Black Panther: Spoiler-Free Mini-Review

We saw Black Panther and it was even better than I had hoped. It’s now a strong contender for best Marvel movie ever, and therefore, for best superhero movie ever.

  • Visuals and special effects: 5. The most gorgeous eye-candy delight Marvel Studios have ever brought us. In scale and poise it holds its own against Asgard, and is much more joyous and colourful. Every visual choice was very carefully made. The tribes of Wakanda feel very different yet true and (mostly) unified.
  • Soundtrack: 4. Good mix of pop, traditional, and orchestral music.
  • Writing: 4.5. I have very few quibbles; the main one is that some characters I would really have liked to see again appear to have died the Final Death. But the dialogue is fun and smart, and the pace is good. Also, reflections on insular and and nationalist attitudes well-suited for our times, by a film-maker who cut his teeth on current events.
  • Casting: 5. There was not one actor I didn’t love, the choices were excellent all around. The characters’ personalities shone brightly and the lines were well delivered.
  • Direction: 4.5. Superb attention to detail and sense of an overarching vision. Ryan Coogler assembles the funny, dramatic, sad, tense, and absurd moments into a lifelike tapestry. I really enjoy the glances that characters exchange, the little non-verbal moments. Some exposition, but really not that much considering the amount of material the movie brings in, and well handled.
  • Editing: 4.5. Tight. Even the slower or more solemn moments did not feel like self-indulgence.
  • Superheroics: 4.5. The only problem is that the Black Panther suit is, well, black and can be a little hard to follow in the action. But the fights were definitely larger than life.
  • Diversity: 4.9. As the meme says, they even had two Tolkien white guys (Andy “Gollum” Serkis as Ulyses Klaue/Klaw, and Martin “Bilbo” Freeman as Agent Everett Ross.) Gender, orientation, and ability diversity not really showcased.
  • Feminism: 5. It passes the Bechdel test as well as the Strong Female Protagonist benchmark. Female characters have their own agendas and goals, their own opnions and methods. You can’t swing a dead panther in this movie without hitting a cool female character doing cool stuff.
  • The Edward S. Curtis Award for Anthropological Detail goes to Ryan Coogler and the set design team for the futuristic Wakandan buildings in the style of the Songhai and Aksum empires.

My take on it: who says intersectional social justice is dour? This is the bomb!

 

 

12 RPGs for the 12th Month: Beloved Tropes

Paul Mitchener came up with a new writing challenge on role-playing games called “12 RPGs for the 12th Month” (see the full list of questions here.)

Question 2: 3rd to 4th December

Which genre tropes that come up in an RPG genre of your choice do you love, and never get tired of? Why do you love them?

Tricky question. It requires looking at the nuances between tropes, clichés, mainstays, and so forth. So here is my rule of thumb when I have to make this sort of distinction:

  • a beloved trope (read: a beneficial recurring motif of a genre) is more about a classic situation setup leaving the resolution to the players, and generate stories;
  • while a cliché (read: an overused or negative recognizable motif of the genre) is a predictable or foregone conclusion, something that shuts down creativity.

Tropes can be enjoyed simply as signposts of a genre (of course, Mr. Johnson will betray your team of Shadowrunners, the question is, what are your Plans B and C?) but also subverted or explored for insight, delightful surprise, narrative depth (turns out Mr. Johnson was on the up-and-up after all but he’s now been captured by the evil megacorp, what are you going to do?). Meanwhile, clichés are at best anticlimactic and at worst hurtful. Since this is a post about celebrating things we love, I won’t dwell any further on that side of the subject today.

So I love to tackle the tropes of whatever genre we’re playing: the Things Man Was Not Meant To Know in Lovecraftian horror, the No One Could Possibly Have Survived That! in superhero adventures, the Star-Crossed Lovers in romantic fantasy, the Evil Galactic Empire in space opera, and so forth.

Probably my biggest trope love as a player is the Big Damn Hero who will do the right thing in the end, no matter how practical it would be to do something else. I love playing someone who can make the big moral choices and go against all the things that make me feel powerless in real life. Total wish-fulfillment fantasy, I admit it—and yes, sometimes I play against type and make completely self-centered, unreliable, snivelly cowards or flint-hearted commissars.

And as a game-master, my favourite is Always split the party!” Oh yes, my hearties, I love splitting the focus, constricting resources and means, and forcing tough choices.

