...of the year. 2012 has come and gone, and we're mostly none the worse for it.
I mean, sure, there are a few places on our blue little planet, where people are a bit unpleasant with each other, but we didn't croak en masse back on the 21th.
There have been many "interesting" theories about what should have happened when the mayan calender expired, and I'm sure the inventors of said theories will soon trip over a new reason for the earth to be destroyed by their pet projects.
If you want a good laugh while you are waiting for the new year to come around, have a good look at this episode of Penn&Teller: Bullshit. It deals with just the sort of loony theories that should have taken place two weeks ago.
I have to warn you though, at least bad language is guaranteed, so watch with care.
Happy New Year Everyone!
Monday, December 31, 2012
Monday, December 24, 2012
'Tis the Season!
Seasons Greetings, Merry Christmas or Jolly Monday (in case you aren't in the mood to celebrate today) to you!
No time for any long posts today. Lot's to do and so forth. However, I had to put up a little happy holiday greeeting, should you decide to take time out to visit my page. Therefore I will leave you on this December 24th with a timeless classic, enjoy!
No time for any long posts today. Lot's to do and so forth. However, I had to put up a little happy holiday greeeting, should you decide to take time out to visit my page. Therefore I will leave you on this December 24th with a timeless classic, enjoy!
Monday, December 17, 2012
The Physics of Fear
Let me start off by
explaining that I have been a horror fan my entire life. I didn't watch scary movies as a child, so it was only later that I
got into serious horror. Even so, as a kid, I loved ghost stories,
the spookier the better. I must have read every collection of ghost
stories the local library had.
Later on, in my early
teens, my friends and I would watch with great glee, what are now some
of the most iconic horror movies in cinematic history. Movies like
The Exorcist (1973), Nightmare on Elm Street (1984) and Hellraiser
(1987) are now classics. But back in those days there was nothing
cooler. We devoured every scream, every splash of blood, every
demonic gurgle emanating from below the stairs. Over the years, we
watched so many gruesome movies, I can't recall half of them.
However, I can honestly
say I was never scared. It's only in recent years that I found myself
being affected by horror movies. This has made me reflect more on the
philosophy of horror, and that is what this is about.
My personal
take on the physics of fear, not as a scientist or a doctor, as I am
neither, but as both a fan and a creator of horror.
H. P. Lovecraft wrote:
”The oldest and strongest
emotion of mankind is fear, and the oldest and strongest kind of fear
is fear of the unknown”.
He was so right. A monster is always scariest before we see it, when
our imagination fills in the blanks. This
is what makes horror so difficult to create. What one person finds
terrifying is trivial, perhaps even laughable, to someone else. You
can't please everyone all the time, but if you can scare the
majority, you're on to something.
In
the late 90's, I ran a horror game for a couple of friends, who were
an item at the time. We played in her kitchen late into the night.
When we were done, he walked me to the bus stop while we chatted. He
told me he thought the game was cool, and he'd had a good time. It
was only later she
told me that she was so scared she refused to leave the kitchen until
he came back. I was incredibly flattered. I had succeeded in
genuinely scaring someone. I'm not telling this to brag, but to
illustrate an example. My friend liked my game, but wasn't really
scared, but his girlfriend found the same game terrifying.
Fear is an intensly personal thing, and in order to be really scary,
you have to push buttons.
The
perhaps most basic trick to accomplish this, is to make horror
relatable. If the story is too alien it looses a great deal of power.
The most popular, and therefore most effective horror stories are all
relatable somehow. It's all about making people think What
if? Could this happen to me? Even
if you rationally know it can't happen, that it's just a book, a
movie or a game, the killer could be in your bathroom, right now.
That makes it scary. The rest comes down to trappings.
Let's
take Freddy Krueger from Elm Street as an example. Sure he looks
scary, but that's not what makes the movie so creepy. It's the fact
that you
have to sleep for real that makes him frightening. Not the burned
face and knife-glove, but the idea that you'll see him in your dreams
tonight.
In The Grudge, a victim hiding in her own bed is taken by the ghost.
Michael Myers of Halloween fame stalks you in your own house. This
makes these creatures so effective, the fact that you aren't safe in
your own home, in your own bed. You, not just the characters, are
not safe. Period.
The trappings, while not as vital as the relatability, are none the
less very important. Like mentioned above, Freddy has his sweater,
hat and glove. Myers has his blank mask, which incidentally hightens
the unknown nature of the monster. The Grudge ghosts are horribly
pale and move in unnatural jerking movements. Without these
trappings, they wouldn't be interesting, they wouldn't be as
frightening. The story can't stand on trappings alone, but they are
essential. They are like spices. You can't cook dinner on just
spices, but without them you have a very bland meal. It's getting the
combination right that's so hard.
John Carpenter said that there are fundamentally only two kinds of
horror stories; the external horror, i.e. the evil is out there, and
the internal horror, i.e. the horror is inside us all.
The umbrella of horror covers a great many sub-genres, from pure gore
fests to slow, subtle mood pieces. I love the fact, that when Bela
Lugosi's Dracula appeared in cinemas in 1931, they had nurses in the
theaters to take care of people who got so scared they fainted. I was
about sixteen when I saw that version of Dracula for the first time,
and I couldn't believe how cheesy it was. But it illustrates really
well in my mind, how our reaction to horror can and will evolve over
time.
Monday, December 10, 2012
Pick me up
So winter is officially
upon us with the cold, the snow and the gloomy darkness. Since
Christmas is approaching fast, I figured we could all use a good
laugh to lighten the mood and alleviate the stress. If you have any.
I'll leave that to your discretion.
We'll start with Key &
Peele;
And we'll continue with
some Mitchell and Webb;
Finally, we are going
to end on an equally hilarious, but not sketch based humor, Would I lie to you;
Monday, December 3, 2012
Merits and Flaws, a few thoughts
The phenomenon of
taking flaws and merits for your character, isn't exactly a new one.
They come in many names, but gained popularity in the 90's, and are
still used in many systems today. They have always split opinions
amongst GM's and players alike, and I thought we could take a look at
them.
