Showing posts with label movies. Show all posts
Showing posts with label movies. Show all posts

Wednesday, April 16, 2025

Retrospective: Q Manual

After seeing that advertisement for the James Bond 007 RPG, I found myself thinking about it, something I hadn't done in quite some time. I've been a fan of the espionage genre since I was quite young, influenced at least in part by my affection for the early James Bond films. Consequently, when the roleplaying game was released in 1983, I was an early adopter and had a great deal of fun with it.

One of the things that really set James Bond 007 apart from its competition, like Top Secret. was its remarkably elegant and thematically consistent design. Much of that is probably owed to the efforts of its lead designer, Gerard Christopher Klug, who seems to have had a rare talent for mechanical innovation in service to genre emulation. I adored James Bond 007 for its action resolution and chase systems, as well as its emphasis on style as well as substance. It was a really tight, inspiring design.

Since I've already written a Retrospective post about the game itself, I thought a good way to return to discussing James Bond 007 would be through the Q Manual, published the same year as the core rules. Subtitled The Illustrated Guide to the World's Finest Armory (not a misspelling; the 007 RPG used American spellings throughout), the book conjured images of white-coated technicians, deadly attaché cases, and Roger Moore raising an eyebrow as Desmond Llewelyn stammers his way through the latest miracle of British engineering. That’s exactly what the Q Manual delivers: an in-universe catalog of gadgets, vehicles, and weapons straight from the MI6 labs, lovingly detailed and immaculately presented.

The book takes the form of a “field guide” issued to agents of the British Secret Service, complete with an introduction by Q himself and dossiers on the equipment available to operatives in the field. That this fiction is maintained throughout the book is no small achievement. One of the many things that sets James Bond 007 apart from other spy RPG is the importance given to tone and presentation. The Q Manual, written Greg Gorden, leans hard into this, turning what could have been a dry list of gear into a flavorful extension of the world of the game. 

One of the most striking things about the supplement is its production values. Victory Games, being a subsidiary of Avalon Hill, inherited that company's penchant for clean layouts and effective use of art and typography. The illustrations in The Q Manual are clear, reminiscent of technical drawings, which only enhances the feeling that one is paging through a genuine intelligence dossier rather than a gaming supplement. Even the typefaces and formatting choices reinforce the conceit, giving it a restrained, professional look that stands apart from the appearance of most other RPG books of that era.

Mechanically, the Q Manual provides complete game statistics for each item, compatible with the system presented in the basic game rulebook. Everything from the iconic Walther PPK to rocket-firing cigarettes is detailed with both practical and, at times, tongue-in-cheek commentary. In this way, the book acts as both a mechanical expansion and a setting book, grounding its fantastical gadgets in a consistent rules framework while reinforcing the tone and flavor of the Bond universe. It’s a great example of rules and presentation working hand in glove.

Of course, all of this is just another way the Q Manual reinforces what makes the James Bond 007 RPG so special: its commitment to genre fidelity. Like the best RPG supplements, it doesn’t merely tack on new rules or equipment. Instead, it deepens the player’s immersion in the world of the game, reminding him that this is a game about style, daring, and cool-headed efficiency in the face of over-the-top supervillainy. Every gadget and vehicle included serves not just a mechanical purpose, but an esthetic one, enabling players to act (and feel) like true agents of Her Majesty’s Secret Service.

Re-reading it now, more than forty years later, I was struck by the book’s clarity of purpose and sincerity. It does not wink at the audience nor lapse into self-parody, as even the later Bond films would sometimes do. Instead, it treats the world of Bond as one worthy of exploration and emulation, not as camp, but as aspirational fantasy. I think that's a key to why both this supplement and the entire James Bond 007 game line were favorites of mine. 

No supplement is perfect. Like the game itself, the Q Manual assumes a particular flavor of "espionage" – clean, glamorous, and British to its core. There is little room here for the messy realities of the Cold War or the moral ambiguities of Le Carré. But this is James Bond, not Tinker, Tailor, Soldier, Spy. The Q Manual knows what it is and does it exceptionally well. Honestly, that's what I love about it, even now. It captures a particular fantasy of espionage and invites you to step into it, martini in hand and mission dossier at the ready. It's refreshing to revisit something so joyfully committed to the escapism it's offering.

Tuesday, February 4, 2025

The Dead Need No Chairs

Reader Marc Sonnenberger pointed me toward this terrific claymation fantasy/horror movie on Youtube. Entitled The Dead Need No Chairs, it's nearly an hour long, so make sure you have the time before you start watching it. It's well worth it.

Friday, January 17, 2025

Emperor of Dreams

On January 13 of this year, I commemorated, as I always do, the birthday of Clark Ashton Smith, whose most famous poem, "The Hashish-Eater" famously begins with the line, "Bow down: I am the emperor of dreams." I've long felt that it was an eminently fitting declaration to appear in a poem by CAS, as his literary work, whether poetry or prose, is indeed oneiric, filled with fantastic beings and vistas and eliciting feelings that are at once strange and familiar. Smith understood the language of dreams well and he used that language to remarkable effect. That's a skill I decidedly lack in my own writing and of which I've always been envious, which probably explains why I hold him in such high esteem.

One week later, January 20, would have been the 79th birthday of another master of the language of dreams, filmmaker David Lynch, who died on the 15th. I know the date of his birth only because of a very peculiar incident that happened to me in 2018. One morning, I woke up after a dream I'd had about meeting David Lynch, who was apparently waiting for me on a street corner. "Where are my suits?" he asked me. "Did you bring them to me?" When I told a friend I'd had this dream, he replied, "You know, today is Lynch's birthday."

Prior to my friend's informing me of this, I'm almost certain I didn't know this information, so it seemed oddly coincidental that I just happened to dream of Lynch on the morning of his birthday. I suspect I had this dream because I'd come across a story about him from the year before, when he'd set himself up in a director's chair at the side of the road on Hollywood Boulevard to campaign for Laura Dern to receive an Oscar. And he had a cow with him, because of course he did. In my dream, he didn't have a cow or a director's chair, but he was at a street corner. I feel like the connection is pretty obvious – at least that's what I told myself, since the alternative is to believe that there was some mystical significance to my dreaming of the man on the day of his birth.

I think the first David Lynch movie I ever saw was his 1984 adaptation of Dune, which I've always adored for its esthetics, if not necessarily anything else. Lynch hated every released version of the movie and even replaced his name with that of Alan Smithee on a couple of them. In college, I met some guys who were big film geeks who loved Lynch's work and, through them, saw Blue Velvet, The Elephant Man, and Eraserhead. I found Eraserhead particularly arresting and have never watched it again, but I found the other two well made and compelling. Though I didn't realize it at the time, all of them, to varying degrees, possess dream-like (or nightmarish) qualities that set them apart from the more straightforward movies to which I was accustomed up till that point.

I don't think it was until Twin Peaks appeared on TV in 1990 that I encountered many other people familiar with Lynch's work. The show was, for a brief moment, a "water cooler show," as they used to say – everyone was watching it and talking about, both because it was so lovingly made and because it contained all sorts of elements that made people question exactly what they were actually watching. Because of network interference, Lynch couldn't make good on his vision for the show (and wouldn't until Twin Peaks: The Return in 2017), but he did release a movie prequel in 1992 that is both very good and very scary – and another movie I've never dared watch a second time. Unsurprisingly, Twin Peaks in all its forms gives pride of place to dreams and their importance.

I haven't seen all of Lynch's films, so I'm not sure I'd call myself a true devotee of the man and his works. That said, I found him fascinating. Every interview with him I've ever read or seen is remarkable. Odd though he was, there was a sincerity, an earnestness to him that I couldn't help but find admirable. There was nothing pretentious about him; what you saw was genuine. Everything he said and did was an authentic reflection of who he was and what he believed. It's hard not to like a guy like that, even if, as I said, a lot of what he actually said and did and believed was downright peculiar at times. 