Mapping the Veins of a World

I was opening a tab in my browser for a completely different reason, and I got completely sidetracked.

I’ve been using Chrome lately, and I have the Earth View form Google Earth extension installed so every tab I open shows me a new interesting image of the Earth seen from above. Altitude makes it looks like abstract art, but then you start recognizing features. Since I’m a fan of maps, I love looking at these.

This particular image just fascinated me, making me think about what’s unsatisfactory about a lot of map-making of fictional worlds, and especially in games. They are missing the key shaping factor of the ground surface:

Water is the shape of the landscape.

Karaginsky District, Siberia

This image shows the river that forms the southern boundary of the Karaginsky District on the Kamchatka Peninsula with the Ust-Kamchatsky District, just above the point where the river reaches the Pacific Ocean. It’s both a mighty stream and a little nothing rivulet, depending on the scale you’re considering.  Continue reading “Mapping the Veins of a World”

Atwood read the blueprint

Nolite te bastardes carborundorum. [Don’t let the bastards grind you down.]
— Margaret Atwood, The Handmaid’s Tale.

The Handmaids have entered the Texas legislature.
Nan L. Kirkpatrick‏ @nanarchist Mar 20:
The Handmaids have entered the #txlege. #sb415 #fightbacktx pic.twitter.com/Fpa9cNGHR0

The rate at which proposed  regulation, crafted by the American Far (“Christian”) Right, targets women’s most basic rights has been accelerating over the last several years. Bills that used to be outlandishly unthinkable are now commonplace, what with the Republican Party having wholly embraced the right-wing fringe, especially in its Dominionist flavour.

A protest against proposed draconian restrictions on abortion last week at the Texas legislature was only the most recent to draw parallels with Margaret Atwood’s 1985 dystopian novel about an ultra-Christian future of gender-regulated servitude, The Handmaid’s Tale.

Of course, the upcoming release of Hulu’s series based on the novel has also brought the book to the forefront of pop culture again, but the novel has been increasingly mentioned in news, streams, threads, and conversations about the Right’s treatment of women.

Earlier this week I was reading about the original critical reception to Atwood’s landmark book. It was darkly funny to learn that some reviewers — like the New York Times’ Mary McCarthy (Feb. 9, 1986) — felt its premise was too unbelievable to be successful:

“Surely the essential element of a cautionary tale is recognition. Surprised recognition, even, enough to administer a shock. We are warned, by seeing our present selves in a distorting mirror, of what we may be turning into if current trends are allowed to continue. That was the effect of ”Nineteen Eighty-Four,” with its scary dating, not 40 years ahead, maybe also of ”Brave New World” and, to some extent, of ”A Clockwork Orange.” “

“It is an effect, for me, almost strikingly missing from Margaret Atwood’s very readable book ”The Handmaid’s Tale,” offered by the publisher as a ”forecast” of what we may have in store for us in the quite near future. A standoff will have been achieved vis-a-vis the Russians, and our own country will be ruled by right-wingers and religious fundamentalists, with males restored to the traditional role of warriors and us females to our ”place” – which, however, will have undergone subdivision into separate sectors, of wives, breeders, servants and so forth, each clothed in the appropriate uniform. A fresh postfeminist approach to future shock, you might say. Yet the book just does not tell me what there is in our present mores that I ought to watch out for unless I want the United States of America to become a slave state something like the Republic of Gilead whose outlines are here sketched out. “

It’s worth reading the entire review, it seems like a point-by-point comment on current news, 32 years after publication. It’s hard to believe these days that McCarthy found A Clockwork Orange’s dystopia more likely than the one in Atwood’s “palely lurid pages.”

[Edit: Here are some very current topics touched on in The Handmaid’s Tale which I jotted the last time I read the book:

    • Patriarchy and kyriarchy
    • Rise of religious fundamentalism
    • Feminist reactions to pornography
    • “Freedom to” versus “freedom from,” and safety versus liberty
    • Abortion, contraception, and reproductive choices
    • Self-determination, ownership of one’s body
    • Right to take one’s own life
    • Environmental degradation
    • Surveillance and information technology
    • Gun control
    • Sexual orientation and choice
    • Non-reproductive sex
    • Citizenship
    • Poverty
    • Access to education, knowledge as power
    • Status of and relationships between U.S. and Russia
    • Public apathy and the creep of authoritarianism
    • Isolationism
    • Televangelists and the Christian media industry

And I bet I missed some.]

