I've admitted before that I'm certainly unhip when it comes to what's new and good in the various forms of media out there before. Way behind the curve so to speak. So I noticed that on Amazon Prime that they had the first season of The Legend of Korra, wiki over here and Nick site over here, which is the sequel to Avatar the Last Airbender taking place 70 years later.
I'll be speaking of some specifics below and as the series in nearing it's third season and I'm only covering the first one...
Korra is quite different than Aang outside of the fact that she's a woman. First, she's older than Aang was. Second, she's more proficient with the elements than Aang was. She's also more aggressive in her approach to things and doesn't have the angst of having her tribe destroyed or being displaced in time. In addition, the element she has a hard time bending, is air. This allows some other elements to be used by the mainstream character as opposed to airbending. These elements are a pleasant boost from Aang in that they allow her to do more right off the bat and engage stronger opposition off the bat.
The setting has many nods to the previous series. Not only nods if you will, but direct continuations. Aang has children here. Korra, while not directly related to Aang, has ties to the Water Tribe. The setting continues the use of technology, becoming almost steam punk like if not past that.
With some of the setting specifics, there are things in the previous series that are expanded and some of the previous unique elements have become standard. For example, metal bending, a unique element of the previous series, while still difficult, is something that the police, earth benders, all have the ability in. The ability to block 'bending', the ability to control an element, is now something used by a terrorist organization to hinder benders.
Kora faces two 'enemies' here. The first is councilman Tarrlok who uses the political situation to further his own ends. Not only is he clever in the fields of navigating the people and situations around him, but he has the ability to bloodbend, a unique water bending ability. Tarrlok provides a change of pace in that initially, he's not normally the sort of foe you can just attack without ramifications. His ambitions prove to be his undoing though as he actually loses his composure and attacks the Avatar.
In a role playing game, such methodology might also work. Navigating a political opponent into a position where they have to attack or where they have to show their darker nature is a common enough theme in fiction.
The second foe is Amon. He claims that he is empowered by spirits to be a great equalizer and to take away the power of benders and make everyone on the same footing. Between Tarrlok's power grabs to benefit himself and Amon's methods of spreading fear and terror, he is more dangerous than most straight forward enemies could ever be.
Amon is not only a leader though, but is also a holder of secrets. For example, he is Tarrlok's brother and also a water bender with an even greater ability to blood bend, to not only control people's physical bodies, but to take away their ability to bend. These unique elements continue with the pattern established in the original series where exceptional characters have exceptional abilities.
I personally thought it interesting that Tarrlok and Amon were brothers. Initially I would have bet money that Amon was actually Tarrlok but the writers surprised me.
In terms of 'small characters' or those with minor roles, the show does a good job of giving distinctive features to those that don't have big roles. For example, the announcer at the sports. These announcements are entertaining and the speaker keeps that voice over style going.
Part of the 'fun' of the series is its use of voice overs at the start of each episode. These are like the old radio serials from the early years of the twentieth century. Another fun thing is the 'propaganda' posters that Amon uses. For an example, there a great picture over here at Deviant Art: http://th05.deviantart.net/fs70/PRE/i/2012/174/a/2/amon_by_desneaky-d54iy4g.jpg
Amon also has a unique apperance thanks to his mask and uniform. His charisma allows him to engage a series of followers that includes an inventor. The inventor acts as an excellent method of introducing new technological horrors including 'walking tanks' made of platinum. The reason their made of platinum is that's a metal that cannot be controlled with earth bending because of its purity.
By having an innovator against the characters, for example, in a fantasy setting, wizards traditionally fill that role, such as the creation of the old favorite the owl bear, the Game Master can add new mosnters and animals to the setting that might not ordinarily occur.
Another thing used in the setting, is statues to cement the heroes of yesteryear. For example, Aang is immortalized as a large figure in the middle of the bay. The damage from the previous setting, the near destruction of the air benders, is also continued here.
For more setting specifics, the world continues its use of animals that are made up of multiple parts. Kora's mount for example, is a polar bear dog combination.
In addition to the elements of the setting though, the strength of the series is in its characters. Kora has the son of Aang as her mentor, but he's not some solitary figure but rather a father of four with a wife and an 'old flame' whose the daughter of Toph from the original series. She also has friends and allies that stand by her side and throw some drama into the whole relationship circles that make the story more than a slug fest though.
In terms of information dump, the viewer gets a few venues for this. One of those is through the children. For example, the children are willing to talk just about everything and anything. This lets the GM pour information into the game that might not be accurate but still come to the players in at least an amusing method.
Kora, being the avatar, also has access to the previous Avatars. Because of this, she has access to previous memories and is able to have a broader understanding of what is going on. This includes learning that there was in the past, a blood bender who was able to use the manner without the benefit of a full moon. Having characters with access to such information dumps is a useful tool for bringing new information into the campaign.
In campaigns, long running ones especially, the series does a good job of showcasing temporary setbacks. Korra is defeated several times throughout the series but in the long run is victorious. A few adventurers have tried to capture this feel such as by having the players guard a city that is destined to fall only for the characters to defeat the main villains at the end of the saga even though they've suffered some setbacks.
The most surprising thing to me though, was one of the 'endings' of the series. After Amon is defeated and Tarrlok and he reunited, the two are sailing away and Amon is speaking of the things to come and how things will be just like they were when the two were chldren. Tarrlok then exploded the boat they were traveling on. While no bodies were seen, it's something like a play out of a Martin Scorsese movie.
