There were other words I could have used to start this blog, but none of them are family friendly. To say the least, I did not like, nor enjoy Conan the Barbarian. I am a fan of Robert E. Howard, I have devoured the Conan stories over and over. Conan the Barbarian ‘82 with Arnold Schwarzenegger was about as close to the original Howard stories as Mamoa’s Conan, but I loved that movie for its own sake. That film as well as the horrible pastiches by de Camp and Jordan made me seek out the original in turn allowed me to discover the rest of the great writer’s work.
I went into the film late and this blog is too late for many who have all ready spent their money, and the gods forbid on the 3D version. But it was so bad, weighs so much on my pulp lovin’ mind, that I have to get something out there to warn others.
First, I went into the movie with the idea that, like ‘82, this would not be Conan as Howard had seen him, but like ‘82 I would get a fun fantasy sword and sorcery movie. I didn’t get it. As a matter of fact when the credits started rolling all I could think was: ’Thank the Gods that train wreck is over’. When I come out of a movie emotionally exhausted I want it to be because it was that damn good!
The opening credits pissed me off! The opening voice over started with the famous Howard lines….. Know O Prince that between the years when the oceans drank Atlantis gleaming cities and the years of the rise of the Sons of Aryas…… then they are corrupted to introduce not Conan but the friggin’ McGuffin for the plot! Once again, a movie maker decided that we need to waste twenty minutes of film with an origin back story to set the rest of the story. Though I love Ron Perlman and thought as origin stories for Conan go, the sequence wasn’t bad until the village was raised. Just because the whole “it takes destroying his village to make a hero” thing has been done to death!
Conan himself was okay. I get hung up on character features if they are strongly presented in the original prose. Conan’s blue eyes were made much of by Howard. They are usually a feature very prominent in action fiction because of the emotion description they can convey. Through out the film, I kept thinking that though piercing, seething, and volcanic could be used to describe Mamoa’s glare, his eyes were not the startling blue I should expect. Mamoa, a guy I like as an actor, was a good pick, physically and through his presence. He just had nothing to work with. Also, the lack of armor where appropriate bothered me. I understand that Conan is perceived as the bare chested barbarian and Mamoa spent the majority of the film that way. But Howard’s hero wore armor of various types when appropriate, there were a few scenes where a shirt of mail might have been wise.
The dialogue lacked any spark like Howard’s prose. Now I was not expecting or wanting Shakespeare, but a little more than the grunts and snarls that our protagonist issued, reinforcing the dull barbarian stereotype that Arnold had been saddled with. As with most films the villain had the best lines, but even these were so trite to the genre that they left me flat.
The costuming was not too bad. I could see the interpretation of Howard’s Hyborian races as it was presented, especially the Bossonian archers, though I was expecting long bows, not recurve designs. The make up on the other hand was ridiculous. The characters looked more like something out of Fall Out or Mad Max. I’m still puzzling over how Pictish warriors (loosly based on Native American tropes) sound like Tuskan Raiders. Now Howard had characters with some extreme features like the filed teeth of The Man Eaters of Zamboula. Often times this was a cultural thing like ritual scarring. Some of the level bosses (because that is what these guys were, but more on that to follow) looked like radiation mutants.
Certain features were well done, Messantia and the Cimmerian village both had the look of living, breathing communities, much like what was seen in the HBO series Rome and others that have learned what a good set can do for a story. The regions that were explored as ruins had the feel of being there for ages, or in the case of abandoned outpost, age and neglect. Then you have a massive mobile fortress on the backs of elephants! ARRRRGH!
The fortress (not the mobile command center) of the villain Kylar Zym, looked like a twisted nightmare vision of something Sauron would call home. Yeah, I know a twisted nightmare vision for Sauron, yes that is how over the top it was. Then the infiltration of the fortress, and the level bosses. Yes, I saw the potential for the first person Conan video game. Zym was surrounded by several level bosses, and in order to be ready to face Zym Conan had to defeat each one. It got stupid ridiculous when one of them was in the bowels of the fortress seemingly just waiting for Conan to come up so he could defeat said boss and move on to the next level.
The final fight between Conan and Zym was lack luster, no epic clash. Of course the fortress had to spontaneously exploded and tumble after Zym was defeated juuuuuuuust after the hero escapes. Now this is a pulp staple, but I was left wondering how and why when it was done.
The female lead was there to scream a lot and to give Conan someone to share his feelings with. Actually adding only as much to the story as the McGuffin, the Mask of Acheron.
This was such a lost opportunity for those with the Conan property. There was a chance to create a sweeping epic adventure that would have been part-pulp part high adventure. Stories that would have made great films still languish for adaptation. Howard has yet to be discovered by this generation of movie goers, I was fortunate enough to seek out Howard after seeing Arnold as the iconic barbarian. Others, considering the box office returns and stock pile of bad reviews will not be as fortunate.
As a post-script I would actually recommend the novel adaptation by Michael A. Stackpole. The story has elements that Howard himself could have written and makes the craptacular story of the movie work, while weaving it into the greater Conan cannon.
Tuesday, August 30, 2011
Tuesday, July 19, 2011
John Carter of Mars: The Teaser
Last week the teaser for John Carter of Mars hit the net and the blogs started chiming in on the movie’s prospects. Well, I’m no different.
The teaser left me indifferent. I was not excited about it, just slightly apprehensive, as much so as I was when the Conan trailers hit. At least John Carter of Mars claims to be an adaptation of Edgar Rice Burroughs’ A Princess of Mars.
The story presented does appear on the surface to be the plot of Burroughs’ book. John Carter is transported to Mars via something akin astral projection and the adventure begins with the incomparable Deja Thoris and his friend and ally Tars Tarkis. How closely this film represents Burroughs’ work remains to be seen. Like Conan, the movie theater will get my eight bucks.
