Disclaimer: This review contains no spoilers. It does contain minor plot elements and thematic discussions.
I’m fresh off a viewing of Blade Runner 2049.
And I’m buzzing.
Director Denis Villenueve’s latest film tackles the not-so-easy task of reviving one of the more classic cult films of the early 80’s – the original Blade Runner. And boy, does he do it in style. For those not familiar with the bleak, mega-dystopian feel of the first film, Blade Runner 2049 recaptures it…and it does so in grand fashion.
Ever present rain drips from a never-sunny sky.
No birds. No leaves. No softness.
Just hard angles, harder hearts, and possibly the most brooding atmosphere since…well…pretty much ever.
Blade Runner 2049 isn’t a remake, in case you wondered. It’s a sequel, occurring decades (in movie time and real time) after the events of the original. In it, ‘K’ (Ryan Gosling) gets down to the dirty business of hunting the last of the old model ‘replicants.’ Replicants are programmed humans – faster, smarter, and stronger than regular people – but also mostly enslaved to humanity’s will.
As you can imagine, things don’t go particularly well for K. Every time his boss (Robin Wright) rings him up on his next-gen cell phone, you know s**t is about to go down.
And it does.
‘Luv’ – played to perfection by Sylvia Hoeks. When you see her, run.
Now then, if you were to waltz into the theater expecting a bang-bang action flick, you might as well tuck tail and head right back out the door. B.R. 2049 isn’t really an action film. That’s not to say action doesn’t happen or that the fights aren’t razor sharp. It’s just that Blade Runner 2049 is a thinking film-lover’s movie. At its core, it’s about atmosphere, emotion, and tension. It’s about feeling like you’re actually walking through the stark, cold wasteland of Los Angeles 2049. It’s a look at what our world might someday become.
It’s exhilarating. And terrifying.
I felt it. I think you will, too.
Ok. So let’s go ahead eliminate one concern you might have. No, you don’t have to worry about Harrison Ford. Unlike in The Force Awakens, he doesn’t just show up as wallpaper guy rehashing a thirty-year old shtick. He’s as vivid as everything else in the movie. And yeah, he can still fight.
And speaking of vivid performances, I’m allowing myself a moment to gush about one of the movie’s most intriguing characters. Joi (K’s pseudo-lover, played by the absurdly beautiful Ana de Armas) just about won my heart over in every scene she appears in. Poor Joi’s just a hologram-girl meets Stepford wife, and she nails her performance. Hers might’ve been an easy role for movie-goers to brush off as window dressing, but in my mind, she gives us a glimpse at what the future of human relationships might look like.
Bleak. Yet fascinating.
And it doesn’t hurt that Ana de Armas is simply stunning to behold.
Blade Runner 2049 is a long movie. Let’s be honest. Some of the scenes take a good while to develop, and others take their sweet time in coming to a close. This will assuredly provoke boredom in some movie-goers. At times, I admit I found myself begging for the next scene to start. And yet…the longer the film went on, the longer I wanted it to be. The quiet moments aren’t boring; they’re allowing us – the audience – to think. To ponder. To wonder what’s next.
In this respect, Denis Villenueve does very well. Just like he did in Arrival, he doesn’t leap casually from scene to scene. There’s a thoughtfulness in his pacing uncommon to most modern film directors. Some won’t appreciate it. Others might suffer bouts of impatience. But as for me…I learned to love it.
I wanted time to think.
During a movie like this, I needed it.
Plenty of spaces like this appear in the movie. Big. Sparse. Sterile. Beautiful.
Let’s talk antagonists. The bad guy is played capably (if weirdly) by Jared Leto. He’s cool, for a blind dude. The bad girl, however, is one of the best parts of the film. Her name is Luv. And no, she doesn’t luv anything except kicking ass. Evil ass-kicking women with no remorse…well…that just floats my film-lovin’ boat. I think everyone will ‘luv’ Sylvia Hoeks’ performance.
Musically, the film score (by Hans Zimmer and Benjamin Wallfisch) sounds a ton like the score from Arrival. It pairs well with the atmosphere, though sometimes feels a little loud. I’m a Hans Zimmer nut, and I’ll admit this isn’t his best ever effort. It’s too derivative. Even so, it’s better than most.
In the end, Blade Runner 2049 creates one of the finest dystopian atmospheres you’ll ever see. It’s populated with fascinating characters, most of whom continually surprise movie-goers. Even I, the king of know-it-alls, got hit with a few plot twists I didn’t see coming. In a world full of predictable movies, that’s a good thing.
Once again, B.R. 2049 is long. Maybe too long for some. Early on, things take a while to develop. And not everyone will buy into the ending. There’s questions left unanswered, to be certain.
For the patient fan, for the fan who likes to wander into worlds far different than our own, and for those who wonder what humanity’s fate might someday be, this movie is for you.
Go see it twice. I know I will.
And someone please get me Ana de Armas’ phone number.
(Disclaimer: no major spoilers appear in this article. Minor thematic and a few vague plot details are discussed.)
I knew what I was getting myself into when I settled into my seat on a chilly Friday evening.
Twenty-seven years ago, on an eve not so different, I watched the original IT. Starring Tim Curry, it promised vast horror, and yet it only partly delivered. Tim Curry’s performance was of course flawless, but the disjointed flashbacks and clunky pacing didn’t deliver in the ways they could’ve.
After all, we’re talking about IT here.
Evil shape-changing Cthulu-esque clown invades small American city to devour children and consume oceans of human fear?
This kind of plot needs a better movie.
And perhaps IT 2017 is it.
As any good movie-goer knows, the key to setting a horror movie’s tone is to make us care about the characters. Anything less, and the most one can hope for is B-grade cheap scares and campy, gory death scenes. Fortunately, character-wise, IT 2017 delivers in a way most horror films just don’t. From the opening scene onward, we care about young (and stuttering) Bill (played by Jaeden Lieberher.) He’s vulnerable, yet strong in ways we can’t yet see. And so it goes for nearly all of the young, mostly unknown cast of ‘kids.’ Bev (Sophia Lillis) and Ben (Jeremy Ray Taylor) stand out in the gang of seven Losers. We meet the young gang in their early teens, and they behave exactly like teenagers. They’re funny, sarcastic, and not yet sure of themselves.
Just like we all were.
And not only are the kids believable, they’re nuanced. No cookie-cutter fears here, folks. Each young’un deals with terror in a different way…and each one has a separate reason for fearing death at the hands of Pennywise, the Dancing Clown. Best of luck to the adults who have to follow this young cast up in IT – Chapter Two (rumored to hit theaters in 2019.) These kids will be a tough act to follow.
Speaking of Pennywise (Bill Skarsgard) he’s as creepy as we can hope for. I won’t compare him to Tim Curry (not really a fair fight) but Skarsgard delivers a solid performance. Modern special effects help Pennywise go over-the-top in ways 1990’s IT couldn’t. He’s not the most subtle villain, but likely one of the most powerful…and diabolical ever to hit the big screen.
Side-note: being a movie-geek and a lover of HP Lovecraft, I recommend this wiki explaining the Cthulu-esque origins of Pennywise. (Hint – IT isn’t just a clown.) Beware of spoilers.
Who wants to float?
Now…let’s be honest. The adults in IT are afterthoughts. Bev’s father (Stephen Bogaert) is appropriately creepy, while young hypochondriac Eddie (Jack Dylan Grazer) has a mom (Mollie Atkinson) who’s pretty much the most overbearing helicopter parent ever. And then there’s bully Henry Bowers (Nicholas Hamilton) whose dad (Stuart Hughes) shows up just long enough to make us hate him. But that’s it in terms of adult, non-Pennywise roles.
And that’s just fine.
This movie isn’t about the adults, but instead the impacts they’ve had on their children.
It’s safe to say that an hour in, I cared plenty about all seven kids, but wanted more monster. IT runs pretty long (more than two hours) and I’ll admit at times I craved a slightly faster pace. But that’s just the thing. To really build anticipation, and to avoid some pretty common horror tropes, IT needed space to breathe. Meaning, if you’re looking for an in-and-out gorefest or a quick slasher horror flick, this isn’t your film. The expectation here is that movie-goers will be patient. After all, this film is just part one of two. It’s basically the Lord of the Rings of horror flicks.
IT is what Dark Tower was supposed to be, but failed to live up to.
The special effects? They’re good, but not obnoxious.
The music? Subtle, but not intrusive.
Jump scares? Only a handful, thanks to director Andy Muschietti. If you’re looking to be completely terrified, this isn’t necessarily the movie for you.
Adherence to Stephen King’s novel? Well….not exactly. I didn’t mind the deviations. Although, to really appreciate the bottomless depth of IT’s evil, one really needs to read the book (or at least hope the second movie dives headlong into the monster’s true nature.)
Ultimately, IT is a solid film. It’s not just a horror flick, but a character piece and reflective of several of humanity’s real-life fears. It’s sometimes slow, sometimes perfectly-paced, but mostly very good.
For me (and for most of you, I’m betting) the measures of a good film are:
A. Would I see IT again? The answer is yes…pun intended.
B. Am I itching to see the sequel? Yes. IT can’t come out fast enough. Pun intended again.
* Disclaimer: This review is spoiler-lite. No plot specifics, deaths, easter eggs, or other direct moments from the movie will appear. However, themes and atmosphere will be discussed.
* * *
Before we begin, I have a confession. I want to let you know I’m going to deliver a particularly unbiased, un-fanboyish review…because I can. You see, I’ve never been a big Star Wars guy. While the first movie intrigued me and The Empire Strikes Back fascinated me, the rest of the movies (except mayyyyybe the final Darth Maul fight in Phantom Menace) bored me to tears. It’s for this reason I feel I’m able to give an extra-fair review. Because while some went into the theater with high or low expectations, I was in the unique situation of going in with neutral expectations. Rogue One is just one more movie to me, not another in a canonical series.
And so it began. On a frigid December night, I wandered alone into a packed theater. Modest cheers erupted when the opening credits rolled, and then everyone fell into reverent silence.
…as is to be expected at a new Star Wars film.
Mads Mikkelsen, the excellent actor of Casino Royale fame, opens up the action as Galen Erso, a character I’d never heard of. There’s a certain stillness to his opening scenes, and right from the start it became apparent this wasn’t like the other Star Wars films. The music cues were slightly familiar, but also somewhat new (and almost jarring.) The conversations were less stiff, and the atmosphere more mature. After all these years of watching (and reading…and discussing) Star Wars, one of my complaints has always been that the Empire felt rather unimposing. The stormtroopers couldn’t hit anything, the bad guys overacted, and my dread was never really inspired.
But in Rogue One, I finally found the fear I’ve been looking for.
The Empire doesn’t pull any punches. The stormtroopers’ aim is 1,000% improved. The rebels find a few foes (other than Vader) worth being terrified of.
These guys especially…
Early on, we’re introduced to Jyn Erso (played very capably by Felicity Jones) and Cassian Andor (played just as well by Diego Luna.) These aren’t the Lukes, Hans, and C3PO’s of the early, almost goofball Star Wars realm. These characters are deeper. They give us a taste of the true suffering endured under the Emperor’s Imperial reign. Their dialogue is a cut above the other Star Wars’ films, and while each scene pays loving homage to George Lucas’s vision, there’s no plagiarism here. There’s no ‘we’ve got to fit this cornball one-liner’ in. Sure, we see several familiar faces, but only one scene (I won’t even mention it) felt forced on the audience.
After the early scenes, the action starts moving fast. Things jump from planet to planet. You’ve got to be sharp to keep up with it.
We’re treated to an excellent performance of the reviled Grand Moff Tarkin (played superbly by Guy Henry.) His is a standout role, and deliciously evil. While the main antagonist is somewhat obnoxious, Tarkin is better.
We get a taste of some truly vicious space battles. No cornball Hayden Chistensen & Ewan McGregor banter while slaughtering TIE fighters. Just dudes and chicks fighting to the death with some awesome space hardware.
And we finally get a sidekick (he’s a droid) who’s actually funny. He helps us forget Jar-Jar Binks ever existed. Thanks especially for that, Gareth Edwards (the director.)
Our nemesis. He whines a bit, but works a solid amount of evil.
Now let’s talk atmosphere. Whereas previous Star Wars (and action films in general) force action scenes that tend to be juuuuust a bit too long, Rogue One gets it right. In the quiet spaces between the action, we get a little more than just a dusty desert scene or bars filled with aliens. There’s rain, beaches, canyons, and beauty. The music gets even better as the movie progresses, and in the latter half, the familiar John Williams score fires up in earnest. More importantly, we get to see the Death Star like never before. No more garbage chutes and incompetent stormtroopers here, ladies and gents. When the D Star rolls over the horizon, the effect is more powerful than all its previous viewings.
So let’s summarize. Does Rogue One have a good plot? Yes, it’s solid. Are the villains the most terrifying (and talented) we’ve seen in a Star Wars’ film? Yes, without a doubt. Do we get to glimpse our favorite historical characters without them being an obnoxious throw-in? Definitely. And is the ending good? Yes….the best I’ve ever seen out of Star Wars. I’ll be a little cryptic so as not to spoil it, but let’s just say fairy-tale endings are dull, and I wish more films had the guts to end like Rogue One.
So…did I love it? Maybe. I’m not sure yet. I will admit it had a few ‘oh come on…that’s unrealistic’ moments. And of course it has the typical Star Wars non-science science.
I really, really liked it. And I will go see it again.
And I haven’t been able to say that about a Star Wars movie since a long, long time ago in a galaxy far, far away.
If this it what Star Wars will bring the table in the future, count me in.
* Disclaimer – this review is largely spoiler free. A few small plot points and themes are revealed.
On a cold night in early December, I saw Arrival in a nearly empty theater. Now, the theater being almost vacant isn’t a commentary on Arrival’s quality. The hour was late, the weather was frigid, and everyone (besides me) was probably huddled inside their homes, still stuffed with Thanksgiving leftovers.
I’ll confess; the only reasons I went to see this movie is that I’m writing a sci-fi novel and I’m hungry for inspiration…and I heard from a friend of a friend of a friend that the movie was right up my alley.
I’ll start by saying this: it didn’t disappoint.
From the first moment Amy Adams (as Louise, an expert linguist) appears, it’ s obvious Arrival is a character piece. The title suggests maybe an Independence Day-ish alien invasion or a Bodysnatchers-esque creep-fest. Nope. While the opening scenes share a sense of “what are these huge ships doing in our sky?” dread, every moment thereafter is unique to Arrival.
What’s the heck is that?? …I’m not telling.
Turns out, Arrival is a thinking-person’s movie. Maybe a splash of Jodie Foster’s Contact mixed with a tiny dash of Interstellar, but with even less action. Let me repeat that: Arrival has almost no action scenes. That’s not to say nothing’s happening, but if you walk in expecting cities full of people to die and xenomorphs strutting around with murder on the mind, this movie probably isn’t for you. Like I said, I went in purely to do a little sci-fi research, and I got exactly what I expected. A mind game. A voyage of intellect and emotion, not of violence.
Amy Adams’ Louise is the key to the movie. And when I say she’s the key, I mean she’s the only character of substance. Sure, you’ve got competent performances by Forest Whitaker and Jeremy Renner, but Arrival is one of those films in which you get to know one person and one person only. Louise is a linguist, and her job is to find a way to communicate with some pretty cool looking extraterrestrials. Her conversations with humans are short and to the point. It’s really all about what’s going on between her and the aliens, and what’s happening in her head.
Which, as it happens, is a lot.
In pretty much every aliens-on-Earth movie ever made, the real question is: Why are they here? And in pretty much every aliens-on-Earth movie not named Arrival, movie-goers know within 45 minutes whether they’re going to be killed (Independence Day) hunted (Predator) or hugged (E.T.) But Arrival makes a point of stretching the question of why until the very end. In fact, having only seen it once (so far) I’m not entirely sure director Denis Villeneuve ever actually reveals the aliens’ true intent. Which is fine if you can appreciate subtlety, but perhaps less than ideal if you prefer nice, tidy endings.
But…does it have guns?
I will say this: if Arrival’s intent was to show the meaning of hope and the power of human perseverance, both messages ultimately faded for me. And that’s not meant as a criticism, but more a commentary on the strange turn of events near the film’s end. If you’ve seen the excellent sci-fi flick, Ex Machina, maybe you’ll understand my meaning. Things get a little dark and morally murky at Arrival’s terminus. It’s something I personally enjoyed, but not something all movie-goers will appreciate. Or even notice.
So what you’ve got is a movie that moves at a measured pace, a movie that’s sprinkled with small reveals, and a movie whose ending might leave some scratching their heads…and others a little perplexed. The themes go way beyond meeting aliens. Some moviegoers might think it’s too slow, and that’s not a point I can really contest. It is slow at times. And that’s just fine with me.
Final verdict: I didn’t love Arrival, but I really liked it. And for my part, the science behind the aliens’ reason for coming to Earth and the weird/dark situation Amy Adams grapples with at the end made it a worthwhile film. If you like thinking movies, go see it. If not, download Edge of Tomorrow to squeeze in your action fix.
It’s worth mentioning the Jóhann Jóhannsson music score (mostly strings and piano) is haunting and excellent. I’ll be adding it to my soundtrack collection.
Oh, and it’s also worth mentioning (again) the aliens in Arrival are pretty awesome. I’d take them in a fight against pretty much any other movie xenomorph…ever.
(Disclaimer: No major spoilers. Includes small plot revelations.)
Revenant: One who returns after death or a long absence
An apt name indeed.
The Revenant was a movie I knew I had to see from the first time I glimpsed its preview. A frozen wasteland. A grizzly Leo DiCaprio. An even grizzlier Tom F’n Hardy. And not to mention an actual grizzly bear. Terrible things were about to happen. Even watching the trailer, I could just feel it.
First, let me hit you with some truth. The Revenant is NOT for everyone. It’s not for kids. It’s not for teenagers. It’s not for the faint of heart. It’s not for fans of Michael Bay, Kevin Hart, superhero movies, or happy endings. It’s dark. And when I say dark, I don’t mean in a visual sense. Or a gothic, ‘look how angst-ridden the hero is’ sense. What I mean is that the subject matter gets down to the very bottom of what it is to be desperate. And human. And hungry.
The Revenant may very well be the darkest movie I’ve ever seen.
And the longer I lie here and dwell on it, the more I like it.
What we’ve got here is Leo DiCaprio as Hugh Glass, an enigmatic tracker/hunter in the service of Captain Andrew Henry (Played sharply by Domhnall Gleeson.) Also in their group are the brutal John Fitzgerald (Tom Hardy) and the young Hawk, who happens to be half-Native American (and Hugh Glass’s son.) These men find themselves on an expedition to collect and prepare hundreds of animal skins for sale, presumably to the American army.
John Fitzgerald – Not a dude you want to F with
Without giving anything away, the whole sell-animal-skins plan goes downhill…and fast. The Native American Arikara, hostile with every right to be, get involved. A grizzly bear shows up. Tom Hardy is pissed. And death starts happening.
Let me summarize the next two and a half hours: Beautiful Violence
Because The Revenant is violent. So very violent. It’s not stylized. It’s not pretty. It’s not epic. It’s harsh. And it’s realistic. By realistic I mean it’s so visceral and unwashed that it feels like this is how real life was. It’s the opposite of The Matrix’s pretty skirmishes, Lord of the Rings’ bloodless warfare, and even Saving Private Ryan’s booming, catastrophic clashes. If I had to pick a movie to step through a door and experience in real-life, The Revenant would be last on the list. I’d be dead in seconds. And so would you.
But it’s also beautiful. So very beautiful. I fully expect this movie to take home the easiest Oscar for best cinematography ever. Not that awards matter. They don’t. What I mean is; every frame of The Revenant is poetry in motion. From the cold, sharp, deadly mountains to the frosted rivers to the snow-blanketed plains, the landscapes are stunning. I sat in my seat and felt the wind blowing over me. I saw the characters wandering beneath moonlit skies, and I was held rapt. The shots were all real. Very little CGI. The Revenant’s terrifying world is the truth. These places exist.
So what’s the point? What are these hard, hard men doing out in the middle in winter? It’s clear from frame one that some brave and foolish white men are moving through the wilderness during the last stages of the war against the Native American tribes of the American Northwest. They’re risking their asses, and they know it. But in the midst of this, Hugh Glass appears different. His son is half-Native American. He endures constant flashbacks (some of them a bit disconcerting) of his Native American wife and of the terrible things that happened to her tribe. His son, Hawk, is as noble as he is, and therein lies a problem. Fifteen minutes in, you know things are gonna go very wrong for Glass. And you know why. And how. It’s not just about racism. It’s about how some people know what honor is, and everyone else does not.
Kinda sounds like modern-day reality, right?
I suppose some people might say that the majority of the movie is a revenge/redemption trip similar to Braveheart. Or maybe a survival tale a la The Grey. I get it. And there are definitely moments in the movie that will confuse some folks. There’s not a ton of dialog. There are no one-liners. All the movie’s glory is given over to nature, not to man. Once it comes down to one dude slogging his way through the brutal wilderness, there is a slowness that will drive some movie-goers away. That’s all well and good.
But if you love movies, and you have a soul, and you’re willing to stop worrying about just simply being entertained, you’ll find something in The Revenant. It’s not just about white people fighting natives. The bad guys don’t wear capes to make themselves easy to hate. Every deed that happens here feels like it really could go down. It’s all so bloody human. When you finish watching it, sit down and ask yourself if you’d never do the things the bad guys do in this movie. If you’re honest with yourself, really honest, you’ll be conflicted.
And that’s beautiful. Because the best movies should make you think.
Look…I’m not sure whether or not The Revenant is my favorite flick over the last year. It had a few strange moments, to be sure. And sometimes it walked a tightrope of not knowing whether to be hard and cold or a little abstract in meaning. But ultimately, if you like movies about realistic human conflict, this is up there with the best of them. I recommend you go see it early in the day. Preferably on a cold, rainy day. And then, after it’s over, maybe even several hours later, I think you’ll start to like it more and more.
A few weeks agoI reviewedGeorge Miller’s screamingly loud and bone-crushingly good Mad Max – Fury Road.
This week’s movie, Whiplash, breaks only a few bones, but is almost as loud, and is definitely as good.
I’ll start with an admission: I’m late to the party. Very late. 2014’s Whiplash, directed by Damien Chazelle, has already earned three Oscar wins and numerous other accolades. That said, it’s my opinion that not enough people have been exposed to it. So if this review convinces even one person to check Whiplash out, I’ll claim success.
Like Jazz music much? Maybe? Maybe not so much? It’s ok. While planted on my couch during a 1AM Redbox DVD screening of Whiplash, my first worries were: ‘This is a jazz movie. What was I thinking?? I should’ve picked something else. Or maybe just watched some porn.” And yet, two minutes in, any fears of drowning in discordant jazz and wonky music vanished. Into. Thin. Air.
Early on, we see a different J.K. Simmons than we’re used to. Gone is the friendly guy from the Farmers Insurance commercials. Gone is the affable, calm dude from J.K.’s previous films. Instead we get a badass. And I’m serious. As Fletcher, the leanest, meanest jazz instructor ever, J.K. is shredded. He’s an all-black-wearing, door-slamming, fist-shaking maniac. He’s a force of f’ing nature.
And it’s apparent he’s made it his mission in life to mold Andrew (played to perfection by young and talented Miles Teller) into the planet’s best drummer…or kill him in the process.
As an interesting aside, it should be noted that Miles Teller played ALL his drum pieces. He had a head start, being born of a musical family, but even so. His dedication to learning some of Whiplash’s more extreme rhythms is admirable, and adds tons to the movie’s realism.
So what’s it really about?
Whiplash is primarily a struggle between two men. Fletcher’s win-at-all-costs mentality are at permanent odds with Andrew. Fletcher wants perfection, nothing less, from his musicians. And perhaps no instrument requires perfection more than drums. Andrew’s willing to bleed to become the best, but still manages to be overwhelmed by Fletcher’s never-ending stream of F bombs and insults. As the movie drums on, literally, the questions become: “Is greatness only achievable under enormous pressure?” and “Is there a such thing as going too far to win?” I know what MY answer is. If you watch or have already watched Whiplash, I want to know YOURS. Because therein lies Whiplash’s soul. It’s Pain versus Reward. Sacrifice versus Greatness. Living a full life versus Having a Singular Dedication. The movie puts us in the proxy position of asking how far we’d go to be the best at something.
Would you bleed? Would you suffer? Would you give up every comfort? Most of us wouldn’t. But perhaps Andrew might.
The supporting cast is small, but more than capable. Veteran Paul Reiser plays Andrew’s concerned but ultimately powerless father. Beautiful Melissa Benoist charms as Andrew’s unfortunate love interest, Nicole. Austin Stowell and Nate Lang are formidable rivals in the studio for Andrew to wage war against. They’re all very good, but reduced to mere pawns in the Fletcher v Andrew struggle. And that’s ok. This isn’t their film. It’s J.K.’s and Miles’.
As another aside, if you like drums of any kind, you’ll love Whiplash’s talent, if nothing else. The speed and excellence demanded in the film transcend genres. It’s obvious this isn’t a movie about jazz at all. It’s about power, skill, and using means to justify the ends. But even if you don’t care about all of that, the drums…are…epic.
Let’s be clear. I Redboxed Whiplash on a hunch. I’d never heard of it prior to plugging it into my DVD player, and I’d no idea what to expect.
…which made it all the better when it turned out to be fucking awesome.