The writing of the series is particularly strong in a lot of aspects. For example the comedy of the series is well timed and comes through in small patches but at appropriate times. The writer's use of children for example, could be ill timed but the writer's make the most of it with their inappropriate comments and actions.
The Legend of Kora is available to stream on Amazon Prime for season one or on dvd for $14.96, prime eligible.
Saturday, February 8, 2014
Friday, February 7, 2014
The Grey Citadel Adventure Prep
Many moons ago I reviewed The Grey Citadel over at En World. The individual reviews look like they're now in some type of feed system over here.
I've been thinking of running some D&D and nothing too deep. One of the problems with me is that letting my players know I'm doing an Adventure Path is they get all up in character creation from 1st-18th level and have these unrealistic expectations. The Grey Citadel is much smaller but still meaty and I can probably get over a month's play out of the thing.
So I've been rereading it and trying to determine what the best methodology for setting the game up is.I've been downloading stuff from Dark Loch, the original website that supported the adventure. It still has all sorts of goods on it.
One of the problems is that while not absolutely required, 3.5 and Pathfinder in general, use miniatures. As I look through the book, I count up some of the monsters. There are several encounters with striges, one encounter having eight of the things. In terms of skeletons, one with something like 15 of them. Ouch.
But skeletons aren't bad. I've messed with skirmish style war gaming enough to easily have twice that level covered. There are a lot of encounters with thugs as well. And if I wanted to use city guard? Something like ten to an encounter. Ouch again.
Mind you I can use say Fiery Dragon and their digital counter collection. I know somewhere around here I have one of the CD's. Hell, I've used those magic life counters for miniatures in the past.
Still, there's nothing like the physical presence of miniatures on the table. Of course it helps that I like painting too mind you.
I'll have to start going through the old collection and seeing what I can find.
Another 'problem' is that I like having maps. Mind you there are some fantastic maps in the book but I'm talking full scale maps. There are also a few potential fights that don't have maps so I'll have to figure out where those could happen and review my various Paizo Pathfinder maps. Love those suckers as they have so many of them that might fit some of these scenarios.
In terms of the adventure set up, because I'm probably just going to run it as a one-off, I'm thinking of two itnroductions. The players have been summoned for their skills to the Citadel, they happen to be in the Citadel for their own business, or, the more likely possibility, is that they were escorting a caravan here.
I say most likely because The Grey Citadel includes a bit of information outside of the city and it appeals to me that I can use that information already included in the book to get some more mileage out of it and act as a way to introduce the characters to the city.
I've also started to make a few notes outside the book where I think the players would ask for more information. For example, there's a 'celebration' of a rival party of adventurers and I know the first thing the players are going to want are details on what they look like, weapons, etc... so I'm cribbing that in a separate piece so I can have easy access to it outside the book instead of flipping through it.
If the group does decide they're cool with it, and that's a big if as right now they're doing some World of Darkness stuff, which frankly isn't my cup of tea which is why I'm not playing with the amigos at the moment, (yeah, I know I'm a bad sport), I may have to make some more changes deciding on what character class and races the players pick.
The Grey Citadel is available from Drivethrurpg in a few formats. In e-book it's $7.98, in print it's $19.95, and combo is $20.95 The combo is probably the best value and I admit to being a little shocked at the print price as that's what it was when it first came out in 2003 and I assumed there would be some cost association with printing it.
For those who run prewritten adventurers like this, how do you go about it? How many read throughs? How much customization? Do you prefer to have specific miniatures that match the adventure or are you okay with substitutions?
Wednesday, February 5, 2014
Shadow Prowler by Alexey Pehov
Anyone else ever find they have books that they have no recollection of buying? I have this in hardcover, new, and don't remember when I bought it or for how much. I've never heard of Alexey Pehov (website here) before and as I was cleaning through my various stacks of unread books, came across this. The thing that moved it to the top of the pile? "Reminiscent of Michael Moorcock's Elric series, drawn from the great heart of Russian folklore, Shadow Prowleer is the first work to be published in English by the bestselling new-generation fantasy author Alexey Pehov."
Elric? Alright then!
After reading it, no, not quite. There isn't a spellcaster whose doomed to slay his own people. There isn't a magical sword that drinks souls. There isn't travel to other planes and times. Those are some of the hallmarks of Elric at least to me. Oh, and short. Relatively short novels too. In terms of Russian folklore? I'm not learned enough in that field to say yea or nay but I didn't see a lot of the common tropes poking out like any visits from a certain Hut.
I don't know if it's a translation problem or something else but Shadow Prowler didn't make it up to the heights that other books I've read this year have. It's not bad by any means, and its more 'serious' than I consider 'popcorn' fiction like the various Magic the Gathering novels I read. But I'm not interested in it enough to buy the next book in the series when I'm still running through dozens of other books that need to go to make some room in the cramped apartment.
Part of it may be the naming conventions. The main hero is Shadow Harold. His mentor is For. One of the guides he speaks with it Bolt. The names are a little off to me which may be part of the translation or may just be common names in the native tongue.
The book has a nice nesting doll structure. The characters have to go to the Hall of Bones to retrieve the Ogre's Horn to fight the dark magic of 'The Nameless One' but along the way Harold winds up exploring a magically locked off part of the city, fighting assassins and goat men and using magic left and right. It has its up moments and is high fantasy with some questing thrown in for good measure along with a handful of interesting characters.
I'll be discussing some of the specifics below and how they might apply to a role playing game.