Ultimately, though, the thing I loved about Lynch was that he clearly understood the language of dreams. I use the word "language" purposefully. Lynch's creative efforts, like dreams, are more deliberate than they seem. There's an underlying logic to them that, while not apparent at first, can eventually be deciphered, at least somewhat. To do that, though, you have to be willing to listen. You have to be patient and learn the vocabulary and the grammar and the syntax of the language of dreams. Do that and you might come to understand what he's talking about. 

Or, just like dreams, you might not. Sometimes, you have to be comfortable with not knowing, with mystery. Lynch never elaborated on his own work, no matter how often interviewers tried to get him to do so. He trusted his viewers to do their own work and figure it out for themselves, probably because, in many cases, he might not have fully figured it out himself. Great art, like dreams, sometimes comes without an easy explanation: it just is and that's OK. Not everything has to be easily explicable or reducible to a series of rational propositions. In fact, it's better that way.

For someone like me, who's always lived too much inside his own head, who's much too analytical and deductive, I need to be regularly reminded of this. That's likely why artists like Clark Ashton Smith and David Lynch so appeal to me: I recognize in them remedies to my own deficiencies. Their ready understanding of the language of dreams makes me at once envious and grateful – while the news of Lynch's death just makes me sad. 

Wherever you are, Mr Lynch, Godspeed.

"We are like the dreamer who dreams and then lives the dream."

Thursday, August 22, 2024

Conan Meets the Flower Children of Set

Long ago, I discussed my own thoughts about the 1982 Conan the Barbarian movie. In issue #63 of Dragon (July 1982), Gary Gygax offers his own.

Friday, June 28, 2024

REPOST: Have Space Suit – Will Travel

[This is a repost of something I wrote almost four years ago. Last night, I found myself thinking about space suits in science fiction RPGs and decided to write a post about it. As usual, I soon realized I'd done it before. Rather than abandon the idea, I thought I'd repost this, since its initial appearance was very early after I'd returned to blogging and was therefore not widely read.]

When I was a child, I owned a copy of the Marvel Treasury Special adaptation of 2001 by Jack Kirby. I can't recall how I acquired it, though I suspect it was a gift by a well-meaning relative who knew that I liked science fiction. I am certain that I read the comic before I ever saw the movie (which wasn't released on home video until 1980). The combination of Clarke's story, Kubrick's visuals, and Kirby's art was a heady mix and I was equally enthralled and frightened by what I saw in those large newsprint pages. 

Perhaps unsurprisingly, I became a fan of 2001: A Space Odyssey when I finally did see the film and it remains one of my favorite movies. I recently re-watched it; my feelings toward it are unchanged: I consider it not only one of the greatest science fiction films of all time, but one of the greatest films regardless of genre. 

Even if you disagree with that assessment, it's hard to deny how influential the movie is. Without even paying close attention, you can recognize imagery, set designs, costuming, even plot details that have clear echoes in subsequent motion pictures. Ash from Alien owes a lot to HAL 9000, for example, particularly in his having been given a hidden agenda at odds with those of the human characters. Likewise, the Enterprise's encounter with V'ger in Star Trek: The Motion Picture would have been impossible without the final act of 2001, "Jupiter and Beyond the Infinite."

Growing up in the immediate aftermath of the Apollo lunar lanading, astronauts and space suits were everywhere. 2001 has particularly stylish and iconic space suits – so much so that I am convinced the multi-colored thruster suits from the aforementioned Star Trek film are a tribute to those in Kubrick's masterpiece. Come to think of it, Alien also had remarkable space suits, but those are the work of French artist Jean Giraud, better known by his nom de plume, Moebius. 

On the other hand, science fiction like Star Wars or Battlestar Galactica didn't have a place for space suits – flight helmets, yes, but not full suits of the sort seen elsewhere. It's probably for this reason that I've subconsciously come to divide space-oriented sci-fi into space suit and non-space suit categories, with the former being more "serious" than the latter. The lack of space suits is something I associate with action-oriented space opera rather than idea-based science fiction. Obviously, this is a completely unfair distinction, one largely based, I imagine, on the prominence that space suits had in 2001: A Space Odyssey. 

Nevertheless, it's a distinction that's been lurking at the back of my mind since childhood, affecting even my feelings about science fiction roleplaying games. One of the most basic and ubiquitous skills in GDW's Traveller is Vacc Suit (though I've never discovered the origin of the second "c" in the word). Consequently, I've always seen the game as a sober, serious, and indeed thoughtful game, compared to, say, TSR's Star Frontiers, which, while I have a great fondness for it, didn't even mention space suits or their equivalent until the release of the Knights Hawks expansion a year later. Ironically, it was Star Frontiers that saw an adventure module based on 2001: A Space Odyssey, not Traveller, which only goes to show how arbitrary distinctions like this can be.

Wednesday, December 20, 2023

Hidden Details

Because of my post about the limited pop cultural footprint of Dungeons & Dragons as a game, several readers pointed me toward the image below, which I've enlarged as much as I could. It's a still from the 1986 Jim Henson-directed, George Lucas-produced, and Terry Jones-penned fantasy movie, Labyrinth. 

In case it's not clear from the image above, there's a copy – seemingly still in shrinkwrap – of the 1981 David Cook/Steve Marsh Expert Set on a bookshelf in the film. I've admittedly not seen the movie recently, but I suspect this is a blink-and-you'll-miss-it moment rather than something that's given any prominence. Certainly, no one in the movie plays D&D or even references it in any way, so I'm not at all convinced that it's particularly relevant to the point of my earlier post. I imagine it's more likely a case that someone on Labyrinth's production team thought the box "looked cool" and then placed it on the set. I doubt anyone before the advent of high-resolution home video even noticed it; I certainly didn't.

I wouldn't be surprised to discover that there are other movies and TV shows from the 1980s that feature, as background details, Dungeons & Dragons and RPG-related paraphernalia. However, I don't believe their number would be very large, or else they'd be better known. I know that, when I was a kid, I made a big deal out of even the flimsiest connections to my beloved hobby. If there are more instances like this out there, they must be very well hidden indeed.

Tuesday, December 19, 2023

Gygax on a D&D Movie

In issue #13 of Polyhedron talks briefly about the status of a supposed Dungeons & Dragons movie. Three years earlier, the topic comes up in an interview with Gary Gygax in the September 1980 issue of Fantastic Films. What he has to say is actually quite interesting, especially in light of my own feelings about a D&D movie.

Reading this, two things stand out to me. First is Gygax's reference to The Hobbit as a good template for "a fantasy quest." That's no surprise really, since Gygax was quite open about his enjoyment of The Hobbit (in contrast to The Lord of the Rings, which he found dull). Still, it's additional fodder for the never-ending discussion the extent of Tolkien's influence over D&D, if that's something you enjoy. Second is Gygax's accurate assessment of his ability to write dialog, which suggests a level of self-awareness lacking in many creators – not that it stopped him from trying his hand at fiction writing anyway.

Friday, December 1, 2023

The Limited Pop Cultural Footprint of D&D as a Game

In looking at the early history of Dungeons & Dragons, there's a lot of talk about its faddishness in the late '70s and early '80s. Certainly, news stories about the so-called "steam tunnels incident" of August 1979 catapulted D&D – and roleplaying more generally – to greater public consciousness in the English-speaking world (and perhaps beyond). My own introduction to the hobby was, in part, facilitated by the media hoopla surrounding the disappearance of James Dallas Egbert III. Likewise, I can attest to the fact that, throughout the first half of the 1980s, there were many, many articles written in newspapers and magazines about this "weird new game." I was always on the lookout for them, clipping out the most interesting ones and then transferring them to a big, black binder I acquired for just this purpose.

