Lets Pretend “Excalibur: Sword of Power” Doesn’t Exist.

Did he say Warpies? I think I read Warpies.

So, Warren Ellis is writing Astonishing X-Men. And he promises Warpies.

Now this ties into my slog through every pen and paper RPG/boardgame/wargame I ever played. You see when I bought that box of 30 plastic Space Marines, the same day I picked up the Captain Britain trade paperback that collected the Delano/Davis era. Which is where I first read about Warpies.

Warpies were children born mutated with super powers by the “Jaspers Warp”, a wave of reality alteration created by Mad Jim Jaspers. Essentially the reverse of House of M. Only this being Alan Davis at his most extreme character design, a typical Warpie is far more bizarre in appearance than a typical mutant.

Now my Captain Britain reading began, as kid, in hospital waiting rooms. Somehow in this way I read bits of the original Claremont run, bits of the stuff with Black Knight, bits of stuff with Jackdaw, but somehow missing any and all of the Alan Moore run. So all I had for many years were the hints of that story in Captain Britain run, and the Warpies were the biggest hint of all. Because of this they have a special place in my heart as symbol of Alan Davis greatness. So when he took over writing Excalibur and brought them back, it was pretty awesome. I understand Claremont’s brough back Jaspers and The Fury, but I’m not 13 anymore and so can’t handle Claremont’s writing anymore.

I’m not totally sold on Bianchi, but the promise of Warpies and hopefully an Ellis-written Kitty Pryde again, is stirring some sort-of latent Excailibur fanboy gene in me.

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Category: Comics

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Forthcoming Presentations

Well my whole “feeling better” thing was a little premature. Off the pills though as of tomorrow morning so no longer find myself dozing off randomly. In the meantime here are some film trailers.

Hey new Coen Brothers film you are looking enticing. I didn’t see Ladykillers and I thought Intolerable Cruelty had good performances and gags wasted on plot that was all front-loaded with no real climax. Or middle. But this looks peachy. It’s just depressing we’ve got to wait until Feb 08 to see it here.

This snuck up on me and took me by surprise. The last I looked Fantastic Mr Fox was the next Wes Anderson film (I guess after 3 years of looking at film release dates every day as my job, I’ve found myself taking a break), so catching the poster they released the other week for The Darjeeling Limited was a pleasant surprise. I’ve loved every Anderson film so far, so I’m really looking forward to this.

Hey, I hadn’t realised this was written by Stella/The State chap Michael Ian Black. And when you add the fact David Schwimmer is directing, it’s a strangely enticing mess of talent.

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Bagpuss-style yawn.

And I’m back from sleeping the most I’ve slept in years.

I slept right through the postman ringing my bell yesterday, and so had to walk into to town and pick up Jack Kirby’s Fourth World Omnibus Volume 1 from the post office. Hence, I found myself carrying an Amazon package around while I did some shopping.

For some reason Sainsburys seem to have instructed their till people to be chatty, which I don’t feel is something that works for the UK. I’d rather have a sullen youth begrudgingly ringing up my groceries, than an overly cheery chap trying to initiate small talk. Anyway, this particular chatty bastard was all “I bet I can guess what’s in there” and point-point at the Amazon package. And then I realised that you were going to be considered some kind of freak for buying a book that wasn’t Harry Potter on that particular day.

The book itself is awesome. I’d seen some folks complaining about the paper quality, and that had given be second thoughts about getting it. But then I saw the great Lew Stringer’s review of it on Amazon, and that put my mind to rest. If it was good enough for the creator of Combat Colin, it was going to be good enough for me, was the reasoning in my head.

Talking of “chatty bastards” I see there is a new Pitman single out. 7″ only though. I think I slept through Leicester finest’s entire output post-”It takes a Nation of Tossers”, so coming I’m actually kind of excited to hear so new stuff.

Blaster Knuckle is a fun little 3 volume manga that’s been scanlated by Chinkara. It’s similar in one or two ways to Berserk, but I’m not sure if there’s any element of copying involved as they seem to have come out around the same time. Here’s the description from the mangaupdates.com page:

Take yourself back to the 1880s where the KKK is thriving and the African American community lives in fear. The African Americans don’t fear the KKK simply because they beat, rape, and kill them. No. They fear the KKK because the KKK eats them. They are the aptly named man-eaters, a kind of mix between werewolves and vampires. They consume human flesh, can shapeshift into various forms, and are practically immortal. Only one man, an ex-heavyweight boxer named Victor Freeman, dares to stand up to them. Equipped with a small arsenal and a set of modified brass knuckles, can our hero defend his people and avenge his past?

After this short-lived series Wazarai Shizuya did Cestus, another sort-of-boxing manga, this time set in Nero’s Rome. It seems to have come out intermittently in Italy via Panini, though no sign of English translations anywhere.