Racial Reimaginings: In this setting, orcs are the firstborn. They are the oldest race in the series. Elves have fangs and are not the creatures of beauty that other settings have them as. Gnomes and dwarves hate each other, and gnomes, while still shorter than dwarves, are the ones that have beards and cannons while dwarves have no beards but are still master craftsmen.
Background Dumps: Harold finds himself learning things through extrasensory methods three times in the book. The first is when he enters the forbidden zone of the city. The magic of that section overhwhelms him with the origin of the sector and how it came to be. The second is when he is mystically attuned to a magical key and learns how that key was forged. The third is when sleeping in a field and he learns how all of the bones came to be in that field. These methods of providing an information dump on the characters might be overwhelming but if the GM can provide the players with some pregenerated characters, the players can actually be the ones doing the fighting and determining how the story worked out. This may steal some time away from their regular characters but the investment may show them how it all went down in a way that the history books don't talk about.
Magic For Money: One of the things about the setting that reminded me of D&D, is that Harold is able to buy magic items and even use scrolls. The magic items are all locked up and take time to get to to prevent easy loss or theft and cost an arm and a leg but in a high fantasy setting, they are available for purchase. If your setting should logically support such commerce, there should be a good reason, perhaps a social or religious one, why it is not.
The Gods: One of the things I enjoyed about the setting, is that when a thief agrees to do something and is bound to it, not through magic, but tradition and the watching eye of the god of thieves, it's called a Commission. This provides a solid reason why anyone would trust a thief to do something that they might normally not want to do. By entering into these contracts, both parties can be sure that the other will hold to their end of the deal. The Forgotten Realms had something similar with mages and their unique sigils where Azuth would curse someone who copied the moniker of another mage. When looking at things that bind people to causes and duty, having the active hand of the gods be one of them, is an easy way to insure that word given, word kept.
Shadow Prowler is available at amazon in hardcover, for $19.24, mass market paperback for $7.19, and kindle for $6.83. The physical copies are prime eligible.
For those who've read other books by Alexey Pehov, is the series worth continuing into? Any recommendations in that vein?
Elric? Alright then!
After reading it, no, not quite. There isn't a spellcaster whose doomed to slay his own people. There isn't a magical sword that drinks souls. There isn't travel to other planes and times. Those are some of the hallmarks of Elric at least to me. Oh, and short. Relatively short novels too. In terms of Russian folklore? I'm not learned enough in that field to say yea or nay but I didn't see a lot of the common tropes poking out like any visits from a certain Hut.
I don't know if it's a translation problem or something else but Shadow Prowler didn't make it up to the heights that other books I've read this year have. It's not bad by any means, and its more 'serious' than I consider 'popcorn' fiction like the various Magic the Gathering novels I read. But I'm not interested in it enough to buy the next book in the series when I'm still running through dozens of other books that need to go to make some room in the cramped apartment.
Part of it may be the naming conventions. The main hero is Shadow Harold. His mentor is For. One of the guides he speaks with it Bolt. The names are a little off to me which may be part of the translation or may just be common names in the native tongue.
The book has a nice nesting doll structure. The characters have to go to the Hall of Bones to retrieve the Ogre's Horn to fight the dark magic of 'The Nameless One' but along the way Harold winds up exploring a magically locked off part of the city, fighting assassins and goat men and using magic left and right. It has its up moments and is high fantasy with some questing thrown in for good measure along with a handful of interesting characters.
I'll be discussing some of the specifics below and how they might apply to a role playing game.
Racial Reimaginings: In this setting, orcs are the firstborn. They are the oldest race in the series. Elves have fangs and are not the creatures of beauty that other settings have them as. Gnomes and dwarves hate each other, and gnomes, while still shorter than dwarves, are the ones that have beards and cannons while dwarves have no beards but are still master craftsmen.
Background Dumps: Harold finds himself learning things through extrasensory methods three times in the book. The first is when he enters the forbidden zone of the city. The magic of that section overhwhelms him with the origin of the sector and how it came to be. The second is when he is mystically attuned to a magical key and learns how that key was forged. The third is when sleeping in a field and he learns how all of the bones came to be in that field. These methods of providing an information dump on the characters might be overwhelming but if the GM can provide the players with some pregenerated characters, the players can actually be the ones doing the fighting and determining how the story worked out. This may steal some time away from their regular characters but the investment may show them how it all went down in a way that the history books don't talk about.
Magic For Money: One of the things about the setting that reminded me of D&D, is that Harold is able to buy magic items and even use scrolls. The magic items are all locked up and take time to get to to prevent easy loss or theft and cost an arm and a leg but in a high fantasy setting, they are available for purchase. If your setting should logically support such commerce, there should be a good reason, perhaps a social or religious one, why it is not.
The Gods: One of the things I enjoyed about the setting, is that when a thief agrees to do something and is bound to it, not through magic, but tradition and the watching eye of the god of thieves, it's called a Commission. This provides a solid reason why anyone would trust a thief to do something that they might normally not want to do. By entering into these contracts, both parties can be sure that the other will hold to their end of the deal. The Forgotten Realms had something similar with mages and their unique sigils where Azuth would curse someone who copied the moniker of another mage. When looking at things that bind people to causes and duty, having the active hand of the gods be one of them, is an easy way to insure that word given, word kept.
Shadow Prowler is available at amazon in hardcover, for $19.24, mass market paperback for $7.19, and kindle for $6.83. The physical copies are prime eligible.
For those who've read other books by Alexey Pehov, is the series worth continuing into? Any recommendations in that vein?
