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Wednesday, September 30, 2020

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Friday, September 25, 2020

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Wednesday, September 23, 2020

Movie Reviews: Star Wars IX: The Rise Of Skywalker, Emma (2020), Knives Out, Joker, Little Women (2019)

Star Wars: The Rise of Skywalker (aka Star Wars IX): A somewhat messy, but entertaining movie, that does its best to wrap up the trilogy of movies that started in The Force Awakens (Star Wars VII), as well as the trilogy of trilogies that make up the Star Wars canon.

The resistance is pursued by the first order, Rey is entangled with Kylo Ren, Palpatine has returned and is about to launch a ridiculously huge army (this really makes no sense), and Poe and Finn and Rey have to defeat them all. And there are light-sabers.

The movie has many things going for it, including decent acting, good characters and a few good character arcs, some good action sequences, some funny and some touching moments, great visuals, sound, and music, and a reasonable wrap-up of some parts of the story.

It also has many problems, of two main types: those that are the fault of Rian Johnson and the terrible mess he left us with Star Wars VIII: The Last Jedi, and those that are J. J. Adams fault, essentially the same problems that we saw in his Star Wars VII: The Force Awakens.

People criticize this film for the sins of the trilogy: the trilogy has no cohesive story arc. This is because VIII deliberately destroyed dozens of story arcs that were started in VII, and, even worse, destroyed many of the essential elements and ideas of the entire SW universe: good isn't good, bad isn't bad, heroes aren't heroes, the Force is universal, there is no resistance, etc, etc. To write IX, you either had to ignore much of what happened in VII (and pretty much the rest of Star Wars) or much of what happened in VIII.

IX chose the latter by awkwardly retconning lines and characters from VIII. This was only partially successful. Snope was set up in VII and made meaningless in VIII; VIII desperately tried to remove the concept of overarching villains from the series, which was terrible. So IX tried to shoehorn in the old emperor Palpatine as pulling the strings behind Snope, but it did so quite badly, without any surprise reveal and in without any real threat or dramatic presence. In VII, Rey had some kind of important background and story; VIII tried to destroy any meaning to her background and story. So IX tried to subvert what happened in VIII, but it did so quite badly. She has a story again, but it didn't make any sense, didn't give us any real dramatic interest, and left dozens of important hints from VII unanswered. And so on.

As for IX on its own, maybe Adams was hobbled from making any kind of sensible story by trying to fit in VIII and also wrap up a trilogy of trilogies. While VII had a pretty decent (if predictable) story, the story in IX is sometimes insane. The "Goonies-like" treasure map that they find, and how they find it, is unbelievable nonsense. The new force powers are cool in abstract, but don't fit the story or the trilogy. Characters appear for fan service, or don't appear (or don't appear much) for no sensible reasons. The end threat scenes are Marvel-level and just too unbelievable to take seriously. The dialog is forgettable; the only memorable line is "A Jedi's weapon deserves more respect", and it is memorable because it is a metashot at Rian Johnson's disrespect of the lightsaber at the beginning of VIII.

Still, there are many good scenes, and each scene, other than the ones with Palpatine and the ridiculous end battle, are entertaining and well-shot. It was nice to end the movie with callbacks to both of the original trilogies. The movie doesn't add up to the sum of its scenes; the story just isn't any good. Lucas may have hired some so-so actors and written some clunky dialog, but I always loved the stories (even the prelude trilogy). It's almost possible to forget all this while watching this movie; almost, but not quite.

Emma.: Like the recent attempts at the Great Gatsby and Anna Karenina, this movie is unfortunately directed by someone who is in love with process and sets, but has no interest in actors other than to use them as props for their photography. It's no surprise to me that the director is most well known for her photography.

The sets and actors fly around the landscapes, and the camera takes notice of all of the scenery and settings, but little of the characters. The movie would still have been a little better than the above two mentioned movies (which were not watchable). Unfortunately, the director or screenwriter's second major mistake destroys the movie.

Emma is supposed to be sympathetic but flawed. Book Emma as a heroine is full of good intentions and good Christian works, beautiful manners and kindness to everyone, though served poorly by her self-righteousness and blinded by lack of insight. That's not what we get here. In this movie, Emma is loathsome, snobbish, and entirely unsympathetic. There is no chemistry between her and Mr. Knightly, and no apparent reason for him to fall in love with her. Maybe that is the fault of the actors, maybe of the directors; it's hard to say.

