Archive for December, 2007

Where’d the Anime go?

Sunday, December 30th, 2007

Not this time, nope.
Poking around on some of the anime blogs that I view from time to time, I see that we’re heading into a new season of shows soon. It occurred to me that I hadn’t picked up any of the Fall 2007 series. Why was that? In the interest of concision: they sucked.

Maybe they didn’t suck, but they certainly weren’t right for me. Over the past couple of years, the slice-of-life school comedy and endless-string-of-misunderstandings-romance clichés have really worn thin for me. It really doesn’t matter to me if they’ve got some tsundere, yandere, deredere, moeblob, whatever in the show. It’s about as appealing to me as all those prime-time broadcast sitcoms that I never watch either. This meant that shows like Bamboo Blade, Sketchbook, Myself; Yourself, Goshuushou-sama, Clannad, Kimikiss, and whever the heck else people were watching for the past couple of months never had a shot. Didn’t even merit a single viewing and nothing anybody posted in their blogs tempted me to think otherwise.

I gave Ghost Hound a fighting chance, by which I mean I labored through the first couple episodes. There were no characters that appealed to me, nothing about the premise that intrigued me. Having recently seen Ghost Hunt and Higurashi no Naku Koro Ni, I’ve got high standards for spooky/creepy content these days. Sorry.

I probably would have watched the second season of Genshiken if it weren’t for the pyschic damage that a couple of episodes of Lucky Star inflicted on me a few months back. Anime geeks making shows about anime geeks brings disturbingly-pathetic images to mind. It was like the main character from NHK Ni Youkoso had made a cartoon while drinking himself to a stupor, crying himself to sleep, and masturbating. It’s a genre niche I’ll have to stay away from for a while.

Gundam 00 I skipped because it’s Gundam. Bandai, you’ve tricked me into watching your crap years ago, but never again! I’ve learned my lesson.

Shakugan no Shana is one of those shows that I watched at first, but just couldn’t get behind. The premise was interesting, but the execution put me off about six episodes into the first season. Watching the second season just wouldn’t have made any sense.

I may go back and check out Rental Magica at some point, and Dragonaut didn’t put me off as much as I figured it would have; I just never made the time for it. The Winter 2008 season isn’t looking too hot at this point, either, but at least there should be some more Sayounara Zetsubou Sensei coming in.

Book of Nine Swords

Saturday, December 29th, 2007

Swordsage vs. Ettin

My weekly RPG group has recently reverted to a Forgotten Realms game, complete with the stereotypical traveling-circus nonsensical party composition (an Ogre, two Humans, a Gnome, and a Halfling), and I’ve taken it upon myself to give the fabled Tome of Battle, the Book of Weeaboo Fightan Magics a shot with a Silas Coldwater, Crusader of Tyr.

In broad terms, the Tome of Battle seeks to make melee combatants more interesting to use than simply Move Action, Attack with the occasional Full Attack, 5-foot-step. The kinds of tactical options available to the typical Fighter or Barbarian character have generally involved wading hip-deep into rules that involve attacks of opportunity, special modifiers, and contested die rolls (grapple, trip, bull rush, and sunder: I’m looking at you, here). Basically they bog things down and tend not to be terribly useful against Gargantuan critters with more than two legs. Tome of Battle introduces three new character classes — basically just Fighter variants — that take advantage of a new set of rules for Maneuvers and Stances.

Maneuvers operate a lot like spells in that they have minimum level requirements. In the case of my Crusader, I can make an extra-powerful “Mountain Hammer” attack every once in a while, or use Stone Bones to gain temporary damage reduction, or a number of other flashy tricks. Stances are special maneuvers that are pretty much always on. Silas generally operates in Iron Guard Glare stance, which grants an armor class bonus to all his allies (but not to himself) against any opponent that Silas threatens.