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Shadow Prowler
Tuesday, February 4, 2014
The Hobbit: The Desolation of Smaug (2013)
I read the Hobbit in the early 80s when I was a young lad. I honestly can't same I remember that much about it save for broad themes and character arcs. I remember the old carton, and some great comics that game about thanks to the fantastic source material.
But movies? Especially when the book was so small and has been spread out over three films?
As a fantasy fan first, I thought it was a hell of a movie. I'll be pinging various things from it and there will probably be spoilers. But seeing as how I'm so late in seeing it, those of you who would be offended by spoilers have probably seen it well before me.
Soundtrack? I felt it added greatly to the film. Moments of tension and danger highlighted by the score.
Visuals: There could be several things to point out. When Bilbo emerges from the Mirkwood Forest and is surrounded by butterflies and enjoys the sunlight after the oppression of the forest? The costume designs on both the heroes and the villains? The variety of scarring and wounds that the orcs proudly bear to indicate their fierceness? The destroyed city which is proclaimed the desolation of Smaug when the Company sees it from above?
One of my favorite bits is when Gandalf confronts Sauron. I don't care if it was in the book or not. The imagery here, of a burning orb with a black pupil, one that resembles Sauron's armored from and yet is instantly recognizable as the Great Eye from the Lord of the Rings trilogy? It works on many levels and serves as a great tool to tie the two franchises together.
In terms of visuals for player characters, the make up crew did a great job in insuring that the dwarves, despite the shared origins, have little in common. They do this by making their beards distinguished from one another with different styles.
They make the beards of different lengths.
They make the beards braided or combed.
They make some taller than others and some fatter than others and some bald.
the ability to bring quick defining visuals to the dwarves makes them more individualistic and stand out more than they would if they were just a merry band as I tend to recall them from the book all those many years ago.
Scope: Similar in theme to visuals, but a bit more in setting the mood, is how grand some of the things are. For example, the dwarven home has a huge dwarf statue outside of it. Other elements continue to showcase a grandeur missing from the previous movie. For example, Smaug himself. Nothing in the Lord of the Rings compares to Smaug's screen presence. His movements, his facial gestures, his power. Bilbo's flattery of Smaug seems more apt than mere flattery to gain a few moments.
Screen shots from the movie would make great role playing aids. They could easily lend themselves to a wide variety of setting and help showcase how wide and diverse the world is.
Mood: One of the things I didn't enjoy about the first mood was I though it a touch too silly.I'm not saying all fantasy has to be 'grimdark' or anything like that, but the Brown Wizard for example? Yeah, way too much for my personal taste and the second movie essentially has the Brown Wizard perform a cameo before departing.
Do I think the movie without flaws? I'm a little unimpressed with Bard, one of the men from Lake Town. Not because he doesn't have a great introduction, but because his apparent skill is an archer. By having the elves feature so much in this film, the mere act of archery in and of itself is squat. Legolas proves to have archery as well as swordplay. Bard doesn't have too much presence though in the movie and I'll be curious to see what they do with him in the third film.
I also though the dwarves captured a little too often and released a little too easily. After a while you can only wonder why on earth they thought they could succeed in their mission.
For role playing games, there is a lot that could be taken.
Titles: Smaug boldly claims the title "King Under the Mountain" which is normally a dwarf honorific. Others have their own titles but some of these are for deception. For example, Sauron doesn't name himself as such but rather goes by The Necromancer. This prevents his foes from knowing that he has returned and grown in power and ability. Players could be searching out an old foe never aware that he has taken a new guise and name.
Chance Encounters: One of the things that can be difficult to do in role playing games, is the introduction of a new character. Here when the dwarves are in danger of being overwhelmed by the spiders of Mirkwood, they are helped by the elves. A quick method of allowing a new player to join or replacing a character that has died, is to have the characters encounter one another against common enemies.
Skills Tests instead of Combat: There are several encounters in the movie that I think would play out better as skill challenges as opposed to pure combat. For example, when they dwarves escape from the elves, they are beset upon by orcs. Mind you, the dwarves are in the river, in barrels. The whole chase scene has a touch of humor to it, but relies on some quick thinking and physical prowess that move beyond the realm of hack and slash.
In addition, the encounter with Smaug the dragon? It reminded me of some video games I've played where the point isn't to cast spells and hack at the enemy, but to set up a scenario or maneuver the enemy into a position where he'll be destroyed. If the players are facing, at the GM's design, some creature that is far beyond their power, if they are meant to overcome it, design the meeting or location or nearby locations in a way that augment the encounter and have the players talking about luring the dragon into the cave so it couldn't fly or poisoning the well water so that it couldn't breath fire or allowing the players some other method that could work, to actually work.
Animosity: When looking at role playing games that have alignments, one of the harder elements to juggle is why good races allow other good races to fight alone. For example, when Thorin Oakenshield, the leader of the dwarves, speaks with Thrandui, the elf king, the dwarf accuses the elf of leaving his people to rot and die while the elf replies that he warned the dwarves what would happen and could not prevent it. The elves here come across as fairly xenophobic and wish nothing to do with those outside their borders. Even Legollas himself bears many of these features initially so I imagine we'll see a bit more of a character arc for him in the third movie that expands his capacity for empathy.
The Hobbit: The Desolation of Smaug may not win any awards for theme, plot, acting, or other bits, but I hope it can only shine a light to hollywood that there is a lot of potential money to be made from the fantasy genre that falls outside of A Game of Thrones.
But movies? Especially when the book was so small and has been spread out over three films?