Visual this did not seem like Burroughs’ Mars. No red sands, ocher vegetation The Barssomians (Martians) were red, but it was more Alabama red clay pigmentation than the coppery red of Burroughs people. The costuming appears to belong in a sword and sorcery film rather than the sword and planet of Barsoom. Considering the characters in A Princess of Mars were close to naked I understand some costuming changes needed to be made. But where is the glittering harness, the jewels and gold? The precious and base metals of rank? Where is the richness and age of Helium?
The choice of Taylor Kitsch for John Carter did not impress me, seeing the trailer, I still stand by that impression.
The weapons and warriors of this production made me wonder where John Carter of Mars was in this film. In Burroughs’ books, fencing and the honor of hand to hand combat is a central cultural theme, even for the Tharks, the ten foot, four armed, green Martians. The weapons again are sword and sorcery props. Where are the rapiers and thin bladed long swords of Mars? John Carter is duel-wielding large scimitar like blades--because any hero that is cool HAS to duel-wield.
The air ships left me completely cold. The odd “wings” displayed appear to be rudders. This is not any design I saw in my mind’s eye. The fliers of Barsoom stay afloat because of the discovery and control of the “Eighth ray” and appear to be like sleds or of sailing ship configurations.
There was none of the science fantasy that the pulp era offered in the scenery, weapons, or costuming. It has too much of the modern CGI slickness to it all. Rather than utilizing the CGI to tell Burroughs’ story it is “improving” it to its detriment. I only hope this Disney production does not have the feel of Prince of Persia or other over the top productions.
Admittedly this is a teaser so it could not show everything and post production may add much. Visually I do not think this film will meet my hopes or expectations. I did not see Barsoom or John Carter. I saw a Kull, a Conan, or a Dar of Beast Master fame. It may be sword and planet adventure, but so was Krull.
The teaser left me indifferent. I was not excited about it, just slightly apprehensive, as much so as I was when the Conan trailers hit. At least John Carter of Mars claims to be an adaptation of Edgar Rice Burroughs’ A Princess of Mars.
The story presented does appear on the surface to be the plot of Burroughs’ book. John Carter is transported to Mars via something akin astral projection and the adventure begins with the incomparable Deja Thoris and his friend and ally Tars Tarkis. How closely this film represents Burroughs’ work remains to be seen. Like Conan, the movie theater will get my eight bucks.
Visual this did not seem like Burroughs’ Mars. No red sands, ocher vegetation The Barssomians (Martians) were red, but it was more Alabama red clay pigmentation than the coppery red of Burroughs people. The costuming appears to belong in a sword and sorcery film rather than the sword and planet of Barsoom. Considering the characters in A Princess of Mars were close to naked I understand some costuming changes needed to be made. But where is the glittering harness, the jewels and gold? The precious and base metals of rank? Where is the richness and age of Helium?
The choice of Taylor Kitsch for John Carter did not impress me, seeing the trailer, I still stand by that impression.
The weapons and warriors of this production made me wonder where John Carter of Mars was in this film. In Burroughs’ books, fencing and the honor of hand to hand combat is a central cultural theme, even for the Tharks, the ten foot, four armed, green Martians. The weapons again are sword and sorcery props. Where are the rapiers and thin bladed long swords of Mars? John Carter is duel-wielding large scimitar like blades--because any hero that is cool HAS to duel-wield.
The air ships left me completely cold. The odd “wings” displayed appear to be rudders. This is not any design I saw in my mind’s eye. The fliers of Barsoom stay afloat because of the discovery and control of the “Eighth ray” and appear to be like sleds or of sailing ship configurations.
There was none of the science fantasy that the pulp era offered in the scenery, weapons, or costuming. It has too much of the modern CGI slickness to it all. Rather than utilizing the CGI to tell Burroughs’ story it is “improving” it to its detriment. I only hope this Disney production does not have the feel of Prince of Persia or other over the top productions.
Admittedly this is a teaser so it could not show everything and post production may add much. Visually I do not think this film will meet my hopes or expectations. I did not see Barsoom or John Carter. I saw a Kull, a Conan, or a Dar of Beast Master fame. It may be sword and planet adventure, but so was Krull.
Labels:
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Tars Tarkas
Saturday, July 9, 2011
When to End a Story: No This Is Not Another Star Wars Rant……Yet
I am in no way qualified to offer writing advice to anyone, other than this very sporadic blog….and I’m working on that. Despite my lack of qualifications that is indeed what I am doing. When to end the story is as important as where and how to start it. (Perhaps a future post on those topics) A story needs a great end as much as a beginning. The end must satisfy the author and the audience. It should meet the promise put forth by the writer and live up to the reader’s expectation.
Well duh! Right? Yes, yet many fail in this regard or fail to deliver or even in certain cases deliver too much. This goes for novels, short stories, screen plays/movies, and a little known and important story telling device role playing games.
Look at some great examples of story endings: All three of the original Star Wars films New Hope, The Empire Strikes Back, and Return of the Jedi. Each ended on a note that wrapped up the current film and with the first two set up the events for the sequel.
