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Showing posts with the label Bugsy

Never Say Disc: In Utero

This is an anniversary that, as the quintessential 90s kids cuspers X-lennials Oregon Trail Generation “ geriatric millennials ” was impossible to avoid. While we may not have been teenagers when their final album was released, the echo that Nirvana left throughout our adolescence was massive. Even aside from their own music and attitude, they helped open the door to an “alternative” culture that affected every part of our lives. When the Nevermind anniversary rolled around a few years ago, we didn’t do a Never Say Disc feature - it seemed like everybody was talking about the record and impact it had. This time though, the coverage seems muted, limited mostly to the fans and music scholars. And that’s a pity, In Utero is a unique and significant record… to us personally, to the music and culture of the time, and, yes, to the people that made it, even on the edge of the precipice. We have the hindsight of knowing what happened next, and there’s no way to separate this record from t

Portal's Edge

You know the game I’m talking about, right? First-person action/physics puzzler that people first got a look at in 2007, starring a young lady of East Asian descent with specialized footwear? Where the levels are mostly figuring out ways to make it from start to finish intact, and a story that closes with your character, having removed the powerful immediate threat, but facing a totally unknown (and unseen) future, escaping while the song “Still Alive” plays over the credits? No… I mean the other one. I admit that, in my recent playthrough of 2008’s Mirror’s Edge , I didn't start thinking about the similarities to Portal (2007) until I caught the name of the closing song and it all just... came together. While Portal received something of a stealth launch as part of Valve’s Orange Box compilation a few months before ElectronicArts’ first announcement of Mirror’s Edge, I think it’s safe to say the two games were developed largely independently of each other. Which raises the quest

Fantasy Forward: Culture

This week in our ongoing “Fantasy Forward” series of posts, discussing ways to make sword-and-sorcery settings feel less pre-packaged is going to deal with something… squishy. Something touchy-feely. Something that, I feel, is rarely used to its potential in imagined settings: culture. We’re not expecting anyone to become trained sociologists or, heaven forbid, anthropologists in building out their fantasy settings (although I’m very curious if anybody with said training has incorporated that into games of their own), but there’s plenty of room to develop how people (regardless of species) live, learn, love, and do things. Real world cultures are the product of generations’ worth of history, experiences, stories, and beliefs, which can be a lot to live up to! How can we come up with original cultural elements in our fantasy settings, and how can we convey them to our players and audiences in ways that feel natural instead of forced? - B A : Music! Art! Literature! These are all amazin

Fantasy Forward: Government and Politics

And so we come to the big one in terms of showing advancement and development in your sword-and-sorcery fantasy setting, one that touches, and is touched by, all others: government. Kings, Emperors, and other monarchs are an inevitable element of any setting based ostensibly primarily on medieval Europe, but beyond that, things tend to get… sketchy. But those sketches are a great place for imaginative creators to fill in details , and shifts in governmental structures are some of the clearest signs of change in any civilization. And, if your setting includes more than one location, you can try out different, competing approaches and see the way they interact… often with the players/protagonists in the middle. So from barony to republic, from kingdom to anarcho-syndicalist commune , let’s explore how you can use government and politics to move your fantasy forward! - B A : For deeply political tabletop campaigns, it takes a special kind of group and a special kind of game. Just the sou

Fantasy Forward: Economics

Last week, we started a new series of posts on how one might go about changing the stagnant nature of many “default” sword-and-sorcery fantasy settings by exploring how various aspects of the setting might develop over time and how the protagonists (or players, if this is in a tabletop RPG) might have an effect on these changes. While we started with one of the most obvious factors (technology), this week we thought we might go with something a little less so: economics, including the effect dungeon crawling might have on a regional economy that finds itself inundated with recovered treasure and artifacts… not to mention the adventurers who show up looking to get in on the action.  - B A :  The economy might be one of the most difficult things to consider in a game world - it's dangerous to upset the balance of your tabletop games. Just as with our technology post, a small change in the economy can have huge ripple effects. This is something we were even touched on: the city with a

Fantasy Forward: Technology

It’s come up a few times, and may be considered ironic for someone who co-founded a gaming blog, but I have trouble getting into media that gets classified as “fantasy” - in as far as the term is generally used in gaming and publishing, and the preconceptions this usage brings. In other words, sword-and-sorcery stories and games set in some variant of medieval Europe, frequently featuring a stock set of species including elves, dwarves, orcs, and Hobbits halflings. It’s taken a while to put this hesitancy into words, especially since I eagerly devoured these kinds of works when I was younger - but I think this ultimately gets to the crux of the matter: something I’m calling the Been There, Done That (BTDT) Threshold. We all have them for everything we choose to engage with, and they’ll vary based on the things we’ve consumed and the amount of variety we’d like to see. In this instance, my exposure to this kind of fantasy had hit a critical mass, so the baseline where I’d go “been ther

Maps/Quests

There's a moment in the 1977 Rankin-Bass version of The Hobbit , oft-mentioned in this blog, when Bilbo Baggins is presented the map of Lonely Mountain and, incredibly, deduces the presence of a secret entrance to the Dwarves' catacombs. He passes this feat off by simply saying that he's "really quite good with maps." (The scene plays out quite differently in the original novel, where Bilbo is far more buffoonish and the secret entrance is identified by Gandalf. One advantage of the condensed adaption is that Bilbo gets to be more clever, hastening the story along at a much quicker pace.) I was quite young when I first saw The Hobbit , but I knew immediately that I, too, wanted to be "quite good with maps." There was in inherent mystique in these ancient documents, artifacts hiding away secret wisdom for those who knew where to look. Even the word sounded dusty and crinkly. (Not to mention the fantastic foley work in things like the 1977 The Hobbit . Ho