As a fantasy fan first, I thought it was a hell of a movie. I'll be pinging various things from it and there will probably be spoilers. But seeing as how I'm so late in seeing it, those of you who would be offended by spoilers have probably seen it well before me.
Soundtrack? I felt it added greatly to the film. Moments of tension and danger highlighted by the score.
Visuals: There could be several things to point out. When Bilbo emerges from the Mirkwood Forest and is surrounded by butterflies and enjoys the sunlight after the oppression of the forest? The costume designs on both the heroes and the villains? The variety of scarring and wounds that the orcs proudly bear to indicate their fierceness? The destroyed city which is proclaimed the desolation of Smaug when the Company sees it from above?
One of my favorite bits is when Gandalf confronts Sauron. I don't care if it was in the book or not. The imagery here, of a burning orb with a black pupil, one that resembles Sauron's armored from and yet is instantly recognizable as the Great Eye from the Lord of the Rings trilogy? It works on many levels and serves as a great tool to tie the two franchises together.
In terms of visuals for player characters, the make up crew did a great job in insuring that the dwarves, despite the shared origins, have little in common. They do this by making their beards distinguished from one another with different styles.
They make the beards of different lengths.
They make the beards braided or combed.
They make some taller than others and some fatter than others and some bald.
the ability to bring quick defining visuals to the dwarves makes them more individualistic and stand out more than they would if they were just a merry band as I tend to recall them from the book all those many years ago.
Scope: Similar in theme to visuals, but a bit more in setting the mood, is how grand some of the things are. For example, the dwarven home has a huge dwarf statue outside of it. Other elements continue to showcase a grandeur missing from the previous movie. For example, Smaug himself. Nothing in the Lord of the Rings compares to Smaug's screen presence. His movements, his facial gestures, his power. Bilbo's flattery of Smaug seems more apt than mere flattery to gain a few moments.
Screen shots from the movie would make great role playing aids. They could easily lend themselves to a wide variety of setting and help showcase how wide and diverse the world is.
Mood: One of the things I didn't enjoy about the first mood was I though it a touch too silly.I'm not saying all fantasy has to be 'grimdark' or anything like that, but the Brown Wizard for example? Yeah, way too much for my personal taste and the second movie essentially has the Brown Wizard perform a cameo before departing.
Do I think the movie without flaws? I'm a little unimpressed with Bard, one of the men from Lake Town. Not because he doesn't have a great introduction, but because his apparent skill is an archer. By having the elves feature so much in this film, the mere act of archery in and of itself is squat. Legolas proves to have archery as well as swordplay. Bard doesn't have too much presence though in the movie and I'll be curious to see what they do with him in the third film.
I also though the dwarves captured a little too often and released a little too easily. After a while you can only wonder why on earth they thought they could succeed in their mission.
For role playing games, there is a lot that could be taken.
Titles: Smaug boldly claims the title "King Under the Mountain" which is normally a dwarf honorific. Others have their own titles but some of these are for deception. For example, Sauron doesn't name himself as such but rather goes by The Necromancer. This prevents his foes from knowing that he has returned and grown in power and ability. Players could be searching out an old foe never aware that he has taken a new guise and name.
Chance Encounters: One of the things that can be difficult to do in role playing games, is the introduction of a new character. Here when the dwarves are in danger of being overwhelmed by the spiders of Mirkwood, they are helped by the elves. A quick method of allowing a new player to join or replacing a character that has died, is to have the characters encounter one another against common enemies.
Skills Tests instead of Combat: There are several encounters in the movie that I think would play out better as skill challenges as opposed to pure combat. For example, when they dwarves escape from the elves, they are beset upon by orcs. Mind you, the dwarves are in the river, in barrels. The whole chase scene has a touch of humor to it, but relies on some quick thinking and physical prowess that move beyond the realm of hack and slash.
In addition, the encounter with Smaug the dragon? It reminded me of some video games I've played where the point isn't to cast spells and hack at the enemy, but to set up a scenario or maneuver the enemy into a position where he'll be destroyed. If the players are facing, at the GM's design, some creature that is far beyond their power, if they are meant to overcome it, design the meeting or location or nearby locations in a way that augment the encounter and have the players talking about luring the dragon into the cave so it couldn't fly or poisoning the well water so that it couldn't breath fire or allowing the players some other method that could work, to actually work.
Animosity: When looking at role playing games that have alignments, one of the harder elements to juggle is why good races allow other good races to fight alone. For example, when Thorin Oakenshield, the leader of the dwarves, speaks with Thrandui, the elf king, the dwarf accuses the elf of leaving his people to rot and die while the elf replies that he warned the dwarves what would happen and could not prevent it. The elves here come across as fairly xenophobic and wish nothing to do with those outside their borders. Even Legollas himself bears many of these features initially so I imagine we'll see a bit more of a character arc for him in the third movie that expands his capacity for empathy.
The Hobbit: The Desolation of Smaug may not win any awards for theme, plot, acting, or other bits, but I hope it can only shine a light to hollywood that there is a lot of potential money to be made from the fantasy genre that falls outside of A Game of Thrones.
Monday, February 3, 2014
Kindle Monthly Deals for Feb 2014 that Caught My Interest
So every month, in addition to their Kindle Daily Deals and their Gold Box Deals and their 'Big Deals', Amazon also does some odd 100 books for under $3.99
I review the list every month to see if there's anything on there that I'm going to wind up reading later on. Makes it easier to look them up since there isn't a physical book involved that requires me to store it somewhere in the meanwhile.