The idea is that the
merits and flaws allow you to customize your character to make her
stand out and make her unique. In every system I have ever read that
contains them, you take a certain amount of flaws worth a number of
points, and then spend these points on either merits or on rounding
out skills and attributes.
In general this is a
great idea, but it can be abused by power hungry players, so you the
GM really need to be on his toes.
So how does one abuse
merits & flaws?
The first way is to
take a flaw that would really derail the campaign if the GM ever
decides to invoke it. The classic example is the powerful enemy flaw.
In all likelyhood, this enemy is much more powerful than the
character, potentially even more powerful than the entire party. An
attack by such an enemy will probably mean a total party kill, which
would be extremely unfair to the other players, thus prohibiting the
GM from using him. Of course, the enemy can focus on just the
relevant character, but why allow it, if it means certain,
unavoidable death. Suddenly, Sauron steps around the corner, and
murders your hobbit. Any questions?
The second method
entails taking a flaw that is technically lethal, but won't affect
the character until the campaign is over, or the character dies from
some other cause. A typical example is to take a disease that kills
slowly in a game famous for a high mortality rate, i.e. claiming the
character has syphilis in a game set on the eastern front in WW II.
Sure, he may have the disease, but it can take up to twenty years to
kill, so it shouldn't be considered lethal for the campaign.
In third place, we have
the ridicilously unlikely flaw, like having a major phobia of
something the character will likely never encounter, like an alien in
a historical campaign without supernatural elements, or something
that's absolutely redundant, like being terrified of erupting
volcanoes. Who isn't terrified of them?
The key to managing the
flaws, is to first make sure they actually mean something to the
characters, so that they aren't taken just for the points. And
secondly to put players who try to abuse the system on the spot.
Don't let them get away with this, it ruins the fun for everyone.
Remember, flaws are always optional. If no flaw fits a character, he
shouldn't have any.
Let's turn to the
merits now. These are much less likely to be a problem, since the
game designers have already been over them to make sure they aren't
overpowered. But do keep in mind that the designers are but falliable
humans and may have overlooked something. The only real concern here,
is that a particular merit may be too powerful for a given campaign.
Like some kind of photographic or eidetic memory in a mystery game. A
character that is unable to forget anything ever, could well skew the
mystery you have planned.
In closing, I'd like to
point out that I have nothing against the merits and flaws. They
really do fill a useful niche, but they can be problematic, and they
aren't always neccessary. As with all things in the wide wonderful
world of RPG's, it's up to you how you want it.
Monday, November 26, 2012
A slight difference
Every now and then, I
get in the mood for some particular historical era. It can be the
renaissance, the 1920's, you name it. Lately, I've been looking into
World War I, The Great War, or the War to end all Wars (yeah, right).
28.06.1914 – 11.11.1918. Four years that killed more than nine
million people. And that's just the death toll from the fighting.
Then you have to factor in the deaths from disease, starvation and
bombing. The first really big mechanized war in history. Heavy stuff.
But I'm not writing
this to contemplate the horrors of war. Others have done that far
more eloquently than I can. No, this is about entertainment, believe
it or not.
You see, when I get
into one of my moods, I like to read books, watch movies and play
games set in that specific era. It doesn't have to be historically
correct either, as long as the ambiance is there.
That's when I ran into
something interesting. Bookwise, from fact to fiction, there's a
wealth to choose from when it comes to WW I. But when I looked into
movies and games, I was quite surprised. Lets look at movies first.
According to Wikipedia,
there are ninety movies set in WW I. Granted, the list is incomplete, but it gives a good
indication of the amount of movies depicting the great war. Now,
let's compare it to the Wikipedia page for WW II.
That's 229 movies and TV series since just 1990.
And the same trend
continues with games. Wikipedia lists 31 games
set in WW I, and looking at WW II, we get through A, B and four games into C before thirtyone
games are listed.
My question is, why?
Why is the second world war so much more popular? Is it because it
came later? Maybe, but only by twenty years. And considering that
the Vietnam War was even more recent but get about the same number of
movies as WW I, that can't really be it. Could it be because of the
higher death count? Possibly, but I doubt it. To be sure WW II was bigger than anyhing before or since, but there has to be more to it.
Perhaps it is that WW
II had clearer lines than most wars. It's easy to point at the nazis and say;
there are the bad guys, let's all go shoot them in the face.However, there are some kind of bad guys in every war.
Or could it be something else that fascinates us so much about this conflict that we to this day can't let go? I don't know, but it is a really interesting question, don't you think?
Monday, November 19, 2012
Tinker Tailor Soldier Spy
If you want to watch a
great cold war spy drama, you can't do much better than Tinker Tailor
Soldier Spy, based on the original novel by John Le Carré. However,
make sure you watch the right one, or should I say, watch the right
one first. The TV show was made in 1979, while the movie came out
2011. You should definately watch the TV show first, and there are
several reasons why.
First off, as much as I
love Gary Oldman, Alec Guiness fits the role of the main character,
George Smiley an MI6 veteran, better. There's something subtle
Guiness brings to the role, that I didn't find in Oldmans
performance. This pretty much goes for the rest of the cast as well.
Second, because the
story is set in '79, the film makers had to try to recreate the
seventies, instead of just being there like the show was, and it's
obvious. The film just can not feel as authentic, no matter how hard
they tried. And they tried very hard. But at the end of the day, a
copy can't beat an original.
The third and most
important reason is, the show had seven 45 minute episodes to tell an
intense and dramatic story set in the cold war, while the movie had
just over two hours to try to do the same thing. It's no surprise the
movie felt both confusing and rushed at the same time. If I hadn't
seen the show first. I wouldn't have understood half of what was
going on.
Do by all means watch
the movie, it's good, but the original show is so much better.
Monday, November 12, 2012
The List of Seven
Over the weekend, I had
the pleasure of rereading one of my favourite books, The List of
Seven, written in 1993, by Twin Peaks co-creator Mark Frost.
