Monday, March 25, 2013

Hammer DVD and Blu-ray releases in April



After a long dry spell, April sees the release of several Hammer Horror classics on home video. Each one had been released previously but are now back again after being out-of-print.

The Hammer Horror 3 Feature Film Set from Millennium Films is out next Tuesday, April 2nd, a 2-DVD collection including Dracula, Prince of Darkness, The Legend of the Seven Golden Vampires, and Frankenstein Created Woman. These titles were previously released as part of Anchor Bay's Hammer Collection. No word on any extras for this set, although the press release mentions "new extras" and Blu-ray collector editions. This may be an initial release to test the market demand, as "a full release schedule is planned", and if so the under-$10 price at online retailers makes this an easy decision.


On the 30th, Shout Factory brings us The Vampire Lovers on Blu-ray. This first entry in the Karnstein Trilogy stars Ingrid Pitt, Madeline Smith and Peter Cushing. MGM released this film on a Midnite Movies double-feature DVD with Countess Dracula, which is also due on Blu-ray (at some unspecified point) from Synapse Films. The MGM disc extras carry over, along with some new interviews with Madeline Smith and Hammer film scholars.

Saturday, March 23, 2013

Happy Birthday, Akira Kurosawa



Today would have been the director's 103rd birthday. To commemorate the occasion, Hulu is offering all of Kurosawa's films from the Criterion Collection for free this weekend on their streaming video service. Watch a old favorite or check out a film you may not have seen before.

Monday, March 18, 2013

Montgolfier Brothers Flying Balloon and Adventuring Co.

Elevator pitch for an RPG campaign.

Montgolfier Brothers Flying Balloon and Adventuring Co.

The Montgolfier Brothers have invented the passenger balloon, and they use it to travel widely and have adventures. Light-hearted picaresque romps through an alternate history in the vein of Baron Munchausen, the Three Musketeers, memoirs of Pre-Revolution France, Those Magnificent Men in Their Flying Machines, and Monty Python.

 In December 1782, the Montgolfier Brothers made the first test flight of their hot-air flying balloon design. They successfully flew in a balloon on September 19th, 1783, during an audience with King Louis XVI. While aloft, the brothers' balloon disappeared behind a low veil of mist. They found themselves traveling through the aether and soon their balloon was gliding above the Pyramids of Egypt. Upon guiding the balloon back into a low cloud bank they were returned to Paris. Through a series of trial-and-error test flights and some mathematical calculations by their friend Jean-François Pilâtre de Rozier at the Académie des sciences, the brothers could direct their flight's course -- often to a known destination, and occasionally to unknown and far-off lands.

The Montgolfier Brothers use their knowledge of ballooning through the aether -- accompanied by other like-minded individuals -- on missions of discretion for rich nobility, occasionally for the King, against rival British balloonists, and always, for adventure.

Thursday, March 14, 2013

Fire Sale for Chris Huth

Freelance RPG illustrator and designer Chris Huth and his partner lost their home and possessions in an apartment fire last week. His most current project is 13th Age, which was about a week from layout completion.

From the Pelgrane Press news page:

...until Friday, all margin on sales from Pelgrane Press products from the store will go to help Chris get back on his feet. DriveThruRPG will also give their royalty share to Chris on Pelgrane products.

100% of the price of download sales, and 50% of all physical sales will go to Chris. This is one step of several that 13th Age creators Fire Opal Media and Pelgrane will be taking to help out.

If none of Pelgrane's current offerings appeal to you but you still wish to help, direct donations can be made to Chris's Paypal account. His email can be found in the comments at the above-linked page.

Wednesday, March 13, 2013

Conan and the Academy

I was surprised this week to see that Conan and the Academy: Multidisciplinary Essays on the Enduring Barbarian had been released. I was expecting it but didn't know that it was published at the end of November.