So for February 2014, here are some I'm looking over. Since these prices are good till the end of the month, I'm not too worried about picking them up RIGHT NOW but have it bookmarked and reminder to myself to review later.
The Norman Conquest: The Battle of Hastings and the Fall of Anglo-Saxon England: An upstart French duke who sets out to conquer the most powerful and unified kingdom in Christendom. An invasion force on a scale not seen since the days of the Romans. One of the bloodiest and most decisive battles ever fought. This new history explains why the Norman Conquest was the most significant cultural and military episode in English history. Assessing the original evidence at every turn, Marc Morris goes beyond the familiar outline to explain why England was at once so powerful and yet so vulnerable to William the Conqueror’s attack; why the Normans, in some respects less sophisticated, possessed the military cutting edge; how William’s hopes of a united Anglo-Norman realm unraveled, dashed by English rebellions, Viking invasions, and the insatiable demands of his fellow conquerors. This is a tale of powerful drama, repression, and seismic social change: the Battle of Hastings itself; the sudden introduction of castles and the massive rebuilding of every major church; the total destruction of an ancient ruling class. Language, law, architecture, and even attitudes toward life itself were altered forever by the coming of the Normans.
Uh... wow. That's it.
Now quite true. There are a few I actually already own and a few in the genre I'm just not interested in. Some non Herbert books in the Dune saga for example.
Looking over it further, these don't reach out to me like The Norman Conquest does but may bear further investigation.
The Last Secret of the Temple: In the year 70 AD, as the Romans sacked and destroyed the Holy Temple in Jerusalem, a young Jewish boy was hidden away and chosen as the guardian of a great secret. For seventy generations this secret remained safeguarded. But in present day Israel, a Jewish radical threatens to reveal this hidden truth and use it to rend apart the fragile Middle East—and only an unlikely duo of hardened detectives of very different origins and a young, enterprising Palestinian journalist can unite to ward off disaster.
A relentless and fast-paced thriller that moves from Egypt to Jerusalem to the Sinai Desert, that spans the millennia and involves Cathar heretics, Nazi prisoners, and modern-day suicide bombers, Paul Sussman’s The Last Secret of the Temple is a thrilling, roller-coaster adventure that brilliantly examines the participants on both sides of the Arab-Israeli conflict. Timely, important, and completely absorbing, it marks Paul Sussman as one of today’s great thriller writers.
Legendary historical novelist Jean Plaidy begins her tales of Henry VIII’s queens with the story of his first wife, the Spanish princess Katharine of Aragon.
As a teenager, Katharine leaves her beloved Spain, land of olive groves and soaring cathedrals, for the drab, rainy island of England. There she is married to the king’s eldest son, Arthur, a sickly boy who dies six months after the wedding. Katharine is left a widow who was never truly a wife, lonely in a strange land, with a very bleak future. Her only hope of escape is to marry the king’s second son, Prince Henry, now heir to the throne. Tall, athletic, handsome, a lover of poetry and music, Henry is all that Katharine could want in a husband. But their first son dies and, after many more pregnancies, only one child survives, a daughter. Disappointed by his lack of an heir, Henry’s eye wanders, and he becomes enamored of another woman—a country nobleman’s daughter named Anne Boleyn. When Henry begins searching for ways to put aside his loyal first wife, Katharine must fight to remain Queen of England and to keep the husband she once loved so dearly.
I review the list every month to see if there's anything on there that I'm going to wind up reading later on. Makes it easier to look them up since there isn't a physical book involved that requires me to store it somewhere in the meanwhile.
So for February 2014, here are some I'm looking over. Since these prices are good till the end of the month, I'm not too worried about picking them up RIGHT NOW but have it bookmarked and reminder to myself to review later.
The Norman Conquest: The Battle of Hastings and the Fall of Anglo-Saxon England: An upstart French duke who sets out to conquer the most powerful and unified kingdom in Christendom. An invasion force on a scale not seen since the days of the Romans. One of the bloodiest and most decisive battles ever fought. This new history explains why the Norman Conquest was the most significant cultural and military episode in English history. Assessing the original evidence at every turn, Marc Morris goes beyond the familiar outline to explain why England was at once so powerful and yet so vulnerable to William the Conqueror’s attack; why the Normans, in some respects less sophisticated, possessed the military cutting edge; how William’s hopes of a united Anglo-Norman realm unraveled, dashed by English rebellions, Viking invasions, and the insatiable demands of his fellow conquerors. This is a tale of powerful drama, repression, and seismic social change: the Battle of Hastings itself; the sudden introduction of castles and the massive rebuilding of every major church; the total destruction of an ancient ruling class. Language, law, architecture, and even attitudes toward life itself were altered forever by the coming of the Normans.
Uh... wow. That's it.
Now quite true. There are a few I actually already own and a few in the genre I'm just not interested in. Some non Herbert books in the Dune saga for example.
Looking over it further, these don't reach out to me like The Norman Conquest does but may bear further investigation.
The Last Secret of the Temple: In the year 70 AD, as the Romans sacked and destroyed the Holy Temple in Jerusalem, a young Jewish boy was hidden away and chosen as the guardian of a great secret. For seventy generations this secret remained safeguarded. But in present day Israel, a Jewish radical threatens to reveal this hidden truth and use it to rend apart the fragile Middle East—and only an unlikely duo of hardened detectives of very different origins and a young, enterprising Palestinian journalist can unite to ward off disaster.