The story is told from
the point of view of a young Arthur Conan Doyle in his pre Holmesian
days. The young doctor suddenly finds himself embroiled in a sinister
conspiracy full of occult horrors and murderous, shadowy figures. The
only way out, is through to the other side, and Doyle's only hope is
the royal agent Jack Sparks, who is already on the case.
Not only is The List of
Seven very well written, but Mr. Frost has created a very intense
and creepy Victorian atmosphere, sprinkled with famous historical figures.
Another testament to the skill of the writer is his constraint with
these figures. It would be all to easy to succumb to temptation and over use them, but the appearance of both Madame Blavatsky and
Abraham Stoker, Bram to his friends, makes sense in the context of
the story, and serves well to spice things up.
I won't spoil anything,
but if you want to read a fantastic Victorian horror adventure, look
no further. Exciting, gripping and very satisfying, The List of Seven
should please any fan of Victorian fiction.
Monday, November 5, 2012
Choosing the System
Choosing the
right system, a.k.a. The Rules, can be just as crucial as getting the
right setting. For some players the system is of no matter as long as
they understand it, for others it's life or death.
Since there
are so many different systems, D20, D10, percentage (D100), ORE, D6,
etc. it pays off to discuss which system to use with your players
well in advance. Some players are pretty indifferent, while others
can harbor a deep dislike for certain mechanics.
If you
really like a setting, but the system is in the way, you can always
divorce the two, and use a system from another game. Not always an
easy task, but it can readily be done. A quick google search can
sometimes reveal that others have already done it for you, so do
check before you put down hours of unneccesary work.
Which ever
system you end up using, try to learn the rules as thoroughly as
possible, and be prepared to house rule a little bit. No rule is so
important that it can't be modified a bit or just eliminated. The
most important thing is that everyone is on the same page, and are
having fun.
What else is
there to consider? Lots. Is it a level based system with hitpoints
and a set of skills gained per level or is it more fluid? Again, your
players will have opinions, and this is important. You don't want to
end up having an unhappy player endlessly complain throughout the
game. It'll kill the mood in no time.
Of course,
certain systems lend themselves to different kinds of games more
readily than others. Take D&D as an example. It's old school,
with classes, hitpoints, spells per level and all that, but for a
quick pick up game with little or no notice, it's rather good. No
need to worry about what to play and where to put skill points. It's
1-2-3 and play can start.
The flipside
for many is the lack of ready customisation options to make just the
right character. Yeah, D&D can do that, but the class/level
boundaries makes it harder. Other systems will come out to shine if
that's what you and your group wants. Ultimately you should go with
what feels right.
Finally,
some GM's find after a while that they are dissatisfied with all
their published systems, and that mere house rules aren't enough
anymore. For these brave souls, writing their own system from scratch
is the only logical course of action.
The process
of creating your own system is tough, and it will probably never be
quite finished. As you get used to thinking creatively about rules,
you will most likely not be able to stop. There is always a greener
rule on the other side of the fence.
So why do
it? The short answer is that you will likely end up with a system
that's ideal for the playstyle of your group. The long answer, only
you will ever really know. What ever your motivation may be, you
should prepare yourself for long debates with your players. Maybe
it's something in our psyches that makes us more likely to gripe and
complain about minute things if we know the author of the rules
personally, but players who will happily live with ”official”
rules they don't like, will argue for hours with you about the
smalles minutiae.
Don't take
it personally though, all creative processes require feedback.
Happy
gaming!
Tuesday, October 30, 2012
Welcome to Eccentric Spheres
Hello and welcome to my blog, my humble corner of the web dedicated to things I find fascinating.
From what I think about other peoples creations to my own writings, and whatever I fancy ranting about, Eccentric Spheres is a blog dedicated to my interests.
Feel free to share your own honest opinions and comments. I hope you'll stay a while, and come back again soon.
Tuesday, October 23, 2012
Urban Horror 2
Cont. from Chapter 1. It's not 100% complete.
Urban Horror ch. 2
The events of the
previous evening had left Jack feeling drained and tired. It was only
with the help of the whiskey that he'd gotten any sleep at all, if
one could call the booze-drenched images of Candy tearing through his
subconsious, sleep.
After a late breakfast
of coffee and painkillers, he found himself outside a dingy fourth
floor apartment on Dean Street. This was the final known address of
the now cadaverous Candy Cane. Brody didn't know where she lived, but
he had her number. Luckily she didn't use a burner, and it was a
small task for Jack to dig up the billing address. Apparently, her
real name had been Jennifer Price. To Jack, she would always be
Candy.
Out of habit, he made
sure no one was around before picking the lock, even though it was
one of those buildings where no one gave a crap about anything not
affecting them directly.
Once inside, Jack
paused to get a feel of her home. It was a technique his old training
officer on the force had taught him. Get a feel for the whole, before
dissecting the minutiae. Not everyone could do he apparently, but to
Jack it was second nature. Maybe that was why he had been fast
tracked to detective. Oh well, bygones and all that shit.
The apartment was
small, just two cramped rooms, a tiny open kitchen and a surprisingly
spacey bathroom. The living room was a bit messy, like Candy had not
been bothered with cleaning the last few months. Nothing too
disgusting, but dirty plates were piled on the table, used pots on
the kitchen counter and clothes strewn over everything. At first
glance, the place looked tossed, but the way the debris had settled
in told another story.
Jack started with the
bathroom. Like the rest of the apartment, it was a mess. A cursory
search of the cabinets told him nothing. Half used make up and
hygiene products in untidy piles, no medication that would indicate a
pill problem. Jack had gotten a good look at her body before it tore
itself off the wall, and he had seen no needle marks. Over all, it
seemed Candy wasn't a user.
Next he looked over her
bedroom. The sheets in the unmade bed had needed a change months ago,
but to his surprise the linen closet was well stocked. Tidy stacks of
laundered sheets lay waiting for him when he opened the door. For
some reason Candy had stopped caring. Usually this would indicate
drugs, but everything pointed in another direction. But which
direction was that?
Something in the bed
caught his eye, and he carefully lifted a corner of the soiled sheet.