Partisanship has been increasing over the past 25 years. The Republican Party now controls the U.S. Presidency, Senate, and House of Representatives, as well as the “trifecta” (governorship + both State congressional houses) in 25 state legislatures, the senate in 12 more states, the house of representatives in six more states, and governorship in eight more states, and soon the ninth and deciding seat on the U.S. Supreme Court. The trend is clear, and it is frightening.

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Credits: Photo by Nan L. Kirkpatrick, as seen on Vulture.

More Medieval Than Thou

King Arthur Pendragon 5.2 cover I just got my PDF copy of King Arthur Pendragon 5.2 a few weeks ago. I started browsing it — and I do not understand its problem with women.

Yes, yes, Greg Stafford makes efforts to open up character creation a bit for female characters. Look, I’ve been playing Pendragon for thirty years and I have made female characters under every rule set. Incremental change, yeah, that’s great, but still missing the point.

Arthurian romance and the roman courtois genre largely became popular in its time because women read the stories, or had the stories read to them. Fan favourite Thomas Malory came in on the tail end (no pun intended) in the mid-15th century with Le Morte d’Arthur but the really interesting materials were written long before, and among the authors were women. Marie de France was writing Tristan and Iseult stories in the 12th century, Christine de Pisan wrote Le Livre des Faits d’armes et de chevalerie just before Thomas Malory was born.

King Arthur Pendragon, 1st ed. coverEver since its original 1985 edition, King Arthur Pendragon classifies women characters from Arthurian romance into three tiers. Non-player characters include “ordinary women” and “important women.”

Ordinary women:

“fulfill all non-epic functions without complications. Their anonymous existence is implied or accepted through the feudal world. They remain faceless and nameless. Such women have no individual character sheets; they are all Gamemaster characters. These generally include the unplayed wives of player-knights.”

Important women:

“have some individuality. They usually have names, or are at least known as the daughters of their fathers. [They] are often widows, mothers of vengeful men, heiresses, or healers of note. They are commonly accused of or found to be using minor magic. They are often among the major Gamemaster characters that will interact directly with the player-knights on a regular basis. They generally do not have complete character sheets.”

Extraordinary women can be player or Gamemaster charaters.

Extraordinary women in Malory include Queen Guenever, the beautiful wife of King Arthur and head of the Courts of Love; Queen Margawse, widow of King Lot, a dabbler in witchcraft and the mother of Sir Gawaine and his brothers; Queen Morgan le Fay, the mistress of Faerie, an enchantress supreme who has a passion for Sir Lancelot, hates Guenever, and plots trouble for her brother, King Arthur; Lady Viviane of the Lake, who gives Arthur his sword, Excalibur, and is killed by Sir Balin; and Lady Nimue of the Lake, guardian of the High King’s court against wicked enchantment, once Merlin is gone.

It’s telling that we read this discussion for women’s characters but not men. It illustrates the fundamental thinking: characters are male by default, women are variants. After all, wouldn’t the three tiers — ordinary, important, and extraordinary — apply to male characters?

Moreover, the examples of extraordinary women provided in this discussion are restricted by the filter. The tales that Malory mined also offer Enide from Erec et Enide (Chrétien de Troyes) / Gereint ac Enid (Welsh romances); Iseult/Isolde the Fair, she of Tristan’s longings; Dandrane, Percival’s sister and herself a quester (Perlesvaus); Queen Ygerne/Igraine, Arthur’s mother; Laudine the Lady of the Fountain, and her clever maid Lunete; Olwen, daughter of the giant Ysbaddaden Pencawr; etc. — none of which get airtime in KAP 5.2.

(By the way, the original romances also include a few persons of colour, men and women.)

Finally, we have substantial numbers of women among scholars of the Arthurian cycle (e.g., Fanni Bogdanow, Jill M. Roberts, Christine Ferlampin-Acher, Emma Jung, Marie-Louise von Franz) and among modern-day novelists who based new tales on the legendary characters (e.g., Marion Zimmer Bradley, Kim Iverson Headlee, Patricia Kennealy, Debra Kemp, Gillian Bradshaw.)