Rent it. Watch it. In the dark. Preferably alone.
And when you’re done, check out my latest philosophy title here.
Last week I reviewed understated sci-fi marvel Ex Machina. This week I saw another sci-fi movie, Mad Max, Fury Road.
It’s a sci-fi movie. Sort of.
And George Miller’s battle-tastic epic is the opposite of Ex Machina in almost every way.
It’s likely the original Mel Gibson Mad Max was among the pioneers for how we treat post-apocalyptic stories in the modern age. Earth population: drastically reduced. Nuclear fallout: yes. Crazy people fighting for survival in a crazy world: check.
Fury Road honors that tradition…and jacks up the awesome by 400%.
So you say you like action films? And that you don’t have much patience for movies slowing down in the middle? And that you crave movies which pull zero punches? Yeah? Yeah. Fury Road is for you.
Tom Hardy’s Max Rockatansky, blood-bag to a cult of fallout-diseased but utterly badass oil and water hoarders, really gets the shaft. I mean really. Every situation he’s in is bad. I mean, not that there’s much good in living in a irradiated desert wasteland dominated by spiky-car driving warlords, but Max might have it worst than most. He’s a universal blood donor, meaning he’s viewed as nothing more than a fuel-sack for the baddies, who suck his veins nearly dry just to extend their short, violent lives. Good luck, Max. Good luck.
Even when Max meets a truckload of the most beautiful women left on Earth, he still gets no play. Sucks for him.
EnterCharlize Theron’s Furiosa, badass among all badasses. While her motivations aren’t really known until the end, her willingness to crunch bones is evident from the beginning. I suppose if I were driving a truck brimming with such hotties as Capable, The Dag, and Toast the Knowing, I’d have a completely different goal in mind. Luckily Furiosa is all business, all woman, all tough, all the time. And I confess, while the stunts she pulls are over-the-top, it’s all entirely believable. Fury Road wears no kid gloves. When people die, good or bad, it’s visceral. Just the way it should be. I’ve heard complaints that this is more Furiosa’s film than Max’s. Bullshit. It’s everyone’s movie. There is no one superstar. Everyone does awesome shit. No one’s left behind.
Now let’s talk about the bad guys. Hugh Keays-Byrne plays the skull mask-wearing, willing-to-do-anything-to-get-his-beautiful-concubines-back Immortan Joe. In a way I can’t blame Joe. He’s got water. He’s got a loyal-to-the-death cult. He’s got several stunning concubines. And he’s got a monster truck with a freakin’ cannon on the top. If someone stole your hotties, you’d probably go bat-shit crazy, too. And if you had a skull mask, you’d probably wear it.
Don’t forget Nicolas Hoult’s Nux. This guy is proof that matter how much white body paint you wear, how many times you spray your mouth with silver paint in preparation for the afterlife, you can still find redemption. And honestly, it’s in Nux we find the movie’s true soul. It’s there. I promise. You might have to squint to see between all the carnage, but you’ll see it, and when you do, you’ll love it.
Max ridin’ shotgun on the hood of Nux’s battle wagon.
WhereMad Max, Fury Road really scores its win is in its pace, its ruthlessness, and its sense of purpose. It’s relentless. It’s the loudest movie I’ve ever seen, so loud that even if you’ve got jerks in your theater talking or whatever, you will not hear them. You’ll tune them out…easily. Junkie XL’s superb soundtrack backs the sometimes absurd, always entertaining feast of destruction. I’m listening to it right now, and it’s boomtastic. And when Fury Road does manage to ease up on the gas pedal, the moments between the world’s most epic chase manage to be meaningful, tense, and believable. You may find that hard to swallow. You may think, “Action movie = no plot worth caring about.”
You’d be wrong.
There’s both glory and substance here.
But even if you don’t care about that stuff, you’ll get all you asked for and more in what’s sure to be the best action movie of the year.
Go now. Drive fast. Put explosives on your hood and spikes on your fenders.
In the modern realm of wide-release films, it’s rare to see science-fiction movies that are:
A. Unabashedly intellectual
B. Not reliant on hyper-violent technological advances
Ex Machina is both of these.
I saw this movie in a cozy, nearly empty theater. I felt torn about the empty part, because I worried it might mean not enough people were interested in the kind of movie I’d like to see a whole lot more of. Apparently that’s not the case, since to date it’s netted a cool $18.7M. That’s good news. Great news, actually. Meanwhile, the experience was almost ruined by a few stereotypical loud-ass movie talkers. But the offending parties managed to shut up long enough for the rest of us to focus.
Thank goodness for that.
At first, Ex Machina comes off as boy-meets-girl completely flipped on its head. Caleb (played to nerd-fection by Domhnall Gleeson) is an apparent coding whiz for a huge computer search engine company. When he’s selected to travel to a mysterious, almost CIA-like black box facility, he does so with glee. And who wouldn’t? For an opportunity to meet Ava, the world’s most advanced android, most of us would leap in headfirst. And the setting in Ex Machina is so realistic, one begins to believe something like this can…and will…happen someday soon. Go Caleb. Get some.
IfArnold Schwarzenegger was the perfect person to play the original Terminator, Alicia Vikander (who plays the aforementioned android) is perfect-er. She’s eerie. She’s beautiful. And she nails every little tic you’d expect from a woman-robot. It’s clear from the beginning who owns the dialogue between Ava and Caleb. And it ain’t Caleb. I have to believe Lady Vikander will score big based on her performance here. She echoes the strength of Game of Thrones’ super-heroine (Emilia Clarke’s Daenerys Targaryen) and frosts it with the sort of intelligence you’d like to see Hollywood give more of its female roles.
Very quickly, the boy-meets-girl vibe melts away.
For those who aren’t aware of what the Turing Test is, I recommend you study the concept. It’s the frontline premise of Ex Machina, and quite possibly (in part due to this year’s epic The Imitation Game) a new piece of vernacular everyone will soon become familiar with. Essentially, the Turing Test is the methodology for determining whether or not an A.I. can behave human enough to trick us into no longer knowing it’s a computer. If the computer fools the human, it passes.
Turns out the one inviting Caleb to perform the world’s most important Turing Test (on Ava) is the buff yet emotionally FUBAR Nathan (played to frat-brother genius levels by Oscar Isaac.) Nathan is like a chessmaster working both sides of the board. He’s got tech game like no one’s business, and a penchant for working off his hangovers by pumping iron and intimidating the slim, non-alpha Caleb. Nathan’s motivation is the question of the hour. It’s clear he wants more than just a Turing Test. And it’s obvious he gets his rocks off by head-fucking people. But the lines between antagonist and protagonist are blurred, just as they should be.
WhereEx Machina really succeeds is in its pace, its dialogue, and its atmosphere. Caleb’s encounters with Ava are blocked off into seven sessions, each of them growing in intensity. Conversations between Caleb and Ava have a permanent shadow lying overhead, a subtle reminder that she’s smarter, quicker in her learning curve, and possibly deadlier. And the hyper-realistic, we-could-picture-these-moments-actually-happening, verbal sparring between Caleb and Nathan leave one needing to know what comes next. Even once our suspicions of dread become tense enough to snap.
Not to be underestimated is the melodic yet somewhat dark soundtrack. Composers Ben Salisbury and Geoff Barrow blend their music so well into the film I knew halfway through I needed to buy it and play it…over and over again. Which I did end up doing.
And then there’s the end sequence. It’ll be hard to watch without wanting to see it again and then immediately becoming a part of the growing online discussion. I’ve read many takes on the path of evolution Ava takes. Some speak of sweetness, others of liberation, but I saw something darker. Watch it twice, I say. And tell me you don’t sense one possibility for how the world might end.
So if you crave MORE than robots with laser guns, spaceships doing things that are impossible in space, and over-the-top future battles, go see Ex Machina. It’s a solid A, and the best sci-fi movie to hit theaters in a long, long time. And if I have a special love for it, it’s also because the director, Alex Garland, is also an author and screenwriter. Would that I were so talented.
Yes, it is a strange thing to write about a movie without having seen it. But I have a reason for doing so… you see, this movie has already invaded my dreams.
This past weekend I had one dream from the time I closed my eyes until the time I woke up where I was in the world of A Quiet Place.
Now, without seeing the movie, the only thing my subconscious would have been able to glean was from what we see in the trailers themselves. And there is clearly something about it. I’m not sure if it is the premise: being hunted by things that rely on sound to find you. It might have been the spooky score they play during the trailer. Or it could even be the narrator, his low, gravelly voice breaking through my tv screen in order to make the hairs on my arms stand up. I wish I could know exactly what it was that set this dream in motion.
I think I’m lucky that I have pretty vivid dreams in full color. And most of the time even if I’m the main character of a dream, I’m somehow watching myself from behind the camera.
My dream version of the movie was pretty good (with a bit of strange dream logic, but I’ll let that slide). Very post-apocalyptic. In this, I was a part of a smallish group (maybe 12 people total) moving through the outskirts of where the suburbs end and the farmlands of Georgia begin. Where you get the occasional subdivision but can also not see a house for miles. We were the last ones in the area, somehow finding our way through the initial attack.
It was long stretches of walking, of waiting, of deeply disturbing moments when the sun had set and the little bit of whispering would happen. Everyone needing a small amount of connection with those they were surviving with, but not daring to go too far without there being any other thing that could possibly keep the monsters from hearing us, from tracking us to our lair. There were planned ambushes and being forced to leave people behind due to injuries, but…
It was the feeling that I remembered more than anything else. Thinking about it in the morning, it was clearly the feel I got watching the trailer. That no matter what, basic human nature dictates that we need to interact with others. That we need to be able to communicate. That sheer fear as one of them stalks you.
Normally these types of dreams would happen after I’d seen the movie, but this came before that. It became a movie that was obviously already on my radar before that night and now I’m just wondering if it will actually be too scary for my wife to want to see it or not.
Sometimes I let my dreams help me work out a story problem. Sometimes I go along for a ride I might never actually be able to do. I’ve jotted down ideas from dreams – fresh from waking up – but that feeling while they actually are happening can’t be duplicated. That dream logic will kick in and suddenly everyone is on scooters when we are traveling down a busy interstate. That feeling just can’t be recaptured in the same way because I don’t have the right foundation. So I wonder how it is going to be to actually watch the movie. Will it live up to my version? From everything I’m seeing on Facebook and from friends who went to see it – I think mine is going to be a very pale imitation.
Maybe in my head canon I can claim my idea takes place before the movie itself?
John McGuire is the creator/author of the steampunk comic The Gilded Age. Want to read the first issue for free? Click here! Already read it and eager for more?
Washing Dishes by Hand Instead of using a Dishwasher – Dishes get cleaner. Not much more work. Saves money. Ends arguments about how to stack dirty dishes. Sign me up.
Peeps – As a child, I loved Easter for the sole reason of devouring entire boxes of sugar-coated marshmallows. As an adult, same.
Putting Peeps into Burritos – No. Just no. Stop.
The TV Nature Series, Blue Planet– You think outer space is fascinating? Wait ’til you watch this series and see what lives on the ocean floor. Awesome, awesome show.
Russia’s Influence over the U.S. Election – I don’t know what they did. I don’t care. The kind of people influenced by stuff they read on Facebook? They were going to vote the same way regardless.
Dreadlocks – They look cool, but smell kinda like mildew.
Seat Warmers in Cars – For the ladies, I hear they’re great. But for guys, they burn warm all the wrong parts.
My New Cat ‘Bacon’ – Athletic. Mean. Bitey. Adorable.
Bacon, the bitey cat
My Recently Departed Cat, Sticky – Athletic. Scratchy. Sweet. Blind. And now she’s planted beneath a Japanese Maple tree.
Sticky laser eyes, fire!!
Text Messaging w/ Old People – Pretty much the most painful thing ever. Hurts my eyes to read the awkward things my dad types into his phone.
The Movie ‘Game Night’ starring Jason Bateman & Rachel McAdams – Pretty damn funny. I’ve come to realize anything with Jason Bateman will be good. Ditto Rachel McAdams.
Twizzlers – Yes. The perfect candy for…everything.
Aussie Licorice – It’s sticky like honey and tastes like engine oil. No thanks.
Sting (the musician) and his latest tour – Did you know tickets are $600? Nope.
Small Talk – Does anyone really want to talk about the weather? Or the latest TV show? Or how your cousin’s mom’s former roommate is doing? No. Let’s skip to something deeper, kay?
The Book ‘The Wise Man’s Fear’ by Patrick Rothfuss – I loved book one in the series ‘The Name of the Wind.’ But book two? Dreadfully slow. Wanders to strange places while making the main character utterly unlikeable.
DYI Plumbing – You might save thousands. Or you might end up doing your laundry in the backyard and taking showers using a teaspoon.
Robert Mueller – FBI Special Counsel – Sounds like the most difficult job in America. Dude gets slandered on a daily basis.
Ménage a Trois Wine – The California Red is good. The Rose is even better. The Silk and Dark varieties are pretty bad, kind of like drinking wine-drenched cotton balls.
The Introvert vs. Extrovert Discussion – It sometimes feels like an excuse for people to talk about themselves at length on the internet. It’s ok to be either or even both. Most people really don’t seem to care.
Cracker Barrel Pancakes – Too dry. Also, they’re super stingy with the syrup. Bring the whole bottle, baby.
The video series ‘The Lion’s Blaze’ – I will never be as flexible as the skinny dude. Never.
What. The. Fuck?
The Kids’ Movie ‘Early Man’ – Pretty funny. A bit sentimental, but refreshingly devoid of cynicism.
Drinking Organic Milk in place of Ordinary Milk – Prepare to spend a TON more on milk. But the flavor difference is worth every penny.
The Restaurant ‘Outback Steakhouse’ – Terrible, dry cuts of beef. You’d eat better steaks and save money just by pan-searing them at home.
Men Peeing While Sitting Down – Why would anyone want to sit on a toilet unless they absolutely had to?
The Art of Allen Williams – Dark and beautiful. He’s a wizard with graphite and a master of artistic anatomy. Just go here.
Fake Fingernails – Ladies, I have just one question. Why?
Beards – Love ’em. But had to shave mine off for the summer. Too warm for muggy days in the Georgia heat.
The Movie ‘Sicario’ starring Emily Blunt & Benicio del Toro – Probably the most intense movie I’ve ever seen. That ending…wow. You owe it to yourself to watch this late at night with zero distractions.
Angry Orchard Hard Cider – Good when on draft. Not particularly tasty out of a bottle.
The #_____LivesMatter Movements – My position is that no lives matter. Yes, really. None of us have any real value to the universe, so technically we should all treat each other equally. (But we never will.)
The Album ‘Kingdoms Disdained’ by Morbid Angel – Thumpy, ferocious, and superior to most metal albums of the modern era. Even so, not much variety within the album. Basically eleven very similar tracks.
The Theremin, a musical instrument – Weird and haunting. Search for ‘Armen Ra Theremin’ on Spotify and see where it takes you.
Clara Rockmore playing the theremin, publicity shot c. 1930
Finding Stray Girlfriend Hairs all over the House – Women shed more than cats. Or dogs. Or any mammal on Earth. I need a scientist to explain this phenomenon.
The Movie ‘Cloverfield Paradox’ – Not bad at all. Interesting premise, good actors, sharply suspenseful. But somehow in the end a bit unsatisfying. The whole experience feels like one big cliffhanger.
The Movie ‘Swiss Army Man’w/ Paul Dano and Daniel Radcliffe – It goes strange places right from the beginning and never truly comes back to something meaningful. That said, it has some pretty hilarious moments.
7-String Guitars – I don’t like playing on any other kind. Saves me the trouble of re-tuning my strings.
Bing (the search engine) – Sometimes I end up on Bing accidentally. I shudder and click right back to Google.
Homewood Suites Hotels – You’d be surprised by the number of active prostitute rings thriving in various Homewood Suites’ rooms. Yes, really.
Being an Author – Don’t do it. Seriously. It’s not a path to happiness.
The Video Game ‘Super Mario Odyssey’ for the Nintendo Switch – My kid was alllll kinds of hyped up to play this. But after an hour or two, he came to the same conclusion I did while watching him play. Boring. Same old, same old. Everyone else loves this game. We don’t get it.
Yep. More of these guys.
The Renaissance Festival – Good, cheesy fun. Nightmarish parking. If you go, go when it’s cool outside.
Match.com – Boring
Plenty of Fish – Same as Match, but even duller
Bumble – Pretty damn good
Tinder – Gross
The Album ‘Thinking in Textures’ by Chet Faker – Smooth. Relaxing. Although not particularly inspiring.
Magic, the Gathering – The best game ever created. Great art. Great rules. Constantly evolving. Better to play face-to-face than over the internet, however.
Ketchup – Hey, if you like it, that’s ok. Some people get too uptight about other people’s condiments.
Teachers Carrying Guns in Schools – Do it if you want. Turn every school into the Wild West. My kid won’t be attending.
The Video Game ‘Ghost Recon Wildlands’ – Quietly one of the best shooting games ever made. Realistic, balanced, and addictive.
Bartenders Who Know Everything About Their Customers – A wise policy on the bartenders’ behalf to maximize tips. But I once knew a woman who told her bartender too much (she was cheating) while not realizing the bartender was BFF’s with her husband. Be careful what you talk about, people.
Anal Bleaching (Special thanks to the person who suggested this) – I get it for porn stars…sort of. I just want to know who came up with the idea in the first place. Sasha Grey?
The City of Deerfield Beach, Florida – If you like volleyball, sand, drinking, and pretty girls, you’ll love this neat little beach community. If not, try Naples.
Deerfield Beach – See you on the sand!
Bangs – Easy hairstyle to maintain. But at what cost? 🙂
The Restaurant ‘PF Chang’s’ – The food is really good. The drinks are amazing. The wait-staff is bad. Really bad. And I’m the most merciful diner ever. The lesson? Don’t hire and underpay teenagers if you want to appear upscale.
School Shootings – They will continue ad infinitum. It’s who we are as Americans now. Knowing this, I won’t be sending my kid to public school. I suggest you rethink your kids’ education, as well.
Nude Body-Painting – It can be pretty cool, maybe even sexy. But definitely not in overheated rooms. And an age limit is advisable.
The #MeToo Movement – Every single woman I know has a horror story of sexual abuse. Every. Single. One. Which means a huge number of guys are involved. Scary, right?
The Album ‘Seasons in the Abyss’ by Slayer – The best heavy metal album ever made. Try not to bob your head during ‘Skeletons of Society.’
Melania Trump – She signed up to ride the Tilt-a-Whirl and ended up on the mother of all roller coasters.
Bagpipes – Well-played, they make beautiful, mournful music. Poorly-played, they seriously injure eardrums.
Kids Using Foul Language at Home – I’m cool with it. Sometimes. Words are just words. They’re harmless if you want them to be.
Ren & Stimpy – I’d like to personally thank this show’s creator John K. for guiding me through my early childhood. Here’s the complete collection. Worth every penny.
Cream of Wheat – Totally devoid of nutrition. Totally amazing when served with milk and honey.
Next Door Neighbors Who Walk Around Topless – If he can do it, so can I.
For the original ‘My Review of 75 Different Things,’ go here.
For my review of life and humanity in general, try this.
The Netflix original film ‘The Ritual’ – Liked it. Questions: Can the monster not leave the woods due to the sun? Or is the big beastie forever confined to the forest?
The Gun Control Argument (Everywhere in the US) – Even if you pass sweeping gun laws nationwide, we’re still fucked. This country is absolutely saturated with weapons. You’re 40 years too late to make a difference.
Pornhub – If all the best porn is free and readily available on a giant, hugely popular website, how do porn actors make money??
Plastic Forks, Straws, Cups, Bags, and Takeout Containers – Ban that shit. Immediately.
Granny Smith Apples – Does anyone else think they’re too sour?
The Book ‘Dune’ by Frank Herbert – I read it as a young man. And then again as a college student. And still again in my 30’s. I just re-read it a few weeks ago, and I’ve come to realize that while I love the book, it’s not the epic work of great fiction I once believed. It’s slow. It’s often tedious. And Paul comes off as fairly implausible. Whatever. It’s still good.
The Movie ‘Blade Runner’ starring Ryan Gosling – Everything a sci-fi movie should be. Dark. Gritty. Serious. Also, Ana de Armas.
Ron White – The funniest comedian alive today. Better than Tosh.0. Better ever than Richard Lewis.
Electric Cars – Can they please be affordable without looking like ugly shoeboxes?
The Big Green Egg Grill – Give me a $50 Weber charcoal grill, and I’ll cook you the steak you deserve without spending $800.
As I wrote last time, “For those not in the know, Black Mirror is an anthology show. Each episode stands alone to tell a story about how our technology or something perhaps not too far from our grasp affects people.”
If I have any problem with Black Mirror is that Charlie Brooker doesn’t come out with the fast enough. Even the ones that are not my favorite episodes are far better than many of the other things available on my tv. But I suppose I can live with only getting 6 episodes if the seasons have a couple of true gems each time.
EP 1 – USS Callister
When you are “into” something, the last thing you want to happen is for someone to take a pot-shot at your favorite thing. Star Trek fans (I’m talking the hardcore ones) are probably well past tired of being mocked over the years. So this episode could very well be the last straw for them.
And I think that would be a shame. This is my second favorite episode of the season.
It really seems odd that an episode about a virtual version of a crew could show the most realistic version of how people act when no one is watching. If you’ve ever played ANY game online, odds are you’ve dealt with some of the worst people. They are gods of their own little desktop/laptop/etc world and you must show them the respect they’ve clearly earned. For you to question how they see the world would be blasphemous. Who are you to question them or how they spend their downtime?
Peel back the Star Trek skin and what you are really dealing with is someone on an ego trip through the stars.
Plus, how appropriate that virtual characters were better developed than their real-life counterparts…
EP 2 – Arkangel
I can only imagine the horror of trying to keep your child safe from all the potential dangers in the world. The idea that they must figure out some way to navigate the dangerous waters all by themselves armed only with the few golden rules and some other words of wisdom.
And if there was a way to help them with that. You know, on those days you can’t be there beside them to hold their hand as they cross the street or when the mean dog begins barking at them or when the bully at school starts to torment them. What if you could protect them for a little longer?
Would that be so wrong?
And how long is too long?
Is there such a thing?
EP 3 – Crocodile
Crocodile is one of those stories which might have been a movie idea at one time. It feels like a series of stories unconnected to each other. You bounce between each as the threads begin to draw them together more and more. And when those threads cross and tangle, and when the woman has gone too far down one path to stop.
That’s when the real horror presents itself.
EP 4 – Hang the DJ
My favorite episode of the season. Somehow I think I knew as I watched this one second. I’m pretty sure I didn’t even know the episode was about couples being matched up with random people until they stumble across their real soul mate via a computer algorithm. Taking away the awkward bit of trying to figure it out for yourself and really let the computer system determine it for you. I can’t quite tell if this is a metaphor for online dating, arranged marriages, or just a fun story about how true love conquers all.
And I don’t know that I need the question answered.
EP 5 – Metalhead
Sadly every season has favorites and those episodes I didn’t enjoy as much. Maybe it is because this is the most straightforward episode of nearly all of them. In a post-apocalyptic future, a woman is being chased by robotic hounds bent on wiping all humanity.
A woman trying to survive against some unstoppable creature has been all the rage for a while. Going back to the 70s slasher films through the zombie movie craze. This is about survival. And then it is about the will to live.
But it is mostly about robotic dogs trying to kill a woman.
EP 6 – Black Museum
This season’s version of the White Christmas episode from season 2.5. We have a number of little stories enveloped by another story. The fun in these types is that you can enjoy the smaller stories without the larger story, but when the final curtain is revealed and you get to see not only how everything fits into one another. How, with each story, the story-teller is merely setting you up for the big reveal… only to have the viewers in on a different FINAL reveal.
My only real question would be whether or not any of these mini-stories would have originally been planned for a full-length episode on their own, but then something happened to convince Brooker otherwise or if they are exactly as he originally set out to present them.
Another 6 episodes down and now the waiting begins anew for a hopeful season 5!
John McGuire is the creator/author of the steampunk comic The Gilded Age. Want to read the first issue for free? Click here! Already read it and eager for more?
Last year I sat down and watched this show that’d I’d somehow read about on some random blog somewhere (that internet rabbit hole again). The key phrase for me mentioned “Modern Day Twilight Zone” – at which point I said “I’ll be the judge of that blasphemy.”
So I watched and reviewed the first 2 seasons here.
For those not in the know, Black Mirror is an anthology show. Each episode stands alone to tell a story about how our technology or something perhaps not too far from our grasp affects people.
That phrase Modern Day Twilight Zone was closer to the truth than not. In fact, I only had 2 problems with the show: Episode One wasn’t a favorite & that there was only SEVEN total episodes to even partake. You see, those lovable Brits sometimes do “seasons” where you only get a couple of episodes of the THING you love. They get in and get out before you even know what hit you.
As an American, only having SEVEN episodes was a bit maddening. Were there going to be anymore? Why not do more? Is everyone across the pond lazy when it comes to their TV!?!
Netflix then is my savor. They got Charlie Booker to reach into the dark recesses of his mind to provide us with SIX more trips beyond the Mirror.
EP 1 – Nosedive
How many Facebook friends do you have? Twitter followers? Instagram? Tumblr?