What's most interesting to me, in retrospect, is how limited the presence of Dungeons & Dragons was in the larger popular culture of the 1980s. Despite the widespread discussion of the game in mass media – including the infamous 1985 60 Minutes hit piece – and its very good sales for TSR, there were almost no pop cultural depictions of kids playing RPGs of any kind during my youth. The only one that comes immediately to mind is that scene during the 1982 Steven Spielberg movie, E.T. the Extra-Terrestrial. There's also the CBS TV movie adaptation of Mazes and Monsters from the same year, but that's far from the kind of thing I'm thinking of. Even the 1983–1985 Saturday morning Dungeons & Dragons cartoon – ironically also broadcast on CBS – doesn't depict any of the characters playing D&D.

Are there any others that I missed? There's the 1985 episode of the BBC Two series, Tucker's Luck, about which I posted earlier this year, I suppose, though I was completely unaware of its existence at the time. I wouldn't be surprised to discover that there are a few other examples of similar things here and there, but, if so, they're not likely to be high profile. Generally, when I think about pop cultural depictions of people playing D&D, they're of much more recent vintage – the mid-90s at the earliest. By this point, D&D and roleplaying games don't appear to have been quite as faddish as they had been a decade previously, if the coverage of the hobby in the news media is any indication.

Why would this be? I'm sure there are many factors involved. The most obvious one to me is that, it wasn't until the mid-1990s that people who grew up actually playing RPGs, were old enough to be in positions within movie and TV studios to depict their youthful hobby. During the fad period of the '80s, I'd wager that most of the people involved in making creative decisions had little awareness and even less understanding of roleplaying games and thus would have no interest in depicting them in the films and programs they were creating. As the first generation of roleplayers aged into adulthood, that started to change.

Of course, even then, the accuracy of these depictions remains spotty at best – and that's being kind. Roleplaying games are notoriously difficult to depict in ways that would be either intelligible or interesting to those unfamiliar with their intricacies. Consequently, we get muddled and misleading depictions of the hobby, often played for laughs, that do little to show off just what it's like to actually play these games. The ironic thing is that, as an entertainment and, dare I say, an art form, roleplaying games, especially Dungeons & Dragons, are among the most pop culturally influential of the last half-century. The video game industry, for example, owes an incalculable debt to RPGs, and it's far from the only cultural industry where RPGs have left their mark. That's why I consider it a shame that, even now, it remains rare to see the play of D&D, as a game, represented in popular culture in a way that properly conveys not just its content but also its enduring appeal.

Tuesday, June 27, 2023

White Dwarf: Issue #79

With issue #79 of White Dwarf (July 1986), I reach the penultimate issue I'll cover in this series. Though I'm glad to have done it – and I hope it's been profitable for those of you reading along – I can't deny that my enthusiasm has been waning for some time now. Sadly, this issue did little to make me regret my decision to end the series with #80, though there are a couple of bright spots – like John Blanche's cover illustration ("Amazonia Gothique"), which I like for reasons I can't fully articulate.

This issue marks the first one featuring Paul Cockburn as editor. His inaugural editorial mentions that there will be still more changes in store for the magazine, though these will "come in bit by bit." Cockburn also notes that Citadel Miniatures would, from this point on, include "a small warning, intended to prevent figures being sold to that part of the public who might actually be harmed by lead content." He elaborates that there had recently been a Citadel ad in a magazine "aimed at a very young audience," which necessitated this warning. Maybe I'm just old and contrarian, but I felt a slight pang of sadness upon reading this. By 1986, the Old Days (and Old Ways) were already fading ...

"Open Box" takes a look at two related Palladium products, Teenage Mutant Ninja Turtles and Other Strangeness and its post-apocalyptic supplement, After the Bomb. Both products are positively reviewed, but the reviewer, Marcus L. Rowland, expresses a preference for the "present day setting of the original game," which he feels offers "more opportunities for plot development and diversity." Also reviewed is Secret Wars II for Marvel Super Heroes, which is judged "an awful lot better than Secret Wars I." Never having seen the original, it's not clear to me whether this is faint praise or not. Two Chaosium releases, Black Sword (for Stormbringer) and Terror from the Stars (for Call of Cthulhu) get positive reviews, as does West End's Ghostbusters. Acute Paranoia, a supplement for (naturally) Paranoia earns a more middling appraisal, largely due to its "disappointing" mini-scenarios.

"Where and Back Again" by Graham Staplehurst is one of the aforementioned bright spots of this issue. Dedicated to "Starting a Middle-earth Campaign," the article lays out all the decisions a referee looking to run a RPG campaign set in Tolkien's world must make. Staplehurst covers subjects like "style" (i.e. campaign frame), rules, and even source material. He also raises the question of how closely one might wish to hew to Middle-earth as described by the good professor and the consequences for choosing to deviate from that particular vision. It's a solid, thoughtful article on a topic that has long interested – and vexed – me. 

Dave Langford's "Critical Mass" has only rarely been something I've enjoyed and this issue's installment does little to change my mind. More enjoyable (to me anyway) is his second contribution to the issue, an odd little article entitled "Play It Again, Frodo." Ostensibly, Langford's assignment is to demonstrate "how closely role-playing and literature are entwined" in order to help readers convince their "serious" friends that gaming isn't a silly hobby. He attempts to do this through a series of vignettes based around famous books or movies – Star Wars, Indiana Jones, Conan, The Lord of the Rings, etc. – where he postulates that events go other (and humorously) than how they do in the originals. The idea here is that roleplaying allows to do things "your way" rather than being bound by the dictates of an omnipotent author. 

"20-20 Vision" by Alex Stewart reviews science fiction and fantasy movies. The bulk of this issue's column is devoted to the film, Highlander, in which "a medieval Scottish warrior with a French accent" is befriended by "Sean Connery's Glaswegian conquistador." Stewart calls the movie "a stylish, raucous and utterly preposterous D&D scenario transplanted bodily into contemporary New York." That's probably the most succinct (and amusing) way I've heard Highlander described and it does a good job, I think, of capturing the essence of its cheesy glory.

"All in the Mind" by Steven Palmer offers an alternate psionics system for use for AD&D. Palmer's system interests me for its relative simplicity – the article is only four pages long, as well as for its more flavorful elements. For example, there's a discussion of the heritability of psionic powers, as well as the inherent connection between twins. Neither of these elements plays a major role in his system, but the fact that they're mentioned at all is in stark contrast to the dreary, tedious treatment of psionics in the Players Handbook. 

"Ghost Jackal Kill" by Graeme Davis is a Call of Cthulhu scenario that's presented as a prequel to The Statue of the Sorcerer, a Games Workshop CoC adventure. The scenario is set in San Francisco and involves not only the Hounds of Tindalos, one my favorite type of Mythos entities. It also features real-world historical figures, specifically the actress Theda Bara and writer Dashiell Hammett. Normally, I tend to be leery of the inclusion of such people in RPG adventures, but, in this case, I think it works, particularly Hammett, who did actually work as a detective for the Pinkertons and drew on those experiences for his fiction. In any case, it's a good, short scenario and another of the issue's stand-outs in my opinion.

"Think About It" by Phil Masters examines the purpose and use of the Intelligence score (or its equivalent) in roleplaying games. Because it's an overview of a large topic, it's necessarily brief in its examination, but it does a good job, I think, of presenting different options and approaches to handling Intelligence in RPGs. "'Eavy Metal" provides tips on converting miniature figures, along with some nice color photographs. 