My point is, women were a key audience for the source material, were represented among the earliest writers we know of, were present as active characters in the tales, and have since spent a lot of time, effort, talent, study, and ink over these stories. Why is it so hard for a game writer who has been at it for over thirty years himself to notice all these women? To notice that women want to write, read, GM, and play Arthurian romances, not as quest objects or rewards, or as eternal support characters, but as protagonists?

Yes, I know an effort was made. I can’t but notice it since I am graciously told:

Generate a female knight exactly the same way you would a male knight. In the real world, women are statistically smaller and weaker than men by about 15%, but female knights should be allowed to use the same Attributes for men to generate female characters. […]

Oh, thank you, Good Sir! I will be allowed to play my 6th century knight in 15th century armour à la Malory and not be hosed by the game rules for playing a woman? Thank you, thank you!

And then the section goes on to inform us that female knights should be called “Sir”, not “Lady” or “Dame” because that’s something entirely different. Really! I assume that Queen Eleanor of Aquitaine, at whose court author Marie de France sat, was called “sir” when she rode in armour with the Second Crusade?

[See also examples in http://www.tor.com/2017/02/23/five-amazing-women-warriors-of-the-middle-ages/]

Pendragon 5.2 does not in fact prevent you from playing a woman knight, nor add stat penalties. It’s just sanctimonious in a “We really should penalize you, but we’re so nice,” begrudging kind of way; and erases important female characters and authors from its discussion.

Greg Stafford answers a straw(wo)man version of the issue in his short essay “This is a Sexist Setting.” However, he phrases it as if the setting had an objective external existence and he was its defender. It’s important here to be clear on what “the setting” is. Are we talking about:

  • The fictional setting of the entire body of writing that is classified as Arthurian romance, from Taliesin to Sir Thomas Malory?
  • The historical context the stories are purportedly set in, around a late 5th century/early 6th century warlord?
  • The historical setting at the time the stories were told and written, primarily from the 10th through 15th centuries?
  • The fictional setting strictly as represented by Malory — who wrote at the end of the Arthurian romance period of peak popularity and furthest from the era it covers?
  • The fictional setting as presented in the various editions of the King Arthur Pendragon role-playing game, from 1985 through 2016?

My complaint is that showing women as full and empowered characters in Arthurian romance should not be an afterthought, but a key piece.

I’m tired, exhausted of the backhanded gifts, the grudging concessions, the caveats, the faux “realism,” the obliviousness to the existing, long-standing participation and contribution of women. Why are you trying to open the door as little as possible rather than throwing them wide open? Why do you not see the ample precedent you have in and around the source material to justify erring on the side of openness?

Mouse Guard Must-Have

photo-sep-08-4-48-55-pmI’m very late in discovering this, but the hardback compilation Mouse Guard: The Black Axe is a must-have for all readers of the Mouse Guard comics (David Petersen, published by Archaia) and especially for players of the role-playing game based on the comic, the Mouse Guard RPG (Luke Crane & David Petersen).

It’s full of information about what the Guard Mice do, the art is as inspiring as ever, and the book offers a nice appendix full of maps, illustrations of locations, genealogies of famous mouse clans, etc. (You can see examples of location art here, but the ones in the book are different and contain much more information.)

RPG a Day: Fictional character?

17. What fictional character would best fit in your group? Why?

2016-07-18 16.17.54Klara, from the graphic novel series Saga by Brian K. Vaughan and Fiona Staples. And I want her to play Burning Wheel and make the GM weep.

#RPGaDay2016

 

 

Day 15, Cycle 5: Representation

I had an interesting reading experience yesterday. I’d been waiting for a certain graphic novel to be on sale and it suddenly was, so I downloaded it. The first page hit me like a ton of bricks, and I thought “She’s like me!

I remember being a kid, of course, and being excited when I could find adventure books featuring girls. And I keep picking up and circulating stories on social media, illustrating how important representation is. But I didn’t expect at my age to feel it again as a raw emotional response. And that’s only a small taste of what it is to a child — maybe a girl, brown-skinned, amputee, autistic, trans — who sees themselves represented for the first time!

It gave me a fresh desire to help in any way I can to lift the cloak of invisibility society has thrown on too many people.

ComicsNChemo

War of Ashes: Fate of Agaptus is a 2016 ENnie Nominee!