What if your entire world was based on not only who your “Friends” might be, but how everyone rated you? This is the question before us in Nosedive. You see, if your rating (from 1 to 5) is high enough, then there are no doors not open to you. Let it slip and it might mean not qualifying for that loan, not getting into the best restaurants, and possibly not allowing you to even work a job.
The best part about the concept behind this episode is how it applies in virtually all aspects of your life. When you were High School the “pecking order” certainly existed. Who you hung out with, who you talked to, and maybe who you made fun of would slot you into your clique. For better or worse.
And like all of us who want to be liked, who want to have a better life… maybe we have to put on a face which isn’t exactly the one our true self would recognize. What would you do in order to get in with the “cool kids”.
EP 2 – Playtest
Black Mirror hasn’t really done horror… it might be horrific situations the characters get shoved into, but not the typical scary movie style. Well, at least they haven’t until this episode.
Playtest is about virtual reality. It’s about a game that digs into your brain to find the exact things which scare YOU. Hate spiders? Then you’re going to deal with spiders. Don’t like being alone? Get used to it.
And if that was all this episode had going for it, that would have worked. But you have to dig a little deeper than that. Past the arachnophobia or acrophobia and into the depths of your soul. What is that thing you won’t tell anyone else? What is the one bit you don’t want to dwell on.
What are you REALLY scared of?
EP 3 – Shut Up and Dance
The fact that this episode follows Playtest is appropriate as it, too, deals in fear. Yet, this is about being exposed for something very real. We’ve read the articles about people hacking into our laptops and gaining control of our cameras there in order to watch us when we’re vulnerable.
Let’s say that happened to you, and being a teenaged boy, you might have been using the internet to… expand your knowledge of the female form… well, that might be something you wouldn’t want everyone in school seeing. And unlike American Pie, this isn’t a comedy where everyone is just going to think it is funny.
Given the chance to ensure the genie stays in the bottle, how far would you be willing to go?
EP 4 – San Junipero
You’re going to guess at this one and only be partially right. Set in the 1980s, our lead character seems to be out of place, visiting… on vacation in a different time. She’s getting married in a few weeks and needs to experience something (anything) before that day comes.
Unlike so many of the other episodes, even the somewhat sweet “Be Right Back” from the 2nd season, this really is more about what we could do with technology to help those people who need release the most. But really strip away all of that and it is about a girl who falls for another girl.
It is sweet. But the performances by the two leads (Gugu Mbatha-Raw & Mackenzie Davis) will have you believing and hoping for them to find a way to be together.
EP 5 – Men Against Fire
Warfare pushes technology forward more than almost anything else. And when there is a new technology developed outside of the war machine, they try to find a military use for it. Heads Up Display isn’t a new idea. Watch Iron Man to see it put to some of the best use. However, if it was a neural link? If the display was in your head? How much more effective of a soldier might you be if you could use tech to see where your enemies were inside a house with infrared vision?
What could possibly go wrong with such technology when you are fighting a war for the very future of the human race?
EP 6 – Hated in the Nation
A perfect bookend to this season. After “Nosedive” dealt with attempting to garner popularity, this episode looks at the other end of things. And given how the internet loves to hate things almost as much as it loves Cat videos, what happens when a serial killer suddenly is using the “most hated person” on the internet to determine who their next victim is.
If you go to the comments section of ANY article on the web, odds are high you will find some level of hate bestowed on either the original writing or perhaps the manner in which someone has said they liked the original thing. It’s not a simple “You’re wrong”, but more of a “Burn in hell, nazi!”
How do you stop people from hating? Can we be nicer online? Or does the invisibility of the process make any ideas of being better people a pipe dream?
Are there any punishments for the haters?
Black Mirror, Season 3… in our rush to conquer the future, we might be providing the very method of our downfall.
There are formulaic rom-coms, predictable horror cheese-fare, and various deadly serious films starring Matt Damon.
But as most of us know…
There are films that defy convention, break from the mold, and flip movie-goers’ expectations upside down. Many of these, you might not have watched or even heard of. They’re not quite mainstream, but not quite indie either.
Please enjoy my list of ten eccentric movies, all of which are worth viewing:
* * *
Perfume – Story of a Murderer
It’s possible I’m starting this list with the best movie of the ten. Perfume – Story of a Murderer is among the most eccentric, most gripping movies ever to hit the screen. It goes like this: a young man with a gifted sense of smell decides he wants to capture the scent of all things. Only…that’s impossible. So rather than continue trying to capture the odors of copper, glass, and dead cats, he steps up his game and makes it his life mission to make the most powerful perfume the world has ever known.
I won’t spoil it more than that.
Featuring Ben Whishaw, the late, great Alan Rickman, Dustin Hoffman, and narrated by John Hurt, Perfume is a powerful tale of the dark places obsessions can go.
One must be careful when describing Moon, lest one reveal spoilers.
So I’ll say only this:
A lonely, lonely man named Sam (played by Sam Rockwell) exists on the far side of the Moon with the sole purpose of mining Helium-3. Sam’s only companion is an AI named GERTY. His journey is haunting, sometimes grim, and always mysterious.
Moon’s atmosphere (no pun intended) is different than any movie I’ve ever seen, while the soundtrack is flat out beautiful and chilling.
Just see it.
My Blue Heaven
Let’s go old school for a minute.
My Blue Heaven is my personal favorite Rick Moranis movie (other than mayyyyyyyyybe Ghostbusters.) And Steve Martin definitely has the best hairdo of any dude ever.
So…when Vinnie (Steve Martin) falls into a semi-ridiculous witness protection program, it becomes Barney’s (Rick Moranis) job to protect him. As expected, Steve Martin’s performance is over-the-top absurd, and Moranis plays it pretty deadpan throughout.
Plenty of critics will say My Blue Heaven’s premise is way better than its execution. To them I say, “Pfffffffft.” My Blue Heaven is good, silly fun.
What We Do in the Shadows
Speaking of fun movies, What We Do in the Shadows is among the best of them.
The setup: four vampires living in New Zealand must cope with the everyday challenges of the modern world. This includes: wrangling new victims via a third-party, dealing with dirty dishes, bickering over whose turn it is to clean the house, etc. Each of the vampires is from a different era of history, meaning their interactions are flat-out bizarre and hilarious. It’s shot in a reality TV/documentary format, and it’s insane.
See it now.
Everything you need to know about this movie appears in my thorough review – right here.
But seriously, most people I know still haven’t seen this instant sci-fi classic, which baffles me. It’s probably among the best sci-fi movies ever made. It’s that good.
The quick and dirty premise: a megalomaniac scientist creates a powerful AI, which he lures an unwitting young man to perform a Turing Test on.
Ever seen Snatch? What about Lock, Stock, and Two Smoking Barrels? Or…ever seen any Guy Ritchie movie ever?
If so, you’ll love RockNRolla. The plot is too complex to explain in just a few sentences, but I’ll try anyway:
When a Russian real estate magnate pursues big-time property in London, the worst of the city’s criminals close in for a piece of the pie. Meanwhile, the mobster’s son, a drugged-out rocker named Johnny Quid, is the key to the whole deal working out or completely unraveling. And meanwhile, meanwhile, a gang of thieves (played by Gerard Butler, Idris Elba, and Tom Hardy, to name a few) gets in wayyyy too deep.
I’ll just leave it at this – RockNRolla is top-notch Brit crime comedy.
Guillermo del Toro, fantasy and horror genius, sets the stage for something truly beautiful in Pan’s Labyrinth.
In it, a little girl seeking refuge from a horrific civil war stumbles into a web of dark secrets surrounding her (sadistic) stepfather’s mansion. In typical del Toro fashion, we’re sucked out of the usual Hollywood fantasy tropes and thrust into something eerier, crawlier, and more visceral.
It’s not really a fantasy movie in the typical sense. Nor is it quite horror. It’s about a little girl trying to escape her awful reality, meaning it’s a step above most of the fiction fare you’ll ever see on the big screen.
The Big Lebowski
You’ve maybe/probably heard of The Dude. At least, I hope you have.
Mashing up Jeff Bridges (mellow) John Goodman (insane) and Steve Buscemi (obnoxious) to star in a movie about a missing rug, a cheating wife, mistaken identity, and bowling, was pure genius from the start. And to call it a cult classic is easily an understatement.
My favorite parts: when John Goodman goes off on John Turturro’s (playing Jesus the bowler) teammate. And then of course the big fight with the nihilists (one of them is played by Red Hot Chili Peppers’ Flea) at the end.
It’s a total mess. It’s weird. It’s almost without a tangible plot. And it’s awesome.
“Are you watching closely?”
The Prestige (Christian Bale, Hugh Jackman, Scarlett Johansson, Michael Caine) is among my all-time favorites.
The plot: when a stage magician’s wife (Piper Perabo) is accidentally killed during a dangerous trick, a cold war begins between her husband (Jackman) and the man (Bale) who may or may not have been responsible for her death.
Everything about The Prestige is a bit dark, a bit tragic, and shadowed by questions about what’s really going on. It’s not really about the stage tricks the two warring magicians pull off. It’s about the rivalry between them, and how much damage the whole concept of revenge can do to everyone involved.
Kubo and the Two Strings
I figured I’d tie in a kids movie, because…well…so many of us have kids, and kids love movies, too.
Kubo was one of those films I didn’t know anything about when I sat down in the theater to watch with my son. We’d seen exactly half of one preview, and we didn’t really know what we were getting into.
What we didn’t know – Kubo and the Two Strings is an elegant tale about a little boy, a monkey, a giant beetle, and a tiny paper man…and all their adventures as they try to escape the boy’s dreaded (and all-powerful) grandfather. The fight scenes are somehow bloodless AND intense. The subject matter is full of quiet wisdom. And the movie itself is beautiful. My son was riveted during the action, and full of sharp questions about life, death, and love afterward.
What more can you ask for in a kids’ movie?
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Dragonslayer – The coolest old school fantasy film you’ve never heard of
Strange Brew – Max von Sydow versus Rick Moranis? Count me in
Memento – A classic head f**k
The Machinist – Christian Bale lost a million lbs. for the lead role
They’ll note my lack of optimism, my occasional indifference, and my somewhat dark view of humanity’s intentions. These observations are completely my fault. I’ve worked a bit too hard to earn a ‘cold’ reputation, and now I’ve got to live with it.
Despite this image I’ve cultivated, there are traits neither my friends nor foes will ever observe in me. Things like anger, entitlement, a sense of vengeance, or a tendency to be judgmental. I’ve my share of failings, but these are not among them. I lack the genetic disposition to hate, to scorn, and to demand retribution. I just can’t do it. It’s not in me.
I will never be this guy.
Like any American, I buy my share of stuff. Some of it is awesome stuff, like my writing chair, my epic-level pancake griddle, and the billion books I’ve collected for my son. Likewise, some of my stuff sucks. Like the patio umbrella I bought that rotted within a month or the DVD copy of Devil’s Advocate which turned out to be a blank CD (serves me right for getting excited about a $0.99 DVD.) In each of these cases, I spent money. Hard-earned money. And in each case I took my new possession home and installed it into my life.
No matter whether my purchase turned out amazing or shitty, I didn’t let it affect my emotional state. Meaning; my pancakes were amazing, but not life-altering. My writing chair is so very comfy, but I don’t plan on living in it. And my Devil’s Advocate DVD is…well…still blank. I figure, no matter how great or terrible my purchases are, it’s not worth getting ecstatic or depressed about stuff. Because it’s just stuff, right? So even when my umbrella fell to pieces and my Xbox told me to F off when I slid Keanu Reeves and Charlize Theron inside, I didn’t get pissed. I didn’t rush to the complaint dept. And I definitely did not write any scathing reviews.
There was one exception.
It’s story time.
Very recently, I moved. It wasn’t a fun move. I had to leave a dream home I loved for a third-story apartment in a complex with about two-square feet total of green-space. It took two weeks to complete the move. It sucked. Hell, it still sucks. But the worst part was my experience with a not-to-be-named moving company. Two guys showed up to help me carry all my aforementioned stuff out of my beloved house and into a cramped, third-story shoebox. And to be honest, these guys sucked worse than leaving my dream home. One of them quit in the middle of his shift. I’m serious. He looked at me and said, “I’m done.” The other guy was slow. As in slooowwwwwwwww. In the end, I ended up carrying way more of my stuff than both guys combined. It was amusing…in a way. If you think paying someone else money while you perform hard labor is funny.
A few days later, the moving company sent me a review request.
Oh, was I ever tempted. I could’ve crushed these guys. In the big blank thousand-character space requesting ‘customer comments,’ I could’ve named names and drilled these guys seventeen new holes in their asses. I could’ve told them everything they did wrong, and I could’ve clicked ‘No’ in the big fat box labeled ‘Would You Recommend Our Service?’
And so I did. I killed them. I slew them. The fires of their failure are still smoldering. Their manager has called me…oh…a dozen times to apologize. And I’ve ignored him. Utterly.
It felt a little bit like this.
…and a LOT like this.
But there’s two differences between reviewing a moving company and reviewing art, books, and movies.
1. I reviewed the moving company privately. For their benefit alone. No public slander. No single-star rating on Yelp.
2. There’s no opinion involved in reviewing someone’s skill at box-lifting. There’s tons of opinions involved in reviewing film, paint, and words.
From time to time I write reviews. Movie reviews especially, like this oneand this one, and a recent review of Neil deGrasse Tyson throwing down some science in Atlanta. If you’ve ever read my reviews, and you should; trust me :), you’ll notice one thing they have in common: they’re ALL positive. Not positive in a blow-sunshine-up-your-ass way. Positive in a I-want-to-share-something-amazing kind of way. I review stuff I love because to me that’s the only stuff worth reviewing. Sure, I pick at a few small failures, but overall my comments on other people’s creative work are glowing. Because I want to spread the love, not stifle it. Because my opinions are better served helping people than shitting on other artists’ efforts. And because, let’s face it, the world and everything in it has plenty of bad reviews already.
A few observations:
A great review of an awesome piece of creative work will do hundred times more cultural good than a horrific review of something shitty.
When I see extremely negative reviews of movies, art, or books, I find it hard not to yawn.
I have better things to do (and so do you, probably) than sling stones at other artists and writers.
Opinions of art, movies, and books are rarely objective.
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Look, I get it. If you spent $12 to watch a movie you hated, you’re entitled to vent about it. If you paid $9.99 for a crap novel on Amazon, you’ve every right to give it negative 47 stars. And if your umbrella rots while your lazy movers are carrying it, go nuts and complain to everyone. Scream into the heavens. Slap the cashier in the mouth. Burn down your local Wal-Mart. You’re allowed to do all of this.
But not me. I’m not allowed. I’ve banned myself from bitching. I’ve closed off the part of my mind that wants to nerd-rage about how such-and-such movie is awesome, but another one is trash. If I want bad reviews on stuff, I’ll just visit Rotten Tomatoes or post my selfies to Tinder. Sure, it’s fun to read a good rant, but it really doesn’t entertain me as much as it used to.
So if you see a movie review, a book review, or a commentary on a piece of art, and if you see I’m the one who wrote it, maybe you don’t have to read the review at all. You’ll know it’s positive when you see my name.
I’m always looking for the Twilight Zone. Not the actual place, no, I wouldn’t survive there for very long. I’m talking about a show which captures my imagination in a way the original show did the first time I saw it on my tv when I was a kid. The idea there was someone who could ask these weird and strange questions, or present dilemmas I couldn’t have imagined, or even just watch the characters try to figure out how to save themselves from the nightmare worlds they were trapped in…
And while not every episode was a home run, the ones that were (and they had more than their fair share)… classic is the only word which does them justice.
So, I’m always hoping. Always on the lookout. Whether it is the Outer Limits, Monsters, Tales from the Darkside, the updated versions of the Twilight Zone… I’m going to give them a try.
Black Mirror is one of those I gave a try… and I almost didn’t get to realize what a good show it was/is… but since it is only 7 episodes at this point (though more are on the way according to Netflix). Now, this will be a mixed review. Mostly I wanted to give the impression I had while watching or the impression I was left with. I’m going to do my very best not to spoil anything, as I’d like you to experience it the way I do.
EP 1- The National Anthem
As I’ve told everyone who I talk about this show with… skip this episode (or at the very least, wait until you’ve watched the other 6 episodes). I’ve looked around online and it has its fans, but I do not count myself as one of them. And the reason is quite simple:
It isn’t realistic.
And this is coming from someone who will buy into a lot if you convince me your world requires/needs/whatever it. And this just didn’t do it.
The very basic plot is that the Princess of the Royal Family (this is England after all) has been kidnapped and won’t be returned unless the Prime Minister does something… unseemly with an animal. And the question throughout the episode becomes one of how do they get the Princess back, and also, what happens if they don’t.
I live in the U.S. Maybe that’s why I didn’t buy the conversations, but I remember watching the episode thinking – “This just would never happen.”
EP 2 – Fifteen Million Merits
So after such a thrilling start to things, I might have given up. But something told me to press on. Surely a show that I’d heard such good things about would redeem itself. And we get to a good start with the 2nd episode. Take all our (well not mine, but yours perhaps) love for the reality tv shows, the American Idols and Kardashians and all manner of Real Housewives, and then make that the only thing anyone ever aspires to. Set it in a future where you gain funds by exercising (it seems like a man-made power with money being the reward). When you get enough, you can pay to try out for those shows.
And maybe, just maybe your life of being a living battery might end and you could be famous!
Why not? We’re all doing it. We’re all wanting things to be a little (a lot) better. It’s just all in how you define “better”.
EP 3 – The Entire History of You
This is the reason to watch the show. It is my favorite episode, and it is based on the most basic idea:
What if everything we saw was recorded? And then we could review those recordings whenever we wanted? And then we could let other people see our memories. What if there was never a forgotten moment again?
It’s one of those ideas I wish I’d written. So simple in how it works, but then so dark how things can be twisted. How two people can watch the exact same thing and come away with two very different impressions of a moment. That happens every day. It’s no fun to go to a movie or concert by yourself, you need someone else to share in your experience… in your excitement. And even then we disagree on various things about those events.
Or maybe it is interactions with others. I can only imagine replaying moments with friends while in high school. Did that girl like me? Really? Let’s check the tape.
EP 4 – Be Right Back
Loss. The best stories are defined by growth and loss. Can you survive something bad happening to you? How does it change things (i.e. YOU) in the aftermath? And can you pick up the pieces later… become a better version of you?
My second favorite episode is one where LOSS is at the very center of everything. Can you be ok when someone has to leave you? Can the hole be filled by someone else?
And should it?
EP 5 – White Bear
Terror. That feeling of the unknown. Where am I? Who am I? What’s happening?
That’s this episode in the first 5 minutes.
It’s something out of our nightmares. Some mixture of the Running Man mixed with a heavy dose of deja vu.
But FEAR. Who can you trust? How did you get there? Where are you going to run to? Where are you supposed to hide?
And why won’t anyone help?
EP 6 – The Waldo Moment
Every election season we are, in the immortal words of Trey Parker and Matt Stone, choosing between a Giant Douche and a Shit Sandwich. And we long for a real choice. Or at the very least someone to shake up the status quo for even the briefest of moments. This thing we do is supposed to be VERY IMPORTANT (notice the capitals?), but instead more people end up caring about American Idol’s victor than who won the real world election.
So shake it up with the most absurd idea ever: let a cartoon character into the debate. If it really is as silly and stupid as we say it is, then won’t such a character merely raise the level of discourse?
This episode is all of those things: absurd, strange, intriguing, stupid, and somehow more realistic to me than EP 1 (see, I really didn’t like that 1st episode).
EP 7 – White Christmas
Two men, the edge of the world, snowstorm coming down outside their window. And Christmas morning. Nothing to do but talk about the moments and ideas which led you to being in this little piece of Hell.
In some ways, this one feels like the most Twilight Zone of the entire group. Yes, the technology still plays a large part in the twists and turns, but this one deals so much with loneliness. Being alone even while surrounded by so many people. And if you go back and watch those old Twilight Zones, you’ll see that same theme time and time again.
Am I alone?
I’m unsure of myself.
I’m unsure of my place in the world.
Black Mirror… a dark reflection of yourself? Or maybe just the same old reflection you’ve been avoiding eye contact over all these years…
Last week I talked about heading down to Dragon Con over Labor Day weekend. This weekend I tried to make some new memories.
The first thing that always occurs to me is how big the con has gotten since I first went down to it so many years ago. I will say that I believe Atlanta has scheduled a few too many things for Labor Day weekend (maybe). Since we weren’t staying on site (something we’ll hopefully remedy next year), it meant that trying to get into that 10 AM panel presented not only some highway issues…
But also actually making our way to that early panel in light of the parade. The sidewalks packed with people, we struggled to reach the Whedonverse panel over at the Westin, only to find it packed.
No problem, we’ll just go to our back-up TruBlood panel… across the street… across a sea of bodies in costumes.
Which brings us to our first real story. We’re pushing through the mob, but are unsure how we’ll actually get to the Hyatt when behind us we hear a guy asking to get through… carrying a young woman in his arms, passed out from overheating. Of course we make room, as do many of the others lined up on the sidewalk. As they pass, she lifts her head and smiles before resuming her previous “unconscious” state.
Though, Karma is a thing, because the parade was over less than a minute later, so all their deceit got them nothing.
Terminus Media had a panel on Saturday night at 10 PM to discuss the motion comics we’d been working on for the CDC, and to talk about the motion comics side of things in general. Myself and Robert Jeffrey II (a contributor to Tessera) were a part of the panel. About 15 people showed up, and even though there was no real rehearsal, I think we acquitted ourselves pretty well.
It is always weird to see something you had a hand in creating being shown on a screen for others to see (in a good way). Hopefully we did a decent enough job that Dragon Con will invite us to do more next year.
Ran into (literally in couple of cases) a few friends I had not seen in a while. As I touched on last week, that’s one of the biggest and best things about the con – reconnecting. Finding out how everyone is doing. This year I also got to show a complete con newbie around. And she enjoyed it enough that she went ahead and got her 4 day pass for next year.
Aside from not being able to get into the Whedonverse panel (luckily we did get into the Agents of Shield panel on Sunday which had plenty of Whedon love) and not being able to see Cary Elwes (another capped line), there was one big “problem”. The Dealers room is a bit of a nightmare to deal with. I know they are expanding again next year, but there were multiple times that people couldn’t get into the building or into a room because it had reached capacity. If Dragon Con is going to keep getting bigger, they need to figure out a way to handle that.
Expand, DCon, expand.
Second story of the con – We are ready to leave for the night. It is about 11:45 Saturday evening. I am finished with the Terminus panel and am looking forward to getting home, to bed, and then back again the next day for more fun. We only have to get down the outside stairs of the Hyatt, which for some reason the DCON staff decided to block (with their bodies) so as to allow a line for one of the late night panels to move through.
Now, I don’t have a problem with this if it takes a minute or two. When it takes 10 minutes then maybe you need to pause that line and let the queue of people on the stairs out to where they might be able to get to meeting spots, late dinners, gaming, or home (in our case). What kills me is that they finally did have to pause that line because I think we were about to storm through them. Not the best way to end the night.
Oh, and I did have one huge regret.
C. Thomas Howell had a panel (along with Cary Elwes) and not only did I not know about it, I didn’t know he was there at all. Those that know me know of my fierce love of 80s movies that include C-Tom (as I like to call him).
Yes, they know about it even if they don’t understand it!
Anyway, I just wanted to let him know that he still holds the distinction of being in the greatest volleyball movie of ALL TIME – SideOut.
Summer did, in fact, get hotter!
A bold statement, for sure, but one I stand by. Regardless of the fact that I’m not sure there are other volleyball movies!
So that was a bit of my Dragon Con for the year. I can’t wait to see what next year brings!
Recently I watched and reviewed The Revenant. Which got me to thinking; what are the gravest moments in cinema? During what scenes does it appear all hope is lost and the bad guys about to win? What’re the deepest, darkest places movies have dragged me? Hmmmm…
Yeah. You guessed it. Here comes a list. I’m gonna wander some pretty random places with this. If you hate spoilers, you may want to move along. If not, let’s roll:
#6. Gluttony – Se7en
Honestly I could’ve mentioned almost any of the rainy, dark, grisly scenes in Se7en. The Sloth scene especially comes to mind, but I didn’t want to post the ick-tastic image of the dude dying in his bed, lest I gross everyone out. The Gluttony scene does just fine. It sets the tone for the entire movie. It’s scary and disgusting. It’s everything most of us never want to be: alone, corpulent, filthy, and dead. Yikes. If this scene doesn’t put you in a grim mood, nothing will.
#5. Killing Lucy – Bram Stoker’s Dracula
When I say killing Lucy, I more or less refer to the entire 45 minutes during which Lucy descends from being Mina’s pretty BFF into a depraved, child-eating, blood-barfing vampire. Cary Elwes lopping off her head is only gravy on the grimness. Lucy begins the movie as a cheerful soul swimming in an ocean of dour, unhappy Brits. And by the end, she’s ruined. Every part of this movie is enough to put me in the mood to write horror, but Lucy’s fall from grace is just plain…delicious.
#4. Hugh Jackman killing his clone (repeatedly) – The Prestige
It’s no secret. The Prestige’s atmosphere always puts me in the mood. It’s my personal fluffer girl. It’s the ‘uh’ to my ‘huh’. The slow sense of despair that builds throughout the movie sets a tone like no other. That said, the darkness really starts when the Great Danton starts murdering all his doubles. He shoots himself. He drowns himself. He leaves his clones in huge vats of grey water. And then, at the end, as he breaths his last few breaths in an alley of clone-corpses, we wonder which Danton really died during all his magic tricks. The clones? Or the real Danton? Are you watching closely?
