Archive for April, 2007

My Hit Single.

Monday, April 16th, 2007

If the best songs are those that come from the artist’s heart, songs that reflect their innermost feelings and emotions and are expressed with the utmost honesty and passion, my hit single would be called:

I just want to kiss your tits.

-=Grim=-

Grindhouse

Sunday, April 15th, 2007

See it. Really.

It’s hard for me to feel satisfied after seeing a movie in theaters lately. $9.50 a ticket? Those seats better have Fleshlights built into them at that price. When I saw Children of Men I thought it was an anomaly: here was a movie I felt was actually worth paying that money for. I figured that wouldn’t happen again for years. Grindhouse is either an anomaly as well or the movie industry is waking up and smelling the coffee.

I loved the tribute to the old exploitation flicks. People that don’t get this don’t get the movie itself. The hype only friggin’ broadcasts that it’s a tribute to 70’s exploitation films; if you didn’t get that you deserved to lose the $9 in my book. But I’m an asshole. It’s supposed to be campy with bad editing. It’s all intentional. And I loved every friggin’ second of the thing. The purposeful bad editing was hysterical at times (you’d have to see it to understand what I mean), and the “ick” factor had the whole audience screaming and yelling the whole time. Like the actual 70’s exploitation flicks sans the bad haircuts. It literally was a grindhouse style flick: two different movies back to back with some previews in between. Each movie ran about an hour and 40 minutes I believe. The previews before and in between the movies were nothing short of brilliant. Machete was my favorite and if internet rumor is true (I made a funny), that one is being made into a full length for the next Grindhouse.

What made the whole experience more enjoyable was how different the two movies were. “Planet Terror” was a campy tribute to bad zombie flicks, full of gore, one-liners and ass-kicking. “Death Proof” was a tribute to those old car chase murder movies. Death Proof was evidence that you can still do fuckin’ AMAZING car crash scenes and stuff without any CGI. None what-so-ever. That was all real and knowing that made you appreciate it all the more. As a matter of fact, I’d say that knowing that was critical to fully enjoying the movie.

I’d see Grindhouse again. Hands down. What made it great was that we had a crew of around 14 or 15 people. Seeing it with a posse is part of the fun. Having an awesome audience is also pretty important, and I suggest seeing it at whatever local indie theater you have in your hometown: a lot of the time they have better crowds.

Let it be known that for the first time ever, I thought Rose McGowan didn’t look nasty. Must be nice having professional lighting and make-up artists making you look snazzy. When I become emperor of this pitiful planet I shall partake of this…

-=Grim=-

Let the Dice Fall Where They May (a.k.a. The Tale of Simon)

Friday, April 13th, 2007

I’ve only just begun to realize what sort of GM I am. I’ve been playing tabletop RPGs since 1984 (I’m getting old) and it took this long to discover something: I kill NPCs at the whim of the dice. Lemme explain. No, there is too much. Let me sum up. I never pull punches in my games. Most people that claim as such mean this in regard to PCs only; they’ll drop a player character if the dice says that the reaper’s come-a-knockin’.

Me? Fuck NPCs too.

There’s no such thing as an NPC critical to my plots. Just like real life, an NPC can die at any given time, and when such an event transpires I keep going. I guess it helps that I can GM on the fly. But really, I make NPCs make the same dice rolls the PCs have to make in whatever circumstances they find themselves in and if the fuckers fail then they fail. Like real life, the day doesn’t end when the World’s Greatest NPC Thief can’t pick the All-Important Lock. The world keeps turning. People think of other things. Or they wait. Or whatever it is they do. But the world doesn’t grind to a halt and neither does my plot. I’m pretty sure I’m the only GM in the world that does this. The plots I write out are vague enough that life goes on if anyone fails. I kill kings, baby.

I started thinking about this while GMing my current Warhammer FRP game. The PCs were traveling with an NPC named Simon who, through roleplaying and sheer awesomeness, endeared himself to the party and the players in general. Even I loved the motherfucker. I contemplated bearing his children but I couldn’t figure out how to breed with an idea. I remain heartbroken to this day. Regardless, we all loved this Roadwarden named Simon. He was a cool cat. The party of adventurers, which included Simon, had stumbled across a plague-infected cabin in the woods (those of you familiar with the setting, think “Nurgle shrine” and you got it) and were explosed to a particularly nasty plague. Like any GM I had the PCs roll their dice to resist the effects of said plague. Unlike many GMs, I had the NPCs present roll as well. Simon got infected. He was particularly unlucky in that he also failed a further test to resist a mutating effect of the disease and he wound up growing a baby face where his kneecap used to be. As the adventure continued Simon started noticing this bump on his knee growing bigger and nastier. The day it sprouted an eye I rolled a Sanity check for him: he failed. My beloved NPC was going insane in addition to having the Gerber Baby sprouting out of his leg.

Lovely.

Simon’s time with the party came to an end in the middle of an expedition into the sewers of a city while trying to save said city and the Empire from the ravages of some pretty nasty shit. The baby head had grown a mouth and started crying as all babies do. Keep in mind, I friggin’ loved this NPC and had a good plot idea revolving around the sumbitch when the PCs were done in these sewers. But nooooooo, he had to go and fail his dice rolls like a sissy. Anyway, this thing starts crying in the middle of the sewers. The PCs find him in a drain-off room of some kind, ankle deep in human shit and losing his mind- I roll one last Willpower check for the guy. He failed. I sighed. Simon blows his brains out with his flintlock pistol. Everybody loved Simon, but the luck of the dice had this hero meet his end in a fuckin’ sewer with the Gerber Baby growing out of his knee by his own hand. Needless to say, it screwed up my players too. Har har.

This is just one example and perhaps not even the best one. Simon was a tag-along NPC that became part of the party. I’ve done the same for plot-reliant NPCs. When an NPC goes into battle there is a chance they will die. There is a chance they will live. It depends not on my whim but on their skill, environmental factors, and the luck of the dice. The same goes for important dialogue-reliant dice rolling and other times when dice and skill are a variable. I really think I’m the only GM/ST/DM to do this. Everyone other GM I know kills NPCs when it’s their time in the plot and no other time. When the king rides out into glorious battle they only kill the bastard when the plot demands it. Me? That pompous ass might live, he might die. I roll for it. Who knows if a peasant might get lucky and take out the kind? A lucky arrow? Some piss-ant minor NPCs I might not bother rolling, but serious NPCs? I roll.

There’s one thing my players can always count on. I am not arbitrary and I never cheat, fudge or deny them a true-blue victory. Any death that occurs in my games isn’t just my desire and some plot device. It was a real death. I hate safety-padded, hand-holding GMing.

In the immortal words of David S. Kenzer:
Darwinism, fight-for-all-you’re-worth, ass-kicking competition that challenges players to the limits VERSUS a masterbatory story-telling, play-acting, let’s all play make-believe, insecure ego boosting “look at me I’m heroic” because the GM has our story-with-a-happy-ending all set out at the beginning of his “campaign”. That other style/diceless play is not a GAME. In a game, there’s a chance to lose. I didn’t come to this industry to be a frickin’ amateur thespian.

That quote sums up more than how I treat my players. It sums up how I treat my gameworld. Life sucks. It can end in an instant. NPCs aren’t immune to this.

I really think I may be the only one though…

-=Grim=-

Pakistani Fairy Tales

Friday, April 13th, 2007

A quick post (it’s 4am and thus time for even insomniacs to try to sleep):

Bill Mahr calls it like I see it. If men could have babies I’d bear his children. OOOOOH YEA!

-=Grim=-

Peanut Butter, an Atheists Nightmare

Tuesday, April 10th, 2007

My friend Dana pointed this one out to me:

I’m still not sure how to react. Part of me wants to laugh hysterically and dismiss it, but then another part of me realizes that people buy into this bullshit. Peanut Butter: the death of evolution. Is this man, an engineer and thus an authority on evolution, trying to say that evolution means “comes from nothing”? Has he even read anything about evolution, or is he just giving a knee-jerk reaction based on a word he heard in church? I wonder if he gets a flu shot every year (proof of evolution)? Or does he leave it up to Jesus to keep him from getting sick. More importantly, does Jesus like jelly on his sandwiches or does he roll only with peanut butter?

