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Population: One

One Of the Six Fundamental Machines

Other than that the showrunner is a geek’s geek, who has credits in RPGs, comics, and of course television in the last year, how did I like the show?

… that was way too overworked a sentence for the sake of a couple of cheap jokes. I want to put semi-colons in it, but I can’t figure out where.

Anyway, how’s Leverage? Well, it’s not great television so far. Five episodes in, and I can’t say I have a strong emotional attachment to any of the characters. I say so far because I think the potential exists — Timothy Hutton’s a solid actor and there’s backstory to be developed there, and I’ve seen Gina Bellman dig out emotional grounding from a character who’s way more superficial than Sophie. So I think there’s potential. But it’s also the case that the characters are currently collections of quirks; in the introductory sequences, we saw what they could do rather than who they were.

Which is OK! I mean, there’s a hacker and a combat specialist and a cat burglar and an actor and a plotter, which is cool. It’s not great television, but it is great fun, and I gotta say everyone’s clearly relishing their characters. Plus the con jobs are marvelous. Rogers is doing a great job with the narrative conceits, and the mini-flashbacks to reveal how a con worked are perfect. You get a nice juicy heist every week. I also like the structure a lot: the first con always breaks down, and Nate always has to think on his feet to get out on top.

We’re also getting some subtle, which is one of the other reasons I said “so far” above. There was a nice bit in “The Bank Job,” the most recent episode, where the wrong two characters are forced to pretend to be FBI agents. They’re really bad at it. For the first five seconds, I was all “oh god that’s bad acting, this is terrible,” until I realized “wait, that’s awesome acting, it’s the characters who can’t pull that off.” So I appreciated that. There is somewhat of a roleplaying game sensibility to this sucker, as S. pointed out in reference to the characters, and which also shows itself in the zeal with which the characters get put into bad situations.

Disgression begins:

Christian Kane looked familiar for a while to me; the other night, I was watching old Angel episodes. Right! He’s Lindsey from Wolfram & Hart, the mostly evil lawyer. But it does not end there, because you know who else shows up as a Wolfram & Hart lawyer? Daniel Dae Kim, who is probably better known for playing a supreme badass on Lost. It’s almost as if actors wind up appearing on multiple shows during the course of their careers.

Leverage is on my Tivo and it’s likely to stay there. Recommended.

Donald Westlake, RIP

2009 is not exactly getting off to a good start with the news of Donald Westlake’s death.

He was a consummate professional. The guy knew how to write mysteries; his range went from the comic caper Dortmunder books to the hardboiled Parker novels. He was primarily a novelist, but he did a few screenplays too. The Grifters was probably too quiet a flick to get noticed a ton, but it’s one of my probably top twenty movies and the last scene still disturbs me like very few other cinematic moments.

Just a smart writer. The funny in his comic mysteries came from an understanding of darkness, I think. One of his later novels, The Ax, is about a laid off paper company exec and the lengths he goes to in order to get a job. It’s bleak and understated and oddly believable, particularly right now.

I’m really bummed out about this.

Building Blocks

I’m still trying to fuse the brilliant combat engine from D&D 4e with the brilliant narrative engine from Gumshoe. You may not have known I was trying to do this. But I am.

Let’s skip over the skills question for now and pretend that we have a Gumshoe adventure all mapped out, with the multiple paths and the clues and the major and minor scenes. It’s a flowchart, basically. None of these scenes are directly combat-related, although it may require combat to reach a given scene. Here, have a PDF example. Contains spoilers for the Esoterrorists sample adventure, though!

Now: for each scene, we may (not must) attach either a prerequisite combat, a resulting combat, or both. A prerequisite combat is a fight you need to engage in, or possibly win, in order to get to the clue scene. The clue scene might be really brief; e.g., maybe the fight happens and one of the combatants has the clue on him. Or, say, you have to fight through the kobolds to get to the secret lair in which more information is available.

A resulting combat is when they come after you for finding a clue. Actions have consequences. I think it’s important to make the linkage super-clear for the best narrative effect.

The idea is that by strongly pairing investigative scenes and combat scenes, you reduce any chance that the players will feel like they’re playing two different concurrent games with the same set of characters. This is just a theory right now. I should probably test it sometime.

Another tangential note: you could maybe keep skill challenges as long as you went with the current WotC approach, which is that failed skill challenges result in problems rather than failures. This is attractive in that skill challenges seem to be cool, but I think it’s too much of a departure from the Gumshoe skill model. Or you could ditch the Gumshoe model altogether and make clue acquisition into skill challenges? I don’t know how to run skill challenges well enough to do this, however.

What’s This Then?

Some guy named Shane Acker apparently made a student animation film called 9, which you can see online. It’s only like 10 minutes, it got nominated for an Oscar, go ahead.

But because sometimes the right thing happens, it got picked up and now he’s directing the full-length movie version, with Elijah Wood and Crispin Glover and other people doing voices. There’s a trailer just out. I think maybe the right order is the trailer first, so your appetite is whetted, and then you can say “whoa, I can see a full version!” and watch the short, and then sit around contemplating whether or not adding voices and making it stretch longer is a mistake. It’s probably not, though.

How To Make a Thomas Kincade Movie

Peter O’Toole? What has become of you?