#3. Anton Chigurh ‘visits’ Llewelyn’s wife – No Country for Old Men
The first time I watched this movie, I never saw this scene coming. I figured we’d already broke every rule, every expectation. What was left to do, right? Chigurh had already killed the good guy (and pretty much everyone else). So what else can I say about this scene? It’s chilling on so many levels.
After Llewelyn’s wife (Carla Jean) says, “You don’t have to do this.” Chigurh smiles and says, “People always say the same thing.”
Does he kill her? Does he let her live? I mean…damn…
#2. The Counselor gets a DVD in the mail – The Counselor
Most people I know haven’t seen this movie, so I won’t spoil it here. Let’s just say that there are no good guys, only grey, fuzzy shades of morality all too prevalent in the real world. As the Counselor sits in a grungy hotel room, praying for good news, we get a payoff that’s much darker than we expect. The theater I watched this movie in emptied in stunned silence at the end. Meanwhile my brain buzzed with all sorts of new ideas for messing with readers’ minds.
#1. Grenouille accidentally kills the apple girl – Perfume, Story of a Murderer
I’m convinced I’m the only person ever to watch this movie. If you haven’t seen it, you owe it to yourself to give it a try. I had no idea what I was in for when I sat down to swallow this little gem. When Grenouille, the creepiest, crawliest, skinniest villain ever, snuffs the apple girl early on, I only just began to grasp where Perfume was taking me. The scene wasn’t particularly graphic or gut-twisting, but sometimes a glimpse of darkness is all a mind needs before the gears start turning. I think perhaps after my kid falls asleep tonight, I’ll pop this one in, watch a little bit, and then get to work.
I recently made the long drive to Clearwater, Fl. And no, it doesn’t mean I love George Zimmerman.
I made this little journey with two goals in mind. The first: to see an old friend who’d arrived in the States from Denmark. The second: to carve a few days out of my routine life and recapture some mojo for writing. Both, I think, proved successful.
I wish the water looked just like this for far longer than three minutes each night…
While walking the beach each morning, day, and night, I tried to pay better attention than during previous vacations. I picked my gaze up out of the water (which was too cold for swimming anyhow) and observed my surroundings. And wow, the things I saw:
On the first day, after a grueling round of sand 2v2 volleyball, I watched as a British family near the water argued. Ah, the Brits. Their colorful language attracted the attention of everyone within a half-mile. But the real action started when the mother walked right up to her foul-mouthed daughter and punched (not slapped) her right in the chops! No one could believe what had happened. The daughter howled. The dad…laughed. The mom unleashed a stream of profanities I haven’t heard since the last time I watched Snatch. It…was…awesome… More importantly, I can’t get enough of the way the Brits drop the F bomb
That night, I saw The Counselor. Now, without getting too deep in spoilers, I’ll just say I love it when the bad guys win. It’s rare in movies, but utterly realistic. The monologues delivered by several characters were deeply philosophical. No one would ever talk like that in real life, but it didn’t matter. Truth is truth, especially grim, hard truth. Movie Review – A
On the first night in my hotel, I arrived in my room on the top floor. I had an ocean view, just as requested. The dark water was spread out beneath my window, roiling beneath the stars. I thought to myself, “This is perfect. I’ll get tons of writing done tonight.” But…just as I sat down by the window, the hotel’s elephantine AC system kicked on atop the roof, making my room shake as though a helicopter were landing three feet above my head. I’m all for white noise, but this was absurd. “My night’s ruined,” I feared. “And besides, the concierge is a dead man.” And yet, as it turned out, I was able to tune out the sound of my room shaking and write an entire chapter for Hollow Empire, my joint venture with John McGuire. Strange indeed
The ocean. At night. What else do you need?
Other random events I observed while walking the city:
A homeless guy pretending to be a broke tourist. I’d seen him try his little game the previous day, so when he walked up to a young woman and said, “My wife and I are in town for the weekend, but we lost our credit cards. Do you think you could spare me some cash? She really needs her coffee,” I laughed a little bit inside. Sorry, homeless guy, you need to work on your approach. Begging for coffee money isn’t going to cut it
A woman with a giant (I mean enormous) tramp stamp of a volleyball. I’ve seen bad tattoos, and then I saw this. It was huge, as in actual-size huge. Just…no…
A dude at a Halloween (Best non-holiday holiday ever, btw) party dressed as Christian Grey. His costume: 50 grey-shaded sample paint cards from Home Depot duct-taped to an otherwise unremarkable shirt. While he didn’t win the best costume prize, he won the admiration of every woman at the party
Jesus playing Sweet Home Alabama on guitar…with an actual crown of thorns worn over a head full of dreadlocks…drinking Fruit Loop flavored vodka. Yes, really
What does any of this have to do with regaining mojo for writing? In a nutshell: people-watching. Observe the interesting things people do, listen to the crazy things they say, and add the experience to the card catalogue in your brain. Or, if people-watching doesn’t inspire you, try walking along the ocean at night. If that doesn’t bring you peace, you may want to try vicodin.
Next week I get serious, delivering an excerpt from Dark Moon Daughter, Book II in the Tyrants of the Dead trilogy.
I met Craig Campbell of Nerdburger Games at the Atlanta Science Fiction and Fantasy Expo. He was at a table with pre-ENnie Award winner, Derek Kamal (of Heavy Metal Thunder Mouse fame). We chatted for a minute and he pitched me on two of his projects, CAPERS RPG and Die Laughing. I bought the CAPERS Quickstart and, later on, did an interview with Craig about CAPERS (here). At AndoCon, I ran into Craig again and he invited me to try out Die Laughing. That was an excellent time! Let me quote the quick pitch for Die Laughing:
“The zero-prep, horror-comedy RPG that puts the laughter in slaughter. […] Everyone’s going to die. It’s just a matter of when and how funny you can make it. Even after your character is gone, there are multiple ways for you to remain involved and influence the story right up until the bloody end.”
With the Kickstarter is running until November 21st, I wanted to talk with Craig about CAPERS, Die Laughing, and highlight the fact that the game is just $10 so price is kept low so it’s not a barrier!
EGG EMBRY (EGG): Craig, thanks for talking RPGs with me. Let’s start with your Kickstarter for Die Laughing. I played the preview version of Die Laughing at AndoCon. I don’t know whether I did good or bad, but I survived the game, so I never got to play as a producer. How does the producer role impact player engagement compared to an RPG where your character dies and you spend the rest of the night rolling up a new one?
CC: In Die Laughing, when your character dies, and most of them do, you take on the role of producer for the rest of the game (in addition to a few other things). You have producer points that you can spend once per scene to do something to affect the scene, such as lowering the effects budget or introducing positive test scores for a character, forcing them into the scene because the test audience likes them.
While you don’t necessarily spend a point every scene, I’ve had players remark that they remain very engaged with the story, plotting for the perfect time to mess with the story. Producers play a little mind game by themselves (and sometimes with other producers), seeking out a chance to really impact what’s going on in the movie you’re all creating at the table.
EGG: This game is mostly done, correct? How quickly do you hope to deliver the finished product to backers?
CC: Everything is written and playtested. I’ve added a few things that will need an editing pass. Much of the artwork is done, with a few illustrations left to go. The basic layout template is complete and much of it is laid out.
I MIGHT release a “first cut” of the game with whatever’s done, just as a PDF, right after the Kickstarter ends. This will be a playable game but won’t have all the alternate rules and additional monsters/characters that still need illustration and layout. We’ll finish all of that up and release a “final cut” of the game, hopefully within 2-3 months. But that will depend on how fast we can get a print proof turned around. November and December are notoriously slow months for ordering physical books from DriveThruRPG.com. Darn those holidays and all that wonderful gift-giving!
EGG: Despite being largely in the can, this game has some options to be expanded. In your wildest dreams [nightmares], what are you aiming for with this project?
CC: The hope is 24 characters, 24 monsters, a bunch of alternate rules and play aids, along with the core rules. I think it’ll come in around 100 or so pages. That would be the “Director’s Cut” of the game, so to speak. The biggest and best version of the game.
EGG: The number of backer rewards is ballooning quickly! 😛 This started with one option – Die Laughing for $10. What else have you decided to offer?
CC: That’s the “Victim” level. There are three “Survivor” levels that also get you the PDF for one or both of my previous RPGs (Murders & Acquisitions and CAPERS). Essentially, each adds an additional $10 to your pledge (while the PDFs are normally a $15 value). The Survivor levels have proven to be pretty popular.
EGG: You recently fulfilled your last Kickstarter, CAPERS RPG. What is CAPERS about? How has the reaction been?
CC: CAPERS is a super-powered game of gangsters in the Roaring Twenties. Players portray criminals using their powers to create their empire OR members of law enforcement using their powers to bring those criminals to justice. The Kickstarter for CAPERS went very well and well over 500 people are enjoying their Kickstarter rewards (which included not just the game book but also all sorts of PDF support materials and play aids).
The reaction has been incredibly positive. I’ve started to see a nice little community growing on the NerdBurger Games Discord. People are talking about hacking/houseruling the game. Questions are asked and answered. People are being friendly and talking about other geeky stuff. Every time a new person starts talking on the Discord or sends me a photo of their just-received CAPERS book on social media, I get a little more joy and feel a little more proud of CAPERS.
EGG: You run Nerdburger Games and do a podcast. Creator, publisher, advertiser, and local game organizer [NOTE: Craig and I are building an Atlanta-based indy RPG group. In Atlanta and want to game? Ping one of us]. Why wear all the hats instead of letting another company publish your work or the like?
CC: It all sort of happened by accident. I created Murders & Acquisitions and decided to Kickstart it myself. That went well and while I was wrapping it up, I started on CAPERS. Once I had M&A in the bag, it only seemed natural to just forge ahead as NerdBurger Games and continue self-publishing my games.
Doing it all myself has downsides. It’s a LOT of work, but I don’t mind it. Creating RPG stuff is something I would do anyway. I’m able to create these little, niche games that I love and that I can make exactly how I want them to be. That affords me the ability to NOT have to answer to others in what the games should be. It’s incredibly liberating to share my creative vision on my own terms.
And that’s a BIG upside that far outweighs the downsides of having to do all the work myself. Though, truth be told, I don’t do it all myself. I have enlisted a wide variety of very capable and talented freelancers to do the things I can’t and have found a nice little cadre of fans who love playtesting my games. It’s a group effort, for sure.
EGG: What is your podcast? What do you cover on it?
CC: I’ve been doing the NerdBurger Podcast for well over five years now with my good friend Mike (who has also contributed his art and layout talents to my games). The podcast is a weekly, hour-long potpourri of nerdy/geeky discussion on all manner of topics, all slathered over with a healthy dose of humor and camaraderie.
We have a rotating panel of regular guests and bring in special guests as well. We keep things very conversational. Over five years of a new episode every single Wednesday.
EGG: What else are you working on right now?
CC: As CAPERS finishes out its fulfillment and Die Laughing wraps up, the next big thing is CAPERS Noir. This supplement to the CAPERS game progresses the game from the 1920s to the 1940s. Gone is Prohibition era gangster action. CAPERS Noir is a crime noir game. You need the CAPERS core game to play it, but CAPERS Noir will be filled with 50 or so pages of new character options, new rules (including investigation rules), new powers, an L.A. backdrop, and some other surprises. It just went into playtesting.
If CAPERS Noir is well-received, I have plans for two more supplements. CAPERS Covert will take things to the 1960s in Las Vegas and be a crime/law story pastiche built around old-school, James Bond style agents and villains. CAPERS Offworld will tie all three eras together and bring CAPERS to outer space with Buck Rogers/Flash Gordon style interstellar crime fun in an old-school ray-gun and alien style.
EGG: For fans interested in your Kickstarter, where can they find it and you?
CC: The Die Laughing Kickstarter ends on the Wednesday before Thanksgiving. As an indie creator, I strive to be as accessible and transparent as possible. My fans mean the world to me.
If you dig my games, swing on by the NerdBurger Games website. I blog fairly regularly and love sharing what I’m working on at the moment.
And I’m on a bunch of social media where I love chatting with folks.
Advanced Dungeons & Dragons: Dragonlance. The world of Kyrnn. The continent of Ansalon. The Companions. Camaron. Raistlin. Takhisis. Paladine. Kitiara. Lord Soth. Chronicles. Legends. Margaret Weis. Tracy Hickman. The Legend of Huma. Kaz the Minotaur. Richard A. Knaak.
Those settings, characters, books, and authors summarize of my love for D&D’s Dragonlance. The setting was popular in AD&D, 2e, 3e, 3.5e, and the SAGA system (the last module, for 3.5e, was published in 2008 by Sovereign Press, one of Margaret Weis’ companies and the official licensor of Dragonlance at that time). Beyond the RPG books and sets there were tie-in novels published from 1984 until early 2010 (fellow Tessera Guilder, John McGuire, wrote about those early Dragonlance novels recently), comic books, video games, and a 2008 animated movie. While there was a tip of the hat in a 5e Unearthed Arcana to Krynn’s minotaurs (here), Wizards of the Coast has not published any new Dragonlance game material for a decade, and no new novels in nearing that time span.
While the full list of every author that touched Dragonlance over those two decades is extensive, the list of authors that most defined Dragonlance novels throughout their existence is four: Margaret Weis, Tracy Hickman, Douglas Niles, and Richard A. Knaak. Their prose gave the world its voice and structure, gifting it with flavor while crafting a complex history. Everyone involved did an excellent job of building the world of Krynn into one of D&D’s premier settings. Knaak built up the world’s history while cementing the sailor minotaurs and Knights of Solamnia and other critical facets of the world. He curved out a section of Krynn that might be dubbed “his” part of Ansalon. However, the downside of working on corporate properties is when the publisher stops producing them, your contract ends, and the sun on your part of the world sets, sometimes forever.
Knaak worked on other properties (World of Warcraft, Conan, Diablo, and several of his own series including Dragonrealm), yet the stories of Dragonlance must have continued to percolate in his mind. In 2017, he delivered the first book in a new fantasy series, Rex Draconis. The first novella, Rex Draconis: Under the Dragon Moon, lays out the opening shots of the series. I didn’t read Rex Draconis: Under the Dragon Moon, instead I did the Audible as read by Julie-Ann Amos. For those not versed in audiobooks, an Audible is the same as reading, only it’s not. Julie-Ann Amos elevated the work through her voice acting. Her characters had a life and presence that you do not hear in every audiobook and are not always present in your head as you read.
The superficial bits of the novella marked the series as the spiritual successor to Dragonlance. But, it’s not a cloned-Krynn, it’s a skillful homage to Knaak’s corner of Ansalon. A love letter so compelling that it’s inspired Knaak to work with Phil Beckwith of P.B. Publishing and Micah Watt of Pyromaniac Press to convert this prose into a tabletop RPG setting for D&D 5e and Pathfinder 1e (the Kickstarter for is live here until Sun, October 21 2018 10:02 PM EDT). I covered the Kickstarterhere, and interviewed Knaak and the rest of the creative team on the Open Gaming Network.
What is Dragonlance about this series? Sailor minotaurs. Kwillum, a kender-like species that make more sense than kender. Two species of dragonfolk that have a light resemblance to draconians. Three-ish moons of differing hues. There’s more that, once you see those parts, make the other pieces fit a jigsaw puzzle of a Larry Elmore Dragonlance painting, but on examination it feels more like forcing the pieces to fit. The semi-befuddled mage, Knights of the Shield/Knights of the Grey Hand, the prominence of the gods as components of the sky, the tinker dwarf. Those pieces could be viewed as being taken from Ansalon, yet powerful mages, knightly orders, gods, and steampunk humanoids are common fantasy tropes. It is only when the other pieces are invoked that they form the tapestry of Krynn.
Despite the elevator pitch that this is Dragonlance revisited, and some similarities, Rex Draconis is not Dragonlance. Taken as a whole, it is its own world. The minotaur empire is pushing against the human’s world, the “orcs” of this world are the wheyr, a race of jackelpeople who have massive numbers and, thanks to some captured and copied minotaur ships, are a threat at sea, dragonfolk aren’t rooting for an evil goddess or defending mankind, instead, everyone are their pawns, the third moon is visible and shattered into the shape of a dragon, the kwillum are looking for something. There are layers to this world and this first novella offers a taste of each.
Who is Rex Draconis: Under the Dragon Moon for? Sword and sorcery fans. Fans of Richard A. Knaak. Fans missing their Dragonlance fix that are ok with a reimagined version of the world. D&D fans that want the feel of those worlds back in print. But mostly fans looking for a fantasy world that is fully realized, with interesting takes on the battle between good and evil, one where the series is ongoing and being transferred across medias to work with D&D 5e and Pathfinder 1e on Kickstarter (here).
This week’s theme, tabletop RPG adaptations, let’s me share Simon Stålenhag’s artbook, Richard A. Knaak’s newest fantasy series, and the famous judge created by John Wagner and Carlos Ezquerra (who just passed away). All of these projects are live on Kickstarter. If you want to play as a teenager in the technopast 1990s using the Mutant: Year Zero system, or as a fantasy minotaur using either the D&D 5th edition or Pathfinder 1e rules, or as the law using What’s OLD is NEW (WOIN) game system, there are games waiting for you.
“Return to Simon Stålenhag’s world of the Loop in this new RPG. It’s the ’90s now, and things are different. This time, you can die.
It started on Christmas Day in 1994. Dark water suddenly rose from the land, invading our homes and lives. They say it came from the depths inside the Loop. Whatever it was the Flood changed everything. Nothing would ever be the same again.
Welcome back to the Loop. Things are different now.
In 2017, we released Tales from the Loop the tabletop roleplaying game based on Stålenhag’s first art book. That game was an instant hit, selling out its two initial print runs and winning no less than five ENnies (including Best Game and Product of the Year) as well as three Golden Geek Awards (including Best RPG).
Now, it’s time to return to the Loop and continue the story. In Things from the Flood you play Teens in the 1990s – a decade of change and disaster. You’re still balancing day to day life with solving exciting mysteries with your friends. But this is a darker time, and the stakes are higher.
We are the Free League, creators and publishers of roleplaying games such as Mutant: Year Zero, Coriolis – The Third Horizon, Tales from the Loop and Forbidden Lands. As well as the original publishers of Simon Stålenhag’s art books. The lead writer of this book is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.
The vast majority of the art in the game is done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Things from the Flood artbook – many scenarios in the game are based directly on illustrations in the artbook – but the RPG will contain some new original art as well, including the cover image.
The book will have approximately 200 pages, in the US Letter format.
Tales from the Loop Backer? If you backed the original Tales from the Loop RPG back in late 2016, you will get a PDF of the Things from the Flood core book, including the digital stretch goals in this Kickstarter, at no extra cost. You can still join this Kickstarter to get the printed book.
Things are different now.
The world does not seem so innocent anymore.
Its the ‘90s and the once mighty Loop has been shut down, the experiment abandonded and the land bought by Krafta, a powerful corporation. You are no Kids anymore, but Teens trying to find your way in a decade of change – both within and around you.
The Flood has transformed the once pastoral islands into a dark marshland. Some say that the dark water pouring out of the ground comes from within the Loop itself. Machines are afflicted by a strange virus turning them unreliable and dangerous.
Still, your lives go on as before. You go to school, fall miserably in love, try to do everything possible to fend off boredom. When you hear about other teens going missing, and even turning up dead, you realize its time to gather the group again.
One way or another you fill find out what these Things from the Flood really are.
You play Teens growing up in the 1990s, trying to balance everyday life while at the same time solving dark mysteries together with your friends.
The core of the game is the same as in Tales from the Loop, but the themes are different. Gone are the childlike tales of wonder and discovery, in their place are dark threats to the Teens and their world. Everything is changing, everything is falling apart. Figuring out how to deal with this is a big part of the game.
You are no kid anymore, the world is both more exciting and more dangerous. Teenagers can get hurt – and even die. The stakes are higher than ever.
Both! Things from the Flood expands the scope of Tales from the Loop to the 1990s. You can continue your campaign with the Kids from the original game or create brand new player characters. We call it a “standalone expansion” because everything that is needed to play the game is included in the book. That’s right, no previous experience is needed at all, just get the book and start playing right away.
If you’ve read and played the Tales from the Loop RPG, you will find yourself right at home, this book expands the setting and introduces new exciting mysteries and threats to explore.
The game engine of Things from the Flood is the same as the one for Tales from the LoopRPG and is based on our previous game Mutant: Year Zero, that was awarded with a Silver ENnie for Best Rules at Gencon 2015.
The core mechanic is the same: To make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give you stunts and other bonus effects.
The acclaimed artist, concept designer and author of the art books Tales from the Loop (2015), Things from the Flood (2016) and The Electric State (2017). Simon Stålenhag is best known for his highly imaginative images and stories portraying illusive sci-fi phenomena in mundane, hyper-realistic Scandinavian landscapes (expanded into America in his latest book The Electric State). Tales from the Loop was ranked by The Guardian as one of the “10 Best Dystopias,” in the company of works such as Franz Kafka’s The Trial and Andrew Niccol’s Gattaca.
Not only have Stålenhag’s unique and cinematic images earned him a worldwide fan base, but have also made him a go-to storyteller, concept artist and illustrator for both the film and computer gaming industry. This year it was announced that The Electric State will be turned into a major motion picture and Amazon Prime ordered a full season of a TV show based on Tales from the Loop.
During his twelve years as a game writer, Nils Hintze has written a great number of scenarios, articles and reviews, as well as being the main author of critically praised and award winning Tales from the Loop roleplaying game. Previously he has written plays for theatre groups.
Nils is known for his ability to create scenarios which allow the players to explore their characters and their relationships while facing dangers and solving mysteries. The conflicts in his games are often built on personal dilemmas, where thrill and mystery is not seldom mixed with humor.
Nils is educated in creative writing, but he normally works as a psychologist. Nils is also one of the three creators of the Swedish role-playing podcast Podcon.
Free League Publishing is the international name of Swedish game and book publisher Fria Ligan AB. Since 2011 we have produced a range of pen and paper RPG’s, and have won several awards in the process.
Our first international game, Mutant: Year Zero, co-published with Modiphius Entertainment, was awarded a Silver ENnie for Best Rules at Gencon 2015. Last year Tales from the Loopwon five Gold ENnies (including Best Game and Product of the Year) as well as three Golden Geek awards. We have also created and published Coriolis – The Third Horizon (2017) and Forbidden Lands (2018).
Our Kickstarter fulfillment and shipping is handled by GamesQuest in the UK, and we have a partnership with Modiphius Entertainment for international retail distribution.”
Tales from the Loop won five 2017 ENnie Awards (Best Game, Best Setting, Best Writing, Best Internal Art and Product of the Year) plus several Golden Geek Awards (Game of the Year, Runner-up Best Artwork & Presentation). Fellow Guilder, John McGuire, did two articles on Tales from the Loop, the prequel to Things from the Flood. The first is his thoughts about the game from playing it at Gen Con, the second is a traditional review. It can be said that “roleplaying in the ’80s that never was” is a winner. The sequel pushes the clock forward from being kids in the 80s to being “teens in the 1990s – a decade of change and disaster.” The world is darker, the stakes are higher, the first bits of the internet are forming, and you are old enough to drive in a world that is turning into a dark horror. This standalone expansion (you don’t need TftL to play this) is waiting for you here.
You can see examples of their work at DriveThruRPGhere.
“The first adventure in a trilogy based on NY Times Bestselling author Richard A. Knaak’s: Rex Draconis fantasy setting.
Welcome to the Rex Draconis RPG
Set in the world of Tiberos, the Rex Draconis RPG setting allows you to experience the epic fantasy of Richard A Knaak’s new world, dubbed by many as ‘the spiritual successor to Dragonlance’.
Against the backdrop of war, play as honourable Minotaur, chivalrous knights, mischievous Kwillum or powerful wizards, as you thwart the warmongering of the savage Wheyr and the machinations of the mysterious draconic Fafni and Afafni.
The Rex Draconis RPG is written for the D&D 5th edition and Pathfinder rules sets, and feature setting material that can be easily imported to any RPG system of your choice.
The Rex Draconis RPG is being produced in conjunction with an active novel line. While the novels are not required to use and enjoy the RPG, this structure allows you to interact with and fight alongside your favourite characters in a living, growing setting that evolves as Richard envisions. It is also important to note that the RPG storyline is a separate and unique story, that interestingly crosses paths with the novel line.
What is Rex Draconis?
Rex Draconis is the latest offering from Richard A Knaak, renowned fantasy author, and creator of some of the most iconic elements of the Dragonlance world. Richard is credited with the strong development of the Minotaur culture and the Solamnic Knights, as well as many other elements that made Dragonlance such a unique setting.
After many years, Richard has chosen to breathe new life into these embers, in an all-new high fantasy setting that combines favourite elements with an exciting new world, characters, monsters and storylines.
With the success of the new novels, Richard would like to see the setting become a playable world for Table Top Roleplaying, much like its predecessor, the Dragonlance setting. Rex Draconis is wholely Richard’s creation, over which he has, and would like to retain, full creative control.
Bringing on Phil and Micah adds significant indie RPG experience, with numerous successful products and projects and a proven track record. However without the funding of a large game company, alternative funding needs to be sourced for professional art, editing and layout, as well as production of both PDF & physical products.
Considerable time, effort and expense has already been invested in the project, but to do it justice and create a standard we – and you – are satisfied with, further funding is required.