"Psi-Judges" by Carl Sargent – a name that would feature prominently on the covers of many RPG products throughout the late '80s and into the 1990s – is an expansion of Judge Dredd: The Roleplaying Game focused on, of course, psi-judges. Interestingly, it's equal parts a rules expansion and a roleplaying expansion. There's information on how to play a psi-judge in the game, alongside discussions of game balance and other matters. "Gobbledigook" and "Thrud the Barbarian" are still here, but I can't deny that I miss the presence of "The Travellers." The comic's absence really hits home to me just how much White Dwarf has changed from the days when I read (and enjoyed) it regularly.

One more week!

Tuesday, May 23, 2023

White Dwarf: Issue #75

Issue #75 of White Dwarf (March 1986) sports a horror – or I should I say Call of Cthulhu? – themed cover by Lee Gibbons, whose work appeared several times in the past few months, most notably issue #72. This issue marks a changing of the guard at the magazine, with Ian Marsh taking over its reins from Ian Livingstone. In his inaugural editorial, Marsh admits to "an element of trepidation" about his new job, especially at a time when WD is "mutating slowly into a different beastie." He elaborates on this, explaining that there is a "shift away from the usual formulaic style" of the magazine, by which I think he means an end to the regular, monthly columns and other features that have defined its content since the beginning. Regardless, the times, they are a'-changin' at the Dwarf.

"Open Box," for example, consists almost entirely of reviews of Games Workshop products, starting with the Supervisors Kit for Golden Heroes (8 out of 10) and Terror of the Lichemaster (9 out of 10) for use with Warhammer. There's also a review of Judgment Day (9 out of 10), an adventure for Judge Dredd – The Role-Playing Game. Rounding out the GW products covered this issue is its edition of the venerable science fiction boardgame Cosmic Encounter (also 9 out of 10 – I'm sensing a theme here). Finally, there's a look at Chaosium's second Call of Cthulhu companion, Fragments of Fear, which earns 7 out of 10. While it's inevitable that a periodical published by a company involved in the industry it's covering will include reviews of products it also publishes – TSR's Dragon certainly did – I nevertheless can't help but feel a line was crossed this issue, given the preponderance of Games Workshop releases reviewed. Perhaps next issue will be better?

I feel like a bad person for only enjoying Dave Langford's "Critical Mass" when he snarks about books about books and authors I, too, dislike. This month he brings the hammer down on the Darkover novel, Hawkmistress:

There will no doubt be hordes more 'Darkover' tales from Marion Zimmer Bradley: publishers love issuing books very similar to previous ones. Hawkmistress ... despite its veneer of science-fantasy, seems hauntngly familiar. Heroine Romilly wears breeches and gets on well with animals, but Daddy wants her to don girlish clothes and marry. One knows instantly that the chap Romilly finds most loathsome is Daddy's intended bridegroom: and so it proves. With hawk and horse our heroine to find her way in the world.
The interesting thing about Langford's critique of the novel is not that he thinks it's bad – he calls its "a readable yarn" – but that it is essentially a romance novel in very thin science fantasy dress, which I think is a fair criticism of her oeuvre (and that of Anne McCaffrey, come to think of it).

"Getting the Fright Right" is this month's installment of Colin Greenland's "2020 Vision" column. It's a collection of reviews of then-current horror movies, broadly defined, ranging from The Return of the Living Dead to Fright Night to Teen Wolf. Greenland's reviews of these films is interesting, because, as the article's title suggests, he takes some time to talk about the proper balance of thematic elements within a horror movie to make it enjoyable for him. I like this approach to reviews, since, even when I disagree with them, I at least understand where the reviewer is coming from and that's quite useful.

"Thrud Gets a Social Conscience" is this issue's installment of "Thrud the Barbarian," humorously addressing the claim that the comic (and, by extension, the entire genre of sword-and-sorcery) is sexist. This leads to an amusing exchange between Thrud and his occasional female guest star, Lymara the She-Wildebeest, about how her attire reinforces negative sexual stereotypes.

There are also new installments of "Gobbledigook" and "The Travelles," but they're not nearly as amusing.

Oliver Dickinson's "RuneQuest Ruminations" is a look at the third edition of RQ (published by Avalon Hill) with a special focus on those parts of its rules that he found vexing or inadequate in some way. A lot of the article is very "inside baseball" to someone like myself whose experience with RuneQuest is limited. What most comes across, though, is how much of a shock and disappointment this edition of the game was to many of its long-time fans, particularly in the way that it downgraded Glorantha to the status of an afterthought. 

"How to Save the Universe" by Peter Tamlyn is a lengthy and thoughtful look at "the delights of superhero gaming." Tamlyn's main point seems to be that there are a lot of different styles of play within superhero RPGs – more than enough to satisfy almost every preference. Consequently, one should not dismiss the entire genre as "kid's stuff." "Gamesmanship" by Martin Hytch is an oddly titled but similarly lengthy and thoughtful look at "injecting a little mystery" back into AD&D adventures. The overall thrust of the article concerns the way experienced players treat so many of the game's challenges in a procedural fashion, quoting rules and statistics rather than entering into the fantasy of it all. It's difficult to summarize Hytch's advice in a short space; suffice it to say that it's mostly quite good and filled with useful examples. I may write a separate post about it, because I think he does an excellent job of addressing the many questions he raises.

"Mass Media" by Andrew Swift looks at the nature of communications technology at various tech levels in Traveller. It's fine for what it does but nothing special. On the other hand, Graeme Davis's "Nightmare in Green" AD&D adventure is phenomenal. Aimed at 4th–6th level characters, it concerns the threat posed a collection of nasty, plant monsters crossbred by a mad druid. I'm a big fan of plant monsters, so this scenario immediately caught my attention, all the more so since some of the monsters are inspired by the works of Robert E. Howard and Clark Ashton Smith. 

That brings us to another highlight of this issue. You may recall that, back in issue #68, reviewer Marcus L. Rowland gave a very negative review to GDW's Twilight: 2000. This led to a flurry of letters in issue #73, both pro and con Rowland's review. With this issue, Frank Chadwick, designer of the game weighs in and he pulls no punches.
"The Heart of the Dark" by Andy Bradbury is "an illuminatingly different" Call of Cthulhu scenario, because it does not directly feature any encounters with the Mythos or its associated entities. Indeed, the adventure includes no game statistics of any kind "since it is doubtful that they will be needed." This is a pure, roleplaying scenario filled with lots of investigation, social interactions, and red herrings. It's intended as a change of pace 

"Local Boy Makes Good" by Chris Felton looks at character background in AD&D, with lots of random tables for determining social class, birth order, father's profession, and so on. I suppose this could be of interest to others, but not to me. Finally, Joe Dever begins a new series on preparing and using oil paints for miniature figures. I know nothing about this topic; despite that, I find it weirdly fascinating, like all of Dever's articles in his monthly "Tabletop Heroes" column.

Issue #75 of White Dwarf continues the recent trend of feeling slightly "off" to my sensibilities. There's still plenty of excellent content, but there's also an increasingly detectable undercurrent of change and not for the better. Perhaps I am simply hypersensitive to this because I know that WD will soon be little more than a house organ for Games Workshop and I am constantly one the lookout for signs – any signs – of this imminent transformation. Regardless, I will keep plowing ahead, though, for how much longer, I don't yet know.

Wednesday, May 3, 2023

Retrospective: Ghostbusters

Roleplaying games based on officially licensed properties started appearing quite early in the history of the hobby. FGU's Flash Gordon & the Warriors of Mongo is the first that I can recall, unless you wish to count TSR's Warriors of Mars, which is, in my opinion, something of an edge case – and it wasn't officially licensed at any rate). Others soon followed, like Heritage's Star Trek (and FASA's too!), SPI's Dallas, Chaosium's Call of Cthulhu and Stormbringer, ICE's Middle-earth Role Playing, and many, many more. 

