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Author: Bryant

Reading RuneQuest: Chapter 1 (Introduction)

I started gaming back in the early 80s. By “gaming” I mean “reading roleplaying books and wondering what it’d be like to actually play,” with a hefty side order of “running through Tunnels & Trolls solitaire adventures.” Tunnels & Trolls was my first RPG. I think RuneQuest was my third? Hard to remember exactly.

Chaosium just reprinted that 1980 edition after a successful Kickstarter. I backed it. I know that when I read RuneQuest the first time around, the weird world of Glorantha didn’t bewilder me at all. This is more than I can say for any subsequent edition, even the lovely hardcover Guide to Glorantha. I figured, hey, that relatively slim book made sense to me back in the 80s, so let’s check it out again.

Now I’m gonna read it and see what I think.

The introduction is five pages. Page 1 is the obligatory explanation of the nature of fantasy role-playing games, a description of how to use the rules, and so on. As I recall, this is the first use of the improvisational radio theater metaphor. Stafford kind of waffles between saying that you’re simulating life and that you’re telling a story; alas, nothing here will settle that age-old debate.

The second page launches us into the Gloranthaness of it all. The page and a half of history is not at all weird. Gods fight, empires rise and fall, dragons breathe fire. Nothing about the whole bit where heroes venture into the spirit world in order to rewrite the cosmology; it’s just another mythos. I am not surprised that my adolescent self found this digestible. It’s cool history, too.

I’m pretty sure I mentally skipped over the next bit, where Stafford explains that Glorantha is a Bronze Age culture. I remember being really surprised to find out that Glorantha was short on iron and steel later on in life. There’s a picture of an elf with a bow on that page, which is nicely grounding if you don’t know he’s actually a plant. I don’t know if this edition gets into the elven plant issue or not. Time will tell.

And then we get a map — I loved and love maps — and the world is a “slightly bulging, squarish lozenge.” This is another thing that surprised me later in life. I am beginning to suspect that one reason I wasn’t weirded out by Glorantha at the time was that I skipped all the confusing parts. There’s a little hint about visiting the worlds of the gods here, but it’s pretty subtle and you’d never know how important that kind of thing is. What’s heroquesting?

Finally, there’s a nice timeline for the Lunar Empire and Dragon Pass which is just full of hints of weirdness. I was definitely skimming this. “War between hill peoples of Dragon Pass and Ducks.” “God-King of the Holy Country disappears and the Masters of Luck and Death fail to bring forth a new incarnation.” Yeah, it’s all there if you just open your eyes and see.

Next time: character generation. How weird could that be?

It’s OK, My Lawn is Your Lawn

My perspective: veteran Ingress player, no previous experience with Pokemon Go, a fair bit of mobile gaming work experience.

I’m not gonna do the whole “wow, look at the wild news story!” thing. Hot take: geo-located gaming generates interesting behavior patterns. I do have one item I can’t resist sharing, though. Pokemon GO chauffeur services are here. (But don’t buy egg hatching services, since you’re not allowed to let someone else use your account even if they’re carrying your phone.)

I am happy to see lots of Pokemon Go players. More money for Niantic increases the chances that Ingress will have a long lifespan. Some Pokemon Go players will try Ingress, most won’t like it, it’s all cool. A lot of Ingress players will quit to play Pokemon Go. I worry a bit about viable Ingress populations but time will tell.

Some things I do think are interesting:

Pokemon Go hit #1 grossing game in the US App Store on the first day. It was not featured by Apple in any way. As far as I can tell, Niantic and Nintendo did no user acquisition — no Facebook ads, no mobile adds, nothing driving players to the game. #1 without any of that is unprecedented. Flappy Bird had to build to #1 downloaded. Clash Royale was featured and had a robust in-house user acquisition network.

A good geo-located game has strong virality because human interactions are the core driver of any viral loop. It’s also sticky for the same reasons. The problem has always been getting critical mass. Apparently Nintendo’s IP is pretty good for that.

Second, it’s worth comparing Pokemon Go to Ingress. In Ingress, you can’t do anything meaningful till you hit level 5 or 6. If you’re playing by yourself that’s a long grind. In a busy area, you may be unable to capture portals, which is the core of the game. The new user experience sucks.

In Pokemon Go, the new user experience is still pretty bad — no good tutorial, easy to get lost. But it’s also easy to muddle your way up a few levels and you feel like you’re making meaningful progress immediately. You can always capture Pokemons.

The next interesting question for me is the elder game. Is it dense enough to sustain continued stickiness and monetization?

Port of Call

Port of Call: A

Excellent Hong Kong drama based on a real murder case from 2008. Aaron Kwok was superb in this; he goes old, with grey hair and a mustache, and really vanishes into the role. It’s a tough part, full of damaged psyches grating against each other in an endless cycle. He plays it whimsical with a ton of pain showing right under the surface: comedy as defense mechanism.

The movie is set in seedy Hong Kong, where low-lives and desperate souls live. Occasionally we see glimpses of privilege and wealth. Christopher Doyle is the cinematographer, and he’s unsurprisingly perfect at showing us the contrast between those two places. It’s as if wealth was a source of light, and unwise phototropic souls reached out to it like a lifeline, only to find it was sterile. (Doyle always inspires me to clumsy light-based metaphors. Love his work.)

Other than Aaron Kwok making sad jokes which fail to dispel his pain, there’s very little humor in the movie. There are sequences of explicit death and violence. People are not nice to one another. It gets a lot of power from being unflinching.