While a full RPG world setting is in development, this first kickstarter will focus on launching the line with the following three main products, digital art and map pack, and a smaller, exclusive mini-adventure;
The Rex Draconis Player’s Guide – This book is primarily an adaptation guide, offering rules changes to the chosen official rulesets to ensure compatability with Tiberos – the world of Rex Draconis. This book will include new races, classes, archetypes, rules and more, as well as advice on adapting the material from your favourite RPG systems to create a more personalised Rex Draconis experience for your tastes.
Rising Tides – Adventure 1 – The first adventure in a series, Rising Tides allows players to foreshadow the action of the novels, playing roles that interact with the story in meaningful and lasting ways. In Tiberos, there is more than one story being told in this war. Rising Tides acts as a prequel to the official novel storyline and takes thre characters on a journey of discovery across this fantastic new world.
Amble’s Guide to Avondale – This book is the first of the setting content, a complete guide to Avondale, the capital city of Dracoma, home of the Knights of Dracoma. This guide provides all you need to launch your own adventures in Tiberos.
Digital Art & Map Pack – All art and maps produced for the project will be offered to eligible backers as a digital pack for personal use.
Misunderstandings – A mini adventure to whet your appetite for the unique qualities of the setting. This adventure is a Kickstarter EXCLUSIVE, and will not be reporoduced anywhere else.
We know that everyone is different, and will desire different rewards. PDF or physical copy, pathfinder or 5th edition rulesets, or both. We have arranged the rewards in a number of Backer Tiers that allow you to choose the rewards you want. We also have a special early adopter reward tier for the digital products.
Who Are We?
IT Project Manager by day, owner of P.B. Publishing by night, known mostly for many bestselling and successful titles on the DMs Guild, including the highly rated horror adventure – The Haunt, the 200 page hardcover tome Adventure Anthology, and a co-creator for the best-selling Monsters of the Guild.
The creative genius behind Rex Draconis. Richard builds the world of Tiberos in his brand new novel series; Rex Draconis. He is known worldwide as a New York Times Bestselling author of novels in the Dragonlance, Diablo, World of Warcraft, Pathfinder, and Dragonrealm series. Richard provides creative consultancy and canon authority for the Rex Draconis RPG team.”
In my youth, Richard A. Knaak’s Dragonlance novels, The Legend of Huma and Kaz the Minotaur, were huge influences on me and, after Weis and Hickman’s Dragonlance trilogies, solidified my love of Krynn. If you’d like to read more about how influential those novels were, you can read fellow Tessera Guilder, John McGuire, give his thoughts on them here. Add to them the Dragonrealm series, and I have been a lifelong Knaak fan. His new series, Rex Draconis, introduces a world that is a love letter to Dragonlance. It’s less Weis/Hickman’s version and closer to the focus of Knaak’s corner of the world, yet manages to be greater than its inspiration.
Knaak’s strengths and knowledge of Ansalon let him touch all of the right moments from that world without the work ever descending into being a pale shadow of the better known property like Go-Bots to the Transformers. Rex Draconis remains its own world and story. While the focus of the series are the minotaurs and the not-Knights of Solamnia, they are handled in an earnest manner. There’s more to compare between the series. The kender (the group of annoying Hobbits that would have been wiped out just to end their unrepentant kleptomania) are replaced with the kwillum, a race that look like 10-year-old children who are also porcupine quicklings that are hunting something (in every pouch and coin purse that they pass). They are fast and have quills making them difficult to kill and, while they steal, they don’t do it aimlessly (they’re looking for something). The dragons are not flying mounts for the characters to ride into battle; instead, they’re D&D master monsters. The dragons, starkly good and evil in D&D, are neither in regards to humans in Rex Draconis, they see all bipeds as pawns in their wars so it changes the traditional pulp relationship between the powers that be. This series analog of the black moon of Dragonlance was shattered 400 years ago, which makes it visible as pieces that, I’m guessing, are leaning into the atmosphere a bit much. Every piece has a touch of the old with a nice twist that makes it new.
“Explore Mega-City One and beyond with the official tabletop roleplaying game for the galaxy’s greatest comic!
Judge. Jury. Executioner. Play as a Judge of Mega-City One and bust perps, Sov spies, and mutant raiders in this action-packed standalone tabletop roleplaying game, bringing to life the iconic characters and worlds found in the legendary British comic 2000 AD. This book is your introduction to Mega-City One, and your gateway to a line of supplements based on 2000 AD’s many characters and settings.
These books are brought to you by Darren Pearce (Doctor Who; Lone Wolf), Robert Schwalb (Dungeons & Dragons; Warhammer Fantasy Roleplay), Andrew Peregrine (Doctor Who; Firefly; Buffy The Vampire Slayer), Russ Morrissey (What’s OLD is NEW), and Nick Robinson.
Full colour 270-page hardcover Judge Dredd & The Worlds of 2000 AD core rulebook!
The Robot Wars, 100-pages, the first in a series of softcover sourcebooks and adventures!
Sturdy two-sided cardboard 4-panel GM screen full of handy reference charts and tables!
Beautiful cardstock tokens to represent your characters and their foes!
Also, we are offering a limited edition version of the core rulebook with a special cover exclusive to this Kickstarter!
We are producing a full-colour hardcover core rulebook for the all-new Judge Dredd & The Worlds of 2000 AD tabletop roleplaying game. This book contains all the rules and setting information you need to play any character in Mega-City One, and is the core rulebook for the entire line of 2000 AD settings and worlds.
Play a Judge, Civilian, or Perp!
Choose from Humans, Clones, Robots, Mutants, Chimps, Gorillas, and Orangutans!
Wield the iconic Lawgiver sidearm and ride the mighty Lawmaster motorcycle!
Read about Mega-City One, as well as other worlds of 2000 AD!
Core rulebook contains everything you need to play in Mega-City One, and provides the core rules upon which the many worlds of 2000 AD are based!
Judge Dredd & The Worlds of 2000 AD is a standalone roleplaying game. You do not need any other books in order to play. This 250+ page book introduces you to Mega-City One, and allows you to play Judges, Perps, or Civilians in that futuristic metropolis. This is also the core rulebook for future setting books which will detail many of your favourite 2000 ADproperties, such as Rogue Trooper, Sláine, Strontium Dog, ABC Warriors, and many more!
Check out these previews of the game!
2000 AD is a multi-award winning weekly British cult-sci-fi comic anthology that has been running since 1977. Having featured dozens of writers and artists over the years, including Pat Mills, Alan Grant, Grant Morrison, Mark Millar, John Wagner and Alan Moore, 2000 ADbrings you an explosive cocktail of sci-fi and fantasy, infused with a mean streak of irony and wry black humour.
2000 AD is future lawmen in vast megacities. It is post apocalyptic wastelands filled with mutants. It is celtic barbarians and druids fighting evil drunelords. It is robot warriors taming a lawless Mars. It is ancient accords between the British Crown and Hell. It is intergalactic cargo trucks adventuring through space. It is extra-dimensional agencies who repair anomalies across the alternate realities. It is Houdini, Lovecraft, and Doyle as paranormal investigators in the 1920s. It is alien freedom fighters seeking to end the tyranny of humans on a far future Earth. It is genetically engineered soldiers bred for war. And it is much, much more.
The worlds of 2000 AD are diverse indeed. And you can play in them all!
Judge Dredd & The Worlds of 2000 AD uses the What’s OLD is NEW (WOIN) game system. Here are some of the features of that system:
d6 dice pools.Judge Dredd & The Worlds of 2000 AD uses d6 dice pools to resolve actions. You form a dice pool by adding dice from an attribute, a skill, and equipment. For example, a burglar trying to pick a lock might have 3d6 from her AGILITY attribute, 2d6 from her thievery skill, and 1d6 from her high quality thieves tools, meaning she gets to roll 6d6. The dice are added together and compared to a target number. Detailed rules for simple tasks, extended tasks, and competitive tasks using the same core mechanic allow for a flexible variety of challenges.
Life-path careers system.Judge Dredd & The Worlds of 2000 AD uses a “life-path” system for character creation. You create a character by selecting a number of sequential careers which represent periods of your character’s life since childhood. Each career adds to your character’s age, and increases various attributes and skills, as well as granting a special ability while adding to your character’s history and backstory.”
Judge Dredd, while known in the US, has never taken root as it did in its native country, the UK. The best illustration of the difference in markets is the 2012 movie, Dredd. For that movie, the US and Canada (population north of 350,000,000) spent $13,414,714 on the entire run of that film while the UK (64,000,000) spent $6,929,744 on seeing the film. [Numbers from BoxOfficeMojo here.] A population that is less than a 5th the size of the US/Canada bought about half as many tickets as the larger group. That speaks to how much larger the fanbase is in the UK than North America. Add to that, in this Kickstarter, as of this writing, the number of American and Canadian backers combined (477) just edges out the UK (441).
Should you back this Kickstarter? Does national origin make any difference? I’d say you should, because what makes the difference in audience participation is, in my opinion, The Law tends to display a certain amount of English wit that does not always connect in the US. Yet, in my experience, that wit lives at the gaming table. Judge Dredd has the range to feel pulpy, humorous, and dark all in a single story. Using the WOIN system combined with the player’s natural tendency to take all situations to the extreme, this will be an excellent RPG and I can’t wait to test it out.
While this is a hype piece (call a spade), I’m compelled to note that the world of art is poorer today for the passing of Carlos Ezquerra, the character designer of Judge Dredd. His artwork will be missed, and my thoughts are with his family at this difficult time.
You can see examples of their work at DriveThruRPGhere.
For this week’s RPG Kickstarter roundup, I’m looking at games that deal in Lovecraftian horror, surrealism, and relationships. These games look both forward into the relationships of today and the future while others expose the dark soul of the past. All are worth backing.
Prism by Whitney M. Delaglio
Ends on Fri, September 28 2018 10:00 PM EDT.
“A diceless roleplaying game about relationships and conflict resolution in an aquatic world.
“Once upon a time, there was a barren planet without life, an ocean, or vegetation. Six gods in coalition made the world habitable. Five of the six gods each took an island for their own and molded it into the home they wanted to leave behind, for the life they had created and for the generations to come. The Blue Realm was created beneath the waves, built atop sand where merfolk could thrive. They lived there as mortals until their deaths, returning to their godly forms to observe from afar.”
Prism is a roleplaying game about relationships (both platonic and romantic) and conflict resolution set in an aquatic world. There are six realms in the game with their own culture, code of ethics, and deity. The setting of the game promotes a sex positive environment and a safe space to explore intimate character interactions.
Prism is also a world of elemental magic, but the mechanics are light and conversational. The rest of the rules rely less on crunch, and more on negotiations between players and the GM. There are three core mechanics in the game. The first is each character starts out with at least one relationship with another character in the game. Depending how they feel about the other person, they’ll receive a unique bonus. The second is instead of using dice, characters rely on predetermined levels of expertise in skills such as swimming, dancing, and following protocol to solve narrative conflicts, and interact with the world around them. The third mechanic is each character is loyal to a realm, and depending on their behavior, they can be punished or rewarded by the god that watches over the realm they are loyal to.
“Prism offers players a chance to think about their characters emotional lives in a way that is really fresh. I love the way in Prism what your character feels, and how they relate to the world – and the world, to them – actually matters.” – Jason Morningstar
“This is a delightful work. I am reminded again at how calm it makes me feel to read it. That is also a testament to her choices of words and phrasing.” – Cam Banks
“Character creation was a delight. Character creation is my least favorite thing about RPGs, so this is the highest compliment to pay.” – Elizabeth Stong
Since the core of the game is relationships between player and non-player characters, it’s intended for a maximum of four players. For a really intimate experience, Prism can even be played one-on-one with the GM!
“I love Prism’s attention to the dynamic nature of our relationships, and there is no better way to explore that theme than in a game where it’s just you and the GM. Experiencing love and loss through such a highly-focused lens was powerful and inspiring. I have never felt so affected by a single session of any game.” – Andrea Gaulke
“Prism was rich with opportunities, fun to explore, and intimate without being overwhelming. I felt like my character could stand alone during the adventure, but I also had the sense that if the game expanded to include more players, it could be just as fun.” – Kimberley Lam
All the writing, and most of the art was done by yours truly. The rulebook has over 50 full color illustrations. I collaborated with one of my best friends, Maria Smith, to complete the artwork for the Almanac.
The physical copy of the book is 6×9 softcover, full color, and 48 pages in length. The great thing about this campaign is the digital version has already been finalized. Which means once it has ended, printing and fulfillment can begin soon after.”
Let’s do the list of why this is an idea that’s worth checking out:
“[P]romotes a sex positive environment and a safe space to explore intimate character interactions”? Check
Normally a game tries one “new”, or rarely used, concept. Prism is a grab bag of ideas that, after reading the campaign, feel like they belong together. This RPG is opening new doors and stepping through, and I cannot wait to see how it plays!
“The Jack Hack is a rpg of trying to beat the odds in the depravity of late Victorian London. It was inspired by the Black Hack OSR rpg
The Goal of this Kickstarter.
To create an updated version of the Jack Hack rpg including a limited printed box set.
The Jack Hack is a Role-Playing Game of Victorian Villains. It was originally inspired by The Black Hack rpg by David Black & my love of Victorian Adventuring. The release will contain a full rules set based on the Black Hack, modified to fit the setting.
“You were once quite worthy fellows. Something terrible happened and you hit rock bottom. Were it not for a mysterious benefactor you would have died. Maybe you would have been better off that way. Your life is one long fight to survive in the twisting, dank alleyways of the Whitechapel area of London. And now rumour has it there is a serial killer on the loose“.
The main thrust of the The Jack Hack as a game is trying to beat the odds in the depravity of late Victorian London. It has a particular focus on the Whitechapel area just before, and around the time of the infamous Jack the Ripper murders. The PCs aren’t heroes, but aren’t meant to be down-right cruel either. They are trying to get by- but situations, events and adventures keep coming their way.
Clearly the Whitechapel Murders were a terrible event but the mystery and legend about them is perfect for game creativity.
The Jack Hack Complete (Or The Jack Hack-The Complete Rip-Off, if you forgive the terrible pun) is produced as a set of five A5 sized books each about 60 pages in length. Parts of it have previously been released on ‘DriveThruRPG.com’ where it is a Silver Seller. This release will contain much more material, a good edit throughout, and more art and images. As well as a set of new cover art.
The following details the five books
The Jack Hack Basic Book. This includes the rules.
Ripper Fhtagn. A game book of Mythos, Mesmerism and Monsters.
Dead London. A game book of Martian Invasion and Steampunk.
Carved In Flesh. 5 scenarios based around the Whitechapel Murders.
The Great Game. A game book of Anarchists, Political Intrique and Spies.
The Jack Hack. This contains all the rules needed to play and stacks of random tables and adventure seeds.
The game features 5 classes:
The Broken. Former military tough or pit-fighter, now a shallow shell of a man.
The Night-Flower. A singer, actress; now working girl unable to rise out of the squalor.
The Cokum. A street swindler, hypnotist, false nobility or fake folk hero. ·
The Disgraced. A former doctor, scientist, lawyer, politician; abandoned by friends and family. ·
The Fine-Wire. Once a master criminal, now mocked by both police and thieves.
It also features two usage dice:
The White. This usage dice represents your ‘outer’ influence, infamy, contacts and place in the Whitechapel area. You can use it to quickly gather information, find a safe house, find a short cut, or anything your group deems relevant.
The Black. This usage dice represents the ‘inner’ torment you suffer. You can call on it to complete a task, but the GM can force its use when she (or you) thinks a recent setback may cause you to go into a downward spiral and you need to face your demons.
Most classes start with a d6 to a d10 in a usage dice. When they are called on, the relevant dice is rolled to ensure you just get through that situation. If a 1-2 is rolled the dice is degraded one step (d10 to d8, d6 to d4) to represent you using up any influence and resources you may have; also your will, sanity, and/or self discipline being worn away.
The Rest of the book is ‘Welcome to Whitechapel’ and contains lots of random stuff to see, do and suffer! Images and Maps. There are many random tables such as:
20 things found floating in the Thames.
20 things a street vendor may sell you.
20 places to wake up the morning after.
20 petty criminals.
20 words a gentleman wouldn’t call his wife.
There are about two dozen of these in total. There are also many lists of places to visit, and numerous adventure seeds to start your Jack Hack.
I’m a John R Davis fan! In the days when I backed projects to write for them (and build my resume), I did some NPCs and location creation for his book, The Cruellest Mistress of All. I’ve interviewed him over on the Open Gaming Network (here). Through it all, I’ve found John to be an easy to get along with creator. Now he’s combining his version of the OSR, The Black Hack, with Victorian England. With the artwork above, I’m sold!
You can see examples of their work at DriveThruRPGhere.
“A series of adventures where evil and the Cthulhu mythos is not what it seems.
Occam’s Razor is a collection of modern scenarios by horror author and Call of Cthulhu stalwart Brian M. Sammons for Chaosium Inc’s 7th edition Call of Cthulhu roleplaying game. It has a dark tone, like most Stygian Fox titles, more akin to True Detective and American Horror Story and is written for Mature Gamers Only. The scenarios look into the dark heart of humanity and the mythos… but this book has a twist.
One of the problems long term Keepers can face when running Call of Cthulhu is their players becoming too jaded or blasé regarding the Cthulhu mythos.
“Oh, Deep Ones? Yeah, we’ve killed these before. Open fire.”
Rather than; “Oh my God! They’re real! Run!”
It’s difficult to maintain that suspension of belief when you have been facing the same creatures year after year. This is where Occam’s Razor comes in, being a collection of scenarios where initially they seem to be linked to the mythos but they have mundane causes and outcomes.
I have run these type of scenarios for twenty years and every time they sucker players in and help them see how paranoid their characters have become and, more importantly, when it comes time to face the actual mythos again, many players believe the adventure will have a mundane cause. When interspersed with mythos adventures this leads to some serious panic when the players realise that this is real. Used sparingly, these adventures lull players into a false sense of security and make the next real mythos encounter all the more vivid.
One of my players had his character just stand and watch as a colleague was eaten by a dark shadow in a toy store because the player refused to believe it was a mythos entity. This was a ten year veteran of the game.
Of course, a separate sidebar is provided for each adventure if you wish to have actual mythos elements in your game.
Call of Cthulhu is the Registered Trademark of Chaosium Inc., and is used with their permission. www.chaosium.com
Brian M. Sammons has created 6 scenarios which tease at mythos causes but will ultimately lead to a mundane resolution. A murder is just a murder, a cult site is just kids with spray paints, etc. Here is a summary of the scenarios contained within the book.
Deep and Dark – the investigators find a snuff film on the dark web, but one of a pretty girl getting mauled by a Fishman monster. Did the deep ones mess up and accidentally get filmed in this modern world where everyone has a camera phone or is it something else?
Eye of the Beholder – an art student goes missing while doing late night research in a museum with ties to the local university. Maybe it’s a coincidence that the museum just got in a huge statue from South America of a little-known death god called Thul’Cathul. Yep, total coincidence.
The Watchers – a woman living alone in an apartment in the big city notices that people are watching her. Following her. They even broke into her home. But why? What do they want and how far will they go?
A Whole Pack of Trouble – a group of film school students go to an isolated, abandoned, and reportedly haunted asylum to make a found-footage horror movie and make a fortune? Whatever could go wrong with that? Well, when the filmmakers go missing the investigators will have to find out.
A Cleansing Flame – People are dying by fire. No one knows why and no one knows how. When the latest victim is a friend to one of the investigators and an astronomer who reportedly made a recent discovery of note, it’s up to the investigators to put out these flames.
Visions From Beyond – Tommy is a friend who makes some new friends. That’s nice. Unfortunately those friends have a strange reputation, they get up to some bizarre practices, and then one night Tommy calls one of the investigators in terror, begging for help, then the line goes dead. What’s a friend and an investigator of the Mythos to do?
The book will be in PDF, ePub, Softcover, and hardcover formats and will be full colour.”
Modern horror adventures for Chaosium Inc’s Call of Cthulhu’s 7e written for mature audiences. Stygian Fox Publishing purchased four titles from Miskatonic River Press and is bringing them back (read some of the details here). Judging by those titles, Stygian has an eye for quality horror and I expect these scenarios will be excellent.
You can see examples of their work at DriveThruRPGhere.
“Uncanny surrealist roleplaying, inspired by TWIN PEAKS, MULHOLLAND DRIVE, and the other dark works of DAVID LYNCH.
Something Is Wrong Here is a Roleplaying Game of uncanny surrealism designed by Kira Magrann. In this game you’ll play troubled humans who struggle with their dark pasts and inner demons in order to make meaningful, potentially healing connections with each other. At some small town diner with a neon sign, in a broken down car on the highway, in someone’s wallpapered living room, at the old roadhouse down the way, unsettling scenes of Americana unfold as the game heads down it’s inevitable nightmarish path.
This game can be played in one night, in the intimacy of your living room or a private convention room. The line between player and character is intentionally drawn thin, causing feelings to bleed from one to the other. This game is atmospheric, emotional, and personal. Don’t worry though players, there’s safety mechanics to guide you through these dreamy paths of the subconscious mind.
The game’s themes and characters are inspired by the horrific surrealism of David Lynch’s work, specifically the quirky and supernatural characters from Twin Peaks, the nightmarish identity confusion from Mulholland Drive, and the lurid truths that lie beneath mundane Americana in Blue Velvet.
Dark and Dreamy
With the Return of Twin Peaks last year I became re-obsessed with the spooky dreamlike worlds of David Lynch’s work. This game is an homage to those worlds, and is meant to evoke the same types of unsettling, horrific, and identity/reality questioning feelings. The characters struggle with their darker selves, the setting is surreal and Americana, and there aren’t any satisfying answers at the end of the story.
Much like a David Lynch film, this game has postmodern references to breaking the fourth wall. It encourages overlap between real life feelings and a character’s feelings. What this means is that it’s likely players will feel a little vulnerable playing this game. There are safety guidelines included about how to play with intention, and how to debrief with aftercare for any troubling feelings that might arise while playing this game. This allows players to experiment with these feelings, and explore them in play, with a safety net built into the game.
What Play is Like
Everything needed to play Something Is Wrong Here is on a deck of cards. The only props needed are a mirror and a box. Character costuming is optional, but generic enough for thrifted or piecemeal wardrobe elements to work. A few songs are integral to mood making but can be played on any device.
Something Is Wrong Here can be played in a living room or any private room where you can control the atmosphere. While embodying your character in a series of scenes, you’re encouraged to use the space either sitting or standing, since there’s no dice involved. Cards are where the characters, roleplaying prompts, and instructions for play exist. Play is a series of scenes that the Facilitator of the game will guide players through, just like a TV show or movie.
I’ve designed this game to be as accessible as possible to new players, so I’m hoping that other David Lynch fans who have never played a game like this before can easily play, or gamers who’ve never seen a David Lynch gig don’t have to worry about matching genre conventions.
The Facilitator is in charge of knowing the entire game, spoilers and all. Their job is to tell players of characters what scenes they’re in, keep time for the game, and explain the basic rules of what the players need to do throughout the game.
Players will act the part of troubled characters in a surreal America. Each character has a personality, goals, and relationships with the other characters. There are six characters to choose from, each with their own specific issues to work through and personality quirks.
There are Two Acts in the game.
Act One establishes the characters in the surreal Americana settings. Their goal during play is to try and evoke a certain emotion in each scene together. They have a list of emotions to portray collaboratively in this series of scenes, and after each scene a corresponding card is drawn. This card gives them some narrative power over the next scene they’re in, stealing this power from the auteur Facilitator.
Emotions are things like:
The feeling of something new on the horizon
A genuine closeness
Narrative Control cards are things like:
In the next scene you’re in, you can’t quite hear what the other people are saying. Ask them to repeat things.
In the next scene you’re in, take over any part of the facilitator’s role that you like.
Mixed in-between these scenes are surreal interludes called Mirror Scenes. They allow characters to monologue about where they are internally, how they’re feeling, while looking into the mirror. Disturbing music plays.
Act Two takes a plot twist and contains a major spoiler, but it is reality changing for the characters. Scenes are then acted out with new sets of nightmarish cue cards that apply specifically to each character’s psyche, with haunting music. This is where characters, and players, decide the fate of their relationships with themselves and the other characters. It’s an internal emotional exploration, told on a supernatural stage reminiscent of red curtained stages and black striped floors.
The stats for this game are below.
Players: 5-6 + Facilitator
Time: 4 hours
Materials: Character Nametags, Game Cards, Music, Box, Mirror (floor length if possible), Drinks & Costumes (optional)
Kira Magrann has tapped a vain: David Lynch, the card-based RPG. There’s one card you can read with only a light tilt of the head [enlarged below] and, taken with the David Lynch muse, it tells you what you’re getting. What are you getting? The tea leaves say it’ll be a unique experience. That’s the genius of this game, it is more than a linear RPG, this is an atmospheric experience that you will think about as often as you ponder a David Lynch production. It is worth trying out.
You can see examples of their work at DriveThruRPGhere.
I’m back from Gen Con 2018 [you can read Part One of John McGuire’s review of our trip here] and ready to focus on some amazing RPGs available via Kickstarter. These are projects that I have connection to (I’m friends with the creators or they are an all-ages game) and that look amazing! Let’s dive in!
“Tiny Supers – Minimalist, four-color tabletop superhero roleplaying based on the TinyD6 system!