New Hope ended with the destruction of the Death Star (the climax) and Darth Vader’s Tie-Fighter spinning off into the depths of space, the later letting the viewer know that this is only the first part of the tale. Then the award ceremony to have an epilogue that ends on a high note. Empire ends much more darkly, the rebellion set on its heels, Han Solo lost to the companions, and the huge reveal that Vader is Luke’s father. People could not wait for the last installment with Return of the Jedi, the tale was wrapped up, the villains defeated, and in the original theatrical version: The Yub Yub song. (Star Wars fans know what I am talking about.) What the three films accomplished so well that Lucas was hailed as genius was follow the heroic journey and express it so well to a wide eyed generation. Each ended with a strong climax and did not belabor the epilogue. We didn’t need to see Vader return to the Emperor after his defeat in New Hope. We did not need to see the adventures between Empire and Return that led to Han Solo’s rescue. Writers have filled in these blanks to adnauseam in comics, fan films, and novels. They allowed the viewer to leave the theater feeling satisfied, their own imaginations filling in those blanks, and each sequel paid off on the promise of the previous film. These movies fulfilled their obligation to viewer without, in my opinion, short changing them.
Robert E. Howard’s The Frost Giant’s Daughter depicted a young Conan of Cimmeria far from his race fighting among the Vanir and Aesir far to the north. After the battle he pursues a pale beauty across the ice fields, half-dream, half-mirage, yet wholly real to his dazzled senses. He battles her brothers, giants, and sons of Ymir, the northern god. Upon the defeat of the brutes he is rendered unconscious by what the reader perceives is the power of the god summoning his daughter away from the mortal realm and the grasping Cimmerian youth. He is found by his Aesir allies, and he learns that he did indeed chase the daughter of Ymir. The men brush the tale aside as a product of a ringing skull from a sword dent to the blinding and white and cold of the north. That is until the Cimmerian un-clutches his left hand revealing a gossamer cloth that had been the only garment of Atalia, the giant’s daughter.
This tale ends perfectly! The writer gives a brief epilogue to sum up the hero’s experience and then leaves the reader pondering with the bit of cloth in a warrior’s grip. Was it snow madness? Then where did the cloth come from? Again the reader is allowed to decide and let their own imagination take over.
Lovercraft’s stories all ended with that shock, that what if that made readers look askance at dark alleys and walk a little more quickly past a deserted house.
Pickman’s Model is a prime example. The tale is written in a first person style where the narrator is answering an unheard query from a companion, launching into a tale of macabre art. Pickman would paint demonic scenes with realistic backdrops or human models. The tale is the set up for the punch line. The narrator explains how Pickman is of old Salem stock, claiming an ancestor burned as a witch. Pickman’s ostracization from the art community at large for his disturbing imagery. The story weaves around the themes of the art, the models used, the backdrop settings. The reader has a dawning horror of what is to come so when the reveal is made, one is horrified because their fears are realized with the ending. The subjects of the work, the horrific models, were not fever dream imaginings of Pickman, but rather as the narrator states: “It was a photograph from life!”
Now let us take the tales that failed and why: for films one of the greatest examples is the first Back to the Future film. With the “To Be Continued…..” tag at the end had viewers chomping at the bit for the sequel. As my friend commented when we saw this film in theaters: “They better make another one!” So in an attempt to satisfy the viewers and make more money, the downfall of all sequels, the second film came out and disappointed. Fortunately the franchise was saved by a great ending to the trilogy. This is an example of where to stop the story. What if they had not followed though with a sequel? Would viewers rather been satisfied with a great ride the first time round and not sitting through the disappointing, almost repetitive, second film?
Novels that fall into the trap of epilogues that offer too much information are Dennis L. McKiernan’s Tolkeinesque series of fantasy adventures, that I started reading with the Iron Tower trilogy. This series, while great story telling in the Tolkien high fantasy style, end poorly, at least to me. The epilogues tend to tell of the fates of each hero after the tale ended. Some ended as ignobly as many real life heroes. Which does lend the stories that air of reality, but destroys the reader’s imaginative speculation of the story that continues after the book ends.
Without pointing to specific series’, how many writers that are constant bestsellers, are writing sequels for their popular worlds/characters that need to retire them? How many really have nothing new to say, the adventures stale, or driven by corporate merchandising?
Here is where the story telling device of Role Playing comes into the conversation. I myself have fallen into this trap. In order to continue a game that has obviously wrapped up, because, frankly, the game was one of the best ever! (Which many role play groups have at least one of) I created a weak sequel that lost steam quickly and was flat when compared to the magic of the first series of adventures. The same goes for the idea of dusting off the old character sheet and “getting the band back together”, in this case the adventuring band back together. I have found that when those great moments of collective story telling take place, be content with them and relive them as remember when…… lightning hardly ever strikes twice.
Now how do these mini-reviews relate to knowing when to end the story? They offer the formula for do’s and don’ts. The best thing is to end the story where it ends. Simple enough, yes? No. Because of the pursuit of more money, or a greater word count, this one simple rule is ignored. The Matrix and the aforementioned Back to the Future fall into this trap, even Conan the Destroyer, so pale when compared to the operatic Barbarian film, pursued the franchise cash cow, rather than ending the story well. (Setting aside all Howardian complaints of both films.)
End the story where it ends. Do not attempt a sequel or several more chapters unless they offer something as strong as, or in the case of The Empire Strikes Back, something stronger than what preceded it.
To end a tale generally has to be a gut reaction. As a writer one must be objective enough to sit back and say, “Am I done?” If the tale is finished, is it a satisfying ending? This too can be a gut reaction, but first readers, honest first readers, help here. This is where the thick skin comes in. A first reader has to be able to tell the writer who is in love with the story: “You should have ended it three paragraphs back.” Or harshly: “This sucks!” Of course this needs to be followed by the why.
Now, those that are fortunate enough to have the combination of luck, skill, timing, and perseverance to become published writers of novels have the dreaded problem of “trilogy” or “series” when they are really lucky. This leads to the weak sequel, it happens with movies, music, and of course novels. The artist is giddy from the initial acceptance, the idea of a paycheck, and adoring fans. Those fans might not be so adoring if you let them down in the second act. Be prepared with a strong second act, or don’t offer one. Think of all the sophomore efforts that are spoken of in various art industries. Critics salivate for sequels.