I guess Emma learns something by the end, as she must, but she doesn't retain much of it, doesn't change her character, and doesn't become any more sympathetic. So, if you remove the pretty shots and sets, the story is about an obnoxious, unsympathetic snob who makes a few mistakes and realizes one or two of them by the end, is sorry and fixes one of them, but otherwise doesn't change, and then a handsome rich man marries her. Mmmm ... okay? That's not a very interesting story.

Honestly, stick with the 1995 version with Gwyneth Paltrow, which was silly but faithful, at least.

Knives Out: A gem of a movie, this was unexpected fun. Lots of great actors in an old-fashioned, southern whodunit. Daniel Craig, Ana de Armas, and the rest of the cast are exciting and lovely, and the script is tight, tense, and funny, with multiple flashbacks from alternate points of view. This movie is also by Rian Johnson, who redeems himself in my mind after having ruined the Star Wars franchise.

In a family house, a grandfather has a questionable relationship with all of his children, their spouses, and their kids, and somehow he ends up dead. Was it one of them? Or the nurse? Or suicide? Who will inherit his fortune? Enter private detective Benoit Blanc (Craig) to figure it out.

Captivating. Worth watching on the small screen.

Joker: This controversial origin story was actually quite good. Joaquin Phoenix does nearly as good a job as the Joker as Heath Ledger did in The Dark Knight. The sound and visuals were fantastic.

Arthur Fleck is a clown who is poor, who has a sick mother and no father, and who, every day, gets beat up and the sad end of the stick in Metropolis, which is NYC at its most disgusting and ready to boil over. He also has a disease that makes him laugh inappropriately, which is, as you may guess, likely to get you hated, ridiculed, and beaten up on occasion. He is also a failed comedian who loves a Johnny Carson type (played by Robert De Niro). One day while in clown makeup he shoots three entitled white dudes, partially in self-defense but mostly because he has nothing left to lose, and he (maybe?) inadvertently starts a revolution with himself as the cult leader. In the end, some or all of what happened is revealed to be a fiction of his imagination, so it's not clear how much of it to believe.

Although I admit that the movie was well made, I still didn't like it too much. It's not that, as some critics said, it excuses violence by the downtrodden or entitled white men; the movie makes it pretty clear that this guy is an exception who is disturbed, and that some or all of what happens might be in his deranged mind. It's more that the movie doesn't say much more than that. He's a deranged guy who suffers and ends up killing people. Okay, that's all? I wished it would have given us something more. Dark Knight had The Joker, and it gave us much more to think about and much more story. This gave us very little. It seems like an homage to Taxi Driver and King of Comedy, both of which also gave us a lot more in the way of character, story, and moral complexity.

Still, amazing performances, some great cinematography and directing, and fascinating in a "can't look away from the car crash" kind of way.

Little Women (2019): Gillian Armstrong's 1994 version of this book, starring Winona Ryder, Kirsten Dunst, Claire Danes, Susan Sarandon and others was a sweet and innocent classic, faithful to the book: it was moderately feminist, slipped over a lot of the transcendentalist morals, and cut out much of the last half of the book.

Greta Gerwig's new version, starring Saoirse Ronan, Emma Watson, Florence Pugh, Laura Dern and others, is quite nice, strongly feminist, and very different. It adds scenes hinted at in the book, removes others, and thoroughly changes the character of Amy. The book and the 1994 movie are Jo's story, with input from the others adding to, and contrasting with, Jo's sentiments. This movie is equally Amy's movie (played by Florence Pugh), and she tromps, scowls, and grabs at opportunities and the scenes whenever she appears. We are now far from the transcendentalist roots that informed the source material.

But the story is still the story, which needs no explanation here. It is split into flashbacks, since we start with Jo trying to publish her book. Gerwig as a writer and actress starred in movies with excessive quirkiness that sometimes detracted from the stories. As director, in Lady Bird and this movie, that hand is present with some excessively quick dialog and quirky characters, but it is lighter, allowing the actors and story to properly flow and shine.