Gallant Knight Games is happy to present the latest genre-book for our TinyD6 minimalist roleplaying system: Tiny Supers!
Using the rules in this book, you’ll be able to play superheroes of all types, from paragons and exemplars, to super-science heroes of the future or past, to cosmic guardians defending the far-reaches of the galactic civilizations from untold threats!
Alan was on Victory Condition Gaming talking about Tiny Supers! While the video is 40 minutes long, the first 5 to 10 minutes are hyper focused on the game and the contents of the campaign (but you can listen to the whole thing if you want!)
Character creation is simple, fast, and exciting. You pick your character archetype based on the exciting stories your Game Master is going to tell, you pick a few Traits or Powers that each grant a single benefit, and you’re done!
For the first time ever, a TinyD6 game will have it’s own detailed setting, as we bring the GallantVerse to you!
You can read more about the GallantVerse below!
Sometimes as the GM, you don’t have time to plot lengthy, detailed worlds, but you want that experience. Well, we’ve got your back, and that support comes in the form of micro-verses and our signature setting, The GallantVerse!
Micro-verses are short settings filled with adventure hooks, and designed to put your adventures and campaigns into high action-adventure.
Our goal is to fund a softcover edition, a limited number of hardcover collector’s editions, and the Tiny Supers dice. We’ve planned several stretch goals which will increase page count, add more art, add more special rules but all of our goals will provide you with more fun and engaging superhero tabletop content!
You might notice that our funding goal is much higher than previous TinyD6 Kickstarters. One of our goals with this project is to fund a full-color book, replete with gorgeous art from the very talented Nicolás Giacondino, with posters and covers by a variety of talented artists.
Additionally, the writing on the GallantVerse is being handled by top industry talent. We’re set on paying all our contributors well, and our goal reflects our commitment to an ethical pay rate for our writers, artists, and team members.
TinySupers uses a simple, fast, and dynamic ruleset to handle actions. The game uses up to three six-sided dice as part of action resolution.
If you roll a “5” or “6” on a die, your check succeeds. Most checks are made with two dice. However, if you are deemed to have “advantage” on a roll, you gain a third die to roll. If you have disadvantage, you lose a dice (rolling only a single die).
Characters are made quickly and easily. You will select a superheroic archetype (such as Paragon, Gadgeteer, Defender, Mastermind or more), three traits or powers, and write down some basic information and you are ready to play!
If you’re familiar with the TinyD6 ruleset, you’re probably wondering how Power Traits are different than Traits?
Well, Power Traits are new traits that gain better versions of themselves as you take them again and again. Let’s use an example, like Super–Speed (Alan’s favorite power.) Super–Speed has 3 Tiers. The first time a Trait choice is spent to select Super–Speed.
TierOne: Any turn in which you move, you also count as having taken the Evade action.
If a Hero were to select the Super-Speed Power Trait again with a Trait Choice, they’d gain the Tier Two Power:
TierTwo: You can take a move action once per turn, without using up one of your two actions for the turn.
If they repeated it a third time, they’d gain the third and final power:
TierThree: When you take a move action, you can move three times.
All the PowerTraits in Tiny Supers function on a level similar to this. There is a wide swath of powers, making almost any super imaginable!
The GallantVerse is the standard superheroic setting for Tiny Supers! Conceived by Alan Bahr, the GallantVerse is a near-future setting, where superheroes have recently come into being!
The GallantVerse is a setting focused on heroic and exciting heroes, with a slight science fiction bent and a focus on hope and optimistic heroism! All your favorite comic book angles are here, from mystical occultists, to mutants, to paragons of science and technology, and massive cosmic threats! We’re hitting all the notes!
Our core of the setting is the coastal city of Sentry City! A technological hotspot, Sentry City is the birthplace of superheroes and the central piece of the GallantVerse.
As the first cohesive core campaign setting for the TinyD6 line, GallantVerse is being overseen by Alan, with writing by an excellent troupe of freelancers!
Micro-settings are unique, small universes that exist in alternate dimensions adjacent to theGallantVerse!
They are specifically designed to be used as a tool, resource, or spring-board for your own campaigns.
All of the micro-verses come with some story and some fluff that is designed to be unique to that particular micro-verse.
The core book comes with some very different micro-verses, all of them written by those we selected from our Tiny Supers Open Call!
Further down the page (and revealed as they’re unlocked) are the micro-verses that are included in Tiny Supers! All of them were unlocked by stretch goals, and we’ve compiled them below!
Gallant Knight Games is a indie game company ran by Alan and Erin Bahr. This is our 10th GKG Kickstarter!
Our previous TinyD6 Kickstarters (Tiny Frontiers and Tiny Frontiers: Mecha & Monsters) delivered early to backers (4 months in the case of Tiny Frontiers), and Tiny Dungeon 2e was on time!
Our micro-settings are written by some of the most talented freelancers in the RPG business!
Tiny Supers has been in development since late 2016 and been in play-testing for 12 months! The art is all in, and paid for (with the exception of any stetch goals). The goal of this Kickstarter is to pay for the print run and unlock our stretch goals, making this a truly gorgeous book.
As we continue along, we’ll be previewing bios of our fantastic freelancers and writers here!”
This year I met Alan (Gallant Knight Games) Bahr at Gen Con (it’s nice to put a face with a name). During another campaign, I interviewed Alan Bahr about Tiny Dungeon 2nd Editionhere (Tiny Supers uses the same core mechanic). The system is simple enough that it can be viewed as an all-ages option (which I love), but not so simple there’s no joy in playing it. TinyD6 is a popular system and it spans a variety of genres.
Of the Tiny-verse, only the campaign for Tiny Dungeon: Second Edition has more backers and pledges. Add to this, Fat Goblin Games will be creating “roleplaying game supplements based on the popular TinyD6 Engine” [read the press release here], this is a good time to try TinyD6!
You can see examples of their work at DriveThruRPGhere.
“A Terran Trade Authority Handbook. Full color reprint of the original books by Stewart Cowley.
No one would have believed, in the closing years of the 1970’s, that science fiction was to experience a boom that would last through to the present day. The summer blockbuster had only just been invented. There was only one Star Wars movie. The voyage of the Battlestar Galactica had only just begun, and Buck Rogers had yet to conquer television. But between the pages of the Terran Trade Authority handbooks, enthralled readers were discovering a beautiful and brightly-coloured vision of the future, where wondrous spacecraft explored strange planets, navigated shimmering nebulae and fought desperate battles among the stars. Illustrated by some of the world’s greatest science fiction artists and written by Stewart Cowley, the handbooks told the tale of mankind’s expansion into the unknown and the trials and wonders they encountered. Conceived of as a “Jane’s Guide” for the future, the books made use of the stunning artwork produced for the paperback science fiction market at the time, reproducing them in lush colour and on glossy paper. Beginning with Spacecraft 2000-2100 AD in 1978, the Terran Trade Authority series went on to become a cult phenomenon, loved and fondly remembered by all who came across them. The Terran Trade Authority presented a bright vision of the future, optimistic about man’s place in the universe, and featuring a strong undercurrent of mystery, wonder and adventure. In recent years the volumes have become collectors’ items – expensive and rarely found, but never forgotten – and have gone on to influence creators around the globe. The setting has spawned two role-playing games and has been cited as a clear inspiration for the best-selling computer game No Man’s Sky. Within the pages of the books are a veritable who’s who of science fiction art, including such names as Jim Burns, Alan Daniels, Peter Elson, Fred Gambino, Colin Hay, Robin Hiddon, Bob Layzell, Angus McKie, Chris Foss, Chris Moore, Tony Roberts, and Trevor Webb. Now, with your help, we are proud to present a special 40th Anniversary Edition of the first of the TTA handbooks; Spacecraft 2000-2100 AD. It’s time to return to the future!
About Spacecraft 2000 to 2100 AD
The Terran Trade Authority is an original science-fiction setting first presented in four large-format full-colour illustrated books, published between 1978 and 1980. Each book is presented as an “in-universe” document, detailing the history of the Terran Trade Authority and their spectacular spacecraft. This book covers the events immediately before and after the Proximan War Era, and is presented in the same manner as an aircraft recognition guide, made up entirely of spacecraft descriptions and art accompanied by details of their role and performance in the war, and occasionally their history afterwards.
Foreword to Spacecraft 2000 to 2100 AD: 40th Anniversary Edition
During the heady days of the Russian-American space race and the globally televised Apollo missions, the world watched enthralled as humans took the first faltering steps beyond gravity’s grip. But as time passed public enthusiasm waned. The value and relevance of space research and its huge costs were questioned In the face of global social, political and economic pressures. But eventually, popular interest in space exploration re-emerged. A major imperative was the growing awareness of Planet Earth’s fragility in the face of the demands we made on it. However successful we were in conserving our world’s resources and developing new forms of energy, the fact remained that we were simply outgrowing our homeworld. The search for Earth-like planets and the technology to travel there became of paramount importance. The post-Apollo drop in popular enthusiasm for space research did not mean that the scientific community relaxed their search for answers. On the contrary, a growing number of major players brought fresh resources to the table. In addition to NASA and Roscosmos, the Russian Federal Space Agency, China, Japan, India, the European Space Agency and even private enterprise grew our knowledge base. Not just in how we would travel in space but where we might go. A major contributor was NASA’s Kepler Space Telescope. Launched in 2009 to seek out exoplanets – planets beyond our own solar system – Kepler soon identified over 1000 of them. Only a dozen or so were Earth-like, as to qualify, planets could not be much larger than twice Earth’s size and therefore rocky, in order to increases the probability of surface water. Such planets also had to orbit the ‘habitable zone’ of its sun where the average temperature allowed water to exist in liquid form. Identifying the ‘Where’ brought us to the ‘How’, the greatest challenge of all. Entirely new aspects of astrophysics had to explored and manipulated for interstellar travel to become a reality. The strongest contenders were forms of Warp Drive where the space-time continuum, the actual fabric of space, is distorted. Work by NASA’s Dr. Harold ‘Sonny’ White made significant advances in Warp Drive technology using advanced Quantum Optics to create a space-time bubble around a craft that would enable it to move independently from the rest of space. By compressing space-time in front of the vessel and expanding it behind, faster-than-light speeds became possible. The key point in making interstellar travel a reality came about in 2012 with the founding of the 100 YSS (100 Year Star Ship Project) funded initially by NASA and DARPA (Defense Advanced Research Projects Agency). The formation of Icarus Interstellar in 2011 and its Starship Congress of 2013 combined with the introduction of Brane Cosmology took faster-than-light (FTL) research to a new level. The creation of the Terran Trade Authority harnessed global research and made Warp Drive systems and our journey to the stars a reality.
~ CMDR Stewart Cowley Terran Trade Authority
Terran Trade Authority: The Proxima War. This is the setting book written for the Savage Worlds game system. For an additional $15 you will be able to purchase a PDF of the book, for an additional $25 you will be able to purchase a softcover copy of the book. Shipping to be figured after the end of this kickstarter.
We know that as midshipmen, it can take forever to qualify for that promotion in the Terran Navy, so why not do what good midshipmen have done for ages, bribe your way up the chain of command. You can just add an amount for which ever rank you request promotion, you will be listed in the back of the book with a dedication to you at that rank. It’s the easiest way to be promoted. Ship assignments, where necessary, will be posted on the order sheet detailed in the back of the book.
+$10 Ensign. While its not a high rank, it does put you in the officers core.
+$15 Lieutenant. It’s a little higher on the chain of command, Captains are still above you, but you get to command Ensigns and midshipmen. You get to look forward to your own ship command one of these days.
+$20 Captain. Here you are, you immediately will be assigned to your own starship, at the assignment of the Admiralty when needed. The Admiralty will randomly assign you a ship (type and name) for your command.
+$25 Rear Admiral. You are in command of a squadron, imagine being in command of a fleet of ships. Its not easy baring that responsibility, but you are pretty sure you have the chops for it. The admiralty will give you a random assignment for your fleet, something like Terran Defense Command or Terran Training Command.
Author and Artist: Stewart Cowley and company (this book will contain all the original artwork)
Size: the print book will be a 8.5 x 11 book, either in softcover or hardcover, depending on your choice.
Layout: New layout will be done by J Gray.
40th Anniversary logo is by Ian Stead
$13000 – Terran Trade Authority RPG material for the Starfinder Role Playing Game published by Paizo Publishing in PDF. A POD version will be made available for purchase should we reach this stretch goal.
$15000 – Terran Trade Authority RPG sourcebook for the Cepheus Engine (A current Mongoose Traveller 1e clone) in PDF. A POD version will be made available for purchase should we reach this stretch goal.
SHIPPING THE REWARDS
Shipping is not included in the pledge levels. That’s because for this Kickstarter campaign, we’re going to send out surveys and collect shipping fees through BackerKit once we’re ready to ship out all physical rewards. This not only means all funds raised in the Kickstarter are going towards covering the costs of production (creating an electronic edition from a print is not cheap. The cost of production include licensing fees, layout, and printing) but it gives us plenty of time to source the best and least expensive international shipping options through fulfilment agents in Europe and Asia. Thanks for being understanding! We know that for some it’s much easier just to take care of the total costs all at once upon pledging, but we hope you’ll see that this approach is not only better for the project but affords you the lowest shipping costs when the time comes.
Spacecraft 2000 to 2100 AD is (c) 1978 Stewart Cowley. All art is (c) 1978 to the respective artist. All work used herein is used with permission and under license.”
This is a campaign to reprint the first in a series of books, it has a stretch goal to make it the setting for two RPG systems (Starfinder [a new stretch goal] and the Cepheus Engine), and it will be beautiful. Everyone involved in this has a great deal of love for this series. On the Open Gaming Network, I interviewed Jonathan Thompson about this campaign (here), and it covers so much ground. If you’re on the fence, I recommend that interview.
You can see examples of their work at DriveThruRPGhere or at the OpenGamingStorehere.
“Art of War (relaunch): The Martial Arts Setting in a Fantasy Anime World. Powered by Savage Worlds. Be a Hero. Be a Legend.
Art of Waris an anime inspired setting of over-the-top action. Art of War combines the exciting influences of Heroes of the East mixed with Samurai Champloo. A high-flying martial arts campaign where Players and Game Masters can tell epic stories of Outlaws of the Marshand Forty-Seven Ronin using Savage Worlds.
Welcome to the San Empire…
It is the rise of a new dynasty for the people of the San Empire. After an invasion of an Oni horde, the Three Clans attempt to rebuild a nation with the help of a new Emperor. The proud Kitsune Clan slowly relinquishes territory to the Imperial Court. Members of the Tiger Clan work to restore the peoples faith in the land with the guidance of the Jade Stratagem. The leaders of the Serpent Clan remain silent keeping their plans secret.
Art of War introduces new features for Savage Worlds® fans and RPG enthusiasts. It offers unique & updated setting rules inspired by the tropes of Anime, Samurai Sagas, and Wuxia Epics. These include:
Tropes: Adapted from the Iconic Framework character creation rules of Savage Rifts® and the standard archetypes, Tropes offer a chance for a player to choose a starting package and jumping off point of skills and abilities that reflect their role in the story. This is a simple “plug-in” to the core Savage Worlds® character creation process.
Chi System: A streamlined rule set based of the Power system of the core rules allowing for a combination of cinematic game play and martial arts flavor. Designed for ease of use, it syncs with the core philosophy of the Fast, Furious, Fun role-playing you have come except out of a Savage Worlds® game.
Glory & Honor System: For those that want to introduce a more social system, we have created an optional rule designed just for you. The Glory & Honor System is designed to track a Wild Card’s fame, honor, reputation and even notoriety throughout the course of a game in the world of Art of War.
New Races: While humans are the default race across the Empire, we pull from anime and have created the Kemonomimi and Terracotta. Animal spirits that grew by the side of mankind are the Kemonomimi. They come in a variety of shapes and sizes, but only seven species are prominent. The Terracotta are clay vessels that hold the spirit of those that have passed and have been given a second chance at life.
New Edges: New Combat, Racial, Social, and Weird Edges are introduced to add character background and story hooks for Game Masters.
New Hindrances: The epic folklore and inspiring tales of the past, humanize mythic heroes and make them relatable. It is the same for the stories that we tell in our home games. While not everyone’s favorite part, we introduce new hindrances to add both serious (like the Mute Hindrance) and comedic value (such as Nosebleed) to play.
New Skills: Two new skills are introduced, Acrobatics and Meditation.
Declaration of Red Pass ends the war between the Tiger and Kitsune Clans.
A horde of Oni invade from the southern wastelands, slaughtering everything in their path as they move up the coastline to the East.
Tiger and Kitsune launch a combined two year campaign expelling the Oni from the San Empire. Southern Wall is erected to keep the Oni at bay. Once completed, the ruling Emperor, Liu Shan, passes away leaving an empty throne and no heirs.
From the Northern Mountains the Serpent Clan emerges from hiding with a decedent from the First Emperor.
The Serpent Clan, Tiger Clan and the majority of the Kitsune Clan accept Wu Zhang as the new Emperor.
While welfare and prosperity is on the rise, the San Empire is not entirely stable. Along the eastern coast lies the loose alliance of feudal lands of former clan members who refuse to recognize Emperor Wu Zhang.
Rebellions of the poor and destitute cry for help. Hauntings from the wrongfully dead plague the lands after the sun goes down. Patches of Oni have been sighted north of the Wall. Each clan has internal power struggles as they clamor for favor with the new Emperor.
Players take up the mantle of Heroes in a land of need. Will they fall to the clan politics and internal struggle. Or will they rise to become Legends and carve their names into the scroll of history?
Imperial Scribe – Wojciech “Drejk” Gruchala (Contributing Writer): Drejk was born in the country historically marking the border between the West and the East, during the times when communist regime faded to democracy, in a city sporting an actual dragon cave. He was fan of SF and Fantasy since he can remember, having learned to read on a fairy tale book. He also discovered games when he was but a wee hatchling, starting with early computer games and board games, followed by more complex wargames, and then role playing games. Assembling worlds and creating snippets of fictional cosmology, history, culture, and science is his favorite part of role playing games. You can find his work on his blog: Shaper of Worlds
Ukiyo-e – Sasha Turk (Artist and sole Illustrator): Sasha Turk is a freelance concept artist. For three years, she has been published in several Amora Game products. Her most notable character designs appear in Kemonomimi: Moe Races and Xeno Files Issue 5. Sasha lives in Lake Forest, California. You can find her online portfolio here, and see sneak peaks of work for Art of War.
Humble Peasant – Greg LaRose (Creator & Publisher): Greg is the owner and operator of Amora Game, LLC. Art of War has been a labor of love and is happy to see it come to production. You can find Amora Game published works here.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
This is a relaunch of this campaign with new additions and a better goal (which it’s already met). For the first iteration, I interviewed Greg here and much of that still applies. I thought this looked strong on the first try and looks strong again here. But, don’t take my word for it, try some samples:
“Power Outage is a kid-friendly, kid-focused Superhero roleplaying game, that focuses on accessibility, learning, teamwork, and fun!
Power Outage is a kid-friendly, kid-focused Supers roleplaying game where it’s all about being the hero, taking down villains, and being accessible to the widest audience as possible.
It started out originally as a personal project to introduce my own children into the world of tabletop gaming. But Power Outage has grown and is now ready to bring a new generation into the world of tabletop role-playing.
A UNIQUE CHARACTER CREATION SYSTEM
Power Outage does not have classes or races. If your kids want to make a Human, a Robot, an Alien, a Ghost, or an 8-foot tall anthropomorphic zebra girl they can. Powers come from a library of effects that kids get to apply their own characteristics.
Power Outage makes use of a CAPE (Combat, Alternative, Puzzle, Exploration) component technique that allows you to easily build your own adventures, or allows you to choose your own path through pre-made modules.
FOCUS ON ACCESSIBILITY
Power Outage offers guidance for gaming with kids of various ages and abilities. Through Differentiation and Accessibility guidance, GMs can make the table fun for everyone.
A COMPLETE PACKAGE
Power Outage contains player instructions, GM guidance, a compendium of villains, and a complete adventure to play with! You supply dice and an imagination, and we will take care of the rest!
EASY ON RULES, BIG ON COOL
Power Outage focuses on the concept of guidance rather than hard set rules. You take from the book what you need, and build the game as you go. But there is enough guidance built in that you don’t need to question how to play. Free resources are also available for characters, powers, and adventures. The mechanics are easy enough to pick up in a half hour, but not boring or overly simplified. You’ll constantly find yourself rolling and strategizing.
THE POWER TO LEARN
Power Outage is built not only as a game but a potential educational tool. The game slots in perfectly with a gamified classroom, but also works tremendously in counseling as well. Villains also have weaknesses based off of Meta actions that allow your players actions outside of the game to impact the world of Outage.
PLAY THE GAME YOU WANT
5 distinct regions allow you to customize a game you want in this safe and wonderous sandbox world. Do you want to create a fantasy adventure? Try The Overgrowth or The Sink! Looking for your classic Super Hero Beatum Up? Turn to the soaring futuristic heights of Shorai City! Looking for a gritty detective story. Try delving into the murky alleyways of the Atomic Punk ever-night Atomnyy Zavod. The entire mythos is built into this single book.
WHY SO SERIOUS
Well, it’s not. Power Outage is filled with fun adventures, puns, and references that even adults will enjoy. In fact, Power Outage is just as often played by groups of adults as it is by groups of kids. With villains like Break Fast, InstaGator, The Bulshefist, and heroes like SuburbanKnight, Rockin Troll, and Pocket Protector, the adventures are off the wall fun.
Power Outage is currently sitting at roughly 160 pages in its rough draft form. That number might change during the edit and design process, which is this Kickstarter is funding. Currently, the plan is to have this printed in Hardcover format at 8.5×11, with options for digital copies in PDF at its outset. As mentioned the game is intended to be GMed by adults, but kids are welcome to try their hand at it. The game can be played with as few as one player and one gm. The core rulebook offers differentiation and accessibility guidance that allows you to play the game with varying abilities.
The core rulebook includes the following sections:
Quick Play Instructions – A 4-page primer that gets you playing or demoing a game in only a few minutes
What Is Power Outage – An introductory to Power Outage, Tabletop RPGs, and external resources
Mechanics – Gameplay mechanics for Players or GMs
Heroes – Creating Heroes including Powers, Guidance, and Crafting Unique Experiences, as well a Character Sheet
The World – Information on the history and current standing of Outage, Its five primary regions, adventure hooks, travel information, notable villains and heroes, and region-specific roll tables that add complexities to your adventures
Villain Files – Information, stats and weaknesses for 120 villains, sorted by Region and leading Villain
Gaming with Kids – Guidance for playing with kids at different age ranges (from as early as 4 years old), abilities, and how to manage differentiated game tables where kids have varying degrees of capabilities
Accessibility Accommodations – Guidance for playing with kids that have disabilities, including Pre-Session communication, general guidance, and information pertaining to five accessibility domains (Physical, Communicative/Receptive, Behavioral, Cognitive, and Emotional)
Free Play Guide – A full guide on how to create your own adventures using the resources within the book
Trading Spaces – A level 1 to 4 adventure set in Shorai City against the villain Mrs. Roboto.
A majority of the Kickstarter funding is going toward art, design, editing, and some other miscellaneous production costs.
Here is an example of the quality of change that can be achieved. While my design was serviceable, Rosanna Spucces will take the design to the next level. To something that is professional.
My Designer and Editor will be Rosanna Spucces of https://www.rsdesignsnyc.com/
My Artist is Abhishek Ghimire”
This is the second superhero game on here and the second all-ages RPG system. The system, just from a small sampling, looks more rules-heavy than most all-ages games. It’s a bold choice and I’m curious to get the rules details. The art looks great and I’m eager to see how it plays.
Going to Gen Con? Need a “date” for the ENnie Awards on Friday, August 3rd 2018 at 8pm? Want a great seat for the event all while getting to know some of the premier publishers in the industry and some excellent swag? Then look no further, these RPG publishers and judges have you covered with the second annual ENnie Awards Dream Dates! [To read my review of last year’s ENnie Awards Dream Dates, click here.]
The best reason to go is the chance to talk gaming with some of the best creators in the industry and make a connection. But, if that does not move you to bid, keep in mind that the swag tends to be some of each publishers premier materials. Which publishers?
Want to “date” Cubicle 7 AND get swag? Here’s your chance!
What is Gen Con? “The largest gaming convention in the world held annually in Indianapolis, Indiana.” [August 2-5, 2018]
What are the ENnie Awards? “The Gen Con EN World RPG Awards (the “ENnies“) are an annual fan-based celebration of excellence in tabletop roleplaying gaming. The ENnies give game designers, writers and artists the recognition they deserve. It is a peoples’ choice award, and the final winners are voted upon online by the gaming public.”
Cubicle 7 (with Egg [shorts]) at the ENnie Awards 2017 where C7 won the Silver ENnie (Best Rules) for Adventures in Middle-Earth Player’s Guide, and Egg *almost* got to bask in the spotlight of their success (literally… I tried elbowing poor Dominic out of the light…).
“Come experience the excitement of the ENnie Awards with Cubicle 7!