The Tome of Battle is considered one of the books that 4th Edition Dungeons & Dragons will be drawing greatly from; it was an experiment in some new ways of handling tactical encounters that works pretty smoothly. It also shows a bit of how the Wizards of the Coast folks would like to handle character advancement going forward. They wanted to make it so that players would have interesting choices to make every time their characters become more accomplished. For a Fighter, character progression meant a small number of skill points, often used simply to reinforce aptitude in areas that character was already good at, the Fighter would get some more hit points, and his base attack bonus would go up. Yawn. Every second and every third level, the Fighter would get to select a new feat. This is the chief way in which a Fighter would differentiate himself, the primary mechanism by which he’d be cool.

For the Crusader, they mix this up a bit. To illustrate, I’ll describe the decisions I got to make on my way to 6th level.

  1. 1st: Any character has a ton of choices at 1st level. What’s the basic character concept? What race, class, class abilities, skills, equipment, etc help demonstrate that concept? I went with a polearm-wielding Crusader with Combat Reflexes and a smattering of maneuvers like Vanguard Strike that help his buddies do their jobs better.
  2. 2nd: Here a Fighter would get a bonus feat. A Crusader instead gets a second stance and a class ability that helps with saving throws. Silas picks Martial Spirit, which lets him heal allies a little when he hits an enemy in melee.
  3. 3rd: Everybody gets a feat at this level, and a Crusader gets a new maneuver. 3rd level is when 2nd-level maneuvers are available, so I take Mountain Hammer, which lets me do an extra 2d6 damage, bypassing damage reduction and hardness.
  4. 4th: Everybody gets a stat improvement, a Fighter would get a bonus feat, and a Crusader gets to upgrade one of his old maneuvers, swapping it out for a new one. 2nd level maneuvers are pretty cool, so I swap out a 1st level one that I really took as a placeholder, and grab another tasty 2nd level maneuver.
  5. 5th: This is a dead level for Fighters, but when Clerics and Wizards get 3rd level magic. Similarly, Silas got a new maneuver at up to 3rd level. I get him White Raven Tactics, which allows an ally to go at exactly one initiative after him, even if that ally had already acted that turn. This lets the Fighter in the party get two full-round actions, sometimes before our opponents even get a chance to act. Neato.
  6. 6th: Everybody gets another feat, Fighters get two, and a Crusader gets to trade out another Maneuver (throw away an old, stale one for a new, hot one). I could trade out Crusader’s Strike (which lets me heal 1d6+5 to an ally when striking a foe) for Revitalizing Strike (which lets me heal 3d6+6 — eventually 3d6+15 — when striking a foe), a clear upgrade for something that’s nice at low levels but utterly unimpressive at mid-level or high-level play. Or perhaps I’d be better served taking Defensive Rebuke, which forces any opponent Silas strikes to target him or provoke an attack of opportunity (handy with Combat Reflexes and a reach weapon). Decisions, decisions. There are several other options as well.

That doesn’t go into the various interesting class abilities. Basically I get to make real decisions in mid-combat without having to muck through a massive spell list. Nice. The other Tome of Battle classes, the Sword Sage and Warblade, have their own distinct flavors, differentiated by the palette of maneuvers available to them, their class abilities, and the means by which they get to refresh their maneuvers.

A lot of the descriptive text is the kind of poorly-conceived high fantasy oriental tripe that I expect from Dungeons & Dragons, the kind of stuff that leaves me incapable of running a serious game in Greyhawk or the Forgotten Realms. That said, it’s an interesting addition to the way that D&D operates. Separate it a bit from the half-baked mysticism and I think they’re really on to something here. I can only hope that their approach to the 4th Edition Fighter is heavily inspired by the game mechanics, if not the fluff, of this book.

Good Night, Sweet Prince

Saturday, December 29th, 2007

The Good Old Days

Back in the fall of 1994, my web browser was NCSA Mosaic, but it was quickly replaced by Netscape Navigator. A great deal of my early, enthusiastic surfing of the World Wide Web was done using these classics. It wasn’t until years later that other browser software had any relevance in my eyes. Back in 1999, AOL purchased Netscape for about four billion dollars, an act of financial hubris that has since become the object of a kind of wistful, nostalgic scorn and pity.