Tuesday, September 22, 2020

Back? Well, I Never Actually Went Away.


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Blimey, been a long time since I looked at this, lots has happened, both in life and in wargaming.
Anyway, I will be re-visiting this blog. Maybe not as much as I did seven (7!!) years ago, but I feel now it would be fun to do a bit from time to time.
The main reason for not keeping this blog up was that I'd pretty much run out of puff, so, hopefully now I should be able to capitalise on having had a long break to come up with a few things that some folk might be interested in.

Nazis for Big COC currently on the workbench

Tuesday, September 15, 2020

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Sunday, September 13, 2020

Yig Snake Granddaddy Act I: Land Out Of Time, RPG Adventure Review


The notice you read was for adventurers to travel with a wizard to search for the Golden Tower. You heard rumors of the place and being on that expedition would not only be a grand adventure, but could set you up for a long lasting career as an adventurer. There is just a matter of the job interview, which is to take place in the fighting pit at the town of Ventissa.

-----

Yig Snake Granddaddy is a campaign set in Sandy Petersen's Cthulhu Mythos designed for play with the 5E open license. Sandy Petersen's name is known for board and role-playing games associated with the Cthulhu mythos. This campaign is an excellent addition to the works that have come before. I am reviewing from a PDF file. The adventure is written by Sandy Petersen and Jonah Bomgars and was released earlier this year (2020) by Petersen Games.

Yig Snake Granddaddy Act I: Land out of Time takes a part of the mythology of H.P. Lovecraft as it was depicted for the earlier times of our world and brings it to a tabletop for fantasy roleplaying. To get the full effect of this adventure has to offer, I recommend you use Sandy Petersen's Cthulhu Mythos setting (here is a link to the review of the rulebook). But, it isn't a requirement. These adventures can be played within an existing game world without additional work. There will be some feel built from the setting that is lost from the game without some of the additions like the use of dread and sanity or the expanded information for the setting.

Act I: Land out of Time is the first of a series of four books for the greater campaign of Yig Snake Granddaddy. The characters start as first level characters looking to become adventurers. By the end of the series, the party has advanced to 15th level.

Land out of Time takes the party from new adventures to level 5 at the end. Here is the synopsis from the book.

"The campaign begins with a contest in which would-be adventurers compete for a spot on an expedition into a dangerous wilderness. They soon discover that creatures from prehistory are being pulled into the present, with disastrous consequences. As the PCs help the expedition find a path through the wilderness, they must face natural hazards and combat giant crocodiles, carnivorous slime molds, and even dinosaurs! After traversing half the continent, they are betrayed by their expedition leader, Gehir, a serpent folk in disguise who has far grander plans than he let on."

The book is 92 pages and provides what a game master needs for their group to complete the first part of the grander campaign. The first half of the book is the adventures and the second half is information of NPCs, new magic, and new monsters.

There are four adventures. At the end of each chapter, the party has earned enough experience to advance to the next level. The party's advancement gets them ready for the next adventure and the continuation of the campaign when this chapter is completed. This adventures flow smoothly one to the next. With each new section, the tension of the story builds to provide some fun gaming sessions. The horror builds in controlled bites and can be played up nicely for everyone with minor adjustments to fit the desires of the group playing.

The information in the second half of the book is easy to use. There is also artwork for presenting at the table. Some of the creatures will be familiar to older gamers because they were present in earlier editions of the DnD game books (i.e., Gibbering Mouther). They are updated to fit the latest edition and very applicable for this storyline. A number of the encountered creatures, like the dinosaurs, can easily be used in other settings and future campaigns.

I would like to share the art from the files I am working from—but that isn't possible. Fans of Cthulhu art and previous works from Petersen Games will find this comparable and there are details to look for that aren't immediately obvious that provide another level of enjoyment.

Overall

I'm a fan and writer of horror. I have a complete collection of Lovecraft's works and have some horror short stories published. The development of Yig, Father of Snakes, in this work is impressive (which, I'll, admit, I expected and hoped for). I'm pleased to tell you that if you want a good introduction to the mythos of Cthulhu for your gaming group, this is an adventure you need to have for your gaming group.