Thomas Kincade is the paints with light guy. And love. He paints with love.

16) Most important concept of all — THE CONCEPT OF LOVE. Perhaps we could make large posters that simply say “Love this movie” and post them about. I pour a lot of love into each painting, and sense that our crew has a genuine affection for this project. This starts with Michael Campus as a Director who feels great love towards this project, and should filter down through the ranks. Remember: “Every scene is the best scene.”

He wrote a memo explaining how his movie should look. Which is to say: gauzy, full of light, and dark at the corners so it’s more cozy. Like this.

Kincade!

Isn’t that nice? Peter O’Toole’s looking a bit desperate in the movie poster, I think.

Kincade!

State of the Gaming

Running: one straight-up 4e game. We’re working through WotC’s module series. This is fun.

Playing: one 4e game which I’ve played in no sessions of but I like the writeups. Should be fun.

Will be running: online 4e game heavily influenced by The Shield and The Wire, or possibly the Scales of War adventure path instead, although I’d need a couple more people for the latter. Sort of leaning towards Scales of War for the sake of easier prep, but undecided.

Thinking about running: something, since certain people are not inspired, which is OK. But I don’t know what. I was thinking about a 60s flashy spy game, but the more I think about it the more I think I’m trying to shoehorn the wrong stuff into the wrong stuff. And when I strip away the Orlando Trash-related overarching plot and the Seven Houses stuff I realized I’m not as jazzed; there’s no hook there for me.

So maybe the modern mysticism Seven Houses game I’ve wanted to run for a while. Heavy influences are the background to 100 Bullets — the intrigue, not the noir stuff — and Mystick Domination, which nobody ever played but it was evocative.

Heresy: Kingdom Come? Shadowrun? Dogs in the Vinyard?

Eclipse Phase looks like fun but is not out yet.

Hm.

Gumshoe Redux

Jere ran some more Gumshoe for us over the last couple of weeks; it was once more a bunch of fun. The scenario was more Cthulhoid this time around, not so much from a villain perspective but definitely so in terms of locale and threat.

The PCs (a retired cop, a linguist, a spirit photographer, a stage manager, and an NSA analyst) were a motley crew attending a Shakespeare festival in New Hampshire. At a party a couple of days before Opening Night, the actress slated to play Cleopatra in Antony and Cleopatra killed her understudy under suspicious circumstances. By virtue of our collective failure to run away screaming, the local sheriff deputized us to solve the murder.

Over the next few days, we found out that two of the directors, the local patron family, a suspicious sculptor, and a 70s cult rock band were all involved in a plot to open the way and allow Horus to run rampant. The phrase “crack the shell of the world” was bandied about more casually than we found pleasing. Once we had a reasonably firm picture of what was intended, questions of history (how this group of cultists came together, who perverted and corrupted who, and whether or not the Lost Folio was real Shakespeare) went by the wayside and stopping the various Opening Night performances became paramount. Said performances being the components of the way-opening ritual.

I felt more or less completely outclassed by the cult at most points, which was fairly satisfying. See my opening comment regarding the Cthulhoid nature of the game. I like the sensation that the Outer Darkness is imminent with little hope of total success. In this case, the cult will be back in 17 or 33 years, and it’s not as if we made any real dent in the infrastructure of the town. We had a ton of freedom to determine the best way to stop the performances, and all we managed was to convince the actors to go home. No actual cultists were harmed.

Jere removed the combat system entirely; we just ranked our physical skills like investigative skills. I’m not sure if we got any clues via physical skills — Jere, did we? In theory we might have been able to; in practice we were a very non-violent lot.

As I noted after the game, there was far less feedback on which skills were producing which clues than we got in the first game, which left me feeling a little bit more at loose ends. I suspect that any given group is going to get to about where we were in terms of that feedback; it’s a trust relationship built up between GM and players. In this case it didn’t bug me per se, but I’d yellow flag it: much of the value of Gumshoe for me is getting rid of the “guess the clue” mechanism. This is a group issue, by the by: players are as much responsible for pushing their skills as GMs are.

I am pensive about my roleplay. It’s pretty easy for me to slip back into humor. In this case I was deliberately going for a slightly goofy approach, which in retrospect may have been wrong. I’m not sure. I pulled off my usual arc with such characters, which depicts them as mostly ineffectual with a core of resilience; said core manifested this time in Edward’s purchase of a gun “just in case.” This satisfies me but I worry that it hampers immersion for others.

I’m finding myself tempted to open up a Web site for Gumshoe in the tradition of my old Shadowfist and Feng Shui sites. I don’t know if there’d be enough interest, but I like the game a lot and I think there’s good scope for fan-created scenarios and rules, which I’ve always felt have something to do with the success of a game. Pelgrane has some pretty good forums. Hm.

Updated 4e Tool Notes

Referring back to this post

The DM’s screen fits on the card table with the battlemaps, so that’s all good. Alea Tools magnetic markers work like a charm if you remember to use them, and your players are happy to take care of slapping down the markers for effects they generate. Chris suggested clipping the Encounter Manager sheets over the GameMastery initiative tracker; that worked fine too, with magnets and all. I may look for slightly stronger magnets or something, but it works well enough as is.

So yep. GMing continues to get easier. Tools are fun. And it’s a good group.