Showing posts with label Pulp fiction. Show all posts
Showing posts with label Pulp fiction. Show all posts

Sunday, November 13, 2016

Kevin Smith's Green Hornet

One thing you can say about Dynamite is that they're not afraid to try different things in their story line. Kevin Smith's Green Hornet, also known as Green Hornet Legacy, is proof of that.

First, it makes the Green Hornet story a multi-generational one. It takes the hero out of his pulp legacy era. The original Green Hornet, Britt Reid Sr, makes a major crime bust destroying the last of the "big gangs" that inhabited the city. Britt decides to settle down with his wife and young son and continue working at the paper.

His son, Britt Reid Jr., spoiled and wanting nothing, does nothing with his life. Britt Reid would be suffering from what Malcolm Gladwell would call the bottom of the reversed U-shaped effect of parenting in David Vs Goliath.

Until an aging politician on the outs makes a deal with the devil resulting in a new villain, the Black Hornet, emerging and killing Britt Reid Sr.

Motivated unto action, at last, Britt Reid Jr becomes... yeah, the Green Hornet.

The original Kato has a daughter, Mulan. She not only becomes the new Kato,  but she also becomes the new driver of the Black Beauty. Her design and introduction has fans and haters.


The introduction of a female minority lesbian character should be all thumbs up to some, but then, of course, it's a comic book so...


The new duo then goes on to fight crime much as the original pair.

Sounds simple enough right?

But Kevin makes it a little more intelligent than that.

The 'villains' of the piece, Oni Juuma and his son, Hirohito Juuma, play up many of the traditional roles against trope. The attack against the original Green Hornet? The introduction of the Black Hornet? The "criminal" elements put into place?

All if it merely a sideshow for the capture of a powerful military weapon to be sold on the black market. The whole elaborate "revenge" bit only done ot get attention. To have people looking at one place instead of another.

Now Kevin does fall into a bit of a rut in the magical thinking routine. When Oni Juuma at the end notes his rage at having his deal fall apart because the Green Hornet has cost him millions, it harkens back to Austin Powers.

In Austin Powers, there's a scene where a newly awoken Dr. Evil demands "one million dollars" only to learn his corporation makes over nine billion dollars a year.

While the military jet and it's value and indeed impressive, Hirohito is the head of a game company that just made over three hundred million dollars and is set to produce another game which would probably go even further. So... if it's ALL about the money, all about the sleight of hand to get the money, why bother with the jet in the first place?

There's also a distinct lack of mothers. While Reid Jr does have a mother, she makes a handful of appearances and dies offstage of cancer. The Black Hornet? Kato? Wives or mothers? What? Nah. Skip all that.

Kevin's might be a little aware of it, though. After all, Hirohito, the son, the one who goes out as "The Black Hornet" is more about the "personal" satisfaction bit. How the Green Hornet took from him, from his family, and how that needs avenging.  The clash of emotional carthasis versus the need for cash is powerful.



Kevin Smith's original run of the Green Hornet is great. It's complete in it's telling. If you're looking to see examples of how pulp heroes of yesteryear can change to modern times, you could do worse than Kevin Smith's Green Hornet.

Friday, February 10, 2012

No Quarter: A Roake Hesit by John Wick

I have not read any pure fiction from John Wick. I have read a lot of his gaming material though and it rarely fails to entertain or provide value for those funds. No Quarter reads a little like a Sin City novella at a premium price.

When I say premium, I mean for myself in comparison to other products of a similar nature. For example, those who've been reading my blog note that I often point out free ebooks, Amazon's little monthly $3.99 or less list and of course, the various books that go on sale on a daily basis, as well as other bits. Even throwing those out though, this isn't a full novel, but a novella. The PDF weights in a 82 well spaced pages. But electronic editions are tricky. I read mine on my Toshiba Thrive as an e-book on the Aldiko software and it was a little over fifty pages.

I recently made some notes on Elaine Cunningham's novellas featuring the elf Honor and the new setting she's working on with clock work and alchemy. Those novellas were $1.99. Here John's charging $5.00 even for a book that while it comes in either epub or PDF, is too short, in my opinion, to justify that price. The good news is that this isn't some book on a shelf. John can mess with the pricing or keep it exactly where it is if the sales meet his forecast and needs.

But how's the work itself? John uses a little bit of unique language to give the setting some feeling. This is important and can be overplayed if used too much. I've sat in games of Planescape where the GM was overdoing it with almost every word part of the setting speak. I've also seen some people use elements from say, Gary Gygax's Canting Crew to sprinkle their language with 'thug life style phrases.

John's description of the setting itself through the character's eyes is good in providing the reader with how things work in the city and how the characters should work in it. Magic is a known thing and is purchasable and can be used as a 'get out of jail' free card, but that's not something unusual in this type of story where some one knows someone who can do something or has some tech toy that the reader couldn't be expected to know ahead of time.

Now I'll be getting into spoilers in terms. If you don't want any spoilers, read no further. I'll be discussing what I think a Game Master might want to take away from the book and, like my rambling on Breaking Bad, it concerns the characters in the book and how Game Masters can take the characters in this book as cues.

In my blathering of the novel, Prince of Thorns, I mentioned how you treat the NPC's can have an impact on how the setting is perceived. One of those methods is making the setting dangerous. In this case, the main character is the only survivor of a job that has gone wrong. His partners are all dead. By the time the novel ends, his new partners are also already dead. This is a fairly good indicator that life is cheap and that people will come and go. Now the novel is too short and ends before we can see if there are any long term effects of the main character going through two crews so rapidly, but as you plot and pilot the world with characters for the players to interact with, don't get too attached to them.

If there is a reason for those characters to die, and this can range from the players being given a warning by another character in the setting, to that character not being prepared to take on the challenges they did, to that character getting killed because the player screwed up, then let those characters die.

NPC death can have a lot of consequences but in all ways, shapes, and forms, NPCs are very easily replaced and sometimes, it allows the GM to push the NPCs in a different direction. If other people GM anything like I do, when a new source book comes out, you might get that gamer ADD and want to use it right away. A shake up of NPC deaths' may allow you to showcase some of that material. For example, if you get a new source book on a Viking style land but the players are pretty comfortable where they're at, imagine if the village/town/etc... they're at comes under raid from some of these vikings who retreat back to their home. In their wake the vikings leave a lot of dead people and capture a lot of slaves. If the players are of the heroic sort, they'll probably go after those vikings and bam, you're rolling on the random encounter table for far north adventurers.

But GMs also make characters. If you get a book on rogues and it has all sorts of options and other interesting tweaks for rogue characters, you can have the current thieves guild crushed by some new upstarts. Of course this only becomes an issue if the players are allied with or know of the thieves guild. Perhaps they've used some of the thieves guild men for information, trading ill gotten wealth or other minor services like escort service through a maze like neighborhood. Using such tactics serves to put the players on alert.



In this short story, Roake has an ally who does everything on the up and up. Fair trade in magic and other bits is this individuals game and if you don't have the funds for it, you're not getting anything. If you do have the funds and more, you'll get treated well and more importantly, fairly. This type of character is often valued by all sides because no matter who you are, if you do right by such a character, they'll do right by you.

Outside of the character types, there are a lot of nods to the noir genre here. The characters are continually finding themselves thrust into new situations caused by other characters deciding to take things into their own hands. These double crosses happen frequently enough that it can be part of the genre and is another reason why having a 'steady' ally or patron or merchant to buy from can be so important.
No Quarter sets the stage for a fantasy Sin City and I'll be curious to see if the novellas will be collected, put into some type of RPG format or are going to only exist as a fiction line on ye old Drivethrurpg and RPGnow .