Wednesday, February 16, 2011

A Thousand Hacking at the Branches

Henry Thoreau is attributed as saying, "There are a thousand hacking at the branches of evil to one who is striking at the root." It's a quote that I've always found fascinating ever since I heard it from the lips of Captain Howdy in Dee Snider's "Strangeland". I believe the meaning is that it is better to get to the core of the evil and deal with it than waste time with minions. I prefer to twist it around in a kind of reverse. I like the idea of it being about tapping into evil rather hacking away at it to get rid of it. There are thousands brushing against what it is to be evil and amongst them is a true monster. In a recent interview to be posted next month I brought up my dislike of pathetic punk and rabble sort of evil. I have a real taste for the boogeymen the monsters fear.

Every now and again there is a story or a movie where a group of ne'er-do-wells or even outright miscreants are out doing their damage, sowing chaos, and/or generally ruining other people's lives. Then they come into a situation like so many others before, except that this time they will be the victims. There is more than one way for the worse evil to prove that it is worse. It doesn't always have to be the stock answer that they are more violent, more sadistic, or more perverted. Here is where manipulative and insidious is more fun, even if eventually it comes down to a gruesome end for the lesser evil. Another choice I find less than desirable is for the victims to be brought down by their own in-fighting. Some find great satisfaction in that, but I find it wears thin. This leads to one of the defining elements of hard-core evil.

Like anything else, it's easy to overuse it, but I find the worst evil that villains can do is bring out the evil in otherwise good people. It's nothing to make the selfish and the uncaring to commit heinous acts, but if you can make upstanding people willingly do the wrong thing, what they would never do on their own in most other situations, then you're getting somewhere, evil-wise.

There is an unasked question here. Where does the protagonist fit into this story? A lot of the time there isn't one; not in the sense of a hero. Sometimes it may be the least offensive of the victim villains. Some other good person caught in the middle and able to provide a sense of urgency or heightened tension is a good choice. Things can get complicated. That is a consideration to keep in mind. Tying back to last week, it is a more relatable, good, person that provides for a greater anchor to the horror for the audience. Finally, the three-way conflict has its own pros and cons. The dynamic is different, and it affects the warp and weft of the mood, pacing, and character requirements as much as it does the narrative fabric.

Mood: meditative.
Music: Original Sin by Meat Loaf and Instruments Of Destruction by N.R.G.

Meat Loaf: Welcome to the Neighborhood
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Various: Transformers: The Movie [Extra Tracks]
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Wednesday, February 09, 2011

Take Out the Garbage

*** Disclaimer: The following in no way means to disparage the people of lower class income or who live in certain kinds of homes. It is specifically about the character of some people and speaks to the common and likely even stereotypical view of such groups of individuals. ***

Previously we took a look at the unsavoury subset of the already looked down upon white trash group. For note some of this applies to disaffected urbanites, the rich who live in their own world practically, and just the general malaise affecting much of the civilised world that rises to the very aptly named legal term called depraved indifference. Further, this is different than the uncivilised groups that frequently partake in wanton destruction and consider defilement commonplace and desirable--the villain/monster perhaps. This is really about those who have the veneer of decency and civility bare in spots or ripped away and sitting askew. With that in mind, it's time to look at how exactly they change the horror in a story or movie.

One consideration is that the horror should offset or counterpoint the grungy, dirty, immoral quality of these characters--this of course is if they are prevalent, which is certainly true with their natural habitat as the setting. The first possibility that comes to mind is a slasher who is much the opposite, who is moralistic in that sinners and the improper die by his or her hand. Thematically, or better yet even literally/visually, the blood spilled washes away or hides the dirt with clean, placid-smooth red, though of course this is temporary as it dries and becomes just more grime worsening what was there--don't forget the added element of blood smell to this--a chink in the armour of this "purity" if you will, belying it's masking nature, and foreshadowing the physical rot to come to match the moral rot.

Overall the most important consideration in creating terror with these types of characters is how to overcome the audience's dislike of the characters. It dulls the horror when people don't identify with the characters. It's even worse when the audience wants to see them come to a bad end--though there are readers and movie watchers who do that on purpose, but even they frequently want nice, undeserving victims, when the point isn't to punish the impure. Also, unless you're looking to have shades of grey in frightening conflict you want to be clear just who the metaphorical monster is. Make your horror really horrific and evil. Enough to scare the hardest heart and make them look almost cuddly in comparison. Lastly, in film at least, fear is infectious and characters who show their fear illicit it from the audience. These are just some of the things to keep in mind in this kind of setting.

Mood: solemn.
Music: Sweet Pain by Kiss and Poison by Alice Cooper.