The Ninja War of Torakage

The Ninja War of Torakage: B

This was the weirdest thing I saw at Fantasia. Underneath it all you’ll find a pretty standard historical ninja epic about Torakage, this poor guy who just wants to retire from ninjaing and raise a family, but there’s a lot of insanity between the surface of the movie and the core. I don’t know Yoshihiro Nishimura’s work but he’s a special effects/makeup dude who occasionally directs, I guess. This is perhaps obvious from the opening shot in which our protagonist cuts off a couple of heads and we center two spouting fountains of gore for a very long time.

Once we’ve gotten the sense that it’s going to be a reasonably violent action film, Nishimura proceeds to demonstrate that it’s going to be supremely weird by cutting to a Portugese scholar named Francisco who narrates the premise of the movie with the help of shadow puppets. Visually awesome, by the by, once you get over the Japanese actor in Euroface. Francisco shows up to explain the movie all the time, although he doesn’t explain any of the weird stuff.

Other awesome things: the weird creature with wings made of hands and eyes everywhere; the bamboo mecha; the way Torakage’s wife Tsukikage also kicks ass; the Greek chorus in jars. I appreciated this one a lot.

Tales of Halloween

Tales of Halloween: B+

This review is maybe a bit of a placeholder; I did not take notes during the movie and I’d like to come back to it when I can find some better data on who directed what. For now, I will note that this was a totally fun horror anthology with ten segments. They’re very loosely linked insofar as they all take place in one town during Halloween. Unsurprisingly, it’s not a place you’d want to live. Neil Marshall’s closing segment ties together some of the other bits, but otherwise they’re just related by theme and locale.

If I had to bet, I’d say one of the thematic elements the creators decided to work with was revenge. There’s a lot of that going on. Also trick or treating, which is kind of a gimmie for Halloween. Also gore — this is probably going to win my personal Best Gore award for Fantasia — but that’s just because it’s a total love letter to 80s horror.

Which, let me tell you, this movie wears its heart on its sleeve. Lots of horror character actors you’ll recognize, a couple of even more amusing cameos, and so on. The Neil Marshall segment plays like a John Carpenter tribute in the most loving of ways.

I think this will roll into theaters around Halloween this year and if you like gory horror you should see it.

Full Strike

Full Strike: B

This was pretty much OK. Very broad Hong Kong sports comedy with all the usual bits. There’s a drunken master, there’s an evil magistrate, there’s familial tension, and so on. Oh, and a random alien who lands in a UFO that looks like a badminton shuttlecock. Don’t pay too much attention to him, since he’s not actually part of the movie.

Right — the sport is badminton. Serious business! The producer, Andrew Ooi, introduced the movie and explained that they’re all big fans of badminton so why not make a movie about it? Fair enough.

Josie Ho was a standout; her transitions from washed up ex-champion to fierce competitor were a nice bit of acting. That’s the extra effort that you don’t always see in a farce.

Jeruzalem

Jeruzalem: D.

This was a lot of wasted potential. You’ve got a promising if somewhat goofy presence — American backpackers trapped in Jerusalem during the apocalypse. The found footage twist is pretty good: everything’s being filmed on Google Glass by Sarah, our viewpoint character. It’s a nice way to explain why she doesn’t just drop the camera and run away, plus the Paz brothers added some really clever moments around facial recognition and other wearable features.

Unfortunately the acting was really, really bad. I’m not going to pick on anyone in particular, because everyone was fairly wooden. If you’re doing helpless Americans abroad, you’ve got to have sympathetic characters and none of the main foursome was up to that task.

The writing didn’t help. Towards the beginning of the movie there’s an excellent chase scene which uses the Glass conceit to full advantage. You get disoriented right along with Sarah as she runs, you get a real feel for her lack of perspective, and it’s easy to understand how she gets lost in the warren of back alleys. Excellent stuff. It’s undermined by the ceaseless repetition of “hey, stop, hey, you, stop, hey, come back, hey, stop!” It’s as if the filmmakers were afraid of silence.

I could go on. The prelude, which is not presented as found footage, winds up being played for Sarah later. So if you’re going to present it within the found footage context anyway, why start the movie outside the frame? Hold it for later, don’t repeat it, and as a bonus you get to save your demon reveal rather than giving it up in the first five minutes.

Whoops, I went on. Done now. Don’t watch this on cable if you happen to trip over it some day.

Another Thursday Night

San Francisco Fielding This is what I did with my evening. To be precise, I had a small part in creating the conditions that made this possible. We did not execute perfectly for various and sundry reasons, but that’s what the human ability to learn and improve is for.

For non-Ingress players: the primary means of scoring points in the game is creating fields. Bigger fields are more points. Fields are always triangles. You create fields by generating links between portals. You make a link between two portals by going to the source portal and using up a key to the destination portal.

Thus, you could make a big triangle like that by creating a link between a portal in Oakland and a portal in Marin Highlands; then between the same portal in Oakland and a portal in Half Moon Bay; and then between the Half Moon Bay and Marin portals. Boom, lots of green.

Oh, yeah. The tricky part is that links can’t cross. So if there was already a link between, say, Candlestick Park and Alameda, you couldn’t create the link between Oakland and Half Moon Bay. This makes life tricky.

The coordination aspect of this is really the fun part, particularly since the other team will try and stop you from scoring via various methods if they notice. It’s like a much lower pressure version of moving your servers between data centers: plenty of planning, lots of moving parts, and a good team of people.