SF and Gaming Blog

Thoughts, reviews and opinion on the overlapping worlds of science fiction and gaming.

The Wicker Man

I think The Wicker Man is a scary film, despite the total lack of blood and gore. I suggested the film in the comments section Dawn Olsen’s blog. Michele of a small victory doesn’t think so.

Please, for the love of Satan, someone explain to me the great cult status bestowed upon that movie. They sang songs about vegetation! Corn rigs and barley.

Aren’t those songs scary enough? Seriously, though, I found the growing creepyness of the film scary, and the ending profoundly shocking. And it had Christopher Lee as the villain!

I admit I’m not a big horror fan; maybe some people’s tastes are more jaded. Or perhaps it’s more scary if you’re religious?

What do you think?

By the way, don’t click on the first link if you haven’t seen it – it contains spoilers!

Posted in Science Fiction | 4 Comments

Ia!! Gygax F’tagn!!

Pagan Prattle gives us this (No permalinks, but it’s the second article down), giving a screed from Jack Chick’s site, Should a Christian Play Dungeons & Dragons? the thorough piss-take it deserves.

Two things come to mind reading that article – firstly the author believes that “The Cthulhu Mythos is real”, since he believed in it “when he was a Satanist”. Sorry, but H.P.Lovecraft made it all up. The fact that one mixed-up teenage-rebellion-satanist once believed something was real doesn’t make it true.

Secondly, all the DnD-is-evil stuff actually makes sense if you subscribe to Jack Chick’s paranoid flavour of extreme fundamentalism. But Chick-ism has little or nothing to do with mainstream Christianity; he’s the west’s answer to the Taliban.

Posted in Games | Comments Off

Game Wish 19: Heart Characters

This week’s Game Wish (I’m catching up now) is about Heart Characters

Today’s question is about your heart character. The heart character rests on the idea that over the course of a gaming career, players would revisit certain themes that were important to them for some reason, and that one or two characters in particular would embody those themes or ideas. Whatever it was about the heart character(s) would draw the player back to those themes.

Do you have a heart character? More than one? If so, what makes that character a heart character? If you don’t have one, do you think there are themes you revisit with your characters? Or do you think this entire theory is full of it, and if you do, why?

Thinking about some of my favourite characters, particularly the on-line ones that had more detailed back-stories and personalities, I do notice a couple of themes. One is the ‘Ordinary Joe’ caught up in extraordinary circumstances, the other is the character who’s life had been shattered, and must try and pick up the pieces and survive.

My very first on-line character embodied both of these. He was a technician with a comfortable life working for a large cyberpunk megacorp (formed of a merger between British Airways, Stagecoach and Virgin Trains, we decided). His life was shattered when he was falsely accused of causing a fatal accident and sent to jail for manslaughter. All his friends and family deserted him. At the point he entered play, he’d just been released having served his time, only to be caught up in the complex web of cyberpunk intrigue and violence.

I’ve already mentioned Karl Tolhurst of Ümläüt; his back story (in the game in which he first appeared) was the same basic theme; the tragedy was the murder of his lover with his best friend the principal suspect, the extraordinary circumstances were simply the fact that this was a Call of Cthulhu game.

I don’t know what this says about me except that I prefer lower power levels; spandex-clad superheroes with their kewl powerz are simply not my style.

Posted in Games | Comments Off

That sniper again

DORK TOWER expresses the relief felt by quite a few people. Despite a comment of mine on Dodgeblogium, it looks like he was not a Cthulhu worshipper either. Or a White Van Man.

Posted in Games | Comments Off

Game Wish 18: Sticking Points

I’m running a week late here, this is last week’s one, about Sticking Points.

Every player has sticking points. (Yes, you do. You may not have had your buttons pressed yet to know what they are, but you have them.). What are some things that are absolutely no-gos for you?

I can think of three:

First, games where I’m a severe disadvantage from not knowing the game system, and where the GM isn’t prepared to take this into account when running the game. This is one of the root causes of my undying hatred of Deadlands. Much of my gaming nowadays is one-shot convention-style games, meaning I’m often faced with an unfamiliar system. When this is the case, I either want a simple transparent system, or a GM that’s willing to translate my description of what my character is trying to do into game mechanics. I’ve had a bad experience, being handed a martial artist character that could not be played effectively without my understanding of how the martial arts game mechanics worked, which of course the GM didn’t tell me until after my character had been beaten unconscious.