I mention all of this because I think it's sometimes easy to forget, especially on the old school side of the hobby, that gamers have long been quite keen on playing around in fictional worlds originally created for mass media. Much as I valorize the inventive and often idiosyncratic settings unique to RPGs, I'm also a big fan of a couple of games that make use of licensed settings and think the hobby would be diminished without them. If nothing else, licensed roleplaying games can serve as a useful entrée to newcomers.

Though I suspect that Star Wars: The Roleplaying Game, released by West End Games in 1987, is the most well-known (and successful?) licensed RPG ever, at least some of its success depends on another West End RPG, released the year before: Ghostbusters. Subtitled, "A Frightfully Cheerful Roleplaying Game," Ghostbusters is an unexpectedly good game, boasting not just a good sense of humor, as you'd expect, but also a solid and easy to use set of rules. Looking at its designers – Sandy Petersen, Greg Stafford, and Lynn Willis – this should come as little surprise. What still surprises me, though, even after all these years, is that it was Ghostbusters that gave the world not just the core of the system later used to excellent effect in the aforementioned Star Wars RPG, but also gave it the now-ubiquitous dice pool method of resolving in-game actions.

Characters in Ghostbusters have four ability scores, called traits – Brains, Muscle, Moves, and Cool – that are each given a numerical rating representing the number of six-sided dice rolled when making use of that trait. Players can associate a talent with each trait. Talents are more or less skills, like brawl, convince, or parapsychology. When a character makes use of a talent, he gets an additional three dice to add to those already provided by his trait. Other things, like equipment, can add to the pool of dice a player rolls as well. The sum of any roll is then compared to a target number assigned by the referee (called the Ghostmaster), based on its difficulty, success equated with meeting or exceeding the assigned target number.

If you understood the foregoing description of Ghostbusters' game mechanics without any trouble, that's because they're now well-established and commonplace, but that wasn't the case in 1986, when the idea of dice pool was somewhat exotic, at least in the circles in which I moved. As I already mentioned, Star Wars borrowed and further developed this system, which is no surprise, given that the two games were both West End products. What's more remarkable, I think, is that games like Ars Magica, Vampire: The Masquerade (and its sequels), and Shadowrun all evince the direct or indirect influence of Ghostbusters, making its mechanics, along with those of Dungeons & Dragons and Basic Role-Playing, among the most enduring in the history of the hobby.

Ghostbusters included or popularized several other mechanical innovations, such as the use of "brownie points" with which a player could influence the result of dice rolls, potentially blunting some of their negative consequences. "Hero points" of this sort were nothing new by this point. However, Ghostbusters enabled a player to gain more brownie points for his character through good roleplaying and achieving his character's stated goals. I can't say for certain that nothing like this had ever been done before – I'm pretty sure it had been – but, at the time, I found it revelatory. At the opposite end of the scale, the game included the "ghost die," a special six-sider where the 6 was replaced with the Ghostbusters logo. The ghost die is used in every roll and any roll showing the logo indicates a negative consequence of some sort, even if the roll is otherwise successful. Again, it's old hat now; in 1986, though, this was genuinely innovative.

Another aspect of Ghostbusters that I think deserves special praise is its basic premise. Unlike some licensed RPGs, which assume the players will take on the roles of existing characters within the media property, Ghostbusters assumes the players will create their own Ghostbusters, who are franchisees of the original, New York-based Ghostbusters of the 1984 movie. The idea is that the player characters are the local Ghostbusters of their hometown and their adventures should reflect that fact. I think it's a great set-up and, even at the time, I felt that it was a good basis for making more Ghostbusters movies, with each one taking place in a new city with a new cast of characters. 

I really enjoyed playing Ghostbusters when it was first released and still look back fondly on it. Sadly, I no longer have my copy and trying to replace it is prohibitively expensive. It's a very underrated RPG for one that is so well designed, influential, and fun. I wish it were more widely known and appreciated today.

Tuesday, May 2, 2023

White Dwarf: Issue #73

Issue #73 of White Dwarf (January 1986) features a cover by Lee Gibbons, an artist whose work I recall from various Call of Cthulhu products over the years. Inside, Ian Livingstone boasts of the fact that the UK pharmacy chain, Boots, has "decided to stock role-playing games, Citadel miniatures, and Fighting Fantasy books." He sees this as a major victory that will help "dispel the illusion of [the hobby's] being a weirdos' cult." 

Having grown up in the United States, I find this fascinating. For all the overheated rhetoric about Dungeons & Dragons in certain quarters, RPGs and fantasy games had been readily available in major retail chains across the country since the beginning of the 1980s, if not before. However, Livingstone states that Boots is "the first major chain to stock a large range of rolegames in the country." This surprises me. When I was an exchange student in London in 1987, I had no trouble finding RPGs in most of the bookshops I visited and so assumed they had been a fixture in such places for a long time, as they were in the USA.

"Open Box" reviews Queen Victoria & the Holy Grail, a scenario for Games Workshop's  Golden Heroes, which nets a score of 8 out of 10. Also reviewed is another Games Workshop product, Judge Dredd – The Role-Playing Game, which earns a perfect 10 out of 10. I remember wanting a copy of this game for a long time, but never encountered it for sale anywhere on this side of the Atlantic. The Dungeons & Dragons Master Rules receive a (in my opinion) very charitable 8 out of 10, while Unearthed Arcana is given a serious drubbing (4 out of 10). The reviewer, Paul Cockburn, has many reasonable criticisms of the book, a great many of which I share. His biggest complaint seems to be that UA "is about as important to running a good game as Official character sheets or figures." I find it hard to disagree.

"2020 Vision" is a new column "covering fantasy and science-fiction movies" by Colin Greenland. The inaugural column focuses on two movies, Back to the Future, which Greenland enjoyed, and The Goonies, which he most certainly did not. He also reviews The Bride, "a hokey new variation on The Bride of Frankenstein," about which his opinion is more mixed. Dave Langford's "Critical Mass," meanwhile, does what he usually does: looks down his nose at various books, only a couple of which I've ever heard of, let alone read. It's a shame really, because it's clear that Langford is quite a talented writer in his own right, but most of his columns simply leave me flat. Some of that, no doubt, is the alienating effect of time. He is, after all, writing about the literary ephemera of three or more decades ago; it would be a miracle if it were still of vital interest to me today.

"Power & Politics" is an interview with Derek Carver, in which he talks about his boardgame, Warrior Knights. From the interview, it would seem the game is in the same general ballpark as Kingmaker in terms of overall focus and complexity, though it's set in a fictitious medieval European country rather than a real one. The game was (of course) published by Games Workshop, hence the two pages devoted to what is essentially an advertisement for it. 

I usually don't comment on the letters page of most issues of White Dwarf, because they're rarely of lasting import. This issue is a little different in that it's been expanded to two pages (from the usual one) and it's given over to lots of arguments back and forth about the merits of previous articles, not to mention letters attacking and defending said articles. This time, much ink is spilled with regards to Marcus L. Rowland's review of Twilight: 2000 from issue #68. Rowland, you may recall, intensely disliked the game and what he saw as its inherent immorality, calling it "fairly loathsome." Judging by the letters in this issue, not everyone shared Rowland's assessment and felt the need to say so. Of course, others very much agreed with him. Reading the letters for and against, it's a reminder that the past really is a foreign country.