Now that I have long since rambled beyond the point of where I should have ended this essay, let me conclude by saying look closely at your themes, what do you want to say? What will punctuate your message or simply grab the audience’s emotions, leaving them pondering or wishing for more? That is where to end the story.
Well duh! Right? Yes, yet many fail in this regard or fail to deliver or even in certain cases deliver too much. This goes for novels, short stories, screen plays/movies, and a little known and important story telling device role playing games.
Look at some great examples of story endings: All three of the original Star Wars films New Hope, The Empire Strikes Back, and Return of the Jedi. Each ended on a note that wrapped up the current film and with the first two set up the events for the sequel.
New Hope ended with the destruction of the Death Star (the climax) and Darth Vader’s Tie-Fighter spinning off into the depths of space, the later letting the viewer know that this is only the first part of the tale. Then the award ceremony to have an epilogue that ends on a high note. Empire ends much more darkly, the rebellion set on its heels, Han Solo lost to the companions, and the huge reveal that Vader is Luke’s father. People could not wait for the last installment with Return of the Jedi, the tale was wrapped up, the villains defeated, and in the original theatrical version: The Yub Yub song. (Star Wars fans know what I am talking about.) What the three films accomplished so well that Lucas was hailed as genius was follow the heroic journey and express it so well to a wide eyed generation. Each ended with a strong climax and did not belabor the epilogue. We didn’t need to see Vader return to the Emperor after his defeat in New Hope. We did not need to see the adventures between Empire and Return that led to Han Solo’s rescue. Writers have filled in these blanks to adnauseam in comics, fan films, and novels. They allowed the viewer to leave the theater feeling satisfied, their own imaginations filling in those blanks, and each sequel paid off on the promise of the previous film. These movies fulfilled their obligation to viewer without, in my opinion, short changing them.
Robert E. Howard’s The Frost Giant’s Daughter depicted a young Conan of Cimmeria far from his race fighting among the Vanir and Aesir far to the north. After the battle he pursues a pale beauty across the ice fields, half-dream, half-mirage, yet wholly real to his dazzled senses. He battles her brothers, giants, and sons of Ymir, the northern god. Upon the defeat of the brutes he is rendered unconscious by what the reader perceives is the power of the god summoning his daughter away from the mortal realm and the grasping Cimmerian youth. He is found by his Aesir allies, and he learns that he did indeed chase the daughter of Ymir. The men brush the tale aside as a product of a ringing skull from a sword dent to the blinding and white and cold of the north. That is until the Cimmerian un-clutches his left hand revealing a gossamer cloth that had been the only garment of Atalia, the giant’s daughter.
This tale ends perfectly! The writer gives a brief epilogue to sum up the hero’s experience and then leaves the reader pondering with the bit of cloth in a warrior’s grip. Was it snow madness? Then where did the cloth come from? Again the reader is allowed to decide and let their own imagination take over.
Lovercraft’s stories all ended with that shock, that what if that made readers look askance at dark alleys and walk a little more quickly past a deserted house.
Pickman’s Model is a prime example. The tale is written in a first person style where the narrator is answering an unheard query from a companion, launching into a tale of macabre art. Pickman would paint demonic scenes with realistic backdrops or human models. The tale is the set up for the punch line. The narrator explains how Pickman is of old Salem stock, claiming an ancestor burned as a witch. Pickman’s ostracization from the art community at large for his disturbing imagery. The story weaves around the themes of the art, the models used, the backdrop settings. The reader has a dawning horror of what is to come so when the reveal is made, one is horrified because their fears are realized with the ending. The subjects of the work, the horrific models, were not fever dream imaginings of Pickman, but rather as the narrator states: “It was a photograph from life!”
Now let us take the tales that failed and why: for films one of the greatest examples is the first Back to the Future film. With the “To Be Continued…..” tag at the end had viewers chomping at the bit for the sequel. As my friend commented when we saw this film in theaters: “They better make another one!” So in an attempt to satisfy the viewers and make more money, the downfall of all sequels, the second film came out and disappointed. Fortunately the franchise was saved by a great ending to the trilogy. This is an example of where to stop the story. What if they had not followed though with a sequel? Would viewers rather been satisfied with a great ride the first time round and not sitting through the disappointing, almost repetitive, second film?
Novels that fall into the trap of epilogues that offer too much information are Dennis L. McKiernan’s Tolkeinesque series of fantasy adventures, that I started reading with the Iron Tower trilogy. This series, while great story telling in the Tolkien high fantasy style, end poorly, at least to me. The epilogues tend to tell of the fates of each hero after the tale ended. Some ended as ignobly as many real life heroes. Which does lend the stories that air of reality, but destroys the reader’s imaginative speculation of the story that continues after the book ends.
Without pointing to specific series’, how many writers that are constant bestsellers, are writing sequels for their popular worlds/characters that need to retire them? How many really have nothing new to say, the adventures stale, or driven by corporate merchandising?
Here is where the story telling device of Role Playing comes into the conversation. I myself have fallen into this trap. In order to continue a game that has obviously wrapped up, because, frankly, the game was one of the best ever! (Which many role play groups have at least one of) I created a weak sequel that lost steam quickly and was flat when compared to the magic of the first series of adventures. The same goes for the idea of dusting off the old character sheet and “getting the band back together”, in this case the adventuring band back together. I have found that when those great moments of collective story telling take place, be content with them and relive them as remember when…… lightning hardly ever strikes twice.
