Posts Tagged ‘Blather’

It Came from Toronto After Dark: Manborg

January 26, 2012

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

Manborg

In this comedic love-letter to eighties b-movies, the world has been conquered by Draculon and his demonic armies.  The nations of earth have fallen, and only a rag-tag group of freedom fighters stands between Draculon and absolute, eternal power.  Just when things are at their bleakest, a new hero rises to aid the freedom fighters and save the human race – enter Manborg!

More Wacky Retro-sploitation from Astron-6

I’ll admit up front that without the festival pass, I wouldn’t have gone out of my way to see Manborg, and even with the pass I almost skipped it.  I figured it would be a laugh, but I’ve seen enough real bad movies that I’m not that keen on fake bad movies.  I won’t say that Manborg completely converted me, but I had a good time watching it; and what more can you ask for?
Director Steven Kostanski prefaced the screening with “Do you guys like crappy VHS movies from the eighties?  If you do, I think you’ll like this.”  I can’t think of a better statement to prepare viewers for the madness that is Manborg.  When I was a kid looking for affordable Christmas presents for my brothers, I discovered the bargain VHS bin at K-Mart (yes VHS and K-Mart, I am old).  Out of this treasure trove of schlock I picked out an obscure title featuring a very young Jackie Chan called Fantasy Mission Force.  It featured sub-par acting, abysmal effects, awkward slap-stick humor, the craziest, most random storyline I have ever witnessed – and my brothers and I watched it a dozen times.  Manborg is the spiritual inheritor of Fantasy Mission Force; it’s a tribute to the movies we watched as kids, which ignited our imaginations before we realized a lot of those films were pretty bad (Spacehunter: Adventures in the Forbidden Zone also comes to mind).  Kostanski plucks his characters directly from that childhood repository.  You’ve got your martial arts master (“only a ninja can stop a ninja”), your angry Australian (remember Jacko?), your badass future chick (like Melanie Griffith from Cherry 2000), and of course the manborg himself (if it didn’t have ninja’s in it, you can be guaranteed a b-movie from this era had a cyborg).
The visuals are appropriate, with lasers and digital effects circa Captain Power and the Soldiers of the Future, but after the laughter and nostalgia wears off, are pretty difficult to watch.  On the other hand, most of the monsters were created using some very nice stop-motion animation, which helped to sustain my interest throughout the film.  There are some brief uses of this technique in Father’s Day (for which Kostanski did the effects), but seeing it used throughout Manborg reminded me why I love stop-motion so much and why films like Clash of the Titans still hold up to modern viewing.
Manborg’s greatest strength, and what sets it apart from other spoofs, is that you never get the impression Kostanski is on the outside looking down at his subject, but is right in the thick of it, reveling in every cheesy, glorious minute.  You could almost call this self-depreciating humor, since the laughs are generated by a love of the subject matter and a knowing wink between Kostanski and the audience that we’ve been caught enjoying a guilty pleasure.
At the end of the day though, I’m not sure if the joke can sustain a film for even Manborg’s shortened sixty minutes (not matter how nostalgia-laced those minutes are).  I think the movie would have been better in a more condensed form, with the weaker material cut out, leaving it thirty minutes of concentrated mayhem.  Given that I’m not exactly the target audience of Manborg, this might not be a fair assessment – I am sure there were those at the screening who wished the film was a full ninety minutes or more.
Manborg is recommended for diehard fans of schlock cinema – this is pretty much as perfect a tribute as you can make to 80’s b-grade sci-fi films.  For everyone else, the stop-motion animation is fantastic, and the movie is genuinely fun to watch, I’m just not sure you’ll be able to endure how true Manborg is to the source material from start to finish.