A half closed laptop peeked out, Jackpot
he thought. He sat down and opened the computer. It was
running, but in sleepmode. He touched the mousepad, and the locked
screensaver popped into life. Of course, why can't anything ever
just be easy. He tried
”CandyCane” and almost laughed out loud when the login screen
went away and left him with full access. The computer was a quite a
few years old, but not so ancient as to be useless. The desktop
wallpaper showed a graphic image of a woman in a black gothic dress
exctatically cutting the throat of a naked man kneeling befire her in
rapture. Charming. Now lets see what you were into.
Unlike
anything mankind has ever used before, a private computer gives an
insight into it's owner that took weeks of interrogation and
investigation just a couple of decades ago. Now a quick once over of
browser history and hard drive was all it took. Jack started with the
hard drive. Some downloaded music, a couple of movies, nothing that
interesting. Then he turned to the browser. No significant bookmarks.
Just a couple of news and porn sites, but in the address bar he found
something; www.caressyourpain.org. He opened the url and jumped as a
ghastly moan erupted from the tinny speakers. For a second he was
back in the dressing room, with Candy's corpse crawling up the wall.
Heart hammering against his ribs, Jack stabbed the volume button
viciously until the sound was at a managable level.
If
he'd have to guess in advance he would have pegged the site as some
kind of fetish page. Black background, chains and pale girls in black
latex, that sort of thing, but he was wrong. Dead wrong. At first it
looked like the home page for some underground band, then he found a
lot of posts about some philosophical nihilism. It made no sense
whatsoever, but it had been important to Candy, so he wrote down the
url, and her log in information before putting the laptop back on the
bed. He decided to take one last look around.
He stood in the middle
of what had been her life, when there was a knock on the door. Jack
froze in midstep, his breath catching in his throat. Shit, shit
shit. Then a thin voice called
out, 'Jenn, it's me'.
Jack
took a deep breath and relaxed. He opened the door, and with every
ounce of authority he could call up asked, 'Can I help you?'. In the
hallway stood a skinny barefoot woman in faded jeans and a dull
off-white tank top. Her dark hair fell limply around her pale face,
giving her sunken eyes and hollow cheeks a cadaverous look. She
jumped back and said, 'You're not Jen, where is she? Who're you?'.
For
a moment he almost answered ”NYPD” but she looked paraniod enough
to demand to see a badge, so he just said 'I'm her brother, who the
fuck are you?'
She
glared at him. 'Jen doesn't have any siblings, what's going on?'.
He
forced himself to relax a bit and open the door a bit more. 'No
surprise she told you that. We never got along, ever. Haven't talked
to her in years, but there's been an accident.'
Her
eyes grew large. 'Is she ok? What happened?'
He
moved so the girl could step inside. Closing the door, his mind
racing he said, 'Look's like Ca-Jennifer stepped out in front of a
bus last night. Dead on impact, cops say she never felt a thing. You
her friend or something?'
The
girl collapsed bonelessly on the couch, eyes fixed on the ceiling.
For a long time she neither moved nor spoke, and Jack was becoming
worried she might have had some kind of seizure. Only her rapid
breathing told him she was alive at all. Finally she turned her head,
lowered her gaze and looked at him. 'I'm Liza. Jenn was my best
friend. My only friend really. I live down the hall. Her brother,
huh? Must have been nice growing up in Florida'.
'It
was ok, I guess', he said before he could stop himself. With the
speed of a furious snake Liza snatched up a heavy ashtray from the
table and threw it at his head. It grazed his scalp, and he barely
ducked in time as she swung a lamp at him screaming 'YOU LYING
MOTHERFUCKER!'. She swung again, but he caught it. They wrestled for
a second until he stomped on her bare foot and as she twiched in
pain, he pushed her down on the couch.
'Fucking
cut it out, ok?' he snarled at her. She started to get up but caught
the look in his eyes and hesitated, body tensed as a coiled spring.
Jack
gently touched his head and his fingers came away red. 'Shit! Look,
take it easy, I'm private detective, I'm looking into Jennifers
death, that's all.'
Lizas
eyes were still livid, but she seemed to relax for a moment. 'Why
would a private eye investigate a traffic accident? This is
bullshit!' She jumped up aggressively.
Jack
held out a hand between them and said, 'I'll level with you but if
you come at me again, I'll put you on your fucking ass, woman or no.
Got it?'
She
glared at him and just as suddenly as she attacked, she collapsed in
tears.
He
had seen this before, and knew better than to intrude on her grief.
Liza had to work through this on her own terms. Instead he stepped
into the bathroom to look for some antiseptic salve and a band aid of
some kind. When he got back to the living room, Liza had calmed down,
and sat on the couch staring sullenly out of the only window in the
room.
'You
ok?', he asked. 'Hey, I'm sorry I lied, but in my line the truth can
be dangerous.'
She
kept staring out of the window, and after a while she asked, 'How did
Jen die?'.
It
was the question he'd been dreading. The whole truth wouldn't work,
but he really didn't want to lie to this miserable girl again. He sat
down on the coffee table opposite her, forcing her to look at him and
said, 'She was murdered at work.' Lizas eyes got that dangerous look
again, and he hastily added, 'not by anyone she worked with. It was
an outsider. I'm trying to figure out who. If you want to help, you
can start by telling me about Jen.'
Liza
sighed and started to talk.
Urban Horror 1
This is a horror exercise I've been working on.
Chapter 1: It can
always get worse.
Jack stepped out of the
car and zipped up his coat. Brooklyn was always cold in the fall, but
this far south, so close to the water, the wind was freezing. With
shivering hands, he lit a cigarrette, and went off to find the right
address.
A little over an hour
ago he had been warm amd snug in his office, sipping coffee and
watching the game, and now he was freezing his balls off trying to
find an underground porn studio.
These
studios were floating, always on the move from one location to the
next to avoid the law. Not that what they did was that illegal
per sé, but federal law conserning adult film was always tricky. Or
so Jack had been told. One of his old buddies from the army, Brody,
was making money hand over fist producing porn, while Jack tried to
make ends meet as a private dick. It was Brody's desperate call that
brought Jack down to the cold warehouse district at half past ten,
very much in the p.m.