Yesterday, Netscape’s official blog announced that the browser is dead. They’ve stopped development and will suspend product support entirely after February 1st, 2008. All that’s left of the once-mightly brand is the Digg-like portal page. Another titan ploughed under by progress…

Diplomatic Shark

Saturday, December 22nd, 2007

The Return of a Legend

Ages ago, the Internet was treated to the joys of a different kind of shark. Not quite the shark you’re used to, but a shark none the less. A Diplomatic Shark. It was a sad day when I realized that my online aquatic ambassador was offline. It was like a snarky little part of me had died.

But rejoice! For the Diplomatic Shark has returned. I don’t know when it happened (though WHOIS reports that the domain was created on March 14th), but I’m happy to see this lovable old-timey website back in circulation!

Cthulhutech

Sunday, December 16th, 2007

Cthulhu + Science Fiction = Cthulhutech

Hey, you put chocolate in my peanut butter! You put peanut butter in my chocolate! BAAAWW!

Mongooge Publishing has finally released Cthulhutech. I put a custom order in for it at my favorite local gaming store just yesterday. It combines key concepts of the classic Cthulhu Mythos with stylistic and thematic elements of Japanese giant-robot science fiction shows like Gundam, Guyver, and Neon Genesis Evangelion. This has been a controversial move.

There are genres that have been around the block a few times, which have built for themselves a special place in the hearts of gamers. They’ve been with us for years, we’ve dabbled with them all, embraced some, rejected others, but everybody seems to have an opinion on them. Swords & Sorcery is the classic RPG genre, due to the Dungeons & Dragons foundation upon which dice-and-paper roleplaying is build on. Space Opera is another, bolstered by the popularity of entertainment standards like Star Wars, Star Trek, Battlesar Galactica, Babylon 5, and what-have you. Cyberpunk (dark near-future) science fiction really took roots with the R. Talsorian Cyberpunk and FASA’s Shadowrun, spinning off innumerable knock-offs. But where Swords & Sorcery draws its lineage to Tolkien, Space Operas look back to Star Blazers and thousand pulp novels, and Cyberpunk spawned from more recent works by the likes of William Gibson, one of my favorite genres germinated in the mind of Howard Phillips Lovecraft and several of his contemporaries.

I speak, of course, of the Cosmic Horror genre, most frequently associated with the Great Old One Cthulhu. Back in the early 1980s, Chaosium published a roleplaying game that drew heavily on the works of H.P. Lovecraft and those who were inspired by him. They put together a beastiary of unspeakable, indescribably-awful creatures alluded to in the source material, and hung together a cohesive cosmology of sorts. Thousands of gamers were exposed to Lovecraft for the first time through Chaosium’s classic work, and consider it an accurate representation of Lovecraft’s writings.

This isn’t really the case, though. Originally the stories of Cthulhu, Yog-Sothoth, Shub-Niggurath, and so forth were a loosely-woven web of stories by multiple authors. Robert E. Howard borrowed Lovecraft’s creations from time to time, and vice versa, but they weren’t necessarily related to each other in any kind of strict hierarchy. Regardless, many of the RPG enthusiasts out there have expressed various shades of anger at some of the sci-fi tropes that Mongoose has brought into their game, apparently provoked by the notion that the Cthulhu Mythos as they understand it is already complete, perfect, and immutable.

I’ve got my book on order, I’ll pay good money for it. I hope to post a review that will address some of the concerns that have come up:

  • Mankind harnessing mythos magic is antithetical to the notion that such things are beyond the ken of the fragile human mind
  • Doing battle with the great old ones or elder gods is utterly absurd
  • Various dogma regarding the nature of the Mi-go
  • The status of Deep Ones in relation to R’lyeh and the current disposition of Cthulhu Himself
  • Whatever mechanics the game may have regarding the mental stability of player characters