RPG Goodness

Manborg had me thinking about (what else?) cyborg characters in rpgs.  The setting of the film, taken at face value and removed from its retro-cheese,  is about as close as we are ever going to get to seeing Rifts on the big screen (given that Palladium books has been trying to make it happen since the nineties, the forecast doesn’t look promising).  You’ve got the world overrun with demons, high technology, and a group of heroes that seem picked at random from the Palladium megaverse: a Ninjas and Superspies chi master, a gunslinger, a special-ops mercenary, and of course a full-conversion ‘borg.
I always thought that bionics and ‘borg characters in Rifts games were missing something.  The game has a great modular bionics building system, but is missing a key element in the place cybernetics would hold in the game world.  There are a whole lot of rules for replacing lost limbs and organs, but there are no mechanics in the game to inflict that kind of damage on the PCs.  Other than just wanting to chop off your arm to get one with a gun attached, there is very little reason to become a cyborg unless you start the game as one.
The problem with characters beginning the campaign as a cyborg is that in most of the popular culture cybernetic heroes are reborn as a ‘borg.  The Six Million Dollar Man, The Bionic Woman, Robocop, and Manborg, all feature cybernetics as a technology that either saves the main character’s life, or resurrects them.  This bothered me when I ran Rifts, so I used a house rule that mega-damage in excess of a character’s armor, blew off a limb rather than completely atomizing them (it also helped to mitigate the problems of the mega-damage system in general).
Of course Rifts isn’t the only game that is guilty of missing a great story opportunity for cyborg PCs.  Gamma World is my preferred post-apocalyptic rules system (see my articles on Gamma Rifts), and it also features PCs who start as cyborgs from day one.  Given that Gamma World tends to be more deadly than regular D&D (because of the lack of consistently available healing), and since the game has no method of bringing dead PCs back to life (unlike D&D’s raise dead) a post character creation cybernetic option seems like a perfect fit.
Here’s how it would work.  When a PC dies, give the player the option of resurrecting the character as a cyborg.  Perhaps the rest of the party finds a hidden Ancient medical facility whose cybernetic repair bays can be jury rigged with some cannibalized Omega Tech to rebuild their fallen comrade (a perfect opportunity for a Skill Challenge); or maybe the PC’s corpse was discovered by a mysterious cryptic alliance who transforms the PC as a part of their own shadowy agenda (which is why the PC now unwittingly carries a tracking device).  A cyborg PC removes their secondary origin, as well as any traits, powers or critical effects tied to that origin.  The PCs’ new secondary origin becomes Android (or AI if you are using Famine in Fargo).  Add any traits, powers and critical effects a character of the PC’s level is entitled to.  Changing a character’s secondary origin may also result in new ability scores (as a result of the character’s new mechanical components).  If the ability score associate with your old secondary origin is different from your cyborg origin, roll 3d6 and assign the total to that ability score.  Change the ability score associated with your cyborg origin to 16, unless it is the same ability as your primary origin, in which case it is raised to 20.  Resurrected PCs should also lose any Omega Tech cards they are carrying and draw a new card.
There is no reason that PCs should be the only ones to benefit from bionic technology.   Cyborgs make great Gamma World opponents, and the ‘Borg template allows you to create cybernetic versions of Gamma World’s already deadly list of monsters (as well as modifying the library of traditional D&D monsters – imagine alien cyborg beholders invading the earth retro flying saucer style!).  The rules for using templates in Gamma World can be found at the end of my review for War of the Dead.

‘Borg Template

“It can’t be bargained with.  It can’t be reasoned with.  It doesn’t feel pity or remorse or fear.  And it absolutely will not stop, ever, until you are dead.”

Apply this template to a creature that has been transformed into a cybernetic killing machine through the use of Ancient or alien technology.  ‘Borgs fight using the same weapons and abilities they possessed before the change, only they are tougher, faster, and their machine minds possess a level of emotionless, single minded focus most organic beings find frightening.
Some ‘borgs show occasional flashes of their former personalities, haunting the crumbling buildings they once called home, searching for something they can’t quite remember, before resuming their program of systematic extermination.
“’Borg” is a template that can be added to any humanoid or beast.  It works best when added to a creature with a strong melee attack, like a brute, skirmisher, or solider.  This template represents the most common type of cyborg encountered across the wastelands of Gamma Terra; it is doubtless that other versions exist.
Prerequisite: Humanoid or beast; level 5.

Notes

I cribbed some of the ‘borg template’s powers from the cyborg monsters in Legion of Gold (and since that adventure is all about cyborg marauders on an aggressive campaign of ‘recruitment’ they really should have been given the template option there), but I prefer a Steve Austin style bionic leap to a jet-powered one.  I also wanted the ‘borg to have the single-minded focus of the terminator, so I gave it a power similar to the fighter class’ ability to mark in D&D (but couldn’t use it exactly since there is no marking in Gamma World).