Kiss: Destroyer
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Alice Cooper: Trash
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Wednesday, February 02, 2011

The White-Trash King

*** Disclaimer: The following in no way means to disparage the people of lower class income or who live in certain kinds of homes. It is specifically about the character of some people and speaks to the common and likely even stereotypical view of such groups of individuals. ***

Let’s talk about Rob Zombie again. Specifically I want to talk about how sometimes I jokingly refer to him as the White-Trash King. I mean no disrespect in this, in fact quite the opposite. If you want down and dirty, trailer trash--with or without the trailer--lowbrow, low rent, it must be both trying and fun to be around these people, kind of characters then Zombie is your man. I mean wow. I am in awe and more than a little jealous. I feel way too clean cut and, take your pick, suburban or rural to get the kind of grasp on these kinds of characters like Zombie does. You can have your opinion as to why he has this grasp, but that's none of my business, and I'm here about other things. Now, let me give you a little background and viewing history.

I've had an influx of Rob Zombie watching over the last couple of months. I had liked "House of 1000 Corpses" from the moment the end credits rolled despite some of its obvious flaws. It took me quite a while to get around to "The Devil's Rejects" and I was floored. It was amazing. What a huge leap forward in directing--and the other aspects of the filmmaking process were also up to that standard. Then we have Zombie's "Halloween" remake. I like it. I've only seen the director's cut--go unrated discs. It really puts me in mind of the original's director cut in that it seems to carry on quite a while. The thing is that it is interesting if you are in the mood. Since I recently saw Rejects I also finally got my hands on "Halloween II"--again director's cut and unrated. Let's start with the bad news--I'll be brief, the review will be elsewhere. It has it's problems--again that will be elsewhere (sorry).

Back to the characters. These trashy characters aren't just everything I described in the first paragraph. Those people aren't all that bad. There is a subset among them though, that you might say are equal in roughness, more kindly unpolishedness perhaps, morally as they are in the more obvious attributes. This more rotten core will stab you as soon as look at you, smack their kids and spouses around (yes, by no means limited to the trash demographic), and attack the authorities when they come to take away their right to be beaten. As with any group, the two kinds mix freely making it harder to spot the villains, and adding complexity to dealing with them for both the author and any characters from the outside. Now, with this look at these types of characters in hand, we can take a look at how they affect the horror in any given story or movie.

Mood: daring.
Music: Deep Unknown by Stratovarius and These Colours Don't Run by Iron Maiden.

Stratovarius: Polaris
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Iron Maiden: A Matter of Life and Death
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Wednesday, March 24, 2010

Super Psychic Power Ability Increase Time

Last we left off our discussion we came to one of those difficulties that are, well, particularly difficult. How do you balance between the desire to progress a character and the practicality of retaining some sense of reality? It is easy to simply suggest throwing out reality in this instance or work with something in a more abstract manner to reach the desired practicality. The abstract method at least deals with the issue. This is not to say that leaving the unreality be is unacceptable. Role-playing games are all about story elements and game elements together in the same experience. It is a layered experience where not everything need meet in the middle. That said how do you go about solving our issue of improving super powers and psychic abilities in a manner that deals with both short and long in-game timeframes?

Both psychic abilities and super powers can actually advance in the same mechanical manner as skills with the right story framework behind them. It is pretty much a de facto standard that psychic abilities are a function of the brain--the pituitary in this scenario may effectively be the gas tank, or not. For the purpose of producing psychic effects the brain is likened to a muscle. As blood flows into the sections of the brain responsible for psychic abilities other adjacent, or close by, sections serving a similar function, but so far unawakened power-wise, become activated over time. Thus like skills there is a chance every time the character uses their powers they might trigger a new psychic ability. Some kind of limit might be put on how soon the next chance might be, especially after having already gained a new power.

A similar scenario can play out when super powers are involved. Whether the character is a mutant or an experiment or gains their powers from some other method, the physics of gaining powers is the same--for a setting like this. Powers are caused by elements introduced within the body. These elements can range from chemical compounds to forms of radiation that leave residual traces in the body, to magical substances. They react to other body chemicals secreted during the use of super powers. Again like building bigger muscles new compounds are created that combine with some other chemical, hormone, or compound and result in new powers or further mutation. In either case, super or psychic power, the progression chance could be coupled with points, which are used to determine when a chance becomes available preventing too frequent progression on a dice fluke.

Mood: empowered.
Music: Music: Power Of The Sun by Bruce Dickinson and Main Attraction by Quiet Riot.