Simon Burley's "The American Dream" is a lengthy scenario for Golden Heroes that focuses on a former American superheroine who has gone rogue in order to take down corruption within the secret government organization that trained her. It's delightfully overwrought and cynical and very much in keeping with the general spirit of the late 1980s. "3-D Space" by Bob McWilliams takes another stab at a classic Traveller "problem," namely, the game's star maps are two-dimensional. As he so often does, McWilliams makes a challenging topic easy to understand. In this case, though, I remain unconvinced that much is gained by adopting a more "realistic" style of stellar mapping.

"Star Spray" by Graham Staplehurst is an adventure set in J.R.R. Tolkien's Middle-earth, written for use with both AD&D and Middle-earth Role Playing. The adventure takes place in southern Gondor and concerns the fate of Maglor, the second son of Feänor, who disappeared during the First Age. It's clear that Staplehurst knows his Tolkien and "Star Spray" makes good use of that knowledge to present a situation that's more than just a dungeon delve in Middle-earth. Good stuff!

"First This, Then That" by Oliver Johnson is a fairly forgettable bit of advice on adjudicating the rules of RuneQuest. I'm sure the article seemed very relevant at the time, but, in retrospect, it's hard to muster much interest in it – the fate of a lot of gaming material, alas. "Cults of the Dark Gods 2" by A.J. Bradbury looks at the Bavarian Illuminati from the perspective of Call of Cthulhu. "A New Approach to Magic Weapons" by Michael Williamson is an interesting, if frustratingly sketchy, plea to give magic weapons in AD&D more "oomph" by rooting them in a setting's history. I'm very sympathetic to this approach, since I think there should be no "generic" magic weapons in any campaign, but, unfortunately, Williamson provides only the barest hint of a way to implement this mechanically. That's a shame, because I very much think he's on to something.

"Jungle Jumble" gives us four new jungle-themed monsters for use with AD&D, including vampire bats and army wasps. Joe Dever's "Dioramas" is the second part of his look at this intriguing topic, focusing this time on "scenic effects," like sand, snow, water, and foliage. I continue to find this column enjoyable, despite my own lack of experience with miniatures painting. The issue also includes new episodes of its long-running comics, "Thrud the Barbarian," "Gobbledigook," and "The Travellers," all of which are diverting, if not always memorably so. 

The transformation of White Dwarf into a full-on Games Workshop house organ continues apace. While there are still quite a few articles devoted to non-GW games and topics, more and more space is devoted to GW's own publications. While probably a good business decision – Games Workshop still exists today and most of its contemporary competitors do not – it does lessen the magazine's appeal in my eyes. I'm going to keep soldiering on with this series for the foreseeable future. How long I'll be able to do so is another question ...

Monday, October 17, 2022

Pulp Science Fiction Library: Who Goes There?

Last week, I wrote about Clark Ashton Smith's "The Devotee of Evil," whose original appearance in the pages of Stirring Science Stories featured an illustration by the incomparable Hannes Bok. Seeing that illustration led me down a rabbit hole of investigation into the life and work of Wayne Woodard, known to history by his artistic pseudonym, Hannes Bok (apparently derived from the name of the composer Johannes Sebastian Bach). Among Bok's most famous pieces is the cover of the 1948 collection of science fiction stories by John W. Campbell, Jr, Who Goes There? (appended to the end of this post).

The collection's title comes from its lead story. Campbell first published it in the August 1938 issue of Astounding Science Fiction, the magazine he edited from 1937 to 1971. He did so under the nom de plume, Don A. Stuart, a pen name he'd used even before he took up editorship of the premier SF pulp of the Golden Age. In its original form, Who Goes There? is a novella consisting of twelve chapters, while the version that appeared a decade later in the collection mentioned above is expanded to fourteen chapters. An even longer version, bearing the title, Frozen Hell, was discovered just a few years ago among Campbell's papers, but it never appeared during his lifetime.

Despite their differences in length, the 1938 and 1948 versions are nearly identical in their essentials. The story concerns a team of thirty-seven men, most of them scientists of one type or another, stationed at an Antarctic research facility who have stumbled upon something strange. In this, the tale bears a superficial similarity to H.P. Lovecraft's At the Mountains of Madness, which appeared in three successive issues of Astounding a little less than two years prior. The similarity is primarily their shared setting of Antarctica, a continent still largely unknown in the 1930s, the decade that saw several scientific expeditions to it, most notably those of Richard Byrd. As an admirer of Lovecraft, At the Mountains of Madness is usually in my mind whenever a think of Antarctica and stories set there, particularly those of a science fictional and/or horror variety; Who Goes There? is both.

The novella begins shortly after the Secondary Magnetic Pole team under the leadership of the facility's second-in-command, McReady, returns, bearing an unusual find: the body of what appears extraterrestrial being frozen in a block of ice. The body was found on the South Polar Plateau, where it was "frozen since Antarctica froze twenty million years ago." The team that found it, consisting of McReady, Barclay, Blair, Dr. Copper, Norris, and Van Wall, speculate that 

"It came down from space, driven and lifted by forces men haven't discovered yet, and somehow – perhaps something went wrong then – it tangled with Earth's magnetic field. It came south, out of control probably, circling the magnetic pole. That's a savage country there, but when Antarctica was still freezing it must have been a thousand times more savage. 

They further speculate that one of the ship's passengers – the thing they brought back with them – had managed to get clear of spaceship's wreck and then quickly froze to death in the cold of Antarctica. The team hoped to examine the ship more closely, but their use of decanite and thermite bombs to soften the ice in which it was encased inadvertently set the ship's magnesium metal hull on fire and it, along with whatever secrets it might have held, was lost in a blinding inferno of heat and light.

There is disagreement between Norris, a physicist, and Blair, a biologist, regarding the danger in thawing the thing in the ice, with the former thinking it dangerous and the latter seeing no cause for concern. Norris worries that the thing, even if dead, might be host to microscopic organisms that, when thawed, could unleash a new plague upon the world. Blair, for his part, argues that alien germs would probably be no threat to Earth, since their biologies would probably be incompatible. The debate between the two goes on for some time with neither scientist ceding ground to the other. 

Before the facility's commander, Garry, can make a decision, Blair eagerly gives the men present a look at the thing, hoping that, by doing so, he will win the others over to his point of view. 

The room stiffened abruptly. It was face up there on the plain, greasy planks of the table. The broken haft of the bronze ice-ax was still buried in the queer skull. Three mad, hate-filled eyes blazed up with a living fire, bright as fresh-spilled blood, from a face ringed with a writhing, loathsome nest of worms, blue, mobile worms that crawled where hair should grow –

Seeing the alien's appearance has the opposite effect, shifting the men's mood against the possibility of thawing it. Nevertheless, Blair is persistent and Dr. Copper largely agrees with him. He believes that much could be learned about the nature of extra-terrestrial life and that this knowledge was worth the risk. The pair eventually win over Garry by arguing "things don't live after being frozen," especially not "higher animal life." Reluctantly, the commander acquiesces to their wishes and the block of ice is allowed to thaw overnight, under the watchful eye of Connant, the facility's cosmic ray specialist.

During his vigil, Connant falls asleep and, when he awakes, discovers that the presumed alien corpse is gone. 

"Your damned beast got loose. I fell asleep about twenty minutes ago, and when I woke up, the thing was gone. Hey, Doc, the hell you say those things can't come to life. Blair's blasted potential life developed a hell of a lot of potential and walked out on us." 

Copper stared blankly. "It wasn't – Earthly," he sighed suddenly. "I – I guess Earthly laws don't apply."

"Well, it applied for leave of absence and took it. We've got to find it and capture it somehow."

The men of the facility fan out, looking for the thing, assuming that it couldn't have got very far in the confined spaces of the buildings in which they dwell, They likewise assume that the extreme cold of the outdoors – the tale takes place toward the end of the Antarctic winter – would freeze it again and so it would avoid leaving the facility. 