It Came from Toronto After Dark: The Divide

January 20, 2012

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

The Divide

This bleak science-fiction drama opens with a massive attack (possibly nuclear) on New York City, as residents of a high-rise apartment flee to the basement for safety.  Only a few are able to make it inside before the bomb shelter door shuts the group off from the world: married couple Eva and Sam; Delvin; single mom Marilyn and her daughter Wendi; brothers Josh, Adrien and their friend Bobby; and the building’s superintendent Mickey.  What follows is the harrowing tale of the survivors as their tiny society breaks down and the worst parts of humanity come gushing to the surface.

Post-Apocalyptic Lord of the Flies

I have very mixed feelings about The Divide.  It features excellent character driven drama, but suffers from very sloppy storytelling.  The problems don’t ruin the strengths, but neither do the strengths redeem the problems.
Director Xavier Gens takes the viewer on a journey to uncover the heart of darkness that beats within us all and, if that was all he set out to accomplish, he succeeds.  The lighting is perfect, tepidly holding back the darkness of the bomb shelter.  The sets are cramped, with walls of stained, rotting concrete full of the cast off furniture Mickey has collected from former tenants – just the kind of decoration to stage the collapse of humanity.  It is in this environment that Gens throws the characters of the film into crisis and against one another, in full on No Exit style, until all traces of civilization are wiped away as devastatingly as the atomic attack outside.
There are some scenes that are truly horrifying, and I found hard to watch, but that’s kind of the point (I think I would have been worried if the audience hadn’t squirmed in their seats).   Gens confronts us with our most barbarous instincts as a challenge – can we face that part of ourselves and deal with it, or do we hide from it and let it destroy us?  Thankfully, the director has a good instinct for timing, and sprinkles the film with a little bit of dark humor to keep the viewer from complete despair.
The Divide also has the best performances I have ever seen out of both Michael Beihn and Milo Ventimiglia (I’ve also got to mention relative unknown Michael Eklund whose descent into madness was so convincing he got an ovation during the Q&A).  Gens shot the whole movie in chronological order, and forced the actors to subsist on the same diet as their characters.  While I’m sure this made for a difficult production, the hardships were well worth it for the performances they elicited.  Combine this with Gen’s bold decision to essentially throw out the script and let the actors evolve their own characters made for a transformation that was all the more disturbing for its organic nature.
Unfortunately, abandoning the script is also (I’m guessing), the main source of the film’s problems.  Within the first fifteen minutes The Divide sets up a mystery as the focus of the plot, a mystery that is completely abandoned by the film’s midpoint and never answered or dealt with again.  I kept waiting for the thread to be picked up again (even hoping for something, anything, after the credits, or in the cool comic book they gave out as swag); but it seemed like everyone in the movie had forgotten it had ever existed.  Since being burned by both Lost and Battlestar Galactica, this kind of sloppy storytelling has become a pet peeve of mine and I have no patience for it.  Either Gens is just messing with the audience and had no intention of pursuing the mystery (which I think is in bad faith), or he had no idea what the answers were.  Either way, why put the mystery in there?  I can think of a dozen ways it could have been excised and the rest of the plot kept intact.  If Gens just wanted to make a character study, then that’s what he should have stuck to.  Keep in mind this isn’t a sub-plot I’m getting ticked over, this is pretty much the driving force of the first third of the film.
The Divide is recommended as a disturbing post-apocalyptic version of Lord of the Flies with the caveat that you should only watch it if you can overlook the evaporating plot.  If that’s not something that bothers you, The Divide has a lot to offer.  Otherwise, look elsewhere to scratch that itch.

