Saturday, May 31, 2008

Indiana Jones and the Kingdom of the Crystal Skull

I didn't expect anything good, or bad when I sat down in the theatre. I knew the film would have flaws but I expected them, so I wasn't disapointed. I knew the film was set in the 1950's so that didn't come as an unpleasant surprise. Frankly though, the 1950's were a dull time and no amount of effort can replace the ambience of the 1930's for sheer seat-of-the-pants adventure. The post war world had lost the innocence of the 1930's and consequently it gained that post modern, mocking, self awareness that characterises our world today. Indiana Jones as an OSS operative didn't appeal to me either. It ruined the illusion of his independence.

And, this is yet another Spielberg film where the Father/Son dynamic takes centre stage...


On the other hand though... Harrison Ford still looks great, though even he is finding latter day Lucas script writing to be something of a challenge. He romps around doing his thing and beating the bad guys, and thats what we like. Simplicity and special effects. Shia Le Beouf seems okay, but there is a certain pretty-boyishness about him that I find slightly annoying. The whole, Marlon Brando rip off for example just struck me as contrived and he didn't really seem the part.

Frankly there is so much bad one could say about this film, so many things strike me as being just plain daft, but in the end, thats what I expect from Indiana Jones! Lost alien civilisations and two dimensional bad guys are what pulp is all about. I don't want to take it seriously, I just want it to look good, and whilst its not the 1930's... its close enough. I could whine all night, but I actually enjoyed it. Love is when you forgive people all there flaws, and I love Indiana Jones!

Four stars means good. I'd give it five, but it wasn't a patch on 'Raiders of the Lost Ark'

Monday, May 26, 2008

Freja: return to the windswept wilderness


Yesterday we three went out to see my Dad and enjoy the good weather. Freja had a great time playing with her grandfather and moving water from one bucket to another.

. .

Nå... nu har det været et godt styk tid siden jeg sidste skrev om Freja på vores godt gammel sprog, og jeg er ret så rusten! Men nu ved jeg godt at Mormor læser ikke Engelsk så godt, så må man yde en indsats, selv om det kan virke lidt sjovt.

I lørdags var vi alle tre på legeplads sammen med Rikke og Josefine. Jeg havde trode at de to piger ville kom godt ud af det sammen, men Freja brugte hele tiden på at grav i jorden og havde ikke tid til at lege med Josefine. Stakkels Josefine var også lidt usikker på mig, selv om jeg var høflig og ikke lavede ballade. Til gengældt havde Freja stor brug for mig i hendes evig grave projekter, så jeg gravede i støv og jord imens Mette og Rikke sad og snakkede.

I går var vi så ud til den gammel. Han havde det godt, men ser ud til at har tabte sig. Det er nok ikke så underligt. Huset og haven så godt ud, men det blæste en el. Både mig of Mette blev forbrændt. Freja brugt næsten alle hendes tid på at lege med vand. Barnet er pjættede med vand og hun hældt det ud over sig selv selvføligt. Det var lidt af en problem da det var mig som havde pakket hendes ting for en gangs skyld, og jeg havde ikke taget ekstra tøj med. Dårligt Dada!

Det gik godt alligvel. Bag efter var vi en tur forbi min Mors grav og lagde nogle blomster fra hendes have.

Monday, May 19, 2008

Neksschot...

...is Dutch and means, to be 'shot in the back of the neck'. Fear is now rampant amongst people who were once, unafraid. Artists are being arrested for making art.

The film below is from Danish TV but has English parts to it too.


Gregorius Nekschot has just been arrested for creating drawings which 'incite hatred'. Apparently he faces charges that could result in a prison spell longer than if he had planned a terrorist attack...


...Welcome to the EU

The dystopian future

There are two main stream approaches to designing a futuristic dystopian game universe. There is the Matrix model and the Warhammer model. In the former, the antagonists are the machines. Mankinds own creations. This dystopian future is usually regarded as imminent, as in the Terminator films and usually set within the next era of technology. The latter is set further down the line with humanity having spread out into a galaxy filled with garish cartoon races all sporting an ardent desire for warfare and all more or less balanced against each other in the technological aspects of war. Warhammer is after all a table top wargame system.

Of these two, I find the aspect of rebellious machines to be far more effective and realistic. I don't like the fairy tale concept that humanity will meet a host of alien races, all hell bent on 1914 style warfare.

If I were to make a dystopian science fiction game therefore, I'd set it in the near future and keep it on Earth (and in low Earth orbit). I'd have intelligent machines as the antagonists and I'd have humanity as fighting for its survival in a world where the machines were battling each other. I conceived such a game a few years ago, where the players would be survivors of an ongoing third world war. The idea was the machines were still fighting long after the Earths human population had been reduced to ashes and a few isolated pockets of refugee warriors. I set the game here in Denmark, because Denmark was familiar and also because I can imagine Denmark being the sort of place which gets over looked in a global conflict (though naturally the city's had all long since been nuked).