Bruce Dickinson: Tyranny of Souls
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Quiet Riot: QR III
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Wednesday, March 10, 2010

The Risk to Remain Tight in a Bud

Previously on R.G. Male's Dark Corners... I set up some information for those uninitiated in the greatness of role-playing games, particularly the pen and paper kind that come with books and people track things and do everything more or less by hand or keyboard. Last week I discussed the unrealistic method of character advancement known as levels, whereupon reaching a new level of experience the character has an explosion of growth, as opposed to a more natural progression. This leaves us with the need to look at how to bring that sense of realism, or verisimilitude back to the mechanics of the game. Advancement of your playing character within the game is one of the best ways of gauging how well the game is going. It's like winning in a game where there isn't real winning or losing because, as a story shared among friends, the journey is more important than the destination.

Rather than levels where everything advances all at once some games measure progress incrementally. The Game Master takes note of when a skill is used, or the players track it themselves, and after so many successes--or in the best systems a measure of losses as well, since mistakes are important to the learning progress--the skill is advanced. This is a fair simulation of the real world. The same process is applied to powers that the character has whether that is super powers, psychic abilities, or magic. This is particularly useful to magic systems involving learned incantations and rituals. The other side of the coin in this incremental advancement is that the character is required to practice and study. This is especially true of picking up new skills, learning new spells or creating new magic. However it does have its issues with psychic abilities and super powers.

Depending on the setting, and the mood it looks to evoke, psychic abilities may not be something that is learned. The power is either there waiting to be unlocked or it is not there at all. Super powers tend to be dependent upon time for their advancement or exposure to new catalysts that cause new powers to develop. This is not to say that existing powers do not advance just as skills do, and characters should ultimately learn new tricks with use of existing powers even if they are not expressed in the mechanics. For the new powers and abilities a system must be in place that works in parallel with skill advancement or on a time scale. The problem with a time scale is that a game could run only hours at a time within the setting or stretch out for weeks in game. This leads to slow or fast power gain respectively. Tune in next time for some options to deal with this.

Mood: excited.
Music: Good Enough by Van Halen and Better by Guns N' Roses.

Van Halen: 5150
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Guns N' Roses: Chinese Democracy
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Wednesday, March 03, 2010

A False Sense of Growth

Sometimes a role-playing game will use a set of mechanics, a.k.a. rules, to simulate a facet of the real world in a less than realistic manner. There are a number of reasons for doing this, the primary one being simplicity. The most prominent of these convenience simplifications is the level system. For those that don't know, the level system involves earning points that represent the growth of a character in the game. The points are experience points and many games refer to them as XP with the X standing for experience. XP rules can exist without a level system, but I'm not aware of any level systems without XP or a similar concept because the level system is co-dependent. A character reaches a new level after every so many XP earned. This is where the level system fails.

When characters reach a new level of experience--these are usually characters run by the players--they improve their skills and abilities. This is a vital part of the gaming process. The problem, the artificial quality, is that everything improves all at once. All of the character's skills are raised by a level, even if they haven't been used recently or at all. New powers or spells or psychic abilities, etc. suddenly appear to the character from out of the blue. Bonuses are applied to different combat rolls that didn't have such high bonuses before or maybe no bonuses at all. The changes all occur without training, instruction, or time spent mastering them. The new abilities and bonuses do not even have to have any tie to existing ones or reflect a previous desire for growth in the character.

Players and Game Masters take it upon themselves to fix this falseness to some degree by saying that characters practice their craft, self-teach themselves things, and plan ahead for the future that will be represented when that character gains a new level. Occasionally a game will suggest this as well. Spell casters are known to research books and at times, according to the setting's mood and details, settle down and meditate upon the world and their place in it, and from this they gain insight, which informs their new spells, or the idea to research specific spells. Most of the time though this is a stretch and as something glossed over it lacks a certain depth and feel. It does not deal with the improvement flood all at once either. Next time we'll look at a better way.

Mood: forward-thinking.
Music: The Iron Road by Widomaker and Fake by Motley Crue.

Widomaker: Stand By For Pain
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Motley Crue: New Tattoo
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Wednesday, February 24, 2010

Role-Playing Game Run Down

As a writer, and therefore an editor I have cultivated a sense of judgment on various levels of what I read and watch. I put this to use as reviewer for the Bob's Reviews site. Likewise, whenever I set out to create a new product I use that critical eye to look at what is out there in the market and target concepts, methods, and procedures that could do with improvement. Familiarity with products in particular veins improves that sense of what could be done different or better--the two are not always exclusive with better being a matter of taste in some instances. I have a great familiarity with one product that I look to speak about specifically today and as long as it takes to cover the concepts I wish to discuss. That product is role-playing games.

Kevin Siembieda is famously known as saying that "RPGs are, after all, part novel, part text book, part instruction manual, part art book and all imagination." That's a good covering of the main facets of role-playing game books, but as far as games and their design goes it is not the entire story, not as far as I am concerned here. The games themselves are part collaborative story telling, part acting, part strategy, part chance, and all game. A lot of the time people gravitate to one of those more than the others, sometimes one or two. It all depends on the game, the personal goal in playing, and a likely host of other decisions and desires held in balance. A good game system, that is the core rules and setting, should offer many possibilities in each of those elements of the game.