-----

Never did you think that being adventurer would entail what you've had to do since you left the town of Ventissa. The darkness of it all weighs heavy on your and your companion's spirits. Your prayers come to you more frequently as you work to keep the darker thoughts at bay. But still, this is truly a quest that must be seen through till its end. Some might say it is because the fate of the world hangs in the balance. For you there is something greater, your soul.

 

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

 


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Friday, September 4, 2020

Stonne 1940 Big CoC Weekend Part 1


This has been in the pipeline for a few months now, the first public Big CoC public weekend at the WHC. In this first post I'll give some idea of the thought process (sic) behind the game and then I'll give you the scenarios and how the game played out...oh, and there will be a few pics.
Warlord and Crusader French
Mark Freeth was very keen to get an early war 1940 scenario together, initially we toyed with the idea of running a weekend with 2 games running side by side, one containing French and the other BEF taking on the invading Germans. While this was certainly achievable, it involved a few more logistical headaches concerning turning the games around, plus simply having to focus on 2 games at once rather than one. So, in the end we plumped for a single set of scenarios with just the French and Germans.
A small problem with running Big CoC games is that the scenarios are somewhat dependant on the number of players attending, and given the nature of the WHC the numbers can vary, Some players book months in advance, but often people will book relatively late so the scenario needed to be capable of being tweaked to fit this in. The nuts and bolts of the game don't alter that much, the idea being that each player will command an infantry (or armour) platoon, then the force as a whole has a degree of support which is then dished out. On the whole this is not a problem, but for quite a while we were looking at having six players (fine, 3 on 3) then suddenly the numbers went up to seven. My initial reaction was one of mild horror because it meant balancing the game for a three versus four. However, when I started looking at the way the Stonne game might play out, the imbalance of 3 platoons  against 4 became more and more attractive.


A little Panhard 178. It bogged in the ditch......
The battle at Stonne took place over 4 days commencing on 15th May 1940, with the Germans having the Grossdeutschland motorised infantry regiment, and elements of the 10.PzD (Panzer-Regiment 8)
They were encountering in these scenarios the 3e DIM (Division d'Infanterie Motorisée), supported by 3e DCr (Division Cuirassée)
Looking at the platoon lists for CoC the 1940 German infantry platoons are enormous. Each platoon contains 2 senior leaders and a 50mm mortar team plus 4 x 10 man sections, for a total of 44 men.
The French platoons are a similar size, with 2 platoon leaders (1 senior, 1 junior) a VB rifle grenade team of a junior leader with 4 men. plus 3 sections of 11 for a total of 40 men. 

So if we had seven players, with 3 on the German side and 4 for the French it wouldn't be too bad. 1 player a side would be playing a tank platoon anyway, so it would be 2 German infantry platoons against 3 French, however that is actually 8 German sections opposed to 9 French, making it less unbalanced than first appears. A little extra tweaking by making the Germans "superior regulars" meaning they treat rolls on their command dice of a single six also as a 5, giving them more CoC dice pips during the game, plus increasing the size of their panzer II platoon to a whopping 5 vehicles would compensate for the additional French numbers. Additionally, each German platoon would start with a full Chain of Command Dice. 


Poilus advance, CharB in support 
So I worked on that basis, and prepared everything with 7 players in mind, Then of course Mark called and said " I've got an 8th player"......So the superior regular, and the extra CoC dice went out of the window, and the Panzer platoon was cut from 5 down to 4, and the Germans went up to 3 infantry platoons to make it 4 a side. Also the Germans would not have a significant advantage in support points when they were attacking, while the french would.

 Even after this we had another couple of guys wanting to sign up, but at that late stage we sadly had to say no, and stick with 8, as I think a single game with 5 a side is really stretching it for this rule set - not saying its not possible, but I think the game might suffer.
So that is the format we ended up going with, having said that I'm pretty sure the scenarios will work fine with seven (or 5 for that matter) players if the Germans are bumped up a bit to cater for uneven forces.