A relentless and fast-paced thriller that moves from Egypt to Jerusalem to the Sinai Desert, that spans the millennia and involves Cathar heretics, Nazi prisoners, and modern-day suicide bombers, Paul Sussman’s The Last Secret of the Temple is a thrilling, roller-coaster adventure that brilliantly examines the participants on both sides of the Arab-Israeli conflict. Timely, important, and completely absorbing, it marks Paul Sussman as one of today’s great thriller writers.
The whole shift to Modern day kinda makes it blah for me and I have enough books that anything that doesn't jump out at me is put on the backlist. I guess we'll see as the month wears on.
Katharine of Aragon: For the first time in paperback—all three of Jean Plaidy’s Katharine of Aragon novels in one volume.
Legendary historical novelist Jean Plaidy begins her tales of Henry VIII’s queens with the story of his first wife, the Spanish princess Katharine of Aragon.
As a teenager, Katharine leaves her beloved Spain, land of olive groves and soaring cathedrals, for the drab, rainy island of England. There she is married to the king’s eldest son, Arthur, a sickly boy who dies six months after the wedding. Katharine is left a widow who was never truly a wife, lonely in a strange land, with a very bleak future. Her only hope of escape is to marry the king’s second son, Prince Henry, now heir to the throne. Tall, athletic, handsome, a lover of poetry and music, Henry is all that Katharine could want in a husband. But their first son dies and, after many more pregnancies, only one child survives, a daughter. Disappointed by his lack of an heir, Henry’s eye wanders, and he becomes enamored of another woman—a country nobleman’s daughter named Anne Boleyn. When Henry begins searching for ways to put aside his loyal first wife, Katharine must fight to remain Queen of England and to keep the husband she once loved so dearly.
I like historical bits but this seems a little more romance to me. Some of the reviews give it thumbs up for it being a good time piece though so again, I'll wait and think about it.
1492: The Year the World Began : 1492: The Year the World Began is a look at one of the most fascinating years in world history, the year when many believe the modern world was born. Historian Felipe Fernandez-Armesto, author of Millennium, covers such iconic figures as Christopher Columbus and Alexander Borgia and explores cultures as diverse as that of Spain, China, and Africa to tell the story of 1492, a momentous year whose lessons are still relevant today
And yeah, that's about it. 1492 sounds more promising than the rest except my first choice of Conquest.
What's everyone else looking at in terms of sales? I know Barnes and Noble has a good science fiction fantasy sale going on over here that was still active last time I looked. Anything else from the February kindle sale that is outstanding?
Sunday, February 2, 2014
The Coffee Trader by David Liss: Round 2!
David Liss writing impresses me. He's able to distil the dozens of books and events he uses for research and condense it down into a historical novel that rings authentic with characters that are not perfect and who do not escape their machinations unscathed.
I would heartily recommend anyone looking for a well written historical to pick up any of his books and if they were interested in how commerce of this era worked, to give The Coffee Trader a read.
I'll be discussing specific spoilers below and how they might influence a role playing game so if you'd read none of those, look no further.
This leads him, while pursuing his goals, to, unknowingly mind you, to crush a woman who might have been his friend, to have a former ally crippled, and to turn away the friendship of a man he'd wronged in the past. It also sets him in a villainous light as his deeds, while indeed making him a small fortune, destroy the fortunes of his brother, and indeed, were set up to damage a man who sought to be his friend.
The depths of his being manipulated are thought provoking for me. For example, while he speaks to Hendrick, a burly enforcer, about handling some violence for him, the price offsets him which works for the better. The man he would have had beaten instead winds up turning Miguel's fortunes around and they part as friends.
Until Hendrick needing money does the deed anyway and demands the payment. This crippling beating he puts on Migel's associate costs Migel the associate, who flees the city, as well as a high cost that was initially discussed.
His involvements in other fields are also turned around so that many of the 'good' things he thought to do, to be virtuous, to be the 'hero' are turned in a negative fashion. So much so that the ending is a downer of sorts even as it has its ups.
It's complex layers can be difficult to bring to a role playing game.
I guess my rambling would boil down to, if the heroes don't enjoy success in all of their endeavors, find the ones that matter most to them and allow them victory there, but not without cost in other venues that their character motivations have treasured in the past.
Much of the novel involves the lives of the Jews in Amsterdam. As I mentioned last post, there is not a single unity in the Jewish community, but for the most part, one ruling body.
But it doesn't control everything. For example, when someone is excommunicated from the main body, there are still some small groups that will allow the services and prayers to be done as long as they are not in the spotlight. These schisms can be small but eventually become their own religion.
The novel takes place in Amsterdam. Here there are several languages spoken but because of arrogance and thinking less of others, sometimes people would speak their mind without knowing that those around them can understand their schemes.
If your setting has multiple languages, which most do, occasionally have the NPCs speak in those different dialects when they wish to keep things secret from the characters. Those who don't speak the language may remember a word or phrase but miss out on the meaning while those who do may either show their hand that they do speak the language, or in future dealings have a translator around whom they trust, perhaps one who is not introduced as such to give them a hand in future dealings.
The Coffee Trader is available in Kindle format for $9.99 or in trade paperback for $12.34 and Amazon prime eligible.
I would heartily recommend anyone looking for a well written historical to pick up any of his books and if they were interested in how commerce of this era worked, to give The Coffee Trader a read.
I'll be discussing specific spoilers below and how they might influence a role playing game so if you'd read none of those, look no further.