The point of the game was strategy. The players had to fight against the local machine mind (once their own defence network) and defend their dwindling pocket of humanity (hidden out in the Danish countryside in an under ground settlment). The global conflict had reached a stalemate and the opposing sides were engaged in an entrenched conflict with neither side having any great advantage over the other. The nuclear war had long since been replaced with a more subtle conflict as stealth and deception became the most advantagous method of fighting.
Thus the human survivors found themselves in a world where the machines were dangerous, but not swarming over everything like locusts.

We gave up this game because we realised that the dynamics of modern weaponry were already too powerful for 28mm table top gaming. Once you get into the ranges involved then you can't really fit modern combat onto a table top, except maybe in an urban, Iraq style setting, but this sort of conflict doesn't fit with the sort of all out war that is envisioned in a dystopian conflict. Pitting a man in power armour against an AI in a 'spider tank' means you have to take several thing into account. The AI's reaction time for example. Machines and computers can react far faster than any human being. Two elements in heavy armour trading fire power at long range, over a series of a few seconds, can be entertaining, but it doesn't work well in 28mm.

Saturday, May 17, 2008

Lest we forget



The view from within the Lancasters nose

moifs DM guide

Godlike?

Bear in mind that most of this post is based on thoughts surrounding a faux Rennaissance game.

Takshendal chapter 2 is winding down now, though the murder mystery has yet to be solved. I'm already in the process of creating a follow up campaign, and swimming in the seas of my imagination and the labyrinth of Wikipedia's historical pages. In the course of this, amongst the many pleasures to be had in research, I've also come to realise a few things about creating worlds of the imagination, specifically role playing games set in historical or fantastical worlds.

'Gaming'
The thing to understand about running a plot-based role-playing game is basically that the DM is 'playing God', and everything in a 'campaign' is really an extrapolation of the DM's own psyché. If your suss enough to figure it out then you can start to figure out all kinds of strange things you never knew about yourself by identifying common themes in your games. My friends and I have had quite a few laughs about these common themes as some of them are very easy to identify. I seem to have a thing for large, powerful female non player characters for example, though to date I've never played one of these as a player character. Thats a more obvious example and not difficult to figure out....

A good player is some one who can either develop a character archtype or who can play multiple character types with ease ...or who can't do either, but doesn't take themselves too seriously as to believe that they can. Theres nothing more boring in a role playing game than some one with an inflated sense of their own ability.
Playing multiple roles with fundamentally different characters is very difficult and something even actors have to work hard to acheive. For the average player I find its almost impossible. Even gifted players have a tendency to revert to their own personality. This can get as annoying for a DM as any chronic bad habit, but you can also use it to your advantage if you take it into account. Allowing the player to develop their own 'character theme' can be very rewarding, provided they understand their own limitations. Personally I prefer to try to break my limitations, but I suspect I merely move about within an expanded definition of myself. I note a certain cynicism in all my player characters, regardless of who they are meant to be. I think most players are actually very aware of their own limitations and as a DM its important to allow them to feel at ease within the confines of their ability.

The thing to strive towards is having a good time and nothing is more important, but if you want to play a plot driven game, with more to it than giggles and slaughter, then its a good idea to define one's characters within the boundries set by one's acting ability, because essentially, its called role playing, not roll playing. If you want to do roll playing, then theres always Warhammer 40,000...

Oleg getting into the spirit of things (I love this picture)
Ambience
From the perspective of a DM, there are two important things to always consider; plot and ambience. Of these, the latter is the most difficult to acheive since it requires being able to recreate an alternative reality in the minds of the players and obviously the players have to be receptive to this. Apart from just being an expert story teller, there are a number of ways to do this. In Takshendal I've tried to create an ambience by using lots of models as props, but the problem with this is it constrains the plot to such a degree that the game essentially becomes a board game and I reckon with hindsight that a table top based game is okay for one or two sessions, but after that it risks losing its lustre.

There are other ways to establish and maintain an ambience. Using period images, and historical styled maps can help ...if you can pull the style off. I've used 'The Counties of Britain' from 1616 by John Speede as my latest reference in an attempt to do this.
In Takshendal chapters 1 and 2 I didn't use any maps at all. The idea is, by limiting the visual aids and relying more on spoken descriptions, the occisional names of distant lands and the city as nothing but an impressionist backdrop in the players imagination, I would be able to create the impression of the game world as narrow and 'dark' much like the early Rennaisance might have been, even to the enlightened. Of course enlightened people would have access to maps, but its important I think, in order to get the old world perspective right, not to use modern maps containing reliable information (unless your playing a game in a contemporary or science fiction setting of course).

Rennaisance accuracy

Ambience is a very difficult thing to create effectively, mostly because we are so used to cinemas use of mood enhancing music that the spoken word simply doesn't have the poetry to convey the same impact on the imagination. Giving people drawings and maps, using historical details and names and relying on descriptions, no matter how well written, simply can't compete with music. I've tried in the past to use music in the background to influence the mood, but it doesn't really work that well. A film is only two hours long and the music score is tailor fitted to that. A role playing campaign can rack up hundreds of hours and unless you have a veritable library of soundtracks and a DJ (or a guy with a piano) ready to evoke the mood, then forget it. Music in the back ground can be pleasant, but its a limited aid in creating ambience in a role playing game.