One area where a game might fail, or not measure up is in the balance between strategy along with numbers and dice, and the art of telling a story. This can be a matter of one getting in the way of the other and bogging things down or hindering the smoothness of game play. The purpose of rules, and dice, known as the mechanics of the game, is to provide a framework upon which to tell the stories, set up the scenarios, make it a game rather than just writers or actors collaborating. There is a level of simulation involved, simulating physics, simulating character or psychology. How much it feels like a simulation or how much verisimilitude it doesn't or doesn't have is a frequent failure point for RPGs. There are a number of ways this can happen. Tune in next time for more.

Mood: declarative.
Music: Voodoo Medicine Man by Aerosmith and Harvester Of Sorrow by Metallica.
Aerosmith: Pump
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Metallica: ...And Justice for All
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Wednesday, December 02, 2009

Facets, Contradictions, and Allegiances

Depth is always one of the elements I strive for when considering characters in role-playing games. Of course this carries over to writing any kind of characters for any story or script. I don't always do it for short stories or novels but I have created characters using role-playing terms and conventions as if I wanted to use them in a game and then used that familiarity with the character to write their part within the story. I recently read a review of a role-playing game and it sparked me to write a note about character diversity. By that I mean the details, the nitty-gritty that differentiate one character from another even though they fit the same social circle, economic strata, and have the same education. What makes one engineer different from another on the same team?

Character diversity can be made by allowing players to select the following. A home country. Political affiliations or leaning toward particular ideals. Additionally there are points where the character differs from the ideas espoused by the party or their group. An immigrant could grow into a new national identity, change politics or move toward a political sub-faction. They could be a part of a guild or association, and from there variegate into a guild-faction. In the context of the game I made the notes for I asked questions like: Is the character part of one nation's military? What is their view of their allies? What is their view of their enemies? Is there competition between units in the same military? Service branch rivalries? How do they compete with other nation's units even when in a united goal?

All of this asks and answers essential questions like what is my character's role in group X, what is it contributing to the local corner of the world, to the country, to the world at large? How does their beliefs shape their style and methodology to their work, job, military service? It speaks to the measure of their character and reveals or further asks how they will deal with situations under stress. When given time. When researching new skills, including magic in applicable settings. When collaborating with others on such skills. Further differentiation might come from another role-playing game approach where a character has their social face and their private face. Not everyone projects their true self all of the time. Even what they do and do not share about themselves could be an important detail.

Mood: disciplined.
Music: Disciples Of The Lie by Iced Earth and Book Of Thel by Bruce Dickinson.

Iced Earth: Something Wicked This Way Comes
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Bruce Dickinson: The Chemical Wedding
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Wednesday, August 19, 2009

Goal in the Bottom of the Ninth

It is time for a bit of a change in gears. The next few weeks or so the focus will shift toward role-playing games again. This is not to say--as is frequently said here--that what will be discussed is any less relevant to plotting a novel or writing a screenplay. All of these items, and all narratives really, share certain things in common such as plot, settings, and types of characters. This definition of character is as far as their place in the setting, in the society they were born into, and/or the society they adopt as their own. It informs and involves their profession. The other definitions of character are almost exclusive of this and need not change significantly from setting to setting. Only the actions they bring about change, not the motives behind them in the different settings.

The quantities that will be discussed involve modifications or elements of certain settings that change the nature of the game. They change the way plots and conflicts are resolved over the long term across multiple encounters. From role-playing games to stories these game-changers affect the timeframe under which the story progresses. They affect the level of tension in the story. At the same time they bring to the story different things in place of the lost tension. When conflict is altered it has a ripple effect that carries over beyond how combat is done. At the military level some of these changes will affect the strategic planning and materiel management. Others will have an effect on the motives behind going to war and the willingness to do so.

Much of the way a society handles itself and the traditions they involve themselves in come about because of their militaristic habits. At the least, military inventions and procedures trickle down because of the required innovation to constantly one-up the enemy and the sense of duty and efficiency required by any good army. Those two are just such a potent combination. At the same time that combination is pretty rigid and doesn't allow for much variation so of course it can only be one part of the necessary equation to create a society, or number of societies. The variations, the differences, from one group to another group are where a lot of friction comes and where conflict is developed. So it is that next week begins with the first look at one of these game-changing elements.

Mood: mellow.
Music: Paint It, Black by The Rolling Stones and Chariots of Pumpkins by John Carpenter.

The Rolling Stones: Aftermath
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Halloween III: Complete Original Motion Picture Score
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