Wednesday, October 11, 2017

Nuts & Bolts #135 - Review: Blade Runner 2049


Thirty-five years is a long time to wait for a sequel. Some would say that Blade Runner didn't need a sequel at all. That it was a perfectly fine film that didn't need a Hollywood ending that tied every loose end into a bow. I was one of that group. I like the original, I have no problem with the questions left unanswered. I'd have been far more indignant if not for another beloved cyberpunk film that got a sequel that added to the original: Ghost in the Shell. Ghost in the Shell: Innocence was somehow equal to the original. It answered some questions and raised others. It worked.

Granted, GitS:I wasn't a thirty five year wait, and it came out of Japan, out from the thumb of the Hollywood machine that churns out bad sequels to bad movies in the name of making a buck. The Hollywood system is why I (we?) groan when people mention Pirates of the Caribbean instead of remembering fondly how fun the first one was. It's why I (we?) cringe when yet another Transformers movie comes out. Somehow Blade Runner 2049 avoided the fate of some many sequels and reboots. It honors the original without diminishing it in our memories, and it adds to the legacy and world in positive ways.

It's not perfect. A friend rated it an 8.5/10 and I'd agree. I'm a little tired of the "bwaa" soundtrack, and this movie leaned on that dissonance as auditory clue in certain ways that had me wondering at times why it was a thing in the first place. The pacing is a bit  uneven, with a few moments around half way through that made me contemplate a trip to the restroom. That said, for a movie with a ~2:45 running time it goes by amazingly well for much of that time. The cold open is pretty great, and dovetails into a blooming flower of plot that proves really well constructed. There's stuff early on that you don't realize facilitates plot points until well later in the film.

It's also really pretty. Even the dingy parts are really well shot and blocked. It's dark in places, but well lit in others, and where the original delved deep into the darkness of the setting this film seems set on showing that there is brightness in the world still.

I agree with the 8.5/10 or maybe a 4.5/5. It's good. It's damn good. It's not perfect, but then again, what movie is?

Wednesday, October 4, 2017

Nuts & Bolts #134 - Abstraction


I've been reading Blades in the Dark lately. A little here and a little there. I don't see myself ever running it as GM, and I doubt I'll ever get to play it, not that I'd want to; I'm just not that into "evil campaigns." That said, I think there's some great ideas in the book. Some really nice ways to run aspects of games that just aren't fun to grind out the hard way. Blades in the Dark does this by abstraction.

It abstracts threats, and renders them into bite sized pieces that the GM and the group can narrate as they see fit. It likewise does this with building resources and allies. It even does do with equipment in a way, with the characters having a carrying capacity that is only occupied as they use equipment, thus making the planning of the PC's criminal exploits into an abstract system that allows them the freedom to be capable.

There's something to value in these ideas. That some things in games don't need to be rigidly defined at all, or do not need to be rigidly defined initially, and that freedom to define things when they are needed, or not at all, can help tell a better story without backing oneself into a corner.

Let's go back to that idea of equipment. Specifically it's the character's loadout that is abstracted. Initially they have a certain load they decide on based on how much they want to be able to carry in total. This is left undefined, instead just indicating that the current job has the character carrying light (and being easier to remain undetected) or laden down for the operation (and being slower and easier to discern). As the players go through the mission they need a set of tools. Tools take up 2 slots and, of course they remembered to bring such an important item; they mark off two slots of gear in their inventory, noting that they are a bag of tools, and they proceed in the story.

Initially the was no entry for "bag of tools" on the character sheet, instead their inventory was abstract, they had a heavy load of gear they needed to break into this vault. By allowing the gear to be conceptualized as an abstract the group didn't have to spend time debating what to bring, the players just decide how much, while the characters, the experts that the players often cannot be, as assumed to be bringing the gear they need.

THIS WILL NOT SATISFY ALL GAMERS.

