...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.
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