Scenario Reversal:
The main character of the novel, Miguel Lienzo, is motivated by many things. For example, he doesn't want to be poor. He wants to be a good Jew. He wants to avoid being entangled in the webs of others who may wish him ill. For the most part, these motivations and desires don't cross the border into wishing others ill save when they cross him.This leads him, while pursuing his goals, to, unknowingly mind you, to crush a woman who might have been his friend, to have a former ally crippled, and to turn away the friendship of a man he'd wronged in the past. It also sets him in a villainous light as his deeds, while indeed making him a small fortune, destroy the fortunes of his brother, and indeed, were set up to damage a man who sought to be his friend.
The depths of his being manipulated are thought provoking for me. For example, while he speaks to Hendrick, a burly enforcer, about handling some violence for him, the price offsets him which works for the better. The man he would have had beaten instead winds up turning Miguel's fortunes around and they part as friends.
Until Hendrick needing money does the deed anyway and demands the payment. This crippling beating he puts on Migel's associate costs Migel the associate, who flees the city, as well as a high cost that was initially discussed.
His involvements in other fields are also turned around so that many of the 'good' things he thought to do, to be virtuous, to be the 'hero' are turned in a negative fashion. So much so that the ending is a downer of sorts even as it has its ups.
It's complex layers can be difficult to bring to a role playing game.
I guess my rambling would boil down to, if the heroes don't enjoy success in all of their endeavors, find the ones that matter most to them and allow them victory there, but not without cost in other venues that their character motivations have treasured in the past.
Religion
Much of the novel involves the lives of the Jews in Amsterdam. As I mentioned last post, there is not a single unity in the Jewish community, but for the most part, one ruling body.
But it doesn't control everything. For example, when someone is excommunicated from the main body, there are still some small groups that will allow the services and prayers to be done as long as they are not in the spotlight. These schisms can be small but eventually become their own religion.
Languages
Most role playing games use Trade Tongue to make things simple. They use it because it allows all of the players to start the game on essentially equal footing and not have to use precious character resources to spend on something that is essential to all of the players in order to communicate.The novel takes place in Amsterdam. Here there are several languages spoken but because of arrogance and thinking less of others, sometimes people would speak their mind without knowing that those around them can understand their schemes.
If your setting has multiple languages, which most do, occasionally have the NPCs speak in those different dialects when they wish to keep things secret from the characters. Those who don't speak the language may remember a word or phrase but miss out on the meaning while those who do may either show their hand that they do speak the language, or in future dealings have a translator around whom they trust, perhaps one who is not introduced as such to give them a hand in future dealings.
Metropolis
Taking place in Amsterdam, the novel makes mention several times of the different faiths and people that meet and do business in the city. This is possible because the people allow the Jews to do their thing, and allow the Catholics, whom they defeated, to remain and do their business as long as they do not go out of their way about it.
This makes the city a melting pot of many cultures and faiths, which stretch across cultures. Most fantasy settings tend to have several large city states that encapsulate the entirety of the setting in a microcosm. Don't be afraid to throw some different things into the setting when it makes sense to do so.
The Coffee Trader is available in Kindle format for $9.99 or in trade paperback for $12.34 and Amazon prime eligible.
Labels:
Campaign Design,
David Liss,
Historicals,
The Coffee Trader
Saturday, February 1, 2014
The Coffee Trader by David Liss
While I enjoyed Peter V. Brett's novels in the Demon Cycle, I'm loath to order the next book and wait for it in the mail. Especially when I had dozens if not hundreds of books waiting to be read. Especially when there is another book or two after that third novel that hasn't even been released yet!
Among those is The Coffee Trader by David Liss, homepage here. It's worth a look at if you're a fan of historical fiction or comics. Yeah, that's right, David Liss writes comics as well. Sheesh.
I'm mentioned David Liss before, for example, the Whiskey Rebels, and he's a fantastic historical author. I find a lot of things to think about in terms of how the world was, how it is, and how those things can be applied to a role playing game.
For example, while I'm nowhere near finished with the Coffee Trader, there are numerous bits talking about the plight of Jews.
There is the terror of being a hidden Jew. One that has to do everything relating to its religion in secret and fear the Inquisition coming for them. One problem here is that because the Catholic Church gets your property and possessions if you're convicted of being a Jew, that prosperous merchants fall to the Inquisition even when they are not Jewish.
Another problem reveals itself, in talking about who to tell your faith to. I mention this because one of the ladies in the novel doesn't know she's Jewish until she's married off. Her father and family were worried that she would be too much like her mother and have a tendency to gossip which would result in the family being killed. So for her, being a Catholic who hates Jews is all she's ever known her whole life.
That makes an interesting character. Where one's training and background have all followed one path her entire life only to be told, "Well, that's not the truth." Even her 'real' name is different. The potential for character moments are high there.
In addition to the outside persecution though, there is still internal strife. When the characters feel they have a 'safe haven', they are taken in by the Jews of Amsterdam but then have to follow all of the laws of those Jewish tradition holders or be thrown out of the community. This leads some of the merchants and traders to do business in places out of the way, where they will not be seen by members of their community.
Now that's also role playing potential. Not only is there the risk of being spotted by members of your own faith and community and being thrown out for it, there's risk in putting yourself into those situations where no one from your faith or tribe can help you. In those out of the way locations, who knows what could happen.
The Coffee Trader is so far enjoyable and I'll probably have another post about it later. The role of faith and ethnicity and the merchant background that David Liss brings the reader into are so far compelling and enjoyable while being thought provoking at the same time.
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