Soon, Connant believes he has located the alien. It's made its way to Dogtown, the building where one of the men, Clark, houses the huskies used to pull their sleds. The dogs are howling, yelping, and snarling at one of their own, a dog named Charnauk. Charnauk reveals himself to – somehow – be the alien, its three red eyes giving it away. A combination of bullets, ax blows, and finally 220 Volts of electricity seemingly kills the thing, whose corpse Blair wants to examine more closely. In doing so, he concludes that the alien had somehow turned itself into Charnauk.

"Turned?" snapped Garry. "How?"

"Every living thing is made up of jelly – protoplasm and submicroscopic things called nuclei, which control the bulk, the protoplasm. This thing was just a modification of that worldwide plan of Nature; cells made up of protoplasm, controlled by infinitely tinier nuclei. You physicists might compare it – an individual cell of any living thing – with an atom; the bulk of the atom, the space-filling part, is made up of the electron orbits, but the character of the thing is determined by the atomic nucleus."

"This isn't wildly beyond what we already know. It's just a modification we haven't seen before. It's as natural, as logical, as any other modification of life. It obeys exactly the same laws. The cells are made of protoplasm, their character determined by the nucleus."

"Only in this creature, cell-nuclei can control those cells at will. It digested Charnauk, and as it digested, studied every cell of his tissue, and shaped its own cells to imitate them exactly. Parts of it – parts that had time to finish changing – are dog-cells. But they don't have dog-nuclei."  Blair lifted a fraction of the tarpaulin. A torn dog's leg, with stiff gray fur protruded. "That, for instance, isn't dog at all; it's imitation. Some parts I'm uncertain about; the nucleus was hiding itself, covering up with dog-cell imitation nucleus. In time, not even a microscope would have shown the difference."

"Suppose," asked Norris bitterly, "it had had lots of time?"

It's then that the men first begin to realize that the alien thing possesses the ability to assimilate any living thing. Worse still, there was a good chance that the thing was still at large and that one or more of the men had already been copied by it ...

Who Goes There? is a remarkable classic of science fiction, all the more remarkable because it was written in 1938. Campbell's writing is spare and dialog-heavy and his cast of characters, most of whom don't even have names, are often difficult to tell apart from one another. Nevertheless, the central idea of the story and the scientific basis for it remains compelling even today. It's no wonder that it inspired multiple films, the most faithful of which is John Carpenter's The Thing, which celebrated its fortieth anniversary earlier this year. If you've never read the original story, I highly recommend it.

Bok's cover illustration from the 1948 collection containing the story

Monday, July 18, 2022

Pulp Fantasy Library: Kolchak: The Night Stalker

Once again, I stretch the terms "pulp," "fantasy," and perhaps even "library" beyond the breaking point in an effort to write about an entertainment that nevertheless exercised an influence over Dungeons & Dragons. In this particular case, I offer no apologies, since I've been intending to write (again) about the 1974–1975 television series, Kolchak: The Night Stalker and this space seemed as good a place to do so as any. The show was, along with Star Trek, a favorite of mine as a child – influenced, in both cases, by my paternal aunt, who had a love for things scary and science fictional, hence her also taking me to see Star Wars in June 1977. 

In the early part of this century, a friend gave me a DVD collection of the entire series, whose twenty episodes I've regularly watched and re-watched in the years since. Sadly, the collection was a poor one. The video transfers were grainy and the DVDs themselves were double-sided. It's a cheap, money-saving measure on the part of the manufacturer that all but ensures the discs will eventually become smudged and scratched, as mine eventually did. But I loved the series enough that I suffered through the slow degradation of my discs.

Fortunately, in 2018, a company called Kino Lorber released a high definition restoration of the original 1972 TV movie, also called The Night Stalker, followed soon thereafter of a similar restoration of its 1973 sequel, The Night Strangler. These were amazing pieces of work in every possible way and I hoped the company might eventually turn its attention to the television series as well. My wish was granted in the fall of 2021, when Kolchak: The Night Stalker received a similarly lavish HD restoration. It took me a while to get my hands on a copy, but I eventually did, which is why I wanted to write this post.

The original TV movie was based on an unfinished novel by Jeff Rice and adapted by Richard Matheson (best known for I Am Legend and his work on Roger Corman's various Edgar Allan Poe movies from the early 1960s). The movie was, in turn, directed by John Llewellyn Moxie (who'd directed several films starring Christopher Lee) and produced by Dan Curtis of Dark Shadows fame. Both it and its sequel were presented as straight-up horror movies, albeit with a "crusading reporter" edge that was very relevant to post-Watergate America. 

By contrast, the television series was an odd bird, equal parts horror, comedy, and social commentary. The precise mix of these three elements varied from episode to episode – and sometimes scene to scene – and that's probably why, as a child, I had such a fondness for the show. Though, like most children, I enjoyed being frightened, I nevertheless appreciated the breaks from terror afforded by Darren McGavin's comedic hijinks (and those of the show's terrific guest stars, like Jim Backus, Phil Silver, Larry Storch, and Keenan Wynn, among many, many others). As I've said previously, the show was scary but not too scary

The series only had twenty episodes before it was canceled. Its cancellation was largely the result of Darren McGavin's dissatisfaction with its direction. While many of the people involved with the show wanted it to be more serious and genuinely frightening, McGavin preferred a lighter, more comedic tone. There were thus many behind-the-scenes tussles between the show's star and its production staff regarding the content and feel. This background tension sometimes gives episodes a schizophrenic quality. At other times, though, I think it actually contributes to the success of certain episodes. I also think it's fair to say that Kolchak: The Night Stalker is an "uneven" series, whose high points nevertheless more than make up for its lows.

Among its high points are:
  • "The Zombie," which presents a frightening, Voodoo-inflected version of the zombie (that Holmes references in his D&D Basic Rules)
  • "The Devil's Platform," in which Tom Skerrit plays a politician who's sold his soul to the Devil.
  • "The Spanish Moss Murders," Forbidden Planet's creatures from the id meet Cajun folklore (and the inspiration for a foe in my Dwimmermount campaign)
  • "Horror in the Heights," the episode that introduced Gary Gygax to the rakshasa
  • "Chopper," a story of a headless motorcycle writer, written by Robert Zemeckis
That said, I enjoy even the less well regarded episodes, because many of them contain interesting characters, situations, and characters. And, of course, Darren McGavin is fun to watch. One of the pleasures of the Kino Lorber remastered collection is that each episode includes commentary, often by film and television historians, who shed light on aspects of the show's production and influence. It's fascinating stuff if, like me, you enjoy learning about all the work that goes into making popular entertainment. Likewise, it's remarkable to discover just how many individuals who worked on Kolchak: The Night Stalker would later go on to success later in their careers. 

I may still write further posts on the series in the weeks to come, but, now that I've had the chance to gush a bit about it today, I can resume making more "traditional" posts in this series next week. Thanks for your indulgence.

Friday, October 29, 2021

REVIEW: The Spine of Night

One of the many oddities of contemporary popular culture is that, while fantasy, in the broad sense, has never been more popular, the sword-and-sorcery tales that were once the standard bearers of the genre in the 1960s and '70s don't get quite as much play. With the exception of the disappointing 2011 Conan the Barbarian, I can't think of a single sword-and-sorcery movie released in the last decade. Beyond that, I'd have to reach back to the early years of this century or even into the 1990s to think of films that could reasonably be called by that name. That's a shame, because I think many of sword-and-sorcery's signature elements and themes, most notably its meditations on the ambiguity of barbarism, civilization, and magic, might resonate well with viewers at this moment in history.