Someone should tell this guy that sealed packages are *airtight*. Evolution, when it happens, requires the environmental conditions to be perfect. One little screw up can prevent it all from going down. I’m pretty sure that if Earth had an airtight cover we homo sapiens wouldn’t be here right now. What about perservatives? Hrmmm, a preserved, airtight Earth. Yea, I think the Peanut Butter Theory is… uh… “reaching for it”. Ready for the kicker?

*Drumroll* Abiogenesis is not Evolution!

Chuck Missler: 0
Everyone Else: 1

I’m still stunned by this one. I could articulate a much better blog about this, but I’m still sorta stupified by how rediculous this Peanut Butter Debunker is. This is up there with the Atheist’s Nightmare: The BANANA!

Thankfully, the Banana of God was debunked:

Le sigh.

-=Grim=-

A Cowboy Is A Man With Guts and A Horse

Sunday, April 8th, 2007

With the upcoming release of Aces and Eights I decided to pick up Gun for PS2. I just needed to smack some banditos and injuns around and this game was recommended to me by FuzzyOrangeDave on the K&C forums.

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I can sum this bad boy up in but a sentence: Grand Theft Auto the Western. Some might be turned off by that. Sissies. If you’re a fan of Deadwood or gritty, albeit fictional, Western tales this game is for you. Screw the naysayers, I think Gun was one of the better games to come out in the past few years. Why? How many Western games are there? How many were good? I rest my case. Gun is one of the first really awesome Westerns, finally raising the bar and hopefully just the forward scout of a greater force: in my honest opinion Westerns are an untapped resource as far as video games go. I’d love to see a really good Counterstrike-style Western game. Anyway, back to Gun.

Gun has several thing that appealed to me:

  • A Free-Roam Environment: I can not stress enough how much I love sandbox, free-roaming games. I actually feel constrained by levels after years of playing games like GTA, Scarface, the Godfather, Bully… even the Warriors had enough of a free-roam element to make me happy.

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  • Horses: the horses felt natural when you rode them. They could have really dropped the ball on this one, but they didn’t. Add some realistic horses to a free-roam environment and you have a happy Grim.
  • Voice Acting: it doesn’t suck. Following in the vein of GTA, they really tried their best to have talented voice actors and celebrities breathe life into their digital ‘toons.

The plot was pretty decent too. One of my gripes about the game was that it felt a bit rushed. The main plot should only take a couple of hours to beat. The last fight seemed a bit out of place as well; you’ll know what I mean when you play it. It just didn’t fit the type of action the rest of the game had going on. But despite the rushed storyline and the weird last fight, the plot was pretty cool. Yes it was predictable, but c’mon now, it’s supposed to play out like a classic Western. And here’s the deal: the plot isn’t really what the meat of the game is. The side quests are where it’s at. I’ve read some reviews that said they weren’t very engaging. Blegh. I loved ‘em. You can do a whole crap load of things, ranging from collecting bounties from wanted posters, to cattle ranching, to helping out a federal marshal to running for the Pony Express and a few other things in between. Of course, like most other GTA-like games, there’s the collectible items to hunt for. This time around it’s veins of gold you have to mine. The nice things is that you don’t just collect ‘em: they give you more money. Money can be used to buy upgrades, ranging from the useless scalping knife to gun upgrades to things that make your horses faster and healthier.

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It is in my humble opinion that even people that don’t like Westerns will appreciate the genre after playing around with Gun. Those that already love or like the genre will really like what Neversoft has done with this game. It’s worth noting that you can find the game for less than $10 at EB Games (it’s not new). To get a darn good Western for less than the price of a pack of Manhattan cigarettes? That’s a fine deal in my book.