Now how do these mini-reviews relate to knowing when to end the story? They offer the formula for do’s and don’ts. The best thing is to end the story where it ends. Simple enough, yes? No. Because of the pursuit of more money, or a greater word count, this one simple rule is ignored. The Matrix and the aforementioned Back to the Future fall into this trap, even Conan the Destroyer, so pale when compared to the operatic Barbarian film, pursued the franchise cash cow, rather than ending the story well. (Setting aside all Howardian complaints of both films.)
End the story where it ends. Do not attempt a sequel or several more chapters unless they offer something as strong as, or in the case of The Empire Strikes Back, something stronger than what preceded it.
To end a tale generally has to be a gut reaction. As a writer one must be objective enough to sit back and say, “Am I done?” If the tale is finished, is it a satisfying ending? This too can be a gut reaction, but first readers, honest first readers, help here. This is where the thick skin comes in. A first reader has to be able to tell the writer who is in love with the story: “You should have ended it three paragraphs back.” Or harshly: “This sucks!” Of course this needs to be followed by the why.
Now, those that are fortunate enough to have the combination of luck, skill, timing, and perseverance to become published writers of novels have the dreaded problem of “trilogy” or “series” when they are really lucky. This leads to the weak sequel, it happens with movies, music, and of course novels. The artist is giddy from the initial acceptance, the idea of a paycheck, and adoring fans. Those fans might not be so adoring if you let them down in the second act. Be prepared with a strong second act, or don’t offer one. Think of all the sophomore efforts that are spoken of in various art industries. Critics salivate for sequels.
Now that I have long since rambled beyond the point of where I should have ended this essay, let me conclude by saying look closely at your themes, what do you want to say? What will punctuate your message or simply grab the audience’s emotions, leaving them pondering or wishing for more? That is where to end the story.
Sunday, April 17, 2011
Nerd Con: I was Uncool before it was Cool
Hey I’m back after a four month hiatus; hopefully back on track with my blog posts. So I am going to talk about the great little convention that I attended this Saturday. Nerdcon was a gaming convention that was held at Appalachian State University, in Boone NC. It was put on by the gaming club at the college. The group put on a good little event with a dealer’s room, media, and panels.
They had invited Ignitus (Untold) and Pinnacle (Savage Worlds) to the event at MACE West: Cudgel and I was happy to attend. The group was inviting, the venue was great with plenty of room, and well organized. The attendance was great even with a massive storm blasting over the mountain! Good enough that they will be doing it next year and expanding it!
I am looking forward to going back and would love to see them expand, not only the gaming, but the panels. I know several authors that would be happy to sit in and participate! Topics like publishing, collaboration, and world building in fiction, such as the one they had would be great.
So look for this little free con next year fans!
They had invited Ignitus (Untold) and Pinnacle (Savage Worlds) to the event at MACE West: Cudgel and I was happy to attend. The group was inviting, the venue was great with plenty of room, and well organized. The attendance was great even with a massive storm blasting over the mountain! Good enough that they will be doing it next year and expanding it!
I am looking forward to going back and would love to see them expand, not only the gaming, but the panels. I know several authors that would be happy to sit in and participate! Topics like publishing, collaboration, and world building in fiction, such as the one they had would be great.
So look for this little free con next year fans!
Sunday, December 5, 2010
Untold Elite Access: Shop and Compare!
Not too long ago The Wandering Men wanted to offer something more to the dedicated fans of Untold…. For a modest fee. What they came up with was Elite Access!
Elite Access offers fans of Untold a look behind the curtain and a chance to directly participate and guide the course of the game. The team has taken their queue from many other games and websites for their elite offering.
For a monthly fee of $6 or $54 a year (A savings of $12 against the monthly fee.) gamers get access to some perks and more are coming!
Currently subscribers get a look at the complete release schedule from Wandering Men Studios, seeing what the company is going to release and when. This also comes with opportunities to purchase cards and other releases before their official release. Something the studio is working on is a subscription option where players can receive new releases automatically. When this goes live Untold will be offering the same service as the larger companies
Other access perks include a library on line where cards can be viewed as a slide show in a large, high resolution format. This is a front and back view, allowing the subscriber to see the power, but not the UP (untold points) they cost. This allows the gamer to see what they can purchase and if that power is one they want on their side! There is an exclusive forum with development discussion. This allows players to suggest powers and card builds, actually participating in the development of Untold. Currently some of the discussions have revolved around the “crunch” of power and use of new developing cards.
Custom deck builds are being beta tested now in Elite. Players can submit a deck to be built exclusively for them. Talk about buying EXACTLY what you want! No other card based game comes close to offering this. Untold already offers mini-flats for sale. In the future they will be offering custom flats for sale. Again: getting exactly what the player or GM needs for the game.
Here are a couple examples of exclusive member access offered by two similar sites. First you have the big boy on the block, Dungeon and Dragons; they too offer subscription services. For a base fee of $9.95, (71.40 for a year which breaks down to $5.94 a month) one has access to all the D and D manuals on line, character builder software and subscriptions to Dungeon and Dragon magazines on line. Dollar for dollar Hasbro does offer more, but Untold already offers much of this particular content for free, their rules, including step by step video primers are available at no cost to the gamer. The monthly newsletter and Ben’s Untold Blog offer many of the gaming tips and tricks that might be found in such publications as Dragon, and Hebdomadal Persona, faction, and the adventure seeds found on the Untold website offer similar content as a Dungeon publications. Hasbro is also a huge corporation and Wandering Men Studios a small, four man, fan driven operation.