RPG Goodness

One of the cornerstones of the D&D adventuring party is teamwork.  This assumption is ingrained in the mechanics of the game itself.  Each class is designed to complement the others and contribute to the group (this is true of all editions of the game), with each class’ strength compensating for another class’ weakness.  The fighter won’t last long without a healer, who won’t last long without someone disarming traps, who needs a magician to wipe out large groups of foes, etc.  But D&D is more than a set of mechanical tools, it’s also a role-playing game and, in playing out different roles, conflict between the characters is sure to come up.  At some point every DM (and some players) wants to subvert this, and The Divide lays out a strong blueprint for doing so: limited resources, restricted movement, and mistrust.
I set up a Planescape campaign when 3e was released with this exact goal in mind.  The game started with the PCs in the mazes (a sort of prison demiplane), completely amnesiac.  Each found they were carrying a note, written in their own handwriting, which gave them a clue about the plot and implicated one of the other characters in the party.  I learned very quickly that with the added stressors of limited resources and restricted movement, it doesn’t take very much mistrust to have the characters at each other’s throats.  Perhaps if I had seen The Divide back then I would have known better.  Thankfully, no characters died, and no out-of-game feelings were hurt.  Once the characters found resources and their way out of the mazes open animosity cooled – but the most important thing I learned was that the trust between the PCs never completely healed from the wounds it had suffered at the beginning of the campaign (out of character things were fine – we were all friends after all).  This had such a big impact on everyone at the table that once the campaign concluded several years later, we all unanimously agreed that the theme of the next game would be ‘working together’ (later amended by the players with ‘to get gold’).
I think one of the reasons for this is the very teamwork-centric game mechanics I mentioned.  Since each class has to rely on another in order to make it through an adventure alive, there is an inherent tension there.  You have to trust that someone else will do their job properly or your character probably isn’t going to survive.  When suspicion breaks that trust, it’s very hard to mend.
That doesn’t mean the themes brought up in The Divide aren’t worth exploring in the game.  The fracture and disintegration of a social group is an event that has countless opportunities for roleplaying, political maneuvering, and high stakes combat – just the sorts of things that make for a memorable D&D adventure.  Fortunately, DMs have an option that never really worked out for the characters of The Divide: the PCs can be a cohesive unit within a larger group that falls apart.  When the infighting begins, you still have all the juicy bits that make this scenario interesting, while at the same time preserving the fragile trust between the PCs.
As I mentioned before, The Divide provides the blueprint for such an adventure: restrict the movement of the group, limit resources and sow mistrust.  I can’t think of many published adventures that follow this pattern (the only one that comes to mind is the Dark Sun adventure, Last Stand At Outpost 3 from Dungeon 110), but the template can be applied to many scenarios: a becalmed ship threatened with mutiny and dwindling water, an outpost keep filled with mercenaries cut off from supplies by an impassable snowstorm (The Thing would work as great inspiration here too), or a Noble’s villa in the middle of a lavish party that must close itself tight to protect from a plague that has struck the city.
I’m saving a concrete example, in the form of an adventure outline for The Corridor, a similarly themed film.

It Came from Toronto After Dark: A Lonely Place to Die

January 17, 2012

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

A Lonely Place to Die

In this nail-biting thriller, Allison brings her new boyfriend on a mountaineering adventure to meet her three climbing partners and tackle a challenging peak in the Scottish highlands.  There they stumble upon a small girl buried alive in a makeshift prison and attract the attention of a group of murderous criminals who will stop at nothing to get her back.  All that stands between the mountaineers and escape from their pursuers are the highland’s raging rapids, bone shattering falls, and impassable chasms

Grabs Hold of You like an Angry Rottweiler

A Lonely Place to Die is one hell of an intense film, and does for rock-climbing what The Descent did for caving (although seeing as I’m afraid of heights and don’t like confined spaces the likelihood that I would have tried either, even before seeing the films, is pretty slim).  The Gilbey brothers don’t waste a lot of time on bloated backstories, giving the audience just enough that they care about the characters and understand the group dynamics.  The film gets to the set-up fast, and as soon as the mountain climbers find the kidnapped girl, the unrelenting action begins.
I’m not kidding when I say ‘unrelenting’.  In most action/thrillers the tension tends to come in waves – there’s a chase scene, and then a rest; they’re caught again, and then they get away (The Bourne Identity is a good example of this format).  This is not how A Lonely Place to Die works.  Once the chase down the mountain begins, it’s cranked up to 10 until the credits roll.  No one gets a break – not the characters, and certainly not the fool in the theatre who ordered the biggest drink and has to go to the bathroom (thankfully that wasn’t me).  The sheer energy that drives this film forward is what makes it work.  Like the characters fighting for their lives, there is no time to stop and think, and possibly question the actions of the film’s villains, because the camera is now hung out over a dizzying ledge and we’re too busy worrying the protagonist might not make that jump.  But honestly, who cares about the plot when the Gilbey brothers have set out a clear goal (make it off the mountain with the girl alive), and keep us on the edge of our seats, biting our nails over what’s at stake (and what action/thriller doesn’t have some silly plot elements?).
A Lonely Place to Die uses violence in a way that mirrors and complements the pacing.  It’s unglamorous, brutal, and before you can deal with it, the film moves on.  It does an excellent job of putting the viewer right in the middle of the frantic scramble for survival, which is exactly what you want from an action/thriller.
The movie draws obvious comparisons to Cliffhanger, only A Lonely Place to Die takes a handful of Cliffhangers, boils down the best parts and distills the mix until its 100-proof.  Where Cliffhanger is (fun, but) overproduced, the Gilbey brothers and the cast spent a few weeks learning how to rock climb so they could film right on the side of the mountain and do the stunt work themselves.  The directness of this kind of filmmaking infuses A Lonely Place to Die not only with believable action scenes, but also some breathtaking vistas of the Scottish highlands that would have been impossible to achieve (or cost prohibitive) with traditional filming techniques.
Unfortunately, given how strong the first three-quarters of the film are, A Lonely Place to Die trips up a little near the end.  I don’t want to spoil anything (see below), but it almost seems as if the Gilbey brothers forgot why the bulk of the film is so awesome.
Overall, A Lonely Place to Die is recommended, especially if you want to see a raw version of Cliffhanger without the cheese.  Watch it to snap you out of mid-season television and get your heart pumping again.