Jack rounded a corner
and spotted a large nasty looking guy pacing restlessly outside a
steel door. The man saw Jack and said 'You Brodys friend?'
Jack flicked the
remains of his smoke into the gutter and simply nodded. The guy
grunted and heaved the heavy door open.
As Jack stepped inside
he noticed three things immediately. One, it was scorching hot
inside, especially coming in from the cold. Two, the whole place
reeked of a nasty combo of booze, sweat and old sex, and Three,
everyone looked like they had just been punched in the gut. All big
eyes and startled, tense body language.
From the outside, the
building looked like any one of the thousands of old school brick
warehouses that dotted the district, but inside it was quite
different. The main area was sectioned off by walls and decorated in
varying styles like the habitat decorations at Ikea. If Ikea mainly
sold beds and sex toys that is. At a quick glance, Jack counted nine
mini sets. Pretty industrious he
thought, as he was ushered through the area and past the staring
people. He noticed that most of the girls were either on the verge of
tears or quietly sobbing, while the guys mainly looked angry and
scared.
Beyond
the studio area, Jack found a dim corridor with lots of dark green
doors, one which was ajar, and next to the door stood Brody. At 6'4”
Brody was a sizeable guy, but tonight he looked deflated and very
very tired.
'Jack,'
he shouted, 'Thank fucking God you came. I really need your help here
man, I'm seriously up shit creek and the paddle is firmly wedged in
my ass.'
Jack
supressed a grin, something told him this was not going to be pretty.
He shook Brodys hand and said, 'I got here as fast as I could. What's
the deal buddy?'
Brody
rubbed a meaty hand over his face. 'I don't know.' He saw the look on
Jack's face and added, 'I swear, I can't explain this, but I need
help to get a handle on it. Look for yourself, but just so you know,
it's bad.'
Jack
nodded and squeezed past Brody. A sickly stench seeped out from
beyond the door, cutting through the smell from the studio. He nudged
the door open with his foot and peeked inside. A makeshift dressing
room. Foldable furniture, bare lights, piles of make-up and clothes
scattered everywhere, but what made Jack rear back and smack his head
against the door was the thing on the back wall. The thing resembled
a butchered hog but had been a living breathing woman that same
morning. She was naked apart from a pair of black panties, but what
really drew Jacks attention was not her voluptuous flesh, but rather
the two huge iron spikes that had penetrated through her eyes and
nailed her head to the wall just below the ceiling.
'What
the fucking fuck?' Jack stared at Brody, who shrugged.
'Told
you it was bad,' he said. 'I told you, I have no idea, none, what's
going on, but you gotta help me, man. You owe me.'
Jack
felt his stomach do a little dance. It was true, he did owe Brody big
time. He closed the door and leaned against it. Somehow he got a
cigarrette lit, and some of the hot smoke down his lungs. Calmer he
asked, 'Well, what can you tell me? Who is she?' he nodded towards
the door. 'Give me something to go on here.'
Brody
lit a cigarrette of his own, and smoked for a little while before
answering. 'Her name is, was Candy Cane,' he caught Jacks look. 'Yeah
I know, all the talent want a special name, but it's not like we pay
anyone with checks, so who cares? Her name was Candy and that's that.
Anyway, she came in late tonight, and I sent her back here to get
ready, you know? All the other girls were already in costume, so I
went over the scene with them while we waited. Only she never came
back, so I sent Kayla to go get her. Sometimes they can have some
trouble with the lingerie, and sometimes it's drugs, or feminine
problems, but best to always send a girl to get a girl. A minute
later we all hear Kayla screaming like someone's trying to rip her
arm off, and me and a couple of the guys bolt over. Thought maybe
some creep had managed to sneak in and was trying to get a little
taste. Rare, but it happens. I'm charged up, ready to kick some ass,
but I find the door open, Kayla sitting pretty much where you're
standing, still screaming. I look in and... fuck it. Slammed the
door, and called you.'
Jack
nodded. 'Where's Kayla now?'
'Gave
her some pills and had the sound guy drive her home. Told everyone
Candy killed herself. Had to say something, everyone heard the
screaming. Better send the rest home too, yeah?'
Jack
nodded again, took a deep breath before opening the door. He had seen
some deeply disturbing things during his time in the army, even more
so in his short time with the NYPD, but the way Candy hung on the
wall, apparently unharmed except for the spikes through her eye
sockets made him sick to the core. He stepped inside carefully, aware
that no one had been inside since the killer. No one since
the killer! Shit, he could still be here!
The room was cluttered with racks of costumes, the stained sofa
wasn't flush against the wall and the shoddy lighting left deep
shadows in the corners. Plenty of places to hide.
Quietly
Jack pulled out his piece, a dark solid 9mm semi-auto, and began
looking through the room. He kicked the racks to the side and peered
carefully around the room. With a sigh of relief he holstered the
gun. No one there. He reluctantly turned his attention to the
deceased.
He
guessed Candy had been in her late twenties, had worked out on
occasion, and had gotten a pretty decent boob job a few years ago.
The ceiling wasn't all that high back here, but it was still a good
eleven feet from the floor, and Candy's head was pressed to the
ceiling. How the hell did he manage to do this? She must
weigh at least onefifty. Consious she's struggling, knocked out or
dead, she's limp. What the hell is going on?
He
turned to Brody, who was leaning against the door jamb pointedly not
looking at Candy. 'You'd notice if three beefy guys moved around here
with a ladder, right?' he asked.
'Very
fucking funny!' Brody snorted. 'We don't let anyone in that don't
belong. Yeah, sometimes depending on the site, someone might be able
to sneak in, but three guys? No way man, no fucking way!'
'Well,
I can see no other way of getting a girl up there like that with any
less than three guys, and they'd all have to be standing on
something.' Jack looked closer at her upper body. 'Huh, weird.' he
said. 'There's no bruising under her arms or around her neck.'
'What's
so weird about that?' Brody asked. 'Candy didn't do bondage.'