ENnies 2016 Nominee
The 2016 ENnie Awards nominees were just announced and War of Ashes: Fate of Agaptus has made the list in four categories:

  • Best Art, Interior
  • Best Family Game
  • Best Rules
  • Product of the Year

It’s up against high-quality, popular releases but it’s so nice to be on the list. (Now I know that at least four people read it!)  ^_^

I am so very fortunate that on my first professional writing gig in the role-playing world, Evil Hat Productions let me create a book the way I wanted to, with the support of their fantastic knowledge and staff resources. It doesn’t get any better!

War-of-Ashes-Pageheader

What makes a good horror RPG?

FearJeremy Kostiew asked on Google+:

What makes a good horror RPG? Rather, what has made a good horror RPG?

Was it atmosphere? Something about the mechanics? Hammer Horror soundtrack? Creepy GM? Haunted playspace? […]

I posted my answer there but it go so long, I realized I should turn it into a blog post! This also gives me a chance to provide links.

I’m not a fan of horror in general because it rarely reaches me. In movies in particular, it usually pairs violence and gore with repetition and cliche. For me, well-done horror is something like Identity (2003) or even some of the better X Files episodes: a lot of atmosphere, and threats that are not just about brutality and death.

Atmosphere: I’ve been in a few successful horror role-playing games, and many unsuccessful ones. The best I played was a campaign based on Clint Krause’s Roanoke game (Clint Krause Games 2006, out of print). My husband Edmund was the game-master and ran it at our local game club; we had a large ensemble cast that could change from week to week based on attendance, and a group of players known for their banter and kibitzing (including me), so horror was a challenge. Edmund payed a lot of attention to atmosphere. He talked to us beforehand about the genre, and asked us to play only if we were willing to get in the spirit, not goof around; the mood of the game was described as Brotherhood of the Wolf meets Lost. He had a soundtrack, sound effects, props, low lighting, etc. I posted detailed actual play reports on RPG.net, where you can get a better sense of how the game felt.

Tension, Transparency, and Temptation: It’s useful to have some sort of mechanic to keep track of and ratchet up the suspense. Examples include the Humanity/Taint/Corruption tracks in a number of horror games, which generally apply to individual characters; or the countdown clocks in Apocalypse World (lumpley games 2010). It’s most effective if the players see their fate coming incrementally closer, and if they have an incentive to court danger.  Roanoke uses the Doom pool, which allows players to gain a maximum success on a die roll at the cost of adding one Doom point to the pool that will determine the endgame phase of the campaign: Heroic Escape, Tragic Escape, Heroic Death, or Terrible Death.

Threats: Successful threats may vary from person to person. If you’re not familiar with the “passions” as used in Unknown Armies (Atlas Games, any edition), you should go take a look, I think they provide a good model. Basically, every character’s personality in UA is defined by three passions: a rage passion (what will unfailingly get under their skin); a noble passion (even a monster may love animals); and a fear passion, which is codified into five categories (violence, helplessness, isolation, the Unnatural, and the Self.) Reading about the types of fears can help a GM think of more varied threats, and identify ones more likely to get a response from the characters and players at the table. In Roanoke, each player has to pick a fear as one of their character’s traits, so they’re directly telling the GM how to draw them in.

Misinformation: A lot of the mood and tension rely on the characters’ imperfect understanding of what is going on. In our Roanoke game, the GM used the Bag o’ Rumours: he wrote little snippets of rumours and had us draw them in secret at the beginning of a game session, as something only that player’s character would know. Some were true, some were false, but most were a little bit of each. They worked very well to sow doubt, provide foreshadowing, and serve as bargaining chips (“I know a secret!”)

Clickable relationship map, Roanoke
Clickable relationship map, Roanoke

Tangled Relationships: A lot of the player buy-in, the spread of uncertainty, and the ratcheting up of suspense comes from or is greatly enhanced by a web of relationships — positive and negative — between the cast of characters. Even if the game is planned as a one-off, I recommend taking the time to establish some allies and antagonists among player characters as well as with primary NPCs.

Boundaries: Because horror gaming relies so much on (A) playing with our darkest fears and (B) shared mood, it’s prudent to have some way of controlling content so that the players will have fun even as the characters are being put through the wringer. In Roanoke we used what we called a Veto card (that was before we had heard the expression “X Card“). Each player got a card they could flash when they felt someone was bringing in elements inappropriate to the setting or the group. It didn’t matter whether it was for mood, story, or personal reasons, it was non-negotiable (although it was okay to ask questions to clarify the scope of the veto.)