Brian Murphy wrote an outstanding review and critique of the book at The Silver Key (read the comments, too). Finding out that some of the scholars involved with the book are perpetuating ideas that were debunked years ago, and not using the latest existing scholarship, is disappointing. With luck I can find a discounted copy this summer at the ALA annual conference or at Gen Con.

Tuesday, March 12, 2013

C.L. Moore and Arthur Machen

I just realized tonight that I missed the recent birthday anniversaries of two notable fantasy legends, C.L. Moore (102 years ago) and Arthur Machen (150!), whose works have influenced later fantasy and horror writers -- and RPG designers. Taranaich was on the case with the above-linked tributes.

Tuesday, February 26, 2013

Thoughts on the Dungeon World RPG

About four weeks ago I had the chance to finally play Dungeon World at a local games day. After reading so many comments about the game I wanted to give it a chance and see what all the excitement is about.

I should mention that the game master was very good and I would play in any game with him again. The following thoughts are about the rules, not his performance as game master. I'm writing this based on a brief reading of the free version of the rules, one four-hour play session, and other actual play comments I've read on blogs or G+.

DW strikes me as a game for people who want to like Dungeons & Dragons and want to play the game but have had bad experiences with D&D in the past, either with the mechanics, with bad players, with bad DMs -- the stereotypical "killer DM" -- or with railroad-y adventures, and the game is designed to prevent those problems from occurring.

What I like about traditional RPGs is that the outcome isn't so apparent, and anything could happen. The outcomes of Moves in DW (a mechanic first appearing in its parent system Apocalypse World) aren't always locked and static, but they do have only a narrow amount of room to interpret what happens. Depending on the die roll, one or more outcomes are provided by the Move and are played out in the game. I like the ability of the GM and players in a traditional RPG to interpret the dice vis-a-vis the current situation and decide what happens in that context. It does require an amount of trust between players and the GM, and it seems that DW and similar games are written for groups of players who do not have that trust, although this does make it easy for pick-up games at conventions.

As a result, DW has taken the high-trust mechanics of indie/story games and bolted it onto the frame of D&D. The problem then becomes one of choice. By codifying high-trust into the mechanics, rather than relying on it at the table between players, it loses the amount of freedom of action found in a traditional RPG. If these types of high-trust mechanics are a necessary part of the gaming experience, they can be added and dropped into nearly any existing system. One method can be seen in FATE. Aspects in FATE provide the some of the same story background/genre emulation function as Moves in DW, with the added benefit of being fluid, without being rigidly locked into set choices and outcomes. Our group has drifted many story game ideas into our campaigns over the past ten years or so -- card-based resolution, greater player narrative control, action/fate/hero points, etc.

Like many other story games, DW runs under the principle of rules-as-written (RAW). Many traditional gamers play by RAW, many do not. "If you are going to play the game, use all the game's rules," is what I perceive from many story game rules. Traditional gamers use the rules, but not always in the same way, and not always all the rules presented, in more of a toolbox approach. In traditional games, "if it doesn't seem right, make it up" is where the idea of "rulings, not rules" applies.

This is a case where there are two different play experience expectations. Scrabble and Words with Friends are both games using letters. Pictionary and Win, Lose, or Draw are both games about drawing pictures. Monopoly and The Game of Life are both games about "real world" finance, but each of these are different play experiences. It's OK to choose to play chess, or Dungeon World, or Shadowrun, depending on what you want to accomplish.

Story games and traditional RPGs are not that far apart in what they are trying to accomplish: the creation of a "storyline" through play. What many story game systems try to do is use the mechanics to shape and create the story, while traditional games use the mechanics to create situations that allow "stories" to develop through emergent play. Where the difference lies, in my limited experience with them, is in the idea that with story games, the stories seem to be more preplanned and forced by their rules systems, where traditional games present situations to be played through without a preconceived notion of where the story might go, independent of system.

None of this should suggest that I dislike DW; it seemed to work well, and many players love it. Like any other game, it may not be right for everyone. I thought there were some very clever ideas: using stat modifiers for some actions (much like True20), and stat penalty conditions, for example. The Move for combat that incorporates a miss by the player with a hit by the opponent is interesting, and still something that I'm wrapping my trad-gamer mind around.