The second comparison is ErfWorld, a webcomic, and one man operation, that offers subscription benefits as well. For $33 dollars a year reader’s gain store credit that could conceivably give them a free print runs of the comic. Also podcasts, scripts, and wall papers are available; similar behind the curtain kind of peeks that Untold offers.
Overall is the purchase of Elite Access worth it? Weigh expense against gain. Do the extras make it worth it? Does tinkering with a system and rule set on the ground floor interest the gamer engineer in you? Being the guy on the edge of every release excite you? That look behind the curtain satisfy your curiosity? Then does the cost of two comic books seem too much? Give it a look and judge for yourself.
Elite Access offers fans of Untold a look behind the curtain and a chance to directly participate and guide the course of the game. The team has taken their queue from many other games and websites for their elite offering.
For a monthly fee of $6 or $54 a year (A savings of $12 against the monthly fee.) gamers get access to some perks and more are coming!
Currently subscribers get a look at the complete release schedule from Wandering Men Studios, seeing what the company is going to release and when. This also comes with opportunities to purchase cards and other releases before their official release. Something the studio is working on is a subscription option where players can receive new releases automatically. When this goes live Untold will be offering the same service as the larger companies
Other access perks include a library on line where cards can be viewed as a slide show in a large, high resolution format. This is a front and back view, allowing the subscriber to see the power, but not the UP (untold points) they cost. This allows the gamer to see what they can purchase and if that power is one they want on their side! There is an exclusive forum with development discussion. This allows players to suggest powers and card builds, actually participating in the development of Untold. Currently some of the discussions have revolved around the “crunch” of power and use of new developing cards.
Custom deck builds are being beta tested now in Elite. Players can submit a deck to be built exclusively for them. Talk about buying EXACTLY what you want! No other card based game comes close to offering this. Untold already offers mini-flats for sale. In the future they will be offering custom flats for sale. Again: getting exactly what the player or GM needs for the game.
Here are a couple examples of exclusive member access offered by two similar sites. First you have the big boy on the block, Dungeon and Dragons; they too offer subscription services. For a base fee of $9.95, (71.40 for a year which breaks down to $5.94 a month) one has access to all the D and D manuals on line, character builder software and subscriptions to Dungeon and Dragon magazines on line. Dollar for dollar Hasbro does offer more, but Untold already offers much of this particular content for free, their rules, including step by step video primers are available at no cost to the gamer. The monthly newsletter and Ben’s Untold Blog offer many of the gaming tips and tricks that might be found in such publications as Dragon, and Hebdomadal Persona, faction, and the adventure seeds found on the Untold website offer similar content as a Dungeon publications. Hasbro is also a huge corporation and Wandering Men Studios a small, four man, fan driven operation.
The second comparison is ErfWorld, a webcomic, and one man operation, that offers subscription benefits as well. For $33 dollars a year reader’s gain store credit that could conceivably give them a free print runs of the comic. Also podcasts, scripts, and wall papers are available; similar behind the curtain kind of peeks that Untold offers.
Overall is the purchase of Elite Access worth it? Weigh expense against gain. Do the extras make it worth it? Does tinkering with a system and rule set on the ground floor interest the gamer engineer in you? Being the guy on the edge of every release excite you? That look behind the curtain satisfy your curiosity? Then does the cost of two comic books seem too much? Give it a look and judge for yourself.
Labels:
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Elite Access,
Erfworld,
gaming,
Untold
Tuesday, November 23, 2010
Sherlock Holmes in the 21st Century!!!
As a Sherlock Holmes fan and having posted a couple of blogs on the Victorian sleuth I’m almost embarrassed that I missed this one. BBC has launched a new Sherlock Holmes series of mysteries, starring Benedict Cumberbatch as Holmes and Martin John C. Freeman as Watson set in the London of today.
The idea of making a modern day Holmes is nothing new. Basil Rathbone had a career of playing Holmes in what was in the 1940s’ the modern era. Roger Moore even had stint in the 70s’ with a female Watson. There have been a couple of instances of waking Holmes from a deep freeze into the present day.
The first of these new Holmes adventures is called A Study in Pink, an adaptation of A Study in Scarlett, followed by The Blind Banker, which I am not sure, but appears to be a take on The Adventure of the Dancing Men . Holmes is still a Consulting Detective, a occupation he created and is the only one of his kind, as he told Watson. Holmes is very tech savvy, utilizing GPS, text messaging, and other modern mean of information gathering as easily as his Victorian counterpart did with his Baker Street Irregulars. Watson is a returned war veteran looking for lodgings in London, having been wounded in the leg in Afghanistan, a very strong and historic parallel.
The character of Holmes and Watson are as much as they are in Doyle’s original prose. Holmes is distant, sharp, insulting, and flawlessly observant, Watson, a man of action, amazed in Holmes’ ability, with a sharp eye for the ladies. They are well fleshed out men in their own right, yet complete and compliment each other.
The acting is top notch Cumeberbatch makes Holmes his own, yet stays true to the heart of the character, giving him new quirks and nuances so different from Rathbone and Berrett’s interpretations. Freeman is a great Watson, he can’t help but like Holmes and be annoyed by him at the same time. His participation in the war has left him an adrenalin junkie, he, like many warriors and soldiers, needs action--danger, to feel alive. The opening of A Study in Pink has Watson with a therapist discussing his blog. It is not going well as Watson cannot bring himself to write down those inner most thoughts and feelings that the therapist feel will help him heal from his experiences in war. This should be a foreshadowing of Watson becoming Holmes’ Boswell.
Mycroft and Moriarity are both introduced immediately into the story. Mycroft Holmes keeping security tabs on his younger brother and Moriarity being a shadow figure chatting with other villains via computer. Though Moriarity seemed to be a device by Doyle to lead up to Holmes’ demise, the series starts with Moriarity immediately setting himself as Holmes’ arch nemesis. This promises to be the underlying plot for the series.