SPOILER
There were two things I want to comment on, but they are definitely spoilers.
First, I really love how the Gilbey brothers establish early on in the film (in a spectacularly unexpected death that will snap you out of complacency Tropic Thunder and Deep Blue Sea style) that absolutely no character is safe.  This was an incredible tool for amping up the tension, as I genuinely thought that any of the characters could go at any second (and with a child involved, that’s a pretty heavy threat).
Second, I’ll explain my criticism a little more.  Once the protagonists leave the mountain, the film loses the singular focus that drove the narrative forward so strongly.  I appreciate the filmmakers playing with my expectations on an intellectual level, but this film is all about visceral engagement, so I have to call the last quarter of the film a failed experiment.

RPG Goodness

A Lonely Place to Die is a fantastic resource for rpg players.  Besides being the perfect film to use as research for an alpine adventure (or just to get amped up before a game session), there are elements of the film that wouldn’t be out of place in a session of D&D.  See if this basic plot sounds familiar:

A group of people band together (some of whom know each other and some of whom don’t) to go on an adventure.  Along the way they stumble upon a prisoner and decide to take up the quest to bring her back to the safety of civilization.  With limited resources they must navigate their way through a dangerous environment and fend off attacks from the villains who captured the prisoner in the first place.  Cue death and mayhem.

Sounds like your average game session, doesn’t it?  Thinking about A Lonely Place to Die (and reading Blog of Holding’s latest post about the ‘star labyrinth’), made me rethink my notions of overland travel and wilderness encounters in D&D (I’ve always been more interested in urban and dungeon settings).  There is a tendency to view the wilderness as a two dimensional plane, where the characters can travel anywhere they please (I think D&D’s, and my own, fetishization of mapping encourages this, as does the venerable hex-map) with a die roll to avoid getting lost, but the world off the road is as full of ‘walls’ as any dungeon.  The main difference between the wilderness and the dungeon is that every party has at least one member highly skilled at climbing (or swimming) or with access to some terrain avoiding magic (like levitation or fly); so, instead of a wilderness adventure’s walls being restrictions, they are highly advised suggestions.  Rather than directing travel, a wilderness corridor funnels it (not everyone is going to want to scale that cliff or swim across that river).  This makes the wilderness ‘dungeon’ especially well-suited to a dynamic adventure where the choices of the players have a huge impact on the actions of the monsters (which is pretty much how it plays out in the film).  A map can still provide areas with location based encounters, only the players have more control over which route they take and how they get there (weighing the danger of the terrain against a shortcut or an avoided encounter).  This means that DMs are going to have to do a little extra work in determining how the monsters will react to the PCs (and the PCs’ movement through the territory), but is the perfect opportunity to throw in some of those creatures whose Monster Manual description has them using hit and run or stalking tactics that are rarely ever replicated in actual table top play (like displacer beasts, doppelgangers, and minotaur).
As an experiment I would love to transform a classic dungeon map into a wilderness adventure using the ideas I’ve mentioned, but that is something that will have to wait for a future blog post.

It Came from Toronto After Dark: Absentia

January 13, 2012

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

Absentia

The story begins with Tricia, grappling over the decision to declare her husband ‘dead in absentia’, after he mysteriously vanished without a trace seven years ago.  The legal declaration seems a first step to healing and moving on with her life but, instead of helping Tricia put her life together, she is tormented by the apparition of her missing husband.
Things are complicated by the arrival of Tricia’s younger sister, Callie, come to lend moral support but has problems of her own.  It isn’t long before Callie finds an eerie pedestrian tunnel that she believes is connected not only with Tricia’s missing husband, but with a much older pattern of disappearances.