For Test Card Fans:

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Category: Comics, Manga, Music, TV

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Hiatus

I’m suffering with dizziness/vertigo-esque symptoms at the moment which is why posting is sparse. While I do have some medication, it’s basically exchanging dizziness for drowsiness for now. Normal service should resume by Friday hopefully.

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Category: Vagaries

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CIOASIISAG Part 3: Red Onez Go Fasta

At the same time as we got into wargaming and roleplaying Games Workshop were going through something of philosophical change. They had released a new version of Warhammer Fantasy Battle, they had stopped publishing a number of US games for the UK market, their shops began to stop selling other companies games and they launched a number of big game franchises. The foremost of which was:

This was the wargame we played the most. The key to WH40K success was down to one thing – the box set of 30 plastic Space Marines they released at launch. Back then, for 10 quid you can have enough minatures to play a fun skirmish with. It was cheap, accessible and fun. Much like crack cocaine. A couple of us had boxes of marines, some metal Orks, I had a couple of the plastic Land Raider tank kits, and then we’d pretty much use every other minature we could lay our hands on. This was before Games Workshop turned really money grubbing and officious, and there weren’t “OFFICIAL ARMY LISTS” you had to use. The old Rogue Trader ruleset could pretty much turn any minature into a valid WH40K unit.

When US law required them to remove lead from their minatures and switch to a pricier alloy the writing was on the wall for our love of Games Workshop. Minatures got more and more expensive, the plastic kits included, the shops became the McDonalds of games shops, and the games less and less fun. But I’ll go into how Games Workshop lost their fun, and the evils of company dictated metaplot in later posts.

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Category: Cut It Open And See If It Swallowed Any Gems, Role-playing Games

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Things I Know About Pirates #2


They know how to throw a party
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Category: Anime, Things I Know About Pirates

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CIOASIISAG Part 2: Trust No One And Keep Your Laser Gun Handy

So after getting a couple of issues of White Dwarf, it was approaching my birthday, and got a year’s subscription as a present. Now at this time I guess the deal Games Workshop had to print UK editions of Chaosium and West End Games RPGs was expiring, and so when you bought a subscription you got a free game. There was Call of Cthulhu, Stormbringer, Runequest and the game I chose. Paranoia.

Paranoia is pretty much the reverse of every other RPG at the time. Whereas they tended to focus on teamwork and rules, Paranoia fosters backstabbing and terrible unfairness. It takes place in a post apocalyptic world (post-Mega Whoops in the games parlance), where surviving humans live in a place called Alpha Complex, governed by The Computer, an over-protective and insane artificial intelligence.

The players play Troubleshooters, agents of The Computer who deal with treason perpetrated by mutants, secret societies and above all, Commies. Because of the threat of these dangerous traitors, The Computer kindly has everyone cloned six times. It turns out though that everybody in Alpha Complex is a mutant and member of a secret society, Troubleshooters included. And so the actual game play tends to merely hang on the thinnest excuses of plot, instead focusing on the players’ attempts to secretly commit treason, while attempting to accuse/incriminate/kill every other player.

For all but one of our gaming group back then, this was the first RPG we’d played. Some might say it’s worst possible game to start with, but I disagree. A couple of us were into drama at school and I think this game appeals more to that sensibility of mine than some of the other early RPGs I played.

Here’s what I love about Paranoia from a purely gaming perspective:

Disrespect.

Paranoia fosters a disrespect in the GM for both rules and plot. The rules in the 2nd Edition are, for the most part, deliciously simple and grossly unfair. Because they are so simple you can freely bend them as you see fit with little complaint.

But it’s the disrespect for plot and narrative that I think is more important. I like playing roleplaying games mainly for character and dialogue. Not only do I think that an overly structured narrative is unnecessary to the enjoyment of a game, I think it is more often than not detrimental to the enjoyment. The great thing about Paranoia is the narrative structure is pretty much the same every adventure, you just have to think of characters to slot into that structure. You don’t even have to worry about how to move from one scene to another – you can just have the nigh omni-present Computer order the characters to do something – even if they don’t you’ll likely have more fun as the players start reporting one another of insubordination.

To talk about RPGs generally for a moment, I tend to “write” my own adventures rather than run pre-written ones. I’ve known folks who are great at running those sort of adventures, but it’s not for me. I find them to be too limiting, requiring too much preparation, and have too many long paragraphs of non-fun descriptions to read. As a player there’s nothing I hate more than having to hear a description of a building, countryside or town that goes on longer than a sentence. My approach is to write out a list of scenes and list things I want to have happened in each scene, then wing it from there. That way you can’t get upset if the players completely ignore that place you spent an hour mapping and writing flowery descriptions for. Also you can easily put in stuff you think up on the spot, or get suggested to you by what the players say or do. I won’t go too much into that now as there are some later games I will talk about that I think support this approach wonderfully.