These adventures of Sherlock Holmes are as cerebral as Doyle’s narrative, yet add the action and flash of Guy Ritchie’s vision from 2009, even the music has strains that hearken to that film’s period soundtrack.
Of course the adaptation suffers from the modern era’s political correctness as well. The two episodes I watched are rife with homosexual reference to the two characters, an “are they or aren’t they?” kind of thing with dating references, sharing rooms and beyond. One of the creators, Steven Moffat, stated that he thought it just shows how acceptable that lifestyle is now in society. Be that as it may, the constant reference gets old, and appears to be used for cheap laughs. Not exactly an enlightened perspective that Moffat suggests. Let it go…..Watson’s four marriages within cannon, and Holmes avowed dislike of women as cunning creatures and his cerebral asexuality are enough to work with. One almost expects such juvenile references from Saturday Night Live.
A second is Holmes’ use of nicotine patches instead of smoking his pipe. “it’s a three patch problem…..” as he says. This is lame (My own personal enjoyment of a good pipe aside) because Holmes basically laments his inability to be able to smoke anywhere in London, yet there are strong references that the character is a drug user, as he was in Doyle’s stories. It would seem to me, as unconventional a man as Holmes would fire up a pipe to aid his thought process should he want to. New social mores be damned!
The overall production and performance are great and have had me wanting to watch the next episode. It also shows the resilience and power of great writing. Despite one hundred and twenty five years passing Holmes and Watson are still relevant and entertaining in a modern venue. As Shakespeare, Shelly, Wells, and others who wrote in their own eras the stories they told are easily and smoothly adapted to the modern age and sensibilities.
The idea of making a modern day Holmes is nothing new. Basil Rathbone had a career of playing Holmes in what was in the 1940s’ the modern era. Roger Moore even had stint in the 70s’ with a female Watson. There have been a couple of instances of waking Holmes from a deep freeze into the present day.
The first of these new Holmes adventures is called A Study in Pink, an adaptation of A Study in Scarlett, followed by The Blind Banker, which I am not sure, but appears to be a take on The Adventure of the Dancing Men . Holmes is still a Consulting Detective, a occupation he created and is the only one of his kind, as he told Watson. Holmes is very tech savvy, utilizing GPS, text messaging, and other modern mean of information gathering as easily as his Victorian counterpart did with his Baker Street Irregulars. Watson is a returned war veteran looking for lodgings in London, having been wounded in the leg in Afghanistan, a very strong and historic parallel.
The character of Holmes and Watson are as much as they are in Doyle’s original prose. Holmes is distant, sharp, insulting, and flawlessly observant, Watson, a man of action, amazed in Holmes’ ability, with a sharp eye for the ladies. They are well fleshed out men in their own right, yet complete and compliment each other.
The acting is top notch Cumeberbatch makes Holmes his own, yet stays true to the heart of the character, giving him new quirks and nuances so different from Rathbone and Berrett’s interpretations. Freeman is a great Watson, he can’t help but like Holmes and be annoyed by him at the same time. His participation in the war has left him an adrenalin junkie, he, like many warriors and soldiers, needs action--danger, to feel alive. The opening of A Study in Pink has Watson with a therapist discussing his blog. It is not going well as Watson cannot bring himself to write down those inner most thoughts and feelings that the therapist feel will help him heal from his experiences in war. This should be a foreshadowing of Watson becoming Holmes’ Boswell.
Mycroft and Moriarity are both introduced immediately into the story. Mycroft Holmes keeping security tabs on his younger brother and Moriarity being a shadow figure chatting with other villains via computer. Though Moriarity seemed to be a device by Doyle to lead up to Holmes’ demise, the series starts with Moriarity immediately setting himself as Holmes’ arch nemesis. This promises to be the underlying plot for the series.
These adventures of Sherlock Holmes are as cerebral as Doyle’s narrative, yet add the action and flash of Guy Ritchie’s vision from 2009, even the music has strains that hearken to that film’s period soundtrack.
Of course the adaptation suffers from the modern era’s political correctness as well. The two episodes I watched are rife with homosexual reference to the two characters, an “are they or aren’t they?” kind of thing with dating references, sharing rooms and beyond. One of the creators, Steven Moffat, stated that he thought it just shows how acceptable that lifestyle is now in society. Be that as it may, the constant reference gets old, and appears to be used for cheap laughs. Not exactly an enlightened perspective that Moffat suggests. Let it go…..Watson’s four marriages within cannon, and Holmes avowed dislike of women as cunning creatures and his cerebral asexuality are enough to work with. One almost expects such juvenile references from Saturday Night Live.
A second is Holmes’ use of nicotine patches instead of smoking his pipe. “it’s a three patch problem…..” as he says. This is lame (My own personal enjoyment of a good pipe aside) because Holmes basically laments his inability to be able to smoke anywhere in London, yet there are strong references that the character is a drug user, as he was in Doyle’s stories. It would seem to me, as unconventional a man as Holmes would fire up a pipe to aid his thought process should he want to. New social mores be damned!
The overall production and performance are great and have had me wanting to watch the next episode. It also shows the resilience and power of great writing. Despite one hundred and twenty five years passing Holmes and Watson are still relevant and entertaining in a modern venue. As Shakespeare, Shelly, Wells, and others who wrote in their own eras the stories they told are easily and smoothly adapted to the modern age and sensibilities.
Monday, November 15, 2010
Figure Flats for Untold: Game Accessories for the Dark Future
Not so long ago I announced the release of Untold to the general public. I have also posted the character backgrounds and ecologies I have created for Wandering Men Studios’ post-apocalyptic fantasy. The company has big plans for expansion beyond releasing decks for the game. One such release is figure flats for Untold. Figure flats are not a new concept, many board games actually utilize the card board cut outs to represent the player’s pieces on the board, and Steve Jackson Games released numerous versions for their myriad worlds of GURPS. These character representations have also been referred to as penny men, because the base can be weighted with pennies pasted to the base to make them stand better.
Wandering Men Studios released these flats a couple weeks ago as a PDF download. I decide to see what they had and give them a try in my own pick up game I run for my nephew.
The download is pretty standard for such things that are purchased through places like RPGNow, etc. The basic sheets total twenty-five pages, including the cover page. The images are recycled art from the actual cards in circulation , using various minions, iconic characters, and creatures from Toa, the Apoc-Churl, to klik, to Vrr, a wide smattering of images to use in your game. The images are crisp, allowing for high resolution if one so desires. There is the ability in character building in Untold to allow for a Large character, and the images are offered in this scale. (My nephew encountered several Vrr with such an advantage.) The images are offered both in color and in gray scale for those who want to save precious ink.
Assembly was easier than Tab A to Slot B, simply cut and tape the base. I attempted to use thin card board backing to stiffen the figures, but the card board as still too thick when bent and the glue of course adds a layer of mess I don’t want to deal with. So I kept it simple with just the paper. I found with the Large images that the base was not wide enough for the height if the tabs were over lapped, no big issues as I simply joined them at the edges. (Who would have thought the whole height/base ratio we learned in school would have practical gaming application?) I did not bother weighting the bottoms as it was for a quick pick up game and the only issue I had with that were any air gusts that came up. No issues there during the session I ran with them.
The benefits of these flats versus minis are cost, weight, and space. At $3.50 and the ability to print off vast armies over and over again, these simple cut outs are more cost effective than miniatures which can cost as much for one mini. This price point seems to be in line with other PDF products out there. Weight is of course nonexistent with just paper minis, and they take up a fraction of the space that solid plastic miniatures use. These are perfect for travel and convention play.
There is also a versatility factor, with Untold, and the Splintered Serenity the default setting, having a multi-genre feel, the flats can be used for numerous games. On the whole, the post-apocalyptic Gamma World or even Twilight 2000 come to mind, but the high-bred flats could be easily co-opted for a special ops game, or the churls used in any fantasy setting. How about introducing your dungeon crawling adventures to a Vrr? Of course the L’na and kilk offer endless possibilities as well.
The only draw back is aesthetic, because these are recycled two dimensional images; there are back images, only shadow outlines to represent the back of the character.
Much of the art can be seen on the Untold website so the buyer already knows the great quality of art they are receiving. The versatility is there to make this a worthwhile investment for gamers of different systems and settings. It paid off for me, as the images helped bring the world and adventure I created for my nephew to life. It was actually the imagery of the klik roller that prompted him to play that character when I ran the game. When I put the Large Vrr out there with his smaller brethren, my nephew knew pain was coming…… so worth it!
Wandering Men Studios released these flats a couple weeks ago as a PDF download. I decide to see what they had and give them a try in my own pick up game I run for my nephew.
![]() |
| Armies Assembled |
The download is pretty standard for such things that are purchased through places like RPGNow, etc. The basic sheets total twenty-five pages, including the cover page. The images are recycled art from the actual cards in circulation , using various minions, iconic characters, and creatures from Toa, the Apoc-Churl, to klik, to Vrr, a wide smattering of images to use in your game. The images are crisp, allowing for high resolution if one so desires. There is the ability in character building in Untold to allow for a Large character, and the images are offered in this scale. (My nephew encountered several Vrr with such an advantage.) The images are offered both in color and in gray scale for those who want to save precious ink.
Assembly was easier than Tab A to Slot B, simply cut and tape the base. I attempted to use thin card board backing to stiffen the figures, but the card board as still too thick when bent and the glue of course adds a layer of mess I don’t want to deal with. So I kept it simple with just the paper. I found with the Large images that the base was not wide enough for the height if the tabs were over lapped, no big issues as I simply joined them at the edges. (Who would have thought the whole height/base ratio we learned in school would have practical gaming application?) I did not bother weighting the bottoms as it was for a quick pick up game and the only issue I had with that were any air gusts that came up. No issues there during the session I ran with them.
The benefits of these flats versus minis are cost, weight, and space. At $3.50 and the ability to print off vast armies over and over again, these simple cut outs are more cost effective than miniatures which can cost as much for one mini. This price point seems to be in line with other PDF products out there. Weight is of course nonexistent with just paper minis, and they take up a fraction of the space that solid plastic miniatures use. These are perfect for travel and convention play.
There is also a versatility factor, with Untold, and the Splintered Serenity the default setting, having a multi-genre feel, the flats can be used for numerous games. On the whole, the post-apocalyptic Gamma World or even Twilight 2000 come to mind, but the high-bred flats could be easily co-opted for a special ops game, or the churls used in any fantasy setting. How about introducing your dungeon crawling adventures to a Vrr? Of course the L’na and kilk offer endless possibilities as well.
The only draw back is aesthetic, because these are recycled two dimensional images; there are back images, only shadow outlines to represent the back of the character.
Much of the art can be seen on the Untold website so the buyer already knows the great quality of art they are receiving. The versatility is there to make this a worthwhile investment for gamers of different systems and settings. It paid off for me, as the images helped bring the world and adventure I created for my nephew to life. It was actually the imagery of the klik roller that prompted him to play that character when I ran the game. When I put the Large Vrr out there with his smaller brethren, my nephew knew pain was coming…… so worth it!
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