Panzerjeager I supports Black Tree and Warlord infantry

The other aspect of the games that numbers have an impact on is the size of the table used for each scenario. The recommendation for Big CoC is that the table size should be the same as for normal CoC (6' x 4')  with an additional foot width per additional infantry platoon added - you add nothing for the armour.
Well, The main table at the WHC is 24' long by 6' deep, and so we already play on a depth of 6' which I prefer over 4'. The patrol phase gets forces into action quickly enough anyway, and having the extra depth gives players a bit more room without slowing things down.
Just adding 2 feet per platoon gives us a width of 8' x 6 " which is fine, but the centres' terrain boards are 3' each so it is convenient to go for a slightly larger width of 9'. a bit more room both on the table and for player comfort. That meant that it wasn't too tricky to divide up the table into 3 sections - 9' at each end and then utilise the central 6' and 3' of one of the other sections to give us 3 x 6' x 9' areas.

The point of all this meant I could set up the entire table beforehand, and players go from game to game  with no great interruptions in order to maximise playing time. Also I think it looks good!






Stonne from west to east: Game 1 at the far end, game 2 in the foreground, game 3 in the centre. The Germans are advancing from the north, the French, the south.

I also planned to have a 4th scenario, which would have meant re-setting the terrain at one end of the table- it would have been that which was fought over in game 2 so we could do it while game 3 was in progress giving plenty of time. As it turned out, we didn't get in 4 games over the weekend, a bit of a shame but, sometimes CoC games can be like that, some go faster than others.
The table was made up simply from having a look at Google Earth, backed up with some excellent maps in Prieser's "Blitzkrieg Legend"- to  get the overall topography. Generally the village hasn't changed enormously since 1940, although it was rebuilt there has been no development sprawl, The critical points haven't changed, in terms of the woods, the road layout, and the extent of the village.Being able to get down at street view is an amazing resource, it shows just how winding and steep the only road the Germans had to approach the village from the north was, as it approaches the Butte De Stonne at the Eastern end of the village, and how despite it appearing very flat on the map, the countryside to the west and south actually has quite a lot of small undulations, the view south from the village is somewhat restricted. At the eastern end of the village the countryside is more wooded and broken, with the road becoming sunken before it winds down back on itself down the steep wooded slope to the north of the village (off- table)

Map showing the initial German attack on Stonne, May 15 at 0800. Influenced by Eric Denis' work. (wikipedia)
Given the nature of playing 3 or possibly 4 games over a weekend in a campaign format with 8 CoC novices I thought that the first scenario should probably be a bit gentle in order to ease them into it, and allow them to possibly make a few mistakes without getting horribly punished. I also wanted to keep it relatively simple.
Given the nature of the fighting in Stonne (the village apparently changed hands 17 times in 3 days), it lent itself to a relatively straightforward narrative: i.e. Attack and counterattack- So I decided to make the first game an attack/defence scenario with the Germans on the offensive at the eastern end of the table, the second game was to be another attack/defence with the French on the offensive at the western end of the table. Game 3 was to be in the central area of the table with the Germans attacking in an "attack on an objective" scenario.
I planned a 4th scenario which was to be played out on new terrain to the east of Stonne and that would have been the French conducting a flank attack. However, time sadly ran out. I'm sure we will do it one day.


The View from east to west, the broken ground of the Butte De Stonne in the foreground

The scene was set:
8 players, hopefully 4 games, Germans versus French at Stonne, one of the iconic battles of the campaign.
What were the salient features of the battle? The Germans had crossed the Meuse a couple of days earlier and were trying to exploit that relatively fragile bridgehead, the French had rapidly managed to assemble a counter attack force. The massif of which Stonne is a small part doesn't readily show up on a map, but have a look at Google Earth and you can see just how important it was for both sides. The village itself is rather innocuous, just a farming village with two roads entering from the south, however, it is the terrain to the north which both sides were focused on. There is a single road which leads out of Stonne to the north, this snakes down the hillside along a steep wooded slope before reaching the more gentle plain. The entire northern side of Stonne is covered in thick fir trees which extend down the steep slope- there is nowhere in the village itself (other than the "Butte de Stonne") which has a view to the north. However, if you hold the town and can establish OP's in this wooded hillside you have a magnificent vista stretching out 4 or 5 kilometres and more to the north, the German bridgeheads, and the routes they will take as they expand. Subsequently this tiny Ardennes village became vitally important.   


French section enters central Stonne