One of the commenters in a recent G+ discussion about DW made an important point -- and I wish I could remember who it was to give proper credit. This person said (paraphrasing) that all it would take to make DW work the way I might expect is to change a bit of the wording in the Moves, from "Choose one or two from this list" to "These are some suggested results:" Give some examples, and let the players make a decision on how to proceed based on their unique situation in-game.

And this is where DW really shines for me: as an introduction to roleplaying for brand-new players. It shows people who are new to tabletop gaming what a game can be like, and what they as players can do. A traditional RPG might advertise itself by saying "You can do anything!", which could be overwhelming to a new gamer. DW addresses this by showing players exactly what their characters can do and what the outcomes might be. I would like to see traditional RPG quickstart rules set up in the same way as DW, rather than the choose-your-own-adventure style sometimes seen in beginner sets. I also like the fast and easy way that characters can be created; again, ideal for pick-up games with new people and little or no preparation.

DW is billed as delivering an old-school gaming experience. I didn't fully have that impression from the short trial that I played, but I may have too little data to fully judge. As some players have discovered, going back to an earlier system can recapture that feeling. Even so, with all of the various role playing games now available, it's easier than ever to find that right play experience for you and your group.

Sunday, February 10, 2013

Happy birthday, Frank Frazetta

Yesterday would have been the 85th birthday of American fantasy and science-fiction illustrator Frank Frazetta, whose work graces the iconic cover of Conan the Adventurer in the blog header above. The following is part of a post that I wrote when Frazetta passed away in 2010:

...a few words about an artist who has had such a profound effect on my own imagination and ideas about art in general.

I can't pinpoint exactly my first encounter with Frazetta's work. I've always been a big fan of fantasy and science fiction, for as long as I can remember. I do have the memory of seeing the Lancer (and later Ace) Conan and Edgar Rice Burroughs paperbacks with Frazetta covers in bookstores, especially the prominent display in the Waldenbooks upstairs at Scottsdale Mall. I also remember seeing samples from, and the ads for, the Ballantine Fantastic Art of Frank Frazetta books in Starlog Magazine in the early '80s.

Later, after more time and reading, I learned more about his extent of his work -- not just cover paintings but pencil drawings, ink work, comic book art, movie posters and album covers... on and on.


What I think makes his work so powerful and popular is how dynamic it is, how much is going on in that single snapshot of time. In some works, we see the moment before something happens. In others, it's the aftermath. But in all of them, there's the quality and artistry -- visceral, raw energy, in every brushstroke or line of ink. Pure magic.

Tuesday, January 22, 2013

Happy Birthday, Robert E. Howard


Today marks the 107th anniversary of the birth of pulp writer Robert E. Howard. It has become a tradition on this date for Howard fans to read a favorite story and raise a toast.

You can't go wrong with any of the stories, and there should be one to suit your preference: sword and sorcery, hard-boiled detectives, weird horror, historical fiction, boxing, westerns, pirates and a sword-wielding puritan. One of my favorites that I often choose for a birthday reading is "Worms of the Earth", a story of Bran Mak Morn, last king of the Picts, and a weapon "to terrible to use, even against Rome". It's available in many publications but I would suggest the text found in Del Rey's Bran Mak Morn: The Last King.

This year I might read one of the stories from Sword Woman and Other Historical Adventures.

For more information on his life and career, start with the following sites:

I would also recommend Mark Finn's Howard biography, the Locus and World Fantasy Award-nominated Blood and Thunder: The Life and Art of Robert E. Howard. An expanded edition was released last year by the REH Foundation.

Monday, January 21, 2013

Lynn Willis, RIP

On Friday afternoon the notices began to circulate in gamer social media that designer and publisher Lynn Willis had passed away.