Images on the other hand do help. If your not a dab hand at drawing, then you can always trawl the net for reference pictures. There are numerous sites which are filled with old photographs, for example here, here and here, or paintings by old masters. My only advice with the latter would be to avoid the famous pictures in order so as to not get your players recognising a non player character a the Mona Lisa, for example.

My latest scribble

The Curse of the Mysterons
Every game has certain elements that lend it that all important sense of mystery and purpose, but these should be used sparingly. In my head I call these ingredients 'Mysterons' because as often as not they inolve what X files fans came to call the 'freak of the week'; creatures dredged up to appear in just one episode to fill in the gap until the real story can be resumed. Lots of TV serials use these, Doctor Who being another notable example (which is what inspired the name).

In making a role playing game, I find the temptation to add mysterious elements, like magical swords, rare artefacts and dangerous creatures which have nothing to do with the actual story, detract from the game. I find its better to keep as few mysterious elements in play as possible because that way the actual mysteries retain their mysterious quality. There's nothing more boring than yet another dark lord with a super weapon sword bent on global annhiliation. In the matter of Mysterons, I find its better to keep them in their box as much as possible. Moderation allows for a greater sense of mystery when you finally do release one.

This is just my thoughts on the matter. Obviously different DM's will have their own approach and can create entertaining games in their own ways. Personally I strive for equilibrium between my desire to influence the players and their chance to influence the game. One important rule of thumb I've always held is never to impose my best laid plans onto the players. If they don't do as I've planned, or if they do something differently that means my preperation just went out the window, then never mind. Let the players dictate the course of events. There's nothing worse than sitting on a tour bus! If you find your good idea's are bing ignored, then keep them, and use them again at a later date.

...bright spark of divinity

This weeks gratuitous musical video, courtesy of You Tube is 'Vide Cor Meum', used by Ridley Scott in two films (can you guess which ones?)

Tuesday, May 13, 2008

moif world update


I'm afraid I've been neglecting this blog of late as I'm fully engaged in writing up the next installment to my Takshendal game. These games are great fun, and give me ample excuse to follow obscure online paths in my ever eager quest to explore historical details to add spice to the role playing experience. The natural consequence of this is my neglect of my blog. Alas.

Currently I've been obsessing over Rennaisance cartography and Dutch herring busses, but I've also been side tracked by my latest purchase, Osprey's 'Rennaisance War Galley' which is a splendid book, concise but with no only deck plans I'm afraid. Deck plans would have made the whole thing perfect!
One thing the book does do well is clarify the seven main galley types of the period and I feel a blog post regarding these creeping up on me. I'm also feeling the urge to learn more about the Republic of Venice and I think that may be the subject of my next 'Amazon trawl'.

In the mean time, we have been out and about, but although the sun is shining brightly, we found the weather to be some what windy on when we biked out to Moesgaard with Freja and consequently, she has developed a sore throat.

...oh, and the image? Thats just my imagination running wild...

Thursday, May 08, 2008

Moesgaard 2008

This time last year, the weather was wet and miserable, as it had been for the last several years. May 2008 however is shaping up nicely with 32 degrees C in direct sunlight and the ambient thermometer reading 18 degree's C.

Naturally I have taken full advantage of the glorious weather to ride Betty out to my favourite place, Moesgaard. The forest has been beautifully green with all the tree's in full bloom, and every where I've looked there have been signs of the mild winter. There have also been any number of still water pools which is odd, since it hasn't been raining that much in recent months.

I don't mind though, they are wonderfully picturesque and add much food for my wandering imaginations. There is nothing quite so inspiring as a ride through the forest listening to film soundtracks as I gasp and heave for breath. So far I've been three times this week (and I went swimming once) so I am on track again. March and April showed poor performances and I am several weeks behind on my swimming schedule.

Monday, May 05, 2008

Sunday, May 04, 2008

Artist of the Month: Maurice Leloir


One of my friends (who sometimes comments under the name Palle "Nybyggeren") recently lent me his copy of the Three Musketeers because it has the most amazingly etchings in it. These are atributed to one Maurice Leloir, a French artist and period costume expert with whom I was not previously familiar. A bit of research shows that in fact the etchings are really engravings, done on wood by one Jules Huyot, most probably after Leloir's water colour sketches. I love this kind of work. With the simplest of methods and a pure quality of line Leloir and Huyot manage to create beautiful textures across the full range of light and shadow.


As a body of illustration work, the books (two volumes) are amazing with 250 well detailed illustrations featuring a wealth of period costumes. One wonders at how accurate they really are, but given Leloir's reputation I suppose they are the best possible. When he died, Leloir left a collection of 2,000 authentic costumes.