Press "Enter" to skip to content

Author: Bryant

Stranger Than Fiction

Spoilers ahead.

I’m unclear as to whether Stranger Than Fiction is a comedy or a tragedy. I guess strictly speaking it’s a romantic comedy, but really, that’s not the story of the movie; the story of the movie is about how something dies. Does a great person have a downfall? Yep. So I think I have to read it as a bittersweet tragedy, albeit one with an ending which could be seen as rather happy.

Then again, it perhaps betrays my bibliophiliac nature that I think the death of a novel is a tragedy. But — no, I think I’m on target. A classic tragedy is inevitable. In Stranger Than Fiction, everyone makes the right decisions; ethics prevail throughout. It just so happens that the result of these decisions is that Karen Eiffel doesn’t complete her greatest novel.

But the alternative would have been worse. It’s to the movie’s credit that there’s a bit of uncertainty there, though. Around fifteen minutes before the end, I thought Harold was going to die, and that would have been an impressive choice. Then I thought we were going to have a saccharine ending; then it was redeemed, because it was clear that the choice made was a painful one. Dustin Hoffman and Emma Thompson pretty much pulled this off with their final scene; perfect portrayal of two people who know a sacrifice has been made.

The two of them more or less made the movie work all along, actually. Will Ferrell was good; the role wasn’t deeply demanding, but he did avoid hamming it up and he was perfectly decent as a mostly blank cipher. I’m guessing he’ll do one of these every few years to maintain cred, and if he’s this good every time he’ll deserve whatever cred he gets. But really, it was Thompson and Hoffman deserve the credit for creating the context in which he could work.

So I liked it. As elliptical Wes Andersonesque movies go, it was no Eternal Sunshine of the Spotless Mind, but it beat the crap out of I Heart Huckabees.

Scion Settings

I’ve been kicking around a lucha libre Scion game in my mind, along with a couple of other ideas (Southern Gothic comes to mind), but I think the winner is 17th century pirates who happen to be children of gods.

We’d wanna finish up our Catholic saint pantheon, for obvious reasons. Voodoo fits well, Aztecs fit just fine. Greek gods? Sure. Norse gods? Very well, given the Norse tradition of rampaging around on boats. Egyptian and Japanese are a little tougher, but I have ideas.

And it’s not at all difficult to make Caribbean piracy mythic and grand.

Day and Date

A while ago, I wrote about Stephen Soderberg’s desire to see movies hit theaters, DVD, and cable on the same day. I was wrong about him not making Ocean’s 13, but I was right about it being a trend.

$30-$50 is pretty ambitious pricing even for a first run movie, but (and I’m sure this is how the price point was set) it’s cheaper than taking a family of four to the movies, if you figure in popcorn and drinks.

Recent Reading: The Lost Colony

The Last Colony is a pretty fun read in the “crowded galaxy with humans jostling for position” subgenre of the space opera subgenre. It’s kind of hard for me to evaluate it objectively, because it kept hitting all these SF tropes I know and love. Look! A colony lands on a new planet, and yeah, that thing that happens quite often in colonizing novels happens. Hey, there’s a wide-ranging alliance among semi-hostile races. And… wait, no powered armor.

This isn’t a bad thing at all; it’s all done quite well, albeit there’s no payoff to the thing that always happens in colonizing novels. It’s just the kind of thing that suits me perfectly, and I can’t say if it’d make someone who isn’t steeped in the field quite as happy.

The politics is fun. I really like the way Scalzi writes politics; you get a good range of motivations, bad guys don’t always agree, and it’s complex but believable. People get lucky a lot, but I suspect that’s a world law of the Scalziverse.

Hm. Yeah, it definitely is. “Hey, we managed to lay our hands on this MacGuffin here for reasons which will go completely unexplained, but it’s what you need, yep.” OK, so his characters are remarkably lucky as a class.

Quibbles: there’s a big expository lump or two in the middle of the book, and a couple of characters who exist largely to feed our protagonist expository lumps. See also Scalzi’s remarks on the Fermi Paradox. It might have been a slightly better book if he hadn’t given into the temptation to answer those particular critics via lumpage, but eh, it’s a pretty small lump.

So fun reading. I really like coherent straight-forward heroic space opera. (I also like Iain Banks, mind you.) This is that.

Scion Demo

White Wolf put up the Scion demo the other week; I just got around to downloading it. Scion is the one where you play the children of gods in the modern world; it’s not the World of Darkness. They’re going for a Mage: The Hero Defined feel, and not coming up much short as far as I can tell from reading the demo.

The system is standard Storyteller, tweaked for heroism. Successes are 7 or more on a ten sider, rather than 8 or more. PCs have a Legend rating, and penalties can’t bring your die pool beneath your Legend rating. And, of course, there are stunt rules.

I count six different kinds of special powers you get out of being a hero. Epic attributes are a lot like Aberrant’s Mega-attributes; they give autosuccesses and provide variable benefits related to the attribute. Nothing else is really explained in the demo. I’m a bit concerned that there’s too much complexity there, but we’ll see.

Combat is pretty heavily revamped. It’s reminiscent of Feng Shui, in that every action takes a number of ticks. If we’re on tick 3, and I take a Speed 3 action, I’ll act again on tick 6. There are no rounds, however; you just keep going until the fight’s over.

For example characters, we’ve got a jetsetting gunslinger child of Aphrodite, a former US Marshal investigative type who’s the son of Horus, a cardiac surgeon child of Tezcatlipoca, a teen auto mechanic whose dad is Thor, a necromantic embalmer from New Orleans who’s the daughter of Baron Samedi, and a photographer/martial artist child of Susan-o. That happens to be one Scion from the six pantheons outlined in the main rulebook.

I’m sorta medium amped for this. Street date is a couple of weeks from now.

EMI Drops DRM

EMI’s going to sell all their music online without DRM. It’ll be available through iTunes first; it’ll also cost 30 cents more for a track without DRM, but the quality will be twice as high. If you want to keep the old price, you’ll still be able to get DRM’d tracks for a buck.

Albums will be DRM-free at the same old price. You’ll be able to convert your DRM’d tracks to non-DRM tracks for 30 cents per track.

This is pretty good. Philosophically, I don’t want to pay more for music without the DRM, but since the quality is better I won’t mentally grumble too much. And since I buy most of my music by the album anyway? No big deal.

I should be able to convert full albums to DRM-less at no charge, though.

Inside the Egg: Background & Setup

This is not actual game text, which would want to be substantially more evocative.

Inside the Egg is set in a dystopian future, in the style of V for Vendetta, Matrix, or when you get right down to it we’re all stealing from Brave New World. (Not the superhero game.) The central paradigm of the government is the Egg; at an unspecified time in the past, something awful happened, and only the pure security of the World Egg can keep us safe.

There are no corners in the Egg. There’s no place to hide evil things. It’s pure in color, so you can’t avoid scrutiny from your fellow man. It is the perfect, safe shape. Architecture emulates the Egg. Everything does.

There’s a drug that keeps everyone happy by the simple expedient of grinding away their memories. This, in fact, is why PCs begin with nothing written down on their character sheet. While the player may know what they want their PC to be like, the characters themselves are tabula rasas.

The progress of a campaign is the progress of the characters towards self-realization. As time goes by, they learn more and more about themselves by virtue of rebellion against the Egg. By definition and mechanics, the arc of a character is complete at the moment that they themselves have realized completely one of their three aspects (Mind, Body, and Soul, as per the character sheet.)