Ken Hite wrote a short yet moving overview of Willis' legacy, including work on BRP, co-designing the Ghostbusters RPG, and the dice pools of Shadowrun and Storyteller. I was struck at this observation:
Every Call of Cthulhu product you've ever loved from the first edition to 1999 exists because Lynn Willis made sure its text was coherent, made sure its gameplay was sound, and made sure it got to print. And there's a strong possibility that the thing you like best about it was added or correctly shaped by Lynn, not by the credited author.
This was a surprise to me. I didn't know. The hows and whys of publishing are still a mystery to me sometimes. If asked about my favorite published role playing game, the most likely answer is "Call of Cthulhu" (with Basic D&D hovering close by). Call of Cthulhu 5th Edition is my own favorite version of almost any RPG, being one of the best examples of great rules, tone, layout and production I know. I did not realize that Lynn Willis was the person to thank for how good it is.

It is a reminder to me that if I love a game/book/song/movie, it is important to thank the creative person behind it before it's too late. As it happens, I'm running a Call of Cthulhu 5th ed. adventure on Saturday, and I can think of no better tribute.

Tuesday, January 15, 2013

In the new year

An old cliche tells us that something is "better done than perfect." The sentiment behind it is sound -- get something finished rather than try for an impossible state of perfection. In regards to the blog and my other creative pursuits this year, I intend to keep this advice in mind.

My examination of game systems that could be used for Conan/Hyborian Age sword-and-sorcery campaigns fell by the wayside last year. I hope to pick it up again and look at a variety of game systems including OpenQuest2, Barbarians of Lemuria, WaRP and Crypts and Things. I'll run this someday and stop just talking and writing about it -- "better done than perfect". Often gamer ADD takes hold and another completely different idea moves ahead of it in the queue. Speaking of which...

This year I intend to either play or run a short campaign (6-8 sessions) of Night's Black Agents. From the early development of the game and the pre-order campaign of a year ago, I've been very excited about it. While I would like to push forward and get started, that perfectionist quality I try to avoid makes me think I should wait until the expansion book hits the street.

A conversation on G+ among fellow gamers and Star Trek fans about the pulp sci-fi qualities of the Original Series sparked the creation of a Trek RPG community group, and I was invited to play and run over G+ Hangouts using a shared setting and characters. We have had two sessions already (a two-part series pilot episode), and it's been great fun.

This month, I will run a convention scenario for Call of Cthulhu at a local games day. While there I'm also scheduled to play in a Dungeon World session. I'm eager to finally play and see why so many other gamers are excited about it.


Monday, January 14, 2013

2012 Blog year in review

I always like to take some time at the beginning of the new year to look back at what I wrote on the blog and elsewhere over the past year. I had high hopes to post more often and to write on a more diverse set of topics this year. Unfortunately, that did not happen.

Some of the ideas I mentioned last time did not come to fruition, such as the game review series From the Dusty Shelf, or my look at Fantastic Four starting from issue #1. No new movies went up for Cult Classic of the Week.

On a positive note, I was able to play more this past year. I had the chance to play in a few RPG sessions online over G+, in a friend's 3.5 campaign, until connection problems forced me to drop out. Also, I was able to play more games in person, with two short-term campaigns and a local games day event.

Near the end of the summer, I started to think about what I could do to jump-start my creative spark. Several opportunities arose at nearly the same time, and I am grateful:
  Tomorrow: What to expect in the new year.

Thursday, December 13, 2012

Pacific Rim: full trailer

I posted the teaser video earlier yesterday, then at mid-day the official trailer was released. (more details at Wired)


Wednesday, December 12, 2012

Teaser Trailers: Star Trek Into Darkness and Pacific Rim

If there are two things that we like here at Kaijuville, it's kaiju and Star Trek. Last Thursday, the short teaser trailer for next year's Star Trek Into Darkness was released.



io9 has done a walk-through of the teaser, looking for clues about the plot. I've been keeping some distance from sources during the making of the film just to maintain some surprise. Even so, there's not much out there to go on. Klingons appear in the film, and we see some in this trailer. A standard trailer will be shown with The Hobbit, and the first 8 minutes of the film with The Hobbit in IMAX theaters.