'No,'
Jack answered. 'Think for a moment. How would you hold her, to get
her up there? You can't put that kind of pressure on the skin without
leaving marks, and she's got none. Blood clots quickly postmortem,
and that leaves vivid bruises.
They
both looked at her hanging there. 'You're not calling the cops I take
it?'
Brody
shook his head. 'Can't. Way too much illegal stuff going on here.
Even if they didn't try to pin this on us, which they would and I
couldn't blame them, we'd all head straight to big house. Just going
to have to bury her somewhere quiet I guess. I know some guys that
can handle that, but I want to, no, I need to know how this happened,
and you're going to find out for me.' He held up a meaty hand before
Jack could argue. 'I'll pay you five grand a month plus expenses,
ok?'
The
protests died on Jacks lips. 'Yeah, ok.' he said. He needed the money
way too much to walk. 'Let's get out of here.'
Just
as they were leaving the room, they both heard a soft scraping sound
from behind. Jack glanced over his shoulder and bumped violently into
Brody. Candys limbs were slowly contracting upwards and as they
gawked in horror, her mouth dropped open and she moaned. Before
either man understood what was happening, Candy braced herself
against the wall and with a wet crunch and a high pitched squeal
launched herself across the room. She crashed, arms stretched out,
straight into Jack, and they went down in a heap. The impact jarred
him out of his shock and he just managed to hold her back as she,
giggling madly, tried to tear out his throat with her teeth. Jack
tried to throw her off, but she had her legs clamped against his
sides and was still trying to sink her teeth into his jugular. Her
fingernails dug painfully into his shoulders and inch by inch, pulled
her mouth closer, until her slimy tongue flicked across his cheek.
She giggled again, and he felt the hard, sharp points of her canines
scrape across his skin. He screamed and with a desperate burst of
adrenaline got her head up and to the side. A violent explosion tore
through the cramped area, and the front of her head erupted in a red
shower all over Jacks face. Instantly, she went limp, pinning him to
the floor, blood pooling around them.
Hot
water, strong soap, and a large amount of scotch later, Jack lay back
on a couch. Brody had managed to wrap Candys body in a tarp, and
nameless men had taken the carcass away for disposal. The money Brody
was offering was damn good, but deep down he knew, if he didn't solve
this, he'd never be able to sleep with the lights off again.
Continued in Chapter 2
Thanksgiving Dinner
This whole nasty mess
started on Thanksgiving a couple of years ago. I was a fresh
detective in Homicide, which is why I was on call that night. Didn't
mind though, since I don't have much of a family, and what I have I
don't like all that much.
The night had been
pretty quiet, at least for me. I knew emergency services were busy as
hell, what with extended families getting together and doing some
heavy drinking and all. That always does it, but so far no one had
gone far enough to need me. That of course changed with the shrill
howling of my phone.
Forty minutes later, I
pulled up outside an old worn-down house. It was a bit out of the
way, and frankly, without GPS I would never have found it. It was one
of those remnants of the old city that you can walk past a hundred
times and never really see. The kind that all the kids in the
neighbourhood knew of and feared. You remember right? The house you
and your friends were convinced was occupied by an old witch, or
maybe some older kid had told you the same story he once heard, that
some maniac had butchered a whole family and still lived in the
basement, the sort of stuff only kids take seriously. As I got out of
my car, all those feeling rushed back as I looked up at the
delapidated house. They didn't stay long though, I'm an adult and a
cop so I turned my mind to the present and walked up to the patrol
men who were the first responding officers. Turned out to be a
veteran sergeant and a rooky trainee.
I knew the sergeant
vaguely, not enough to remember his name though, so I just nodded and
asked, 'What's the situation?'
I remember thinking it
odd that a veteran would look so pale. In my five years on the force,
I had seen some horrific sights, people wounded in ways I never
imagined possible before, but human nature is a funny thing, and you
can get used to almost anything. That the rooky was a mess came as no
surprise, he was white as a sheet, and against all regulations, sat
on the hood of the patrol car and smoked. You do what you have to in
order to survive. I didn't give a shit if he needed a smoke.
The sergeant scratched
his neck and looked at me with haunted eyes. 'Sir, I don't
know...I-I, just look for yourself, OK?' He turned away and spat,
mumbling under his breath. That's when I noticed a very pale, shaking
woman sitting on the porch, mumbling and sobbing quietly.
'Who's she?' I asked
nodding towards her. The sergeant glanced at her.
'She's the one that
called us. Says she owns the house, inherited it from her grandma,
hasn't been here in years.'
I shrugged and went up
to the front door. Like a glorious cliché it stood slightly ajar,
the dimly lit hallway just visible through the crack. I glanced at
the woman, but judged her to be in no condition to talk to me yet. I
looked back and saw both of my fellow brothers in blue staring at me,
almost as if daring me to cross the threshold. For a second I almost
asked the sergeant to come with me, but my pride stopped me, and I
opened the door.
The house was a mess.
Not in the way I expected, with furniture thrown around, with all the
familiar sights of a struggle. No, it was orderly in that sense, it
was just old and very dirty. Dust lay heavy everywhere except in the
hall leading towards the dining room, which seemed to be the only
room that was lit. Cautiously I stepped over to the double doors
separating it from the hall. The room was lit by candlelight from two
huge silver candelabras on the table, which was cluttered with the
remains of a large Thanksgiving feast. Plates with scraps of food,
dirty cutlery, glasses with the dregs of wine at the bottom, and lots
of bowls and plates with food left in them. If it wasn't for the rest
of the house being what it was, it didn't look out of place in any
house in America that night. Except for one detail. One ghastly,
disgusting detail that made me want to scream and vomit and run away.
How do I explain this?
Imagine a classic
Thanksgiving feast. Or for that matter any large family feast. The
bowls with sweet potatoes, the corn, the greens, all that good stuff,
and in the place of honor, the roast. But this was no turkey. Oh no,
this was the stuffed, cooked and picked clean carcass of a human
baby!