Secondly, games that consist of nothing but combat and die rolling. I played many years of AD&D; been there, done that.

Finally, immature and disruptive players. Reading some horror stories from other WISH-ers makes me glad I didn’t discover gaming until my 20s, and so avoided the dorky munchkin years: I’ve suffered very few of the problems other people have documented. However, I did have one problem player right at the beginning of my career as an on-line GM, when I had to expel a player-killer from the game. Since then I’ve successfully avoided playing with jerks.

Posted in Games | Comments Off

Hatcon III

Well, I survived Hatcon III, the lastest of the mini-cons by the Dreamlyrics and ex-RPGAMES crew. This one was held at the residence of Pete Hat in Brighton, hence the name.

The Virgin Voyager got me all the way from Manchester to Brighton within 20 minutes of the scheduled arrival time, pretty good by Virgin Train’s non-Euclidian time.

Gaming started on Saturday morning with Abaddon’s game with no character sheets, no setting information, opening with “You’re in a bank, holding a gun, with a ski mask on your face. You have no memory”. It later progressed to Cthulhoid tentacled things, and the demon-worshipping bank manager.

I wasn’t going to mention becoming a victim of “GM’s Girlfriend Syndrome”, except that I find I already have. I think his words were “If I had done that to her, she would have killed me”.

The weekend also featured a GURPS Kalyr game GMed by yours truly, a game of Adventure! setting our two-fisted pulp heroes against fake vampires and thuggee cultists, an epic DnD game in which I didn’t play (it was at the same time as my GURPS game), a murder mystery, and more Cheapass Games games than I can remember!

Posted in Games | Comments Off

Off to Hatcon

No blogging for the next few days, I’m off to Hatcon, one of the so-called ‘Mini-Cons’ hosted by Pete Hat, one of the sysops from Dreamlyrics in Brighton. I expect to be GMing at least one game, but first I must endure five-and-a-half hours aboard one of the dreaded Virgin Voyagers!

Posted in Games | Comments Off

One Good Thing About Virgin Voyagers

You can run you laptop off the mains in one; which means I can use the laptop the train for the whole journey, despite the fact the battery no longer works. Now I’ve written part of the GURPS Kalyr con adventure for Hatcon next weekend on my trip back to Manchester from Slough. I’ll try and get it finished before the end of the week so I’m not writing things on the five-and-a-half hour journey down to Brighton on Friday! Hopefully the adventure itself will be an improvement on the Sashcon one.

I won’t name the GM who’s stayed up all night at the con finishing the adventure to be run the following day!

Posted in Games | Comments Off

Game Wish 17: Props

Turn of a Friendly Die: WISH 17: Props

How do you use props in your game? Give three examples, and discuss why you use them. What do they bring to the game? Are there any downsides to using them? For those who do convention games, are there differences between the props you use in campaigns and the props you use for con rounds?

The only props I’ve made real use of are maps, both A3 hand-drawn ones for face-to-face games, and electronic ones (drawn using Campaign Cartographer) for my on-line games.

This is an example, the city of Filgeth, used on my Dreamlyrics game, KLR.
Map of the city of Filgeth

I’ve also drawn quick tactical maps of interiors of buildings to help with fight scenes from time to time.

I find maps useful in visualising the setting of the game. I know one group that believes you shouldn’t try to map the city in a city-based game, on the grounds that it limits things; I find the opposite is true; having a map defined seems to generate ideas. The biggest downside is simply that they take a lot of time to prepare – someone commented about my A3 city map (which goes down to individual building level) “This is the work of someone with too much time on their hands!”.

I haven’t made great use of props other than maps. I’ve never used minatures in games I’ve GMed, although I’ve played in many with minatures, including loads of resin castings of furniture.

That infamous tape of Ümläüt doesn’t count – although it was inspired by a game, it’s never been used within the game itself.

Posted in Games | Comments Off

The Prior-Art-O-Matic on RPGs

Let’s see what the The Prior-Art-O-Matic has to say about RPG game systems…

FUDGE is a scooter that makes you invisible! It extends at the touch of a button and loves you as a person.

d20 is a security camera that has been featured in Star Trek! It kills weeds down to the root.

GURPS is an earring that’s made of rubber!

Hero System is like a normal hi-fi, but it has a built-in calculator

(This one is eerily appropriate)

Storyteller is a pudding that talks, is bigger on the inside than the outside and is different every time you use it.

(This one is even more eerily appropriate!)

Posted in Games | Comments Off