Back to Paranoia. As much as I like the simplicity of the rules in general, there is one place it gets a bit clunky, and it’s not a place the players ever really see. I’ve a thing about keeping the maths as simple as possible on any given gaming action – and while to the players it seems a straight over or under d20 roll, in the case of damage the GM then has to do deletions and chart cross referencing, and that slows the pace a little in what is supposed to be a zippy game. The latest edition Paranoia XP, as good as it is, annoyingly makes it even more complicated. It’s still real simple compared to some games, but not as polished as I’d like.

The creators of Paranoia were Greg Costikyan, Dan Gelber and Eric Goldberg, with Ken Rolston and Paul Murphy additionally getting credit on the 2nd Edition. XP was by Allen Varney, Aaron Allston, Paul Baldowski, Beth Fischi, Dan Curtis Johnson and Greg Costikyan. There was the jokingly named “Fifth Edition” in 1995, but by that time the game had become a shadow of it’s former self. The original game was very much a product of the Reagan-era and can be seen as part of the post-apocalypse pop culture that threaded through the Eighties. To have it return in 2004 made perfect sense as a reaction to the US politics of today.

Of the original developers, Costikyan is probably the most noticeable today for his various essays/rants on game design/games industry and the founding of Manifesto Games. Rolston, who was one of my favourite games writers, recently retired and is probably more well known today for his work on Morrowind rather his tabletop games work.

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Category: Cut It Open And See If It Swallowed Any Gems, Role-playing Games

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Cut it open and see if it swallowed any gems.

And so begins my new, long, meandering project. Talking about tabletop games. Most will be RPGs, but there will be a few wargames and boardgames on the way. Like this wargame – the one that started this whole hobby for me:

When I was 12 and in the second year of secondary school, Friday afternoon was set aside for “hobbies”. I picked “Wargames” having been enamoured by the small metal dwarves I had seen on sale in the local toy shop “Little People”. This shop was part of a shop called “JT White’s”, it mostly sold porcelain figures downstairs, but upstairs had toys and models. And also hairdressers. In my olfactory memory I will associate Citadel Miniatures and TSR games with the smell of perming chemicals.

Anyway myself and a few friends started playing this game after I purchased a second hand copy of the second edition from some older boys. It would have been 1987, so the 3rd edition had just come out making this redundant somewhat. I can’t recall us ever having that many miniatures for this game. I had a couple of dwarf single figures (back when they cost 60p each and had lead in them), a box set of metal “Dwarf Lords” and the box of plastic skeletons. I really can’t remember what my friends had. In fact that whole year seems a vague blur. I remember getting my first issue of White Dwarf (issue 100) in April 1988, and a year later I lending it to a kid called Lenny Oliver and I never got it back.

I remember my parents (read:mum) being a little wary about this whole endeavour as there was the fantasy RPGs = satanism thing going on at the time. Somehow I think it being a wargame and being British-made reassured them I wasn’t going to be a satanist. Of course within a year I had become more enamoured with RPGs than wargames. Albeit one that definitely wasn’t being turned into a scapegoat.

It turned out that was the last year the school had “hobbies”, but by the summer of 1988, my friends and I were meeting every Sunday afternoon for spikey chaos thrills and I was the proud owner of a subscription to White Dwarf, which came with a free game that changed my life.

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Category: Cut It Open And See If It Swallowed Any Gems, Role-playing Games

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I am the Vic’s Vapour Rub of the internet.

First up it’s arguably the oddest anime OP theme of all time. Episode 24 of 80s anime Maison Ikkoku suddenly had 70s Irish singer-songwriter Gilbert O’Sullivan delivering the theme tunes. And by episode 25 he was gone again. Apparently it was an ill-fated attempt to promote his back catalogue.

Next it’s the all-star, never completed, insane 3DO video game Duelin’ Firemen.

Quite.

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Category: Anime, Videogames

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DRILLS!

I was planning on writing something substantial about episodes 13 to 15 of Gurren Lagann, but frankly I think I’ve left too late in the evening. The reason I wanted to was down to episode 15 being awesome to the power of awesome.

You often see “series composition” given as a credit in anime, but you don’t often clearly feel the impact of that job as you do in this show. The 2 arcs so far have been wonderfully paced and plotted. There’s a sense of climax with 15, just as there was with 8, but this time it’s not tinged with tragedy. But whereas with 8 you had a clear idea of where the end of the next arc was going, now we have the smallest of hints – Genome’s speech and the very first scene of episode 1 – of what lies ahead. Other shows would have milked scenes and emotional arcs for episodes on end, but there’s an economy and lean-ness on show here that you tend to only find in OAVs. Which considering a fair number of the staff have worked on the recent Gainax OAVs should probably not have been a surprise.

Episode 15 furthers the OAV comparison as it is one of the best animated TV episodes you are likely to see. A lot of the credit goes to the animation director, the disgustingly talented Sushio (also the AD on One Piece Movie 6). ADV can’t bring this to DVD soon enough for me, it’s a show I’d definitely go back to picking single volumes up for.

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Category: Anime

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