Winner of this auction will receive the opportunity to join the Cubicle 7 team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd 2018 at 8pm at Gen Con! You may also receive a gift from the publisher.“
Why do you wanna “date” Cubicle 7? They’re the publishers of:
Adventures in Middle-earth (for D&D 5e)
The One Ring Roleplaying Game
Warhammer Fantasy Roleplay Fourth Edition
Age of Sigmar Roleplaying Game
The Doctor Who Card Game
Doctor Who Roleplaying Game
Winners of multiple ENnie Awards, Origin Awards, and more
“You may also receive a gift from the publisher“
Last year, beyond the pleasant evening of hilarious stories, they rewarded me with every Adventures in Middle-earth book they had out at the time (hardcover and PDF) as well as maps. I was HAPPY with that but I was happier at Origins Game Fair 2018 (9 or 10 months later) when we had a chance to talk again and catch up. They are a lovely group of people and whoever gets to “date” them this year is in for a treat!
You’ll be at the table with Cubicle 7 when they learn if they won an ENnie Award for:
“Come experience the excitement of the ENnie Awards with Chaosium Inc.!
Winner of this auction will receive the opportunity to join the Chaosium team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd 2018 at 8pm at Gen Con!
You will also receive your choice of one of the following:
RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and Glorantha Sourcebook + PDFs
OR Call of Cthulhu slipcase set + PDF
OR Masks of Nyarlathotep slipcase set + PDF
—Khan of Khans special “dwarven metal” tin-box edition
—An additional slipcase you can fill with any of our current releases of your choosing.
—Chaosium “tuxedo”black t-shirt
For over forty years, Chaosium has captivated gamers, readers and mythic adventurers worldwide. Its award-winning roleplaying games, board games and fiction have been acclaimed as some of the most engaging and innovative of all time.“
Up for Best Free Supplement
Why do you wanna “date” Chaosium? They’re the publishers of:
Call of Cthulhu
Khan of Khans I only listed three games but CoC has a depth of catalogue that can only be compared to D&D, which is to say it’s massive.
Winners of multiple ENnie Awards, Origin Awards, and more
The swag they’re offering is epic, especially the Khan of Khans special edition since it’s up for two awards that night
You’ll be at the table with Chaosium when they learn if they won ENnie Awards for:
“Come experience the excitement of the ENnie Awards with Pelgrane Press!
Winner of this auction will receive the opportunity to join the Pelgrane Press team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con!
You will also receive a signed, limited edition copy of the Fall of DELTA GREEN, along with an exclusive Fall of DELTA GREEN t-shirt from the Pelgane Press team.
Established in 2000, Pelgrane Press Ltd publishes award-winning tabletop roleplaying games, including 13th Age by Rob Heinsoo and JonathanTweet, Trail of Cthulhu and Night’s Black Agents by Kenneth Hite, and The Dying Earth, The Esoterrorists, Hillfolk and Ashen Stars by Robin D Laws.
Their groundbreaking GUMSHOE investigative roleplaying system shifts the focus of investigative play from finding clues (or worse, not finding them) to interpreting clues, solving mysteries, and moving the action forward.
Pelgrane Press is also the home of the webzine Page XX, The Birds comic, and RPGsoundtracks by James Semple and fellow composers.“
Up for Best Rules
Why do you wanna “date” Pelgrane Press? They’re the publishers of:
Dying Earth and Gaean Reach
The Fall of DELTA GREEN
Trail of Cthulhu
The Yellow King
[I apologize that I’m skipping so many of their best games]
Winners of multiple gaming awards
From either table you’ll get a “signed, limited edition copy of the Fall of DELTA GREEN, along with an exclusive Fall of DELTA GREEN t-shirt”
You’ll be at the table with Pelgrane Press when they learn if they won ENnie Awards for:
“Come experience the excitement of the ENnie Awards with the 2018 ENnie Awardjudges!
The winner of this auction will receive the opportunity to sit with this year’s panel of judges at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con! Sean McCoy, Reece Carter, Kurt Wiegel, and Brian Nowak spent this past year reviewing over 500 different submissions to determine the nominee list.
You will also receive a swag bag of RPG related items!“
Why do you wanna “date” the 2018 ENnie Awardjudges?
These are the individuals that decide the ENnie nominees
To talk about 2017/2018 RPGs with some of the best informed individuals in the industry (after all, they looked at over 500 submissions)
To learn more about the process and decide if you want to be a judge
I’m going to combine two quotes and let you decide what it portends – “over 500 different submissions” [PLUS] “You will also receive a swag bag of RPG related items”
I’m not in the know, I’m not saying that you’ll get amazing stuff, but there exists some possibilities…
“Come experience the excitement of the ENnie Awards with Modiphius Entertainment!
Winner of this auction will receive the opportunity to join the Modiphius Entertainment team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con! [You will also receive copies of both the Star Trek and Conan corebooks both signed by their team at Gen Con!]
Modiphius Entertainment is a British Entertainment publisher partnering with global creative talent to develop unique creative properties.
Modiphius Entertainment has a wide range of worlds to explore, including their own terrifying vision of World War Two – Achtung! Cthulhu, a roleplaying setting for Call of Cthulhu and Savage Worlds.They have re-booted the fantastic sci-fi dieselpunk world of Mutant Chronicles with the 3rd Edition of the roleplaying game and the new edition of the Siege of the Citadel board game. They launched the official RPG for Corvus Belli’s Infinity universe, the Thunderbirds co-op board game by Matt Leacock, Airfix Battles, a new introductory wargame, Robert E. Howards CONAN -Adventures In An Age Undreamed Of! and Star Trek Adventures, the 4th edition of this fantastic roleplaying universe. Fallout: Wasteland Warfare is launching soon, a miniatures game set in Bethesda’s fantastic video game universe and now the official Kung Fu Panda board game!“
Why do you wanna “date” Modiphius? They’re the publishers of:
Star Trek Adventures
CONAN -Adventures In An Age Undreamed Of!
Tales from the Loop as well as other Free League games
Vampire: The Masqurade 5th Edition from White Wolf
Winners of multiple gaming awards
You’ll receive a signed copy of the Star TrekAdventures: Core Rulebook and a signed copy of the Conan core rulebook
You’ll be at the table with Modiphius when they learn if they won an ENnie Award for:
BEST RULES – Star Trek Adventures: Core Rulebook, Authors: Dave Chapman, Jim Johnson, Patrick Goodman, Ross Isaacs, Bill Maxwell, Jonathan Breese, Nathan Dowdell, John Snead, Oz Mills, Aaron Pollyea, Rob Wieland, Ade Smith, Anthony Jennings, Dan Taylor, Dayton Ward, Michael Brophy, Giles Pritchard, Maggie Carroll, Steven Creech, Shawn Merwin, Sam Webb, Jacob Ross
“Come experience the excitement of the ENnie Awards with Gaming Paper!
Winner of this auction will receive the opportunity to join the Gaming Paper team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con! You will also receive a massive prize pack of Gaming Paper swag!
“Come experience the excitement of the ENnie Awards with Magpie Games!
Winner of this auction will receive the opportunity to join the Magpie Games team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con!
The winner will also receive a choice of a pack of one of Magpie’s main product lines, for example:
Bluebeard’s Bride pack – a copy of the core book, Book of Rooms, and the play materials, which include a silkscreened playsheet, tokens, and a set of Bluebeard’s Bride branded dice,
The Masks pack – a copy of the core book, Halycon City Herald Collection, choice of either the Deck of Influence or the Deck of Villainy, and a set of Masksbranded dice.
Magpie Games is a game development and production company devoted to creating interesting, innovative,boundary-pushing, and most of all high-quality games across a wide variety of genres and styles. The majority of Magpie’s productions are tabletop roleplaying games, ranging from games designed to recreate disaster movies, to games designed to tell the stories of baby dragons on adventures, to gritty games about supernatural criminals and power brokers. Since its inception, Magpie Games has released many games, including Urban Shadows, Epyllion: A Dragon Epic, Masks: A New Generation, and Bluebeard’s Bride.“
Why do you wanna “date” Magpie Games? They’re the publishers of:
Epyllion: A Dragon Epic
Masks: A New Generation
And other award winning games
You’re going to go home with everything you need to enjoy Bluebeard’s Bride or Masks and, either way, that’s a crit!
You’ll be at the table with Magpie Games when they learn if they won an ENnie Award for:
Don’t need a “date”? With a badge to Gen Con, tickets to the ENnie Awards are free (click here to secure yours). There’s also a silent auction – ENnies Cocktail Reception & Silent Auction – just before the awards ceremony available here. And, again, vote for the ENnie Awardshere.
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This arrived in my inbox from Pelgrane Press just as I went to press:
“The innovative noir-themed one-player, one-GM game Cthulhu Confidential and award-winning RPG anthology #Feminism are available at 25% off unti the end of July.
Both books have been nominated for ENnie awards, and we’d love you to consider voting for them. Voting ends at 11 PM EST on July 21st.
Cthulhu Confidential drops your hero into the noir nightscape of hardboiled Los Angeles, New York, or Washington, D.C. Meet powerbrokers and politicians, and rub shoulders with Hollywood studio bosses and fiery evangelists. But beneath it all, under the scrim of all this human endeavour, lives corruption so old and inhuman you’ll need all your courage and resourcefulness to face it. Download sampler>>
Written by feminists from eleven different countries, #Feminism offers bite-sized takes on contemporary feminist issues. Each of the 34 nano-games in this collection requires between three and five participants, simple (if any) props, and up to an hour of play time. Download sampler>>“
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Disclosures: I freelance for EN World, host of the ENnie Awards. However, I am not involved in the ENnie Awards.
Officially, these are not four cyberpunk RPGs on Kickstarter… I mean, three of them are, but the fourth is a looser connection to that genre. That said, here’s four cyberpunk RPGs using everything from Fate to original systems to share their tales of future rebellion.
“A detailed sourcebook for artificial life in Warsong: Second Edition!
It started with an idea.
“What are the consequences of our actions?”
The idea that fate was malleable was the founding concept of Warsong 2nd Edition. The idea that our actions really do matter. It was a concept that I felt was neglected in other role-playing games. Fate was something I wanted to explore thoroughly in Warsong. And as the setting grew into its own unique life form, another creature began to emerge.
Artificial Sentient Life.
They are the products of man-made ingenuity and madness. Years of knowledge and sorcery culminating into a tool to be used. What happens, then, when that tool becomes aware of its purpose? What happens when the tools we use to make our lives easier become aware that they are slaves to their creators?
Warsong 2nd Edition explores the infamous Machine War that followed in the wake of The Source, an interconnected web of technology throughout Lemuria, becoming self-aware.
Warsong: The Host explores Lemuria from the artificial eyes of living machines.
The Host includes:
• Rules for creating and playing artificial life such as Awakened machines, living programs and advanced Synths. • New rules, powers and abilities for the machines and cybernetic implants in humans. • New setting information and revelations regarding the Emperor and the Treaty of Parnassus. •Setting information for the City of Kojo – a machine settlement governed by The Source.
• New information regarding The Host, a group of living machines born directly from The Source when it tried to calculate morality.
What Are The Host?
The best way to answer that question is to ask another: “What would happen when a machine tries to calculate human morality?”
The Host are a very small portion of the machine population, but are arguably the most widely known, and rightly feared among their species. They are the seraphim and devils of Lemuria. They can be winged saviors of humanity, or horned corruptors who seek only the desolation and destruction of everything around them.
They are, in a sense, every facet in the spectrum of human morality given life and form.
Why The Host?
The Host represents a turning point in the setting of Warsong Second Edition and this book will help bring to life an entirely new species of creature within the setting. It will give players a new and valuable outlook of the world from the view of the machines and even give players new revelations directly from The Source itself.
The book will include more detailed information on the Treaty Of Parnassus and what exactly happened when the Emperor and The Source forged peace at the end of a seven year long Machine War. It will also give Game Masters valuable tools to use if they wish to include The Emperor’s whereabouts in their own games.
The book is called The Host because, while The Host themselves comprise only a small part of the machine population, they are arguably the most well-known and feared.”
I completed a review of Warsong 2e that will be published soon. This RPG is an ambitious Fate-based game built around a unique idea/setting – Sengoku Punk. Sengoku Punk combines the ideals (and technology and wardrobe) of cyberpunk with an ancient Asian world. The setting is very stylistic and worth checking out – try out the quickstart rules here if you need some encouragement – and, once you are a convert, you’ll want to add this expansion to increase the world’s depth.
You can see examples of their work at DriveThruRPGhere.
“Blackwind brings the plot back in the spotlight with modern rules, dynamic mechanics and unmatched creative freedom.
The Blackwind Core Manual is the foundation of our project: it is a new core system that improves on many aspects of tabletop roleplay, designed to make the game easier to understand, fun to play, and full of exciting adventures. The Blackwind system works with any setting, from classic tabletop to the worlds of games, movies and novels, and allows you to play any concept that fits the tone of the story.
The two main features are plot-making tools and dynamic mechanics. Game Masters (called Directors) assemble the story like a jigsaw, allowing to create complex plots with ease and to keep the story flexible. The strength of characters may vary, sometimes dramatically, depending on their contribution to immersion, general amusement, narrative, beating in-built challenges and interaction with key plot points, keeping their statistics fluid.
Regardless, even the weakest characters will be able to attempt incredible feats, and will be rewarded in case of success. On the other hand not even the strongest characters will be completely immune to failure. Likewise, no character death will be misplaced or pointless as plot armour will apply early in the game, but not even the main protagonists will be completely safe during showdowns.
We balanced out the roles of Directors and Players: the latter will have a greater impact in casting the foundations of the story, as well as shaping it. Players will decide what kind of adventure will be played, the adventure genre, context, theme, plot type, story structure, story ticket, casting list, may introduce their own subplots and NPCs and generally have more narrative wriggle room.
Difficulty checks take into account a few additional things: who is attempting what? What kind of story are you playing? What is the context? Hurling a person-sized boulder across a room will be impossible in a realistic thriller, and ordinary routine in a superhero adventure.
For more information visit https://blackwindrpg.wordpress.com/. You may find out more about the game, articles and additional information: keep checking for updates, articles and previews!
Additionally, you may find the link to download our FREE starter adventure on the main page of our website. Arena is good example of the simplest, most straightforward way to play Blackwind.
The game is ready, the rules are tested, and the largest modules are under development. Then, what do we need your help with? Simple: we want to offer the best modules, expansion rulebooks and quality add-ons we can, as often as possible. Your support would allow us to upgrade our equipment, publish content faster, and to polish the final product to a mirror sheen.
The Treasure of Maracaibo, our first pirate-themed module, is complete. We are working on editing and polishing around 100 pages of scurvy adventures. We planned seven additional modules (Noir, Steampunk, Fantasy, Post Atomic, Thriller, Western, Cyberpunk) and the only reason we decided to remove voting is that some of them are already in an advanced stage of development.”
While this is not just cyberpunk, Blackwind Project is a core rulebook that will include modules that cover Pirates, Noir, Steampunk, Fantasy, Post Atomic, Thriller, Western, and Cyberpunk. This system is meant to be incredibly versatile allowing for a variety of settings and options. With art that is stylistically similar enough to give the entire package a uniform feel that allows you to envision a campaign in one setting that jumps to another genre. If you’re looking for more details, check out Dan Davenport’s Q&A with the creators here. If you’re ready for more cyberpunk (and most genre) options, go on and back it!
“The Starchildren came looking for the home of rock music, only to find it outlawed. Fight back in the RPG of rock & roll revolution!
A century ago, radio transmissions from Earth passed through a strange ripple in space, causing rock music to fall upon the mystified ears of an alien world. For five glorious years, the aliens grew to love the magical planet they believed to be on the other end of that beautiful signal. When the music cut off as mysteriously as it began, the aliens embarked on a generational pilgrimage to discover the source of that music.
Nearly a century later, the aliens have arrived, but Earth is not what they expected. Humanity has taken a dark turn, silencing music, the arts, literature…any kind of expression they believed could inspire “dangerous” thoughts. The Ministry of Music looms large over the entire world, stamping out rebellious culture with steel-sheathed jackboots.
With nowhere to go but forward, the Starchildren descended, joining the few Earthlings still carrying a spark of rock and roll. They catalyzed a new rock & roll revolution that will break the Ministry’s chains on the soul of humanity.
This is the Velvet Generation.
“One of the most quietly influential card-based RPGs ever…Starchildren: Velvet Generation, is back 1.6 decades after its original publication. And… um, it doesn’t have cards any more, but that’s okay. Regardless, in an age with concentration camps on US soil, it could not be more topical. Check it out.” – Mike Selinker
“I was very impressed with the first edition way back when and it’s only gotten better since then.” – Kenneth Hite
Velvet Generation is the new iteration of 2002’s Starchildren: Velvet Generation, a role-playing game unlike any other. The original 2002 creative team is back with a fresh look at the music-starved dystopia in which the Starchildren find themselves stranded. The new custom rules engine is tightly focused on group collaboration, intra-band relationships and musical performances that will take your band from the garage to global superstardom. The campaign rules let your band use their fame against the oppressive Ministry of Music, while those same authoritarian forces hunt them down for the crime of expression.
The Starchildren came on the scene in the form of dreamlike rock idols: luminescent, androgynous and mysterious beings that seem to float in an electric haze of glamour. They do their best to blend in with the drab creatures Earthlings have become since they lost the gift of music. Their very presence on the planet sent a shockwave through the collective subconscious, awakening something long since buried, and neither species will ever be the the same again.
Players portray the renegade rockers of the Velvet Generation, whether they be the alien Starchildren or the Earthlings pining for their lost rock & roll. Start your campaign out as unknown outlaw rockers, seeking out space to rehearse and play while evading the watchful electric eye of the Ministry of Music and spinning lies to get time off from your day job. Join the revolution by allying with the idealistic visionaries of Velvet or the violent hardliners of the Blue Army. Ascend to the leadership of regional and national cells as your band becomes a household name, finally toppling the Ministry of Music with the power of rock & roll.
This iteration uses a completely new rules engine from the 2002 original. The rules allow your group to riff off of one another onstage and off, and the revolutionary campaign system lets you build from game session to game session to fight back against the Ministry of Music to carry out a global rock and roll revolution.
A Little Help From Your Friends
In Velvet Generation, whenever your band is together, they’re collaborating on their goals, whether that’s to play a solid show, to sneak past a security guard or fighting off a gang of anti-rock yahoos. Each player rolls a pool of six-sided dice for themselves, trying to find matched sets (two, three or more dice with the same number showing). But every time you go, you either get to leave one of your dice on the table for your comrades, or you get to pick up dice that match the ones you’re playing to do even better. If that’s not enough, the social relations between band members help more. Give a die to your lover or your friend; steal a die from your rival…develop these relationships within your group to work together even better.
Hazy Cosmic Jive
The real action in Velvet Generation happens in front of crowds of underground fans, getting their rock fix wherever they can hide away from the Ministry’s prying eyes. Your band taking the stage is the focus here as much as fighting or kicking down doors is in a lot of other games. Use the full range of your talents to create the show: vocals and instruments of course, but also dance, stage presence and the roadie’s skills at setting up and running the tech. Everyone in the group has a part to play in the show; while the crowd may go home remembering the lead singer’s wail or a shredding guitar solo, your rhythm section makes that possible by giving the leads something to build off of, and the techs are there to cover the occasional screw-up. Every show gives you a shot at hitting the next level of fame, until you really take off.
It’s a dangerous game, though. There’s always the temptation to grab a little more of that glory for yourself by upstaging your bandmates. While you’re all working together onstage, someone is always the Star of the Show, even if different characters spend their own time in the spotlight. Rep-hungry rockers might build themselves up at the expense of the group itself. That can breed jealousy among the group, and that’s a force that can tear apart the greatest of bands.
Rock the Planet
The Ministry of Music has plenty of ways to keep you down. They alienate you from the safe and sterile society of everyday life. They push propaganda against rockers and marginalized people. They use the full surveillance state to keep a close watch on dissidents. They try to subvert your allies and contacts. And there is always the threat of violence at the hands of the regime. But as your band grows in fame and recognition, you can strike back against the Ministry of Music with the new revolutionary campaign system.
The fight against the Ministry happens between game sessions over the course of your entire Velvet Generation campaign. As you grow in fame, the authorities target you with more extreme tactics of oppression, but you use your fame against them in revolutionary praxis of your own. Distribute illicit samizdat works of art and music. Build solidarity with allies in other marginalized communities. Create subsistence networks to provide aid and comfort for those outside polite society. Poison the regime’s intelligence networks with disinformation. Or dazzle the public with a brazen spectacle so they can’t ignore you anymore. Every blow you strike against the Ministry leaves the regime a little bit weaker, until the entire thing comes crashing down to the wail of electric guitars.”
Sometimes the reason I check out an RPG on Kickstarter is a creator recommendation. At AndoCon, I played Pugmire with DriveThruRPG’s Chris Tang and his character work was master class level. Chris rarely pushes a specific RPG online (his job with DTRPG likely requires he be more impartial), so when he gave something of a testimonial for Velvet Underground, I stood up and took notice. I’m glad I did. Add the art to the game’s idea – it’s like a wave of music artwork that never was, stylized, fun, and musical – it speaks to the possibilities of this world.
You can see examples of their work at DriveThruRPGhere.
“A Role-Playing game in a Cyberpunk setting where corporations have created Superhumans and see them as company property.
The trains don’t run through this part of town anymore. Not since someone stood on the tracks and tried to rob one.
Thirteen years ago, he would’ve just ended up in the obituaries, but instead he melted the engine with an energy blast from his hand and thirty seven people were injured.
Downtown, they have “Peacekeepers” to prevent that. Dressed in their corporate power armor, they stand on every street corner, looming over the pedestrians. Waiting for an excuse.
Here, things work a little differently. People pay their protection money to crooked supers. Folks grumble about it, but when a man who can shoot lighting from his fingers floats down from the sky and demands you call him king, you call him king.
The corporations say they are doing their best to round up the renegade creations they made, but there are a few good Enhanced out there too, caught between the corps and their own kin.
This is the world of Dark Times: a tabletop roleplaying game about superheroes in the corporate slum that has swallowed up most of the United States.
Twenty six years ago a man named Dr. Anton Valasakis changed everything with the discovery of a gene that unlocked superhuman powers. He started his experiments at pharmaceutical supergiant Prometheus Medical, working first on “willing volunteers”, and soon he was sanctioned by the government.
By this time Prometheus Medical was already a powerful corporation and had its hooks deep in controlling many politicians. Many of the first test subjects were prisoner who were on death row. This was a chance for them to gain a chance at life. Many died, and not much is known about this few who survived.
The experiments continued and soon a rash of industrial espionage broke out. Many large corporations, seeing the potential in customized superhuman technology, were now in a race to have their own Enhanced on their payroll. These laboratory creations were treated as slaves and many fled their masters, hiding in the slums. Some of the ones that got away even had kids.
Now there exists a second generation of Enhanced and still the corporations view them as company property. By now the laws had been warped to protect the rights of the corporations and their “investments” and not the people.
This is just the tip of the iceberg.
In Dark Times, players work together with their powers, protect their people, and build their community, all under the shadow of a corporation that has replaced the government and seeks to enslave them since they are viewed as “company property”.
With a little bit of cyberpunk, a little bit of noir, and a whole lot of superpowers, Dark Times mixes old-school and new-school design to create a game that is fast, pulpy, immersive, and fun to play.
In addition to the core book for Dark Times, we will also produce the following PDF expansions. These expansions will be available to any backer level that receives them as part of their rewards.
Merc Work – This book is made of up fully detailed scenarios, designed to introduce a gaming group to the world of Dark Times.
Villains, Allies, and Corporate Files – This book will include a variety of people that could be good, bad, or neutral as well as corporation write ups. These characters will have stats, plot hooks, and other ways to use them in your campaign.
Steele City Sourcebook – This book will open up and detail more of Steele City. A valuable resource for many adventures and filled with a lot of information.
Solar System Book – The corporations understood they already have drained a lot of earth’s resources and look to conquer the solar system. This book talks about the colonization and industry that exists in our own solar system.”
I coveredWicked Pactshere (and have a review of it coming up in a future issue of Knights of the Dinner Table) so I’m predisposed to like this. Superheroes and cyberpunk sounds like an interesting combination – the ultimate group that cares about society juxtaposed to the group that cares the least for the status quo. It should be an interesting game as you work within and outside of the system.
You can see examples of their work at DriveThruRPGhere.
Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by a variety of companies:
There are a number of excellent RPG Kickstarters that end this week but I want to focus on four of them. From superheroes to fantasy, original systems to Savage Worlds, these four campaigns are worth your time.
“Recovery and re-imagining of first-generation Champions role-playing.
The first wave of role-playing design was its own Renaissance, marked by greatness of all kinds. If you were playing then, you’ll remember. And if you weren’t, you’d be amazed at what that wave held. One of them was Champions, the Super Role-Playing Game.
Hero Games is proud to present Champions Now, to be created by pioneering game designer Ron Edwards, author of Sorcerer and co-founder of The Forge. Ron will revisit the original three editions of first-generation Champions (1981 to 1988), recovering the power of this foundational era of superhero roleplaying.
We know that time and tides went elsewhere. Fourth edition Champions and the Hero System have their own storied history beginning 1987-1989. Steve Long revised and expanded this body of work into the Hero System Fifth Edition in 2001, and then revised and expanded it again in 2009. There were lots of good books, lots of great games, and lots and lots of superheroing.
And that’s fine. Things change. Only… there is one little point, one observation, one wholecreative superhero subculture left back there in the past. One that just happened to rock the hobby to its foundations and train a whole generation of play and design, including a bunch of Big Ass Names who wrote the Big Ass Games you know well.