I stood there, I don't
know how long and just stared. My mind tried to understand, but it
couldn't. I've seen what rage can do, and it's ugly. Likewise hate
and jealousy. But to calmly take someones child, butcher it, and
prepare it like a piece of meat bought at the supermarket and then
sit down with your friends and eat it? That I can not wrap my mind
around. I hope the day never comes when I can.
Monday, October 22, 2012
GM Tips, Choosing a setting
So you've decided to be
a GM, but you're not sure which game to master. What to do? Basically
you have to make a decision between four alternatives.
1. You can choose one
of the many published game settings, such as the World of Darkness
games, i.e. Vampire, Mage, etc, a D&D setting like Forgotten
Realms or Dark Sun, or many many more. There are so many games to
choose from you are almost certain to find something you like.
2. There are also many
published settings taken from intellectual properties outside ”pure”
game worlds. Star Wars, Buffy the Vampire Slayer, A Song of Ice and
Fire, Firefly, etc. The list is enormous.
3. You can make up your
own world and rules.
4. Finally you can take
the setting from one game and the rules from another. Or make up
either one.
The easiest option is
without a doubt, number one. Everything is premade for your
convenience, all you have to do is learn the rules, familiarize
yourself with the setting and off you go. Keep in mind though that
some players love certain settings so much that they technically fall
into category two.
It should also be
pointed out that some games and their systems can be...eccentric. But
there's a game out there for almost everyone.
Option number two is
similar to number one in many aspects. Indeed you could argue that
Dungeons & Dragons 3rd ed. is the same as Star Wars d20. And they
are similar, but the difference is still huge.
Any game that's based
on an established (and often hugely popular) IP, has an external
authority that you as a GM not only has to be aware of but also has
to answer to. Let's take Star Wars as an example.
With six movies and
countless novels and comic books, fans have an enormous wealth of
canon to look to. Let's say you choose to run your game in the
classic Rebellion era. You have to keep in mind all major happenings
that takes place, because your players surely will. That means that
should they say, encounter Darth Vader, they know he's immune from
dying, as he's destined to die later. Likewise you can't just claim
Alderaan was never blown to pieces.
You can of course go
against the grain, and just keep the setting without the major
events, but you will have to inform you players before hand.
Otherwise you may have some very disgruntled players who were
expecting a very different game.
Gamemastering a well
loved IP can be very rewarding, but it does come with a lot of
baggage. And should you choose to do so, make sure you choose one
that has room for the players to be the heroes. There's little point
following in the foot steps of Indiana Jones or James Bond. Their
tales are told, it's the PC's time to shine.
As I mentioned above,
some official game settings become so popular that they take on the
traits of the IP based games. The older they are, the likelier this
becomes.
A good example of this
is Vampire the Masquerade by White Wolf. The twin ”pitfalls” here
are the gigantic mass of sourcebooks the were published. No GM (or ST
as it were) had the money and time to read them all. This invariably
led to players bringing parts of the canon to the table the GM never
even heard of. The second part was the mass of fan creations and fan
interpretations often viewed as canon. Most Vampire GM's have had to
say ”I don't care what you've read, this is my game”. Or the
player who says ”There's no way Elminster would do that”.
Naturally this is
different from the Star Wars example, but it's worth keeping in mind.
Another point about IP
based games I feel is worth bringing up is the danger of the setting
characters stealing the lime light. Jaime Lannister and Luke
Skywalker are both cool characters, and there's nothing wrong with
having them do a cameo in your game once or twice, after all they are
expected to pop up sometime, but if Luke shows up every other game to
save the day, your players will likely toss you in a pit filled with
d4's. They should occupy the limelight, not Buffy.
So with all this, why
use an IP based game? Because they can be so awesome! Both you and
your players have a common base to stand on. When you look at them
and say ”An Imperial Star Destroyer jumps into the system”, you
can see their instant reaction, and it's great. (Besides it's easy to
get players interested when they already love the world).
I'll discuss building
your own world and designing your own rules in a future post.
GM Techniques part 1
Without a
doubt, the most important thing is the communitcation between the
players and the Gm, and between the players themselves. This goes
double during character creation and the campaign start.
The players
can be divided into three groups at this stage; 1. those who know
what they want to play, 2. those who don't know what they want, and
3. those who know what they want, but what they want is either
unsuitable or impossible.
It's usually
advisable to keep an eye on what kind of characters the players are
making, but besides the obvious cases like the Str 32, Int 3
barbarians, there are more subtle dangers:
- The character who is just like another character but better in every way.
- The annoying lonewolf
- the ”I thought this would be funny” character.
The point is
that every character has to fit into the concept of the campaign
somehow.
Group
1 needs very little help if they know the system and the setting.
Group 2
needs moderate amounts of help. Usually the best thing to do is to
suggest alternatives and let the players imagination do the rest.
Group 3 is
the potential troublemaker. This player knows what he wants, but for
various reasons you either can't or won't allow his character
concept. Handling this conflict correctly is crucial.
Few things
pisses off a player as much as getting a flat out NO from the GM.
Sometimes the player is just testing you to see what he can get by
you with the crazy concepts, either as a joke or as a strategy. He
will usually understand your denial, sometimes even expect it.
However, some players will be offended at a cold refusal of what they
see as a genuine creative concept.
How to
handle this? In my experience there are three useful solutions;
”no-but”, ”yes-but” and ”interesting idea, but not this
time”.
No-but You
turn down the suggestion but offer one of your own.
Yes-but You
accept the suggestion but with certain conditions or parameters.
Int.
Idea You and the player postpone the idea for another campaign. Most
often the player then moves into group 2.
These three
methods can work wonders and are infinitely better than just saying
No. If you can't use any of the three, at least make sure you say
”No, and here's why”.
Before the
whole circus of character creation can begin, you have to sell the
campaign. It's absolutely crucial that you inform the players of what
the campaign is all about, and what kind of characters are needed.
After all, it would be pretty silly if you have planned a campaign
about subtle intrigue and commerce, and the smartest PC can barely
outsmart a mossy rock. The players have to know before they can do,
and it's your job to inform them. Sometimes however you have a
special campaign in mind and you can't really explain the premise
without ruining the surprise. In this case, you instead have to
explain the most usefull kind of roles, i.e. is the campaign action
heavy or are technical skills usefull?