Another highly-anticipated film for 2013 is Guillermo del Toro's giant robots vs. kaiju epic Pacific Rim. Two "viral video" teasers:




From what I understand, Pacific Rim will be a conventional action film and not a "found footage" movie.

Monday, December 03, 2012

Two rules-light 2d6 RPG systems

Boosting the signal here for anyone who hasn't seen these simple sets of RPG rules yet. Brendan posted a short and sweet fantasy game system with a 2d6 dice resolution mechanic, then Jack hacked it, adding more structure yet keeping it fairly light and easy.

Either one of these easy-to-run game systems would work out nicely for G+ Hangouts -- free to use, compact and easily expandable. Both iterations assume only "generic fantasy", and could easily accommodate pulp, sci-fi, historical, cyberpunk, and so on with a bit of tweaking. Both look like fun and a good start for building up something special.

I'd like to run a game over G+ hangouts at least once during the Christmas break and this 2d6 system is a strong contender. Now to decide what type of game and setting.

Update: Here's another hack of the system that lets you run games of Aliens against Predators.

Monday, November 19, 2012

Kicksgiving!

Besides being a time for giving thanks and being grateful, the Thanksgiving weekend is traditionally a space where one might have extra opportunities to enjoy one's favorite media. Many people watch football. I've always enjoyed it as a time for gaming (video or tabletop), reading and watching movies.

Web comic creator Aaron Diaz posted this to his Twitter feed:

I do highly recommend Kicksgiving on Twitpic

His invented holiday, Kicksgiving, calls for the eating of leftovers and watching kung fu films on the Saturday after Thanksgiving. I need little excuse to indulge in a kung fu movie marathon, but I'll take it.

My first thoughts are of a Five Deadly Venoms triple-feature, or a series of "unusual weapon" movies: Master of the Flying Guillotine, Eight Diagram Pole Fighter, Legendary Weapons of China, etc.

What are your plans for the weekend?

(originally found through Gareth Skarka on G+)

Thursday, November 08, 2012

Comment word verification off (again)

At the end of October I temporarily reactivated word verifications for comments here on the blog. Spambots were hammering several older pages without mercy, and I thought this action would give me a brief respite and the bots might move on. Seeing a post on G+ today about captchas reminded me that -- since it's been more than a week -- it was time to discontinue verifications and open the comments again.

Blogger is excellent about automatically purging the spam messages. Notifications still get sent to me, and I'll continue to keep an eye on them. There has to be a better way to deal with the 'bots than to inconvenience real blog readers.

Monday, October 29, 2012

"Happy little trees": Bob Ross' 70th Birthday

If you watched any daytime PBS programming from the mid-eighties to the mid-nineties, you're certain to have seen The Joy of Painting with artist Bob Ross. Google celebrates what would have been his 70th birthday today with a Bob Ross Google Doodle on their main page.

My own artistic talent is confined to three-dimensional work such as gaming miniatures and terrain. Starting with a blank canvas and creating a scene is a huge challenge for me. If you watched Bob's show -- or attended his painting classes -- he encouraged you and made you believe that anyone could create art and love the process.

I think it's particularly fitting that the "g" in the Google art is blue. I can remember him saying on the show many times,"Perhaps a little more Phthalo Blue here... Phthalo Blue..."

Always upbeat, always engaged with the viewer, and always full of wonder for the beauty of the natural world, he created miniature worlds in his landscape paintings, and invited you to do the same. What I will remember is that optimistic joy, love of animals, and genuine passion for life that he projected on every show.

Bob Ross passed away in 1995.

Mental Floss has a great list of "5 (Happy Little) Things You Didn't Know about Bob Ross."

Thursday, October 25, 2012

Still here

A busy time of work and other life issues has kept me from posting recently. I intend to be back to a more regular schedule soon.

The spambots have been hitting the blog without mercy this month. I've temporarily turned on the word verification step for comments in the hope that it will force them to look for different prey.

Friday, October 05, 2012

Gen Con 2012 report, part 3

Following from Part 1 and Part 2.

Saturday: Met our friend D. downstairs at the hotel restaurant for the breakfast buffet, then went to the show.

I dropped Mrs. Kaiju off at the Writers' Symposium room and then went to my first seminar of the day. Dennis Detwiller and Ken Hite presented their ideas on using alternative history in RPGs. Ken Hite is always entertaining and informative, and I had not heard Dennis Detwiller speak in person before. Overall, it was a very worthwhile seminar.

I had a free hour before my next seminar and while Mrs. Kaiju was in her Ghosts and Spirits seminar, so I went through a few more aisles in the dealer's area. On this go-around, I found Troll and Toad's bargain booth area for the first time. The stock area built up using magazine-sized longboxes and storage crates. On this day, all items were $2 each, and there were still boxes and boxes of gaming goodness -- plenty of the usual d20 book overstock, but also some oddball and out-of-the-ordinary items. I saw older military history and wargaming books, and several Judges Guild publications, including Traveller star maps, issues of their magazine Pegasus, and surprisingly, many copies of Ready Ref Sheets, one of the JG items I've wanted for a while. I also grabbed a copy of Tales of the Caliphate Nights, a fantasy Arabian Nights setting book for True20 developed by Paradigm Concepts.


Back upstairs to the seminar room for "History, Panic, and History Panic", featuring Ken Hite and Jason Morningstar on the running a campaign in a historical setting without tears. This was another great seminar. Beedo wrote about the seminar in detail at Dreams in the Lich House, and Jason Morningstar posted the audio of all his Gen Con seminars on G+.

I missed out on meeting Beedo after the seminar; however, I did meet Trey of From the Sorcerer's Skull and got a copy of his setting book Weird Adventures.



At some point on Saturday, I found the Media Blasters booth. Although mostly known for anime, MB also releases Asian live-action movies, including Shaw Brothers kung-fu and Toho monster flicks. They had a stack of their new Godzilla vs. Megalon DVDs -- a week before the official release date -- for a show special price of $10.

Saturday night we met up with another set of people from our local gaming scene at The Ram. Following dinner, Mrs. Kaiju and I got together with D. and crew in the hotel bar for the start of an ongoing Gen Con campaign. D. ran the session and we used B/X characters. There was some talk of converting to AD&D for Part 2 next year, and converting up through the editions following. We all had a great time.

Sunday: Mrs. Kaiju and I met D. again for breakfast before going to the convention center. With no scheduled events for either of us, it was a day of wandering the Exhibit Hall for the final time this year.

I returned to the Troll and Toad bargain booth to find that much of their stock had been cleaned out, as if vultures had picked through it. Prices had gone to $1 an item. All of the longboxes were missing, with some scattered items left on the tables and a glut of d20 books remaining in the storage crates. I should have picked up more of the Judges Guild material the day before. Some good gaming books remained, so I purchased Argos and Zingara for the Mongoose Conan RPG and another copy of Caliphate Nights for a friend.

Wandering back toward the OSR booth, I saw a small group standing and talking in front of the tables. We had turned the corner before I realized that the skinny tie one person was wearing had to signify that it was Dr. Rotwang!. He and his wife were there chatting with Trollsmyth. We talked for a short time before moving on in our separate directions.

By 1pm, we decided to pack up and begin the trip back home.

This year's Gen Con had a strange vibe for me. Nothing went horribly wrong, most everything went smoothly. We even had some extra time at the show this year. Even so, it didn't feel like the usual full Gen Con experience. We were on the move a lot, going here and there, and still didn't see everything that I had hoped to see. Even so, we had very fun times with the usual crew that we meet up with. I played in two games (which doesn't seem like enough for a gaming convention). The highlights of the show were being with our local gamer friends and meeting very cool people we know though gaming blogs and G+.

The countdown begins for next year!