It just will not. Hell, it won't even satisfy some gamers all of the time. Depending on the game I'm playing this could be a great thing or a terrible thing. There are times when I don't want to micromanage things. Games like Cypher System tend to be very good at operating with more loosely defined terms than games intended for a more "old school" feel. Shadowrun run with Blades in the Dark's rules could either be really great, or really terrible, in part because it may be great fun, but it probably wouldn't really feel like Shadowrun if you always have the right piece of decking gear or magical focus just a check box away.

Threats are another great opportunity for abstraction. Instead of going through the minutiae of sneaking past the six guards on duty at the weapons lab the GM can decide that getting past the guards is a task needing a certain difficulty (in Cypher parlance), or a certain number of successes, or perhaps a certain DC task with four passed checks. With each roll of the dice the character overcome some fraction of the task. One quarter, or maybe more or perhaps less. They progress in increments that the GM can narrate with the help of the players telling them how they succeed. Maybe a DC of 15 was needed but a 20 was rolled, the GM says that gets them an extra increment. Instead of 1/4 complete they are now 1/2 completed. The players then narrate how they managed such a feat so easily.

Again: THIS WILL NOT SATISFY ALL GAMERS.

Find what works for you, as both GM and player. Maybe you play a military heavy game of giant mecha versus alien invaders and tracking each missile and rail gun round appeals for such a game. Maybe you have a game of superheroes and mostly avoid rolling dice because these characters are meant to be able to be awesome first, and challenged second. Maybe, like me, you like to play in both worlds, and enjoy both sides of the coin, the abstract and the simulationist. There's nothing wrong with that. Fun is fun. 

The big take away, at least for my money, is that abstraction often facilitates characters to be more capable. If you want success to be something hard fought and the struggle to get ahead is part of your game you probably want to avoid using abstract rules in favor of strict simulation of the real world. If, on the other hand, you want characters who probably know how to be awesome in a way that their player's do not, abstraction is a great way to allow them to be more capable without loading them down with more and more abilities.

As always, your mileage may vary. 

Friday, September 29, 2017

Fiction - Numenera: Awakening to Need

Image owned by Monte Cook Games

Garthax awoke from the midnight black of hypersleep. He felt odd. There was a no feeling of mental refreshment as he would gain from normal sleep, but his body felt rejuvenated and ready. The medical systems in the hypersleep chamber had clearly worked as intended, repairing the wounds to his body, and saving his life. Still he wished for real sleep.

The panel before him slowly began to turn translucent allowing the physical darkness of the hypersleep couch to slowly illuminate with soft blue light, and banishing sleep from his mind. As translucency became transparency Garthax became aware that he was being watched. A pair of the primitives were peering at him through the transparent barrier while a third stood at the control panel of his hypersleep chamber. They looked different from the last time he had seen their kind, and that one of them could operate his ship's controls, even those as basic as the hypersleep couch, spoke volumes of their progress during the time he had slept. Garthax wondered just how far this hypersleep had carried him into the future.

As the medi-computer analyzed the ambient atmosphere and adjusted Garthax's lung structure to compensate for compositional drift Garthax tapped the audio sensors and ran the primitive's language through his linguistic cerebral symbiote. To his surprise Garthx found that they spoke a language that had deep roots in Kellax-trall. The symbiote assured Garthax of a 93% comprehensional match.

At last the chamber opened, and the primitives excitedly backed away. Two, wearing metallic armor and wielding crude weaponry took position in front of the third, a thin elderly female. "Careful, Jessita, we don't know what it'll do," the largest of the three, and clearly an alpha male, said.

"No harm will be offered in exception of return in kind," Garthax spoke firmly, unsure if the symbiote had fully mastered the syntax of this strange variant language. "How came your entry to this place?"

The elderly female brusquely pushed her way forward, "We seek aid in defense of our home." She looked Garthax up and down and nodded her head, "We beseech you, oh ancient traveller, to aid us in the defense of the people of Ellomyr."

Find the Numenera 2 Kickstarter campaign here.