise...she does as much as she can with the role. It's just that the writers don't give very much for her character to do in the series. Mostly she stands around (or sits) talking. Usually quietly. Sometimes just staring, pondering her immanent doom. 

As the head of centuries-old shadow organization called The Hand...which had all sorts of crazy in previous shows that set our superheroes trembling (remember draining people of their fluids and turning them into zombie abominations?)...you'd think she'd have something more interesting to do than snipe and politic with her (suddenly all-too-frail) fellow "masterminds." 

"Alexandra" is weak...the character is weak. The bad guys are all weaksauce. She's put all her chips into Elektra (based on some "prophecy" that we never really hear anything about), clearly a loose cannon with a history of being on the other side and betraying EVERY side for her love of Daredevil. That's just suicidally stupid...and it doesn't make any sense. I'd think some Machiavellian immortal would hedge her bets at least a little...maybe have a Plan B and Plan C? Seems like that would have made more sense. Certainly more sense than turning your back on a malfunctioning weapon and going out like a chump.

I don't know, I guess I've played to much Vampire over the years with Antediluvian machinations manipulating world politics, and exerting influence over the world of darkness.

It's pretty lame. Despite having the biggest name star yet in any of these Netflix series (certainly the biggest star in a Marvel flick since Robert Redford showed up in Captain America), this has got to be the most pathetic excuse for an antagonist yet. And that's saying something when you consider the ones in the Iron Fist series. 

Look...I'm not going to write a whole bunch more on Elektra than what I wrote in my last post, but it seems to me that the showrunner(s) of The Defenders have done a major disservice to these Netflix shows. There's a LOT that could have been done with Elektra...especially given her history as an assassin for the Kingpin and her conflicts with the Hand. Clearly, the creators of the Daredevil series didn't want to retread the same ground as the Affleck film, killing the character off in a rooftop ninja fight (*sigh*). But bringing her back for this? Just to fight a few useless battles, kill Stick, and go all Godfather on the shadow mob? And then die again? What a frigging waste.

But that all goes back to the writing...again. The Defenders had some fun, and it was (mostly) fun to watch, especially as I like the characters (and the actors that portray them) so well. But a lot of the story was pretty crappy, I'm sorry to say. I look forward to better things in new seasons of Jessica Jones 2, Luke Cage 2, and (hopefully) Iron Fist 2.

All right, that's it. I'm out of words.

RPGaDAY 2017 #24

From the #RPGaDAY2017 challenge (info here):

Share a PWYW publisher who should be charging more.

All of them.

Unless you're releasing some sort of "beta test" or art-free sample or promotional product (i.e. things that are usually given away for free), folks should be charging money for their work.

If you've taken the time to create and publish a finished project, you'd best be putting a price tag on it. Doesn't matter what price you decide on...if it looks really sucky, charge a dollar...but put some sort of value on it. Because if you don't value your own work, why should anyone else find value in it? And if you're not sure it's worth anything (because it's incomplete or has gaming flaws/holes), then you should probably polish it up to a point where you find it has value BEFORE you decide to publish it.

I am assuming this question refers to the many self-published independents out there putting electronic PDFs on DriveThruRPG, and similar sites. Those are the folks I'M talking about. I've picked up a couple or five of these "PWYW" products over the years and can you guess how much money I put in that little box?

Zero. Zilch. Nada. Every time.

If you won't value your work, why should I? Truthfully, I usually pass on anything marked PWYW, but sometimes I've heard something, or read some review, that piques my interest, and I'll download it (despite the quickly diminishing storage capacity on my laptop). And I never pay a thin dime. And I usually delete it from my hard drive, following a quick perusal. No skin off my nose, after all...I paid nothing, I lost nothing, and I have nothing invested in holding onto your work.

That's pretty f'ing terrible. If I pay for something, at least I'm likely to use it, to play it, at least once...if only to get my money's worth out of the thing. And don't you want your games to be played? Isn't that why you're writing them? Or is it really just sheer vanity as you live off you trust fund, futzing around on your desktop publishing program?

Because if THAT's the case, why don't you get off your ass and do something useful...like publish a newsletter organizing a grassroots movement to combat the bigotry and intolerance that exists in every American community, even now, in the 21st century.

Assuming you're NOT just writing "for shits & giggles," assuming you design games and game products because of a deep personal need to do so, and that you're publishing independently because you can't afford to not keep your "day job" due to having a mortgage or family or pet that needs supporting...then you should put a frigging value on your work. How long did it take you to write? A couple months? A couple years? How many hours of your precious, valuable time (remember, your days on this planet are numbered, you WILL die eventually, and every moment you're alive is a blessing)...how many hours did you put into your project? How much is your life, your creativity, worth on an hourly rate?

At least minimum wage for your locale, I'd hope.

Of course, I'm as guilty of undervaluing myself as anyone. My Five Ancient Kingdoms has only netted my about $1700 in net profit (since 2013)...it is, by far, my poorest selling product. In Washington State, at the time I wrote it, minimum wage was $9.19 per hour, but my own employer paid me substantially more than that. Did I work less than 184 hours on the thing? Probably...probably more like 100-120 hours. But there was more to it than just writing: researching (Middle East myth, folklore, history, and culture), play-testing, layout, finding (public domain) art, driving places (printers, shops), packaging the thing (a couple hours figuring out the shrink-wrap machine), marketing it (minimally...mainly blog posts), dealing with the post office...all those things take time. Plus all the stress, arguments, and headaches such a project can cause with the non-gamer spouse. All that adds up....and the $1700 profit I've made over costs (and that's a high estimate) has been recouped over four and a half years. Most businesses, I believe, would want to get paid within two years of an investment...but, for me, this is still more of a hobby than a business. As a hobby, I don't mind the trickle of sales that come over time.

But only about 45% of my money has come from PDF sales...if I'd made those e-books "PWYW" how far away from $1700 would I be? That $750 in e-sales is the price of a new, small print run for my B/X Companion. I lose that money and all of a sudden it's taking me a lot longer to bring my next "hobby project" to light.

So my answer to the question of the day is, "all of them;" if it's a sample or promo project, then offer it for free. If you need funding for your project, start a kickstarter. If the project is already complete: charge money. Something, anything. If no one buys it (because your price is too high) than reduce the price...but give your work some value.

It has value to you, doesn't it?