So our goal for Champions Now? To show you why the original Champions created by George MacDonald and Steve Peterson was actually just that good. To celebrate and recover that explosive quality. The final work will include best practices for the original rules and a new rules-set to bring their strengths forward, as well as practical essays about superhero comics and gaming.
It will also include you. See these people playing this game?
Right here is a very sketchy yet usable playtest document. We’re playing this thing right now and so can you. We want to know what you do with it! Pledging playtesters get serious props right there in the text, saying what they said and what it means.
Halfway there breaking news! Hero Games is providing the PDFs for Champions 3rd edition and for the supplements Champions II and Champions III to all backers at named tiers at the completion of the campaign. The playtest document was written assuming you’d have these in hand, and now you totally will, as of July 1.
That’s why you see that long delivery period – so you can play. This isn’t a pre-order for a prefabricated product that would have been pumped out anyway. The point of crowdfunding is inclusion, and this is how that happens.
Another example are Ron’s short videos, like this one, which initially appear as updates and are archived into a public resource at Adept Play. What you tell us about how you play and what happened – that’s what upcoming videos are made to address. If you want, you might even get to be in one!
Ron Edwards is a wanderin’ Californian who has wound up in Sweden. He is the co-founder of the legendary website The Forge, a creator-owned-game publisher site, and the author of some notions about role-playing. His previous works include Sorcerer, Trollbabe, Spione, and Circle of Hands. He won the second Diana Jones Award for “excellence in gaming” in 2002, and is the author and creator of this project.
Steven S. Long is a role-playing game author and one of the owners of Hero Games. He has written for numerous companies, including White Wolf Publishing, Pinnacle Entertainment Group, Steve Jackson Games, Last Unicorn Games, and Chameleon Eclectic. He has written, co-authored, edited, or developed over 200 RPG products. Steve will be assisting in the development and playtesting phase of this project.
Jason S. Walters is an author, essayist, and publisher best known for running Indie Press Revolution (IPR), a distributor of micro-published roleplaying games. He is also one of a small group of investors that purchased Hero Games in 2001, and serves as its CEO. He is the developer of numerous roleplaying games, including Champions Complete, Fantasy Hero Complete, and At The Hands of An Angry God. Jason is the publisher for this project.
Ruben Smith-Zempel was made in Oregon. He showed his creativity at an early age, charging his 3rd grade classmates 25 cents for paper and cardboard army vehicles (for the G.I. Joe’s, of course). Thus was born an artist who would never shy away from creating things important to his hobbies. Ruben has served as head graphic designer on dozens of RPG projects and will be handling layout and graphic design for this project.”
As a kid, the ads for the historic versions of these games always captured my attention creating a nostalgia for this campaign as much as the game itself. I want to see how this game plays today (and how this campaign plays out).
You can see examples of their work at DriveThruRPGhere or at the OpenGamingStorehere.
“Everything you need to begin an exciting adventure with your friends that you won’t forget
Quest is the roleplaying game for everyone.
If you’re completely new to this type of game, we’ll have a friendly conversation with you about how to play. Quest is fast, fun, and easy to learn. We hope to show you how intuitive and immersive storytelling games can and should be. And if you’re already an experienced player, you’ll find a surprisingly deep game with a refreshing set of modern rules.
This is a game about becoming an extraordinary person in a dangerous world. You’ll explore wondrous places, meet fascinating and mysterious people, witness magical events, and answer the call to go on an exciting adventure. What happens in this world is based on the choices you and your friends make.
Curious? Excited? Ready?
Quest is a way to tell an exciting story with your friends. You don’t have to be an improv actor or a mathematician to be good at it – you just need to open your mind and use a little imagination. The rules of the game are intuitive and help you imagine where the story might go.
These are just some of the ways Quest will help you quickly begin your adventure, and potentially carry it with you for years to come.
The Friendly Guide. Everyone deserves to feel like a hero with their friends at the table, so we wrote a book that feels inviting. It’s not a textbook – it’s a conversation. Along the way, you’ll see a running dialog from a fictional group of players, to help you see how the rules of the game are used to tell the story.
The way it works is simple. Read the left side of the player’s guide to learn the basics, and if you want to learn a little more, see the right side of the book. Here’s what it looks like:
The Essential Deck. Quest features a deck of cards with all of the game’s special moves, so that you can reference them at the table without having to flip through a book. The Essential Deck makes it easy and fun to grow as a character. When you begin the game, you’ll start with a few moves that make your character special. As you grow during your adventure, you’ll get to collect more cards that tell you how to do amazing things.
The Story Engine. Quest only uses a single (but powerful) die – the twenty-sided die, or “d20.” When the stakes are high in your adventure, rolling the die will help you imagine what happens. Sometimes you’ll use it to walk a tightrope, make a sweet move, or witness the results of an unpredictable spell.
You only need to roll once to see what happens. And if you’re really good at something, you’ll get a bonus. Then, you’ll check to see what the consequences are from an easy-to-remember set of outcomes.
The story engine keeps the game moving fast by letting you succeed a lot. But when you fail, the consequences will be meaningful. Every choice you make matters.
“Quest breaks from the war gaming history of more classic tabletop RPGs to bring a more narrative driven approach both in and out of combat. I love D&D, but it is structurally, by the design and history of war gaming that it comes out of, a game that encourages players into the murderhobo mindset. Quest feels like a game that is trying push back on that inclination systemically. A lot of the spells and skills tend to be a bit more narrative driven which gives a lot more room for encounters that aren’t about just about killing monsters.”
Spells that tell tales. We think everything you can do in a tabletop roleplaying game should be surprising and delightful. So we created skills and abilities with a focus on narrative and fun. Quest’s skills and spells – the special things your adventurer gets to do – are meant to inspire your own silly, dramatic and unexpected ideas. Here are a few examples:
There are over 300 spells and skills in Quest that you can learn and use. Follow us on Twitter to see more examples, where we’ll be posting more previews of Quest’s spells, abilities, and items every day.
Play a little, or a lot. You can play Quest just once, or a few times, with groups of any size. You don’t have to make a long-term commitment to play, and with our first adventure format, you’re not obligated to play every time your group meets; you can easily rejoin the story down the road, if you want. But for groups that want to tell an epic story over months or years, Quest is deep enough to let your character learn and grow over time.”
An easy, inclusive fantasy RPG that has, as of this writing, around 1,200 backers. I think they’ve found the secret sauce and that level of excitement alone is reason enough to check this out. Want more details? Dan Davenport hosted a Q&A with T.C. Sottek about Quest and has a copy here: https://gmshoe.wordpress.com
5th Evolution is intended for gamers who enjoy the 5E game engine and would like to use it in other genres. 5E is wildly popular, has been extensively play-tested, and is easy for new players to learn. Many players familiar with 5E are hesitant to learn a new system, and 5Evo allows them to explore new worlds and genres of play seamlessly.
What does this Kickstarter Contain?
This project is made up of three separate graphic novel-sized softcover books in three different genres: WW2, Super Heroes, and 80’s Horror. Each book contains three parts:
Part 1: the comic. Each 5Evo book opens with a comic that GMs will share digitally with their players prior to the gaming session. These comics serve to introduce the genre and setting, as well as to get players invested in the coming adventure.
Part 2: the adventure. The second section of each 5Evo book is a one-shot adventure, complete with pregenerated characters, that picks up where the comic left off.
Part 3: the source guide. Finally, the third section of each 5Evo book is a source guide that gives the GM the monsters, equipment, and characters to create their own adventures in that particular genre.
World War II – Set in North Africa in 1942, you’ll crew an M5A1 Stuart tank on a special mission during Operation Torch. This book contains the adversaries, equipment, characters, and vehicles to run a WW2 North Africa campaign with or without supernatural elements.
Source guide includes:
4 American WW2 solider archetypes
Period specific tanks and trucks
Meticulously researched, period specific firearms
Customizable enemy combatants
Super Heroes – Set in Carbide City in the present day, you are part of a team of the super heroes trying to stop a gang of super villains wreaking havoc downtown. This book contains the super villains, equipment, and player archetypes to run a supers campaign.
Source guide includes:
13 of Carbide City’s worst super villains
Customizable non-super enemies
Future tech equipment
10 character archetypes
80s Horror Films – Set in the small town of Woodhaven in 1985, you and your friends get in over your heads and uncover a dark plot while seeking a party. This book contains the monsters, equipment, and teen hero archetypes needed to run a horror campaign set in the 1980s.
“Secret Agents of CROSS is a tabletop RPG where Catholic agents protect the flock from supernatural horrors, demons, and terrorists.
CROSS is a clandestine spy agency also known as the Catholic Response Organization to Strategize and Strike. CROSS was created by rogue Cardinal James McDonnell to take the Pope’s prayers and convert them into actions. He and his command staff create missions to protect the flock from evil using cutting-edge technology coupled with saintly magic honed over 2000 years of history.
The CROSS organization was originally created as part of a Champions game years ago. When I decided to create a setting around it, I wanted to capture my vision of an organization that only includes agents that are the best of the best. They are the only people suited for the types of adversaries that they will face. I wanted the players to feel like they were playing competent characters from the start. When I discovered Savage Worlds, I felt that the exploding dice aspect of Savage Worlds along with the bennies system modeled that feeling. After a few sessions at Garycon, I knew this was the system for Secret Agents of CROSS.
Please note, you will need a copy of Savage Worlds to play Secret Agents of CROSS. You can find out more about Savage Worldshere.
You will receive the Secret Agents of CROSS book, a Savage Worlds setting in full color with approximately 170 pages of never-before-seen content. This book is your guide on how the world of CROSS operates, how to make player characters, and how to run CROSS missions that are steeped in secret spy stuff, religious history, modern terrorism, and the supernatural.
For Players and GMs:
A brief history of Biblical events that affect the modern world of CROSS.
A detailed history of the creation of CROSS and the entire command staff.
10 Roles for players to choose from to promote CROSS’s setting feel. Optional rules to expand, create, or change Roles.
New Edges and Hindrances to help capture the setting feel of Catholic secret agents.
Over 40 unique weapons created by the engineers of CROSS.
Suggestions for how to handle the nature of supernatural things and how they are affected by normal and supernatural powers.
Suggestions for the use of CROSS in various genres including Fantasy, Horror, and Superhero settings.
Suggestions on how to provide the best gaming experience for each archetype.
Double-secret-GM’s-eyes-only section of secrets not revealed in the other chapters.
Over 30 powerful relics and artifacts to place into missions.
Over 30 adversaries to interact with your agents. Some good, some bad, some hard to tell.
3 complete missions for your agents to begin defending the flock.
A detailed mission generator.
High-quality color pdf and printing fulfilled with DriveThruRPG in standard 8.5″ x 11″ size.”
Pete Ruttman of Blessed Machinereached out over a month before this campaign began to share his enthusiasm for his game. The concept – literal warriors of Christ – is an obvious idea (D&D Paladins brought to today), yet it has only been lightly explored in the [largely secular] gaming industry. Since the engine is Savage Worlds, the question of deciding whether to back this or not becomes if you like that system and this setting for it.
You can see examples of their work at DriveThruRPGhere.
Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by a variety of companies:
I just returned from Origins 2018. It was a blast meeting the folks that I write about, joining in the community, and gaming! One of the many games I played there was Eric Bloat’s OSR, Survive This!! Zombies! That inspired me to look at what OSRs are currently on Kickstarter where I found a few winners.
NSFW – This article is Not Safe For Work. OSRs are fun but they’re not without controversy and NSFW art so, dive in at your own risk.
“Role-Playing Game (RPG) Adventure Module Inspired by Classic Tales of Horror. Dungeon Crawl Classics(TM)-Compatible Zero-Level Funnel.
The Peasants’ Fell Bargain is a zero-level adventure compatible with the Dungeon Crawl Classics™ Role-Playing Game. Available in print or PDF and featuring twenty-eight action-packed pages, this fully-illustrated adventure inspired by classic horror tales will put your peasants to the ultimate test as they search for the Lord Stenorian’s missing son.
A Bargain of Fire and Blood
For generations your village has lived and worked in the shadow of the Stenorian estate, which sits perched like an ancient bird of prey on a promontory at the edge of the mountains. You eked out a hard living through logging, mining, or planting the rocky Stenorian lands. Each year you made the three-mile trip up the mountain to pay rent and tribute to the men-at-arms standing watch at the keep’s gate….The years went by, and nothing changed.
Now the Lord Stenorian himself has come, begging for your help. “My men are slain, my father is missing, and I have nowhere else to turn. My son! My son Michael is still hiding somewhere in the keep. Find him! Save him! Do this for me, and I will reward you beyond your wildest imaginings.” His eyes burn with a frightening intensity. “Hear me. Return my boy to me, and ask what you will. I promise you, if it is in my power, I will grant it.” These last words seem to echo inside your minds as visions of a new future for you and your family float before you.
Meaningful Choices and Motivations
The Peasants’ Fell Bargain invites you to be a hero—you are ten-year-old Michael’s only hope—or a mercenary. After all, Lord Stenorian promises you rewards beyond your imaginings: all you have to do is find the boy. No matter the motive, agreeing to serve Stenorian will bring you power you’ve never known.
But as the stories tell us, power always comes at a price, promises can be impossible to keep, and even the purest motives can lead to unspeakable evil…
An Adventure of Mayhem and Mystery
In the best tradition of Dungeon Crawl Classics™, Goodman Games’ incomparable system of classic RPG adventure, The Peasants’ Fell Bargain pits hapless gongfarmers and blacksmiths against monsters from their worst nightmares. You will test your pitchforks and slings against new and deadly adversaries.
At the same time, you will need to examine clues in the Stenorian manor to uncover the horror hiding behind the keep’s high stone walls. The mystery of the Stenorian family unfolds as your party explores the scene and pieces together the evidence. Handouts allow you to discover the story as you go—and what you learn may very well force you to reconsider your assumptions, your plans…
And perhaps even your promises.
Deals with the Devil: A New Game Mechanic
Like many classic tales, The Peasants’ Fell Bargain turns on a pact made between the PCs and a figure of awesome power. Adventurers who choose to strike a bargain with Lord Stenorian will be rewarded with powers determined by a d20 roll on the custom “Fell Bargain Table.”
This funnel also provides an alternate “Monkey’s Paw Table” for use in other adventures and campaigns. Like the story from which it gets its name, the “Monkey’s Paw Table” can extract a high price for the boons granted.
It is not for the faint of heart.
(Art in progress)
A Module Crammed with Content
The Peasants’ Fell Bargain is packed with 28 pages of adventure, illustrations, and game supplements, including “Encounter Cards” that judges can photocopy, cut out, and use to run combats.
Back our Kickstarter, and see what surprises await. With your help, The Peasants’ Fell Bargain will be a funnel you and your party will never forget.
So what do you say?
Do we have a bargain?
Say, what is this Dungeon Crawl Classics™of which you speak?
Dungeon Crawl Classics™is the amazing role-playing game from Goodman Games that takes you back to those all-night odysseys in your parents’ basement, when all a good adventurer needed was a map, a sword, and some guts, and all a player needed was paper and pencil, some dice, and imagination. Magic is mysterious and powerful, monsters are menacing and unpredictable, and Luck matters—A LOT more than min-maxing and statistical analysis. DCC takes the best parts of the game you remember and combines it with the wisdom gained from over fifty years of role-playing to create the one-of-a-kind experience that got you rolling dice in the first place. If you haven’t checked out the rulebook, what are you waiting for?”
“Yet another adventure for the Alpha Blue roleplaying game! Sleazy space opera that parodies many existing scifi franchises.
Hi. I’m Venger As’Nas Satanis, author of classics such as The Islands of Purple-Haunted Putrescence, How to Game Master like a Fucking Boss, and Adventure Writing like a Fucking Boss. What’s up?
I’m Kickstarting the Alpha Blue supplement Alien Ass, Hydrogen Gas, or Cosmic Grass… No One Warps For Free!
Yes, it’s a silly title (a prominent member of the Kort’thalis Publishing g+ community, MoonSylver, came up with it), but it’s the kind of inappropriate, over-the-top, ridiculously awesome kind of thing that Alpha Blue excels at.
This book will be full-color and feature fantastic artwork. I got the taste for color with Blood Dark Thirst and Battle Star: Trek Wars… now, there’s no going back!
Here’s a look at the interior layout for both the PDF and (CreateSpace / Amazon) softcover by Glynn Seal of MonkeyBlood Design. He does awesome work and Kort’thalis Publishing is fortunate to have his services at our slimy pink and blue disposal.
What is Alpha Blue? As I look around me, it seems the vast majority of RPG rules/mechanics are being swallowed up by either old standbys or the new hotness. Well, this particular game is one of the few holdouts that hasn’t become a D&D clone, Fate thing, Apocalypse Powered, or Savage World. And yet, Alpha Blue is vaguely similar to D&D, has a few story-game elements, and wild dice-swinging action.
Alpha Blue has been my most successful RPG line (that includes Crimson Dragon Slayerand The Outer Presence) – numerous supplements have been created over the last 3 years. It’s rules-light (traditional and contemporary hybrid with d6 dice pools), juvenile, and a lot of fun.
Still curious? Play a little choose your own adventure: http://www.sleazyscifi.com/#/
For the most part, it’ll be adventures that parody established scifi franchises. The amount of raunchy, gonzo comedy depends on individual tastes. Not everyone is going to want to playAlpha Blue like a Star Wars porn parody – and that’s ok. Many gamers only want a hint of 70’s era exploitation. And not that you need it, but you’re given “permission” to mix and match less-hard scifi, such as Ice Pirates, Flash Gordon, and Heavy Metal with familiar pop-cultural icons.
Besides several scenarios (see the next few paragraphs), there will be tons of random tables – ice cream, menstruation, tattoos, and so much more! Random tables are kind of my thang and nobody does them better (plus, I get crowd-sourcing help from dozens of contributors who love Alpha Blue and everything it stands for). These tables can be used in multiple adventures, campaigns, and the comedic / gonzo / sleazy RPG of your choice.
Among others, the zenobites will be back in a Hellraiser tribute scenario called “Skinless and Horny.”
It’s spring break somewhere in the Federation, and college kids need transport from Margaritaville to Pina Coladaburg. Wouldn’t it be a shame if convicts from a women’s prison broke out and tried to commandeer the PCs’ ship? That’s a sexy mission if ever there was one.
Terrorists within the Interstellar Caliphate are strapping themselves with suicide vest explosives on their way to the space station of love – Alpha Blue. Admiral Ackbar! Let’s go kill those freedom hating, bastards!!!
There will be pre-generated characters for quick-start games like introductory demos, virtual tabletop, conventions, etc.
Optional rules, helpful suggestions, and neat mechanical bits and pieces will be interspersed throughout the text in sidebars.
Plus, new “classes.” Really, these are just character concepts that will give you some idea of where your strengths and weaknesses lie. Here’s a quick overview…
Primitive Screw-head – you’re a savage barbarian and dumb as a box of space rocks. But you can smash real good, intimidate those low-muscle cerebral types to the point of “pee fright,” and get in the way of delicate high-tech operations like nobody’s business.
Quantum Sorcerer – you travel the universe, casting spells for fun and profit. Yep, you’re a magic-user among the stars. Several new spells will be offered, though the system is so light-weight and malleable that official “spell lists” are unnecessary.
Bard – yes, that’s right. The most useless adventuring profession in the universe – and you can play one! Learn an instrument… or a thousand instruments (doesn’t matter, you’re still going to die horribly) and join the Guild of Performing Arts. The GoPA will assign your bard to a special crew of hand-selected spacers who probably won’t eat you if the food runs out andmight not consider your instrument a portable latrine.
Space Ranger – you’re part of an elite team of highly unorganized cops protecting the innocent and hunting down the worst of the worst. At one time, the space rangers were affiliated with the Federation – not any more. The Federation has grown too corrupt to police itself, let alone the entire universe. You’re a vigilante with a badge!
This book will be 30 pages at a minimum. See the stretch goals for possible extras…”
Looking for a sleazy sci-fi RPG? Something simple system-wise, but full of sex tropes from the 70s and 80s? Venger Satanis, as always, has you covered. Since the Trinity of Awesome Returns, I’ve covered Venger’s Kickstarters. While he’s a font of RPG business wisdom and he’s published some of my first RPG work, he’s also said things I cannot co-sign, so promoting his OSR work – which is an unashamed system-light RPG love letter to the 70s/80s era of low-budget, sleazy sexploitation fantasy and sci-fi movies – goes from let’s-do-it to am-I-going-to-lose-friends-for-this. [For whatever it’s worth, Venger writes me pretty often to see if I’m still upright and drawing breath.] With that, let me share this RPG and let you make your own decision about his subset of OSR – he’s dubbed it “O5R” – that’s “[s]leazy space opera that parodies many existing scifi franchises”.
You can see examples of their work at DriveThruRPGhere.
“The award winning, super-streamlined, oldschool fanstasy roleplaying game returns with its expanded, content packed second edition.
The Kickstarter for the original edition of The Black Hack funded in just 5 days, raising over 1000% of its goal amount – more importantly however, it marked the moment a small set of house rules evolved into a fully-fledged DIY rpg movement. Today, I’m proud to launch this new Kickstarter as another evolution in the life of The Black Hack — turning it into the most comprehensive and lightweight old school system available — with all the gorgeous layout, artwork and trappings that it deserves.
The engine and design behind The Black Hack (TBH) is a simple, straightforward game written in a logical conversational tone. It provides all the experiences you’d expect a traditional fantasy RPG to deliver without clunky rules getting in the way of the action and the emerging character stories.
TBH doesn’t force a trite grand fantasy setting upon the players either. Instead it comes accompanied by a full-suite of tools flavoured with old school fantasy sensibilities – culminating in a game that provides a foundation of preparation or improvisation for the imaginations of the GM and the players.
Peter Regan of Squarehex/Gold Piece Publications has assembled a legendary team to support the writing and design of the game. Artists Karl Sternjberg, Sean Poppe and Jeff Call will be providing detailed, evocative, old school art to fuel the readers’ imaginations and Pookie will be providing editing duties to ensure the writing and rules are water tight.
The beta document has been written, laid out and is going through final playtesting sessions – now all we need to do is have it looked over by an editor, commission the final pieces of monster artwork and print it, which we aim to have done by October. If you pledge at a level that comes with print version of the main rulebook you will gain access to the production ‘beta’ document as soon as the project funds are transferred (normally 2 weeks after the project funding period ends). Thank you for taking the time to read this, but most of all thank you for sharing and supporting this campaign and the DIY RPG movement.
– David Black
The Black Booklet – ‘Quickstart rules for players’ 300gsm matt laminated cover, 170gsm silk art pages.
The Black Hack – ‘All the rules, all the things’ Hardback matt laminated cover, 120gsm internal pages, black end papers.
The Black Hack – ‘All the rules, all the things’ Hardback with cloth/silver foiled cover, 120gsm internal pages, black end papers. Kickstarter Exclusive.
GM’s Screen – ‘Inspiration and GM tools’ 3xA5 panels 300gsm matt laminated card.
Illustrated Character Sheets – Double sided a4 OSR style playbooks, one for each class.
The Black Box – ‘Goodies’ Matt black 1.5mm board with a silver foil printed lid. Dimensions are: 230x165x50mm. Dice are opaque black with white numbering. The dice pouches are black velvet. The pencils are matt black with black wood and black erasers printed in white.”
“Fans have been demanding a combined Labyrinth Lord/Advanced Edition Companion book for a long time…here it is!
Advanced Labyrinth Lord
Labyrinth Lord was first published in 2007, and for over 10 years has been one of the premier old-school “retro-clone” games. Its wildly popular supplement, the Advanced Edition Companion, adds all of the “advanced” first edition options for Labyrinth Lord, all while keeping compatibility with the B/X basic fantasy game.
For the first time, Labyrinth Lord and the Advanced Edition Companion will be seamlessly combined into one volume! Fans have been asking for this for several years, and it is my pleasure to make it happen! All of the basic and advanced options, magic items, and monsters will be brought together under one cover for easy reference.
Here are some facts about the combined book:
This is not a new game.
This is simply a combined book.
You will still be able to separate “basic” from “advanced” game options.
Much interior art will carry over from the original books, but new interior art will be featured in addition.
This combined book does not replace the current separate books. Those books will remain in print.“
Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by a variety of companies:
Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by a variety of companies:
Intrepid investigators are asked by the stoic Dr. Watson to take cases out of Baker Street in Holmes’s absence. Victorian streets, foggy nights, and crime most foul await. Will the nefarious plans of crafty villains come to fruition or can the champions of justice from Baker Street save the day?
Baker Street is a Role Playing Game in which the players attempt to solve some of the most baffling crimes in history. Featuring over 30 careers, 25 unique criminal extras, and rules for making your own nefarious villains, Baker Street features a robust investigation mechanic, easy character generation, and rules for making your own mystery.”
The small band of outlaws gathers around the trysting tree. Prince John and the Sherriff of Nottingham are making life impossible for the villagers of Sherwood and Barnsdale. Only these outlaws can fight back and preserve the English way of life until good King Richard returns. Don the Lincoln green, grab your arrows, and join the Merry Men!
This book contains:
Adventuring mechanics that feature a narrative style of storytelling and derring-do.
NPCs and legendary characters you can add to any campaign.
Historical information on locations and events in Robin’s life.
A “Clash of Blades” system that brings back the tension and drama of classic movie sword duels.
Rules for Pluck, Swashbuckling Momentum, and a stunt system that unleashes the swashbuckler in you!”
Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by a variety of companies: