Saturday, October 23, 2010

13 Nights of Hallowe'en 2010: Night #5 White Noise

It's the weekend before the big night, eight days yet to go. Tonight we have White Noise starring Michael Keaton as aman who becomes obsessed with EVPs, also know as Electronic Voice Phenomena. His preferred method is using video. What you do--yes you can try it for yourself, but hopefully you won't get results like portrayed in this film--is you find a blank television channel and you record the static for hours and hours. Then you play it back and somewhere along the line you find ghosts in the video. This is a method that is getting harder and harder to use with the decline of VCRs and the advent of digital TV broadcasts and the static filled unused channels being blocked by cable and satellite providers for your convenience. This is a very interesting movie. I was unfortunately saddled with a Pan & Scan copy and may have to repurchase Widescreen.

I think it says something that I'm considering double dipping over the problem that ended with me ordering the wrong version. It might be an easy answer if I start in with Blu-Ray--I haven't even considered the switch yet. White Noise puts me in mind of couple other films in pieces, a matter of mood, and of cinematography rather than plot or events per se. It has a sort of The Mothman Prophecies vibe and some of the scenes have the kind of visual feel that was present in the remake of the TV series Night Stalker (2005) starring Stuart Townsend. There is also some comparison to be made to The Sixth Sense--no not like that. I find it a little amusing that after all this time Keaton becomes involved in a movie about ghosts where he has to deal the repercussions of their existence such a long time after he played one of the most famous ghosts of cinema, Beetlejuice.

Mood: leery.

Music: Haunted by Poe. MP3s

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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 10, 2010

Onward in the Corners

Here it is 2010. Can you believe that? Even a month into the year it's still hard to wrap my head around it. Is there another year yet to come that has received a lot of fictional press? I don't know any--I'm ignoring supposedly real apocalypse dates. Not only is 2010 a new year, but also more than that it's a new decade. Somewhere along the line I'm sure that I will post something about the future of books or writing and multimedia together or similar. It won't be the first time and as long as things keep changing and evolving in the world it likely won't be the last. Some of the articles I intend to write this year are not very dark or horror oriented but don't let that get you down. Some of them I will take special care to make dark and horror-filled.

One of the first topics I want to tackle will be in a sort of pseudo-series. I do not know how many weeks it will take or if I'll do them all at once or not. They are focused on role-playing game writing and use. The main thrust of these will be about the artificial quality of some rules that games have, and ways of avoiding that, hiding it, or otherwise minimising it. I also want to take a look at the ubiquitous and attention hogging vampire. This was a number of ideas, spawned by recent movies and a novel I have knocking around in the back of my head, to really make vampires something to fear again. Before I get to that though we need to look at how they are portrayed now. I also have to cover a bit about some of the myths that have fallen by the wayside and some that are only partially explained.

Back to that idea about the future of writing and the possible changes, I would like to write an article or two further getting into this whole idea of deleted and alternate scenes as well as side stories. The thing about this idea is it is only new in that--especially in the case of side stories--they existed separately before and now they can co-exist. The important part of this topic that I want to get to is about using the bits that exist in the story to set the mood, or to contrast it. How do you set that up? How does the full version change things? Are those changes present elsewhere and just quietly inserted? Of course any of these kinds of ideas could be full-blown articles all on their own. I hope you'll stick around to see.

Mood: optimistic.
Music: Music: Big Guns by Skid Row and Snakebite by Alice Cooper.

Skid Row: Skid Row
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Alice Cooper: Hey Stoopid
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Wednesday, September 23, 2009

We're All Going to Die Terribly

One of the important parts of planning and running a role-playing game is the same as plotting a novel or writing a script. It is about managing threat levels. Doing this has a cascade effect that impacts pacing, tension, horror--if that is your angle--and mood. Take the ever-popular zombie apocalypse. The threat level is high any time that the characters are out in the world rather than sitting in their safety zones. Even in the safety of their sanctuaries all of the dangers of the old world loom around every corner. A pall hangs over everything because the walking dead dominate the mental landscape as much as the external one. This makes for constant inescapable tension. The dark mood is always an instant away only to be forgotten briefly.

This general look at the threat level of the setting is just that, only an overview. Scaling down to the level of specific encounters the danger presented to the protagonists can only reach a certain pitch. The protagonists must be able to survive--at least until the end, since they can only be killed once. There must be some way out of every situation. Something natural or organic and not forced or contrived. By the same token it should not be a cakewalk either. A balance must be struck. In a game luck can be a factor that brings disastrous results with even the most balance encounter. An author or scriptwriter can bend luck to their will on the other hand, again only in a way that seems genuine. Either way there needs to be room for adjustment.

A threat level system became a part of AD&D recently--in terms of the game's long history--to the joy of some and derision of others. It is a quick and easy way to say this many player characters of this level of power should fight these, these or those. It can be rigid and by the nature of its existence can drain away some of the tension, especially if the players know the Game Master is sticking by it. The player will likely even be familiar enough that they can tell an encounter is safely balanced. This tension draining phenomena can happen even with fiction, and especially scripts for television. Certain characters just aren't going to die. There will be an out to almost any situation that seems hopeless. Some things just are not going to change or come to an end.

Mood: open.

Music: Too Much, Too Soon by Green Day and It ('s A Monster) by Extreme.

Green Day: American Idiot
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Extreme: Pornograffitti
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Sunday, October 19, 2008

13 Nights of Hallowe'en: Night #1 fear dot com

Hello, and welcome to the first of the thirteen nights of Hallowe’en.
fear dot comWhat we do with these thirteen nights is we watch a horror movie or other kind of movie fitting to the festive spirit of All Hallows Eve. The full list of this years movies is available at WraithStop™. Tonight is the first night running to Hallowe’en, which is the thirteenth night. Come back to this blog every day for a heads up about that night’s movie.

Tonight’s movie is “fear dot com”. Today there is the sense among some people that movie A is nothing but a rip-off of movie B. It becomes ridiculous when it reaches anyone in a mask is a Jason Voorhees, even the much older Phantom of the Opera. “fear dot com” has the unfortunate distinction of being compared to “The Ring”. Some event is the trigger for your death hours later is a pretty simplistic plot. This is why the comparison is made, but the how and why makes a difference, never mind the hugely different path in dealing with it. How many movies for instance share the plot that there is a killer who has to be dealt with? They’re infinite, but there are a lot of extremely different movies come out of it. That plot covers everything from Agatha Christie to the latest slasher.

“fear dot com” is one of those movies that just oozes with a particular mood. The mood comes out through everything in the movie from the colour palette, to the architecture of the sets and locations, to the music, to the plot and the casting. The basic back of the box synopsis tells us, people are logging onto a site and then dying forty-eight hours later. The movie’s de facto web browser is very distinctive and it speaks loudly about the world of the movie. It ties in with the other visuals to paint a different kind of world than the one in which we live. There are a lot of interesting touches like this throughout the movie that help the feeling that permeates the film. Likewise there are other events that add to the plot as well as giving the setting its own sense of being, separate from the plot.

Mood: anxious.
Music: This House Is Haunted by Alice Cooper off of The Eyes of Alice Cooper.


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Wednesday, April 09, 2008

Anatomy of a Horror Setting #2-1: A New and Magical Setting

Don't let the title fool you. If the idea of a magical setting, or more precisely a setting including magic doesn't sound very horrific, then just follow the next batch of articles and see how terrifying it can be. The darkest abilities and misuses of psychic powers are in some fashions just the tip of the heinous and gruesome iceberg compared to the depravity and stark evil of horror-based magic. The magic horror setting is also a much different animal than the psychic horror setting. The rules are very different and need to be worked up right from scratch. It may be a personal bias, but the first difference is that the setting should not include innate magic abilities. They're great in the realm of fantasy, however they represent a level of power not really conducive to the mood of terror.

Level of power, especially in certain veins, can also be damaging to the horrific tenor desired in a good dark setting. The more widespread and far-reaching magics have to be handled differently to avoid turning it into something too fantastical--in this sense kind of light--or too comic-book-like. It can be a fine line to tread. All of the right elements can be there for the horror, but on which side of the line the final product will fall is all about the execution. Sometimes it comes down to putting the right kind of flourishes on things, other times it requires a heavy limiting hand. As before it requires asking a lot of questions and picking the best answers to maintain the exact mood that the setting will require to convey what the story, book, game, or movie needs to have.

Some of the questions maybe can't even be articulated as questions, they exist simply as choices. Leading the pack is which schools or archetypal forms of magic will be a part of the setting. The smaller the scale of the setting in terms of what medium it is being created for the less kinds of magic will be required. It might be untrue though that the larger the scope the more will be necessary. A setting might only need one or two styles. There is something of a tangled snarl here. Inextricably bound up in the 'schools' of magic are the process types. These types are all about the requirements and procedures of creating magical effects. It is hard to decipher where one ends and the next begins. Form follows function in some examples and in others the function stands on its own.

Mood: leering.
Music: March of the Black by Queen and Dance of Death by Iron Maiden.

Queen: II
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Iron Maiden: Dance of Death

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Saturday, July 21, 2007

Weather or Not

Beyond what was discussed last time about the weather in games—and this applies to all story telling—there are other factors to consider. The most visible of these factors in indeed visibility. Whether it is heavy rain, driving snow, or clinging mists, the weather does affect how far away things can be seen. This can be an important factor in game combat or in mood creation in fiction. Additionally in both role-playing and stories this helps determine the feasibility of certain actions as well as precipitates the need of other actions.

In a similar manner, knowing the temperature is one thing, but dealing with it as a force that acts upon your character(s) is something else all together. It can dictate right off the bat what clothes will be required. It can present challenges like dealing with heat exhaustion at one end of the scale and hypothermia and frostbite at the other end. More so than rain, snow, or obscuring fog the temperature in a setting can alter the moods of the characters as opposed to the moods of the audience.

Precipitation can be a part of a larger situations as well as working on its own. Watching the news one sees two big scale conditions caused by rain, or its lack. Too much rain and you have flooding. Also too much can lead to deluging rivers, and mudslides. If there is too little rain then there is drought. Drought affects crops and impacts economies and impacts the lives of everyone. It can also be a mitigating factor in wildfires whether they are caused by careless people, or they are caused by another weather factor, lightning.

Carrying over to snow and there are blizzards. They can ground planes, seal off villages, trap people in places they'd rather not be and create situations where they have to deal with other people they would likely not encounter if not for the storm. Heavy accumulations of snow can damage houses as buildings just as unpredictably and suddenly—if not universally—as a tornado. Then lastly there is the avalanche possibility when the conditions or setting is ripe for it. There is a plethora of ways to use the weather in any kind of tale, be it role-played, rolled with dice, or found static in a short story, novel, or movie.

Mood: brainy.
Music: Going Mobile by The Who and Heavy Metal Poisoning by Styx.

The Who: Who's Next
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Styx: Kilroy Was Here

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Monday, July 09, 2007

Seasons and Spaces in Time

I was just thinking about how I like to specify a timeframe in my stories. Sure you can set the year and affect many facets of the story. What I like even better is to deal with things a bit more specific and that is by choosing a season. The first thing that this affects is the weather. Now I'm not super big on this whole weather and atmospherics should mirror the mood of the story. Certainly at the least I'm more of a contrast kind of guy. However I think the weather, should it be an issue—which it will any time a story takes place outside—should be whatever makes the story more interesting. It shouldn't be just a gimmick or a function of mood already established without it being present.

My personal preference of season is, as many may already know, autumn. Certainly it lends itself to the horror genre even without its connotations that Halloween can't be far away, or far back. I won't go into detail of just what it says with its colour changing trees, or after that's done the dry leaves that skitter with their menacing sound in the stillness of the night. Of course I don't use autumn all the time. That would be against everything I said up above. Again I use what best serves the story. More than the weather, the season expressed in a story is dependent upon the characters with or without the plot. People do certain things during certain seasons. Those things may be a part of the plot or they may not. Certainly I like to mix things up whether they parallel or contrast or just are independent.

Mood: bored silly.
Music: Black Reign by Quiet Riot and Prophecy by Iron Maiden.

Quiet Riot: Rehab
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Iron Maiden: Seventh Son of a Seventh Son

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Monday, March 19, 2007

Things That Go "Boo!" In the Night

It always comes back to the ghosts doesn't it? The only thing maybe more prevalent is next blog's topic, but let's not get into that now. As to our haunting staples they just have so much to offer. There is the instant creep factor. The stereotypical ambience surrounding them is always delightful even when it's full-on cliché—well maybe. However, what sets them apart is the sheer breadth of ways in which they can be put to use.

First and most obviously a ghost can be the focus of the story. They can be on the side of the protagonist or they can be the antagonists directly. There are those rare cases where they are the protagonist, but that is most often a secret that is revealed during the climax or somewhere in the dénouement. Other times rather than a direct involvement they can still exert huge influence on the story when they take on the role of narrator.

Ghosts can play a part as a secondary element to a story. This role can be as a distraction, as misleaders, or as a plot twist. The best twist is often of a similar vein to the role of a ghost as protagonist. Some key character just turns out to be dead. The mood and setting of the story have to be right or it comes off as silly. However, when done correctly, the big reveal can be anywhere from satisfying to downright powerful.

Putting ghosts to use as a purely mood enhancing thing is perhaps the most exciting use of them from the standpoint of having great familiarity with them, or other overexposure to those types of stories. The mood is not the only thing affected in such cases—and they are few and far between, but out there nonetheless—but also it sets certain conventions (rules) in the readers' minds, and carries other advantages of similarly definitional types.

Mood: fatigued.
Music: Loco by Coal Chamber and Twist My Sister by Murderdolls.

Coal Chamber: Coal Chamber
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Murderdolls: Beyond the Valley of the Murderdolls

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