One can not
overstress the importance of listening to the players. Wether they
have a concern, a complaint or a suggestion. You have to take what
they say seriously. That's not to say that you should let the players
run the game! Quite the contrary. But actually listening to them is
the crucial part of communication. After all, if you don't listen to
them, why should they listen to you?
Deadliest Warrior
I'm conflicted about
Deadliest Warrior. Let me explain why. The premise of the show is
to pit two warriors against each other to see who is, as the title
says, the deadliest warrior. The warriors range from primitive but
fierce maori warriors to modern special forces. Of course, they don't
pit ancient warriors against modern ones, as that wouldn't be much of
a fight, but most pairings are still pretty dumb.
If you want to test the
efficiency and lethality of different warriors, you have to take into
account all the aspects of their war culture. However, this is
understandably very hard to test. Still, this makes some of the
contests very uneven, which kind of defeats the purpose of the show.
Now the pairings are mostly fine, but they could be better.
The geographic
variations are of little consequence but the historical variations
can cause great disparities. And sometimes the missed tactical
implications are enormous. Worst example is perhaps the Roman
Centurion vs. the Indian Rajput Warrior. The Rajputs fought as
individuals, but the Romans fought as a unit, never as individuals.
In the test however, the Centurion was alone. Naturally this led to
the Rajput winning with ease, and they even admitted it. Why test the
fight if one side really can't win? Sure they run the computer
simulations a thousand times to factor out lucky blows, but some
fights are pointless.
Another thing they fail
to take into account is the difference in warrior roles. A good
example is the Samurai vs. Viking episode. Now the Samurai won, but
it was a pretty close fight. Add to that the fact that the samurai is
an elite warrior, whilst the viking is a regular joe. Warriors as
well as sailors and farmers. If an average member of a culture can
fight an elite warrior almost to a stand still, who really is the
deadliest?
The differences in
weapons and gear is usually the deciding factor, but not always. Some
fights can be really surprising and quite entertaining, tough most of
the modern fights are usually pretty dull, not to mention sometimes
in pretty poor taste. Somali Pirates vs. Medellin Cartel? IRA vs.
Taliban? Yeah, a bit too soon, as they say.
So why do I watch it?
The weapon tests, that's why. Both from a writers as well as a
roleplayers perspective, the tests are very valuable. Can you cut a
man in half with a single blow? With the right weapon and traning you
can! Can a chainshirt stop a katana? Yupp. The wielder of the katana
cut two pigs in half with one blow, and managed to both draw and
slice through three rolled up tatami mats in one movement, but the
chain shirt stopped him in his tracks. I never would have guessed,
but now I know. That's why I watch it.
The show was cancelled
after three seasons, so what you see is what there is. If you can
make it past the stupidity, it's well worth watching.
Warning! The following clip is very bloody. Watch at your own discretion!
Warning! The following clip is very bloody. Watch at your own discretion!
Wednesday, October 17, 2012
Gloom
Recently
I've been playing Gloom a lot. Designed by Keith Baker and published
by Atlas Games, Gloom brings something new to the world of card games.
It 's made for 2-4 players, with one extra player added per expansion
pack (together with some extra features).
The
object of the game is to cause as much hilarious misery as possible
to your chosen family, which causes negative pathos, while inflicting
good things on your opponents families to sabotage them, as this
gives positive pathos. You can't kill a family member unless it's
selfworth is negative, and once a family is wiped out, the game ends,
and the player with the greatest negative score amongst it's dead
family members wins.
The
main feature that I think makes the game stand out, are the
transparent cards. Instead of the glossy cardboard cards familiar
from most games, the Gloom cards are made from transparent plastic.
This not only makes the cards more durable, as well as spill
resistant, but adds a great mechanic. New cards are played on top of
previously played cards, overwriting the effects. This has the added benefit of keeping the game area quite small, as some games can occupy the whole table. There are several
different strategies you can use, depending on your hand, from
killing your opponents family members before they get too many
negative points, to ressurecting them from the dead and saddling them
with great fortune.
The
game goes quickly thanks to the fast and furious rules, and it's a
great way to spend an evening. Well worth getting if you like macabre
humor.
Tuesday, October 16, 2012
The Laundry Files
I can honestly say that the Laundry Files series by Charles Stross is some of the best stuff I've read in years.
So far the series consist of; The Atrocity Archives (2004), The Jennifer Morgue (2006), The Fuller Memorandum (2010) and finally The Apocalypse Codex (2012).
These books take a new fresh look at the Cthulhu Mythos originally created by H.P. Lovecraft and his friends like Robert E. Howard and August Derleth.
The main character of the books is Bob Howard a, as he puts it, computational demonologist working for The Laundry, a super secret branch of the British Secret Service. The Laundry deals with the ancient occult horrors of the Cthulhu Mythos (Cthulhu, Nyarlathotep, Shoggoths ect.) who are trying to invade and consume mankind.
The Laundry Files combines the bureaucratic humor exemplified by Yes Minister, with the British spy/intelligence stylings of James Bond and Tinker Tailor Soldier Spy. They are funny, exciting and incredibly well written. The blend of classic style magic like hands of glory and pentagrams, mixed with computational magic done with palmtops and smart phones, is both imaginative, fresh and well thought through.
These days you can easily fill your shelves with books written by authors who are either inspired by or just flat out copying Lovecraft directly. Most of these books are a bit mediocre at best, but not the Laundry Files! Charles Stross has created a setting both unique and highly entertaining. I found these books almost impossible to put down, and there were many a night I when went with way too little sleep. All worth it though.
Personally I wouldn't call this horror as such, but neither could I call it satire or comedy. It is it's own thing, and it stands proudly on it's own.
The only negative thing I can say is you really should be familiar with Lovecrafts original works to get all of the references, but if you're looking to read these books, you probably are.
As I write this, I have just started reading The Apocalypse Codex, and I don't know if there are more books in the pipeline, but I do hope so!
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