Writer-directors Philip Gelatt and Morgan Galen King would seem to agree. Their film, The Spine of Night, which was released today in theaters and through a number of video on demand services, is an engaging attempt to tell a sword-and-sorcery tale in an original setting. It's presented as a rotoscoped animated movie, after the fashion of Ralph Bakshi's Wizards, The Lord of the Rings, and Fire and Ice, and, of course, Gerald Potterton's Heavy Metal. If you're at all familiar with any of these previous works, particularly Heavy Metal and Fire and Ice, you'll have a better sense of what you're in for. The Spine of Night is an unambiguously adult film, with heavy doses of graphic violence and nudity (two of its main characters appear wholly or partially unclothed throughout). There's little gratuitous or prurient about this, however; their inclusion serves to establish the world and the story Gelatt and King wish to tell. 

That story is a complex one, told through a series of vignettes tied together by a larger framing device. True to its sword-and-sorcery literary inspirations, The Spine of Night proceeds briskly and with little time spent to luxuriate in exposition. Combined with its shifting perspective and occasional use of unique words and names, the viewer must pay close attention to the unfolding narrative to understand it fully. That said, the movie rarely fails to offer up compelling characters and intriguing situations, making this task a little easier, especially if you are already a fan of sword-and-sorcery yarns.

The Spine of Night begins with the ascent of the swamp witch Tzod (voiced by Lucy Lawless) to the top of a mountain during a snowstorm. About her neck she wears a necklace on which hangs a bone and a blue flower – exactly like the one she finds withering at the top of the mountain. Before she can reach this second flower, she finds that it protected by a masked warrior (Richard E. Grant), who threatens her for what he sees as her attempt to steal "the last light of the gods." The Guardian is startled to learn Tzod already possesses a flower of her own asks how she came to possess it. She explains that a single seed of the flower blew down the mountain, took root, and grew. That flower then spread and is the cause of much of the trouble that has occurred in the world beyond. The Guardian knows nothing of this; he has kept watch over the single dying flower on the mountaintop for untold eons.

What then follows is Tzod's recounting to the Guardian of what she knows of events since the fateful day when she and her people were defeated by outsiders seeking to expand their empire. At that time, Tzod's necklace was made up of many flowers, whose power she used to heal and to protect. Captured, she is taken to the fortress of Lord Pyrantin (Patton Oswalt), the petulant son of the the empire's unnamed leader. There, she also meets a timid scholar named Ghal-Sur (Jordan Douglas Smith). He's a member of a not-quite-religious order who scours the world for lost knowledge. He's been summoned here to record the acts of Pyrantin. However, when he sees the power the blue flowers hold, he schemes to steal them away from Tzod and thereby set into motion a series of events that unfold over the course of an indeterminate but apparently long period of time. 

The blue flowers are thus a major through-line in the The Spine of Night. Over the course of its vignettes, we learn more about them and their origins. Each vignette set in a different place and largely involves different characters. For example, one vignette is set in the city from which Ghal-Sur's order comes, while another takes place in a city besieged by enemy forces. Each story provides the viewer with a piece of a large picture, detailing not just the unfolding events Tzod is describing to the Guardian but also the world in which The Spine of Night is set. The vignettes vary in length but all add something to the overall narrative of the film. The same is true of the characters who appear in them. It's an interesting approach to storytelling for a film. Gelatt and King clearly want to show us as much of the world they've created as they can while still telling a coherent story and I think they largely succeed in doing so.

The voice cast is good. All three principal characters are well acted, with Richard E. Grant's Guardian being a standout. It's from him that some of the film's best moments come, such as when he reveals the origins of both the world and the blue flowers. He conveys the right balance between menace, genuine concern for mankind, and weariness of his long vigil. This is a credit to the movie's script, which is uniformly excellent. It's neither inappropriately contemporary in its dialog nor does it stray into the forced "ye olde timey" verbiage all too common in fantasy. If the film has any weaknesses, it's that it might be a bit too short for the story it is trying to tell. On the other hand, as I noted earlier, this may be a deliberate choice in homage to the spare prose of many sword-and-sorcery tales of the past. I should also add that, while the animation is solid – assuming one appreciates rotoscoping – it's not quite up to the level of its visual inspirations. That's probably a consequence of its budget more than anything else and I find it difficult to fault the film for it.

Those small criticisms aside, The Spine of Night thoroughly engaged me. I enjoyed the movie's look and feel, the story it told, and the world in which it was set. In fact, I found myself frequently wishing that more time had been spent with several of the locales and characters introduced in the various vignettes. A great deal was implied in these small stories and I'd love see some of those implications elaborated upon in greater detail. The conclusion of the movie suggests that Gelatt and King might have more to say about their setting and I devoutly hope that that is so. The Spine of Night is an intriguing, imaginative fantasy of the kind I'd like to see more often. Here's hoping that we do!

Monday, August 23, 2021

The Emperor of Dreams

Immense fan though I am of both H.P. Lovecraft and Robert E. Howard, when it comes to the writers of pulp fantasy, there can be no question that my favorite remains Clark Ashton Smith. Precisely why this is so is somewhat difficult to say, but, were I forced to nail it down, I would say that its a combination of Smith's incantatory language and the overwhelming sense of melancholy that pervades so much of his work. I tend toward the melancholic myself, which no doubt explains the powerful hold so many of Smith's stories exercise over my imagination. Even more powerful than that, however, is his ability to transport the reader to other worlds wholly unlike our own. Whereas both Lovecraft and Howard could be called, to varying degrees, "realists," which is to say, writers whose tales are grounded in the real world, Smith's stories are very often pure fantasies with little or no connection to mundane existence whatsoever.

Interestingly, this is a point that is also made in The Emperor of Dreams, a 2018 documentary about the life and work of the Bard of Auburn. Written and directed by Darin Coelho Spring and released through Hippocampus Press, the film is simply delightful – everything I could have hoped for in a documentary of this kind. At slightly less than two hours in length, The Emperor of Dreams is able to take its time, allowing Smith's story to unfold at its own pace rather than being rushed. There are sections devoted to every period of Smith's life, from his precocious youth to his adulthood as a pulp fantasy writer to his later life as a sculptor and doyen of the growing field of science fiction and fantasy. Watching this, one truly gets a picture of the whole of Smith's remarkable life, aided by the careful selection of still and moving photography of people and places important to him and his development as one of the great outsider artists of the 20th century.

Equally important to the success of The Emperor of Dreams are the reflections and commentaries on Smith by scholars and admirers, starting with Harlan Ellison, who credits Smith's "The City of the Singing Flame" with putting him on the path of becoming a writer. Also interviewed are Donald Sydney-Fryer, who actually met Smith; Ron Hilger, Scott Connors, and S.T. Joshi, among many others (like the psychedelic artist Skinner). Their thoughts and reminiscences about Smith are insightful and at times touching and they do much to elevate the documentary above a mere recounting of the events of Smith's life and times (however valuable that information is). The Emperor of Dreams is thus a celebration of Clark Ashton Smith and his evocations of the weird in poetry, fiction, and art more broadly.

I already knew a fair amount about Smith's life and works, but I still learned a great deal about him from this film. I knew, for example, that Smith had been a protégé of the Bohemian poet George Sterling, but I did not know that there ultimate falling out occurred as a Smith's writing "The Abominations of Yondo" which Sterling considered unworthy of his talent. Likewise, I had never heard the story of how Smith first took up sculpting or had rejected high school in favor of educating himself by reading books in the Auburn Public Library instead. The movie is filled with such details, along with stories told about him by his stepson that only add to my appreciation of the man. There's even an audio recording of Smith reciting some of his own poetry. If only there had been film footage of something similar!

If you're at all interested in Clark Ashton Smith's life, The Emperor of Dreams is well worth a watch. I somehow did not know it existed until just a few days ago, but am I ever glad that I corrected this lacuna in my education. Very good stuff!