Creepy, Instant Indie-Horror Classic

I’m not one of those jaded horror fans that claims not to be frightened by movies.  When they are good, scary movies scare me, which is why I go and see them (honestly I’m not sure why people who aren’t scared like horror movies – it’s a little like being an aficionado of tear-jerkers but never feeling sad).  A good horror movie gets your blood racing in the theatre, but a great one stays with you as you leave and makes you walk a little faster on your way home from the subway station.  Absentia had me hyper aware of all the weird little noises my house makes for a few days.
Part of what makes Absentia so effective is Mike Flanagan’s blending of the best parts of a ghost tale and a monster story.  The ghost story elements give the film its melancholic atmosphere and sense of building dread, while the monster provides the clammy handed fear and jump scares only a creature skittering in the dark can.
Flanagan also knows how to really take advantage of the isolation one feels in the suburbs.  Speaking as someone who grew up in the ‘burbs, I can attest to the strange quality they possess – at certain times of day, even if your rational mind tells you the rows of houses are filled with people, you feel like the last man on earth – a quality Absentia captures.   Incidentally, my neighborhood also had a scary pedestrian tunnel (which I had to brave in order to get to my friend’s house), so the focus of the film had my inner childhood fears working overtime.
With a tiny budget (the movie was funded by kickstarter, which should be familiar to gamers as the funding source of choice for rpg start-ups), Absentia wisely leaves the heavy lifting to the excellent cast rather than special effects.  I was especially impressed by the portrayal of sisters Tricia and Callie.  Actresses Courtney Bell and Katie Parker did a great job filling their portrayal with the kind of knowing barbs (as well as loving support) only adult siblings can throw at each other.   It had the added benefit of having their relationship to unfold for the viewer rather than artificially laying it out at the beginning of the film.
The concept of Absentia’s monster is very clever, and it unfolds in much the same way as the characters.  Flanagan could have easily used a long expository scene (complete with a convenient scholarly expert opening up a giant tome full of woodcuts) in order to drive his ideas home, but thankfully resisted the temptation and took a much less forced approach.
Absentia is strongly recommended to all horror fans.  The creep factor is in high gear and reminded me of the best parts of Insidious (the parts before the spirit world).  Watch it with the lights off, and see how long you can sit in the dark alone when it’s finished.

SPOILER ALERT
I do have one criticism of Absentia, and I hate to bury it under a spoiler tag (like I did with Some Guy Who Kills People) since it has nothing to do with the plot, but I really don’t want to take any of the threat of the monster away from those who haven’t seen the film yet.  Absentia left me needing to see more of the monster, enough that after the last scene I felt a tiny bit ripped off (just a bit – nothing like how ripped off I felt not seeing any aliens in Contact).  I didn’t want to see the creature in broad daylight, I think that would have ruined it, and I understand why Flanagan didn’t include the traditional monster movie ‘reveal’.  I’m not sure if it was entirely an editorial decision or a budgetary one.  I just needed a little bit more.  I realize a love of monsters is one of my idiosyncrasies, so it might not bug others like it did me.  Ultimately, showing too much would have weakened the film so, even though Flanagan was stingy with the creature, he came down on the right side of that decision.

RPG Goodness

There is a definite trend in modern D&D products to move the fey away from their 1e roots as benevolent (or at worst neutral) forest spirits toward something much more dangerous and sinister.  This trend can be seen in WOTC’s recent Heroes of the Feywild, but stretches back at least to the end of 3.5e with Paizo’s Carnival of Tears adventure.  It’s a trend I happen to like, and one that might also be playing out on the stage of popular culture if Absentia is any indication (as well as Grimm and Lost Girl).
Without spoiling the clever ideas that I alluded to in my review of the film, Absentia is required viewing for any game master that wants to see how frightening the fey really can be.  At first I thought the move to make fey dangerous was purely a pragmatic one – combat is a major component of the game, so it seems a waste to include game statistics for a bunch of flower sniffing pixies you aren’t going to get in a fight with.  Other than harassing my players with some leprechauns (they appeal to the same side of me that thinks Snoti the snotling champion is awesome), I don’t think I’ve ever used a blink dog, brownie, or killmoulis in any edition of the game, so there might be something to that theory, but I don’t think it’s the whole story.  While watching Absentia, I was reminded that the recent thematic transformation of the fey might actually be a revival of a much older view of faerie creatures.
Gary Gygax’s (and the rest of western culture’s) perception of the fey was probably informed by their Victorian interpretation (he did include Lord Dunsany in his list of inspirational reading, appendix N) as whimsical, fun-loving, child-like beings.  However, there is an older interpretation of the fey, one that places many of the faerie creatures in the same mythological niche as vampires, ghosts, and demons.  It is that tradition that I think Absentia and recent D&D products are tapping into.
Through this lens even the most benevolent fey of D&D’s past are transformed from innocent practical jokers to wild creatures filled with alien emotions and dangerous magic.  As a DM you can play this up for full effect.  Perhaps there is a sigil, or special herb the common folk put on their doors to ward against Eladrin, whom they view as unpredictable and dangerous – barely a step up from the murderous drow.  A leprechaun’s legendary treasure is actually a pot filled with gold teeth, pilfered from corpses during the faery’s nightly grave robbing (a habit that puts them in close associating with ghouls).  Brownies may help a desperate cobbler make shoes, but there is no telling what payment they may demand later on (anything from a silver plated laugh to the cobbler’s first born).
In such a world, making a pact with an arch-fey is just as dangerous as signing a contract with a devil or studying the maddening portents held in the movements of the stars and planets.

Random Fey-Pact Events

For those who have seen the feywild, its colours and smells are so vibrant and real it makes the mortal world seem like a sad reflection.  It is no wonder the immortal beings that thrive in that atmosphere, the arch-fey, are so difficult to understand.  Whatever their inscrutable motives for doing so, the arch-fey are known to lend some of their arcane secrets to mortals who interest them.
Unlike devils who frequently draw up well delineated contracts (if confusing and opaque) to entice mortal Warlocks, the unpredictable and mercurial arch-fey hold little stock in formal agreements (and frequently have a different understanding of them than mortals).  More often than not, fey Warlocks aren’t even aware of the agreements they’ve entered into.  The boundary between the worlds is thin in some places, and at these locations a mortal may accidentally leave a ritual offering or violate a sacred space, attracting the attention of an arch-fey.  The fey Warlock walks a dangerous path.  The relationship responsible for their newfound arcane powers is governed by alien whims and strange protocols.  There is little the mortal mind can do to predict these fluctuating patterns.  Instead the fey Warlock must learn to cope with the intrusion of the faerie world into their life, just as an infernal Warlock must learn to live with the eventual loss of their soul.
DM’s should roll on the following table every 2d6+2 days to determine the effects of the warlock’s arch-fey patron on the mortal world.  Optionally, this table can also be used for Witches and other characters that have attracted the attention of an arch-fey, such as those with the Tuathan and Unseelie Agent themes (all from Heroes of the Feywild).

It Came from Toronto After Dark: Midnight Son

January 7, 2012

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

Midnight Son

In this urban vampire tale, Jacob is a security guard stuck working the long, lonely hours of the nightshift, thanks to a rare skin condition that has left him dangerously sensitive to the sunlight.  After a chance meeting with a troubled and beautiful woman named Mary, it looks as though Jacob has finally made the human connection he longs for.  Unfortunately, Jacob’s disease hasn’t finished with him yet, and avoiding the sun is only the first stage of the illness’ metamorphosis.  As Jacob’s condition and his relationship with Mary evolve, things quickly begin to spiral out of control.

Engaging, Low-Fi, Addiction Drama

Whenever I think that vampire stories have been played out and are as bled dry as a buxom blonde in a Hammer film, a movie like Midnight Son (or a few years ago, Let the Right One In), comes along and reminds me why these monsters stay relevant and will continue to be in the years to come.  Vampires, even with their generally accepted genre conventions (rules if you will), represent a whole grab bag of subconscious fears and, with a little tweaking and liberal recombining, there is no limit to the stories they can be featured in.  I blame slumps in vampire culture not in the limitations of the potential of the vampire story but in the limitations of the vampire stories that are made.
With all that out of the way, I found Scott Leberecht’s Midnight Son refreshing.  The film doesn’t totally reimagine the vampire (although there are aspects to Midnight Son’s nosferatu that are unique), but it does reject the storytelling of at least a decade of Hollywood vampire movies.  Midnight Son is low-fi in the very best sense of the term.  There are no flying vampires, super speed, animal metamorphosis or over the top effects.  Instead, my interest was held by the characters – not beautiful and brooding dark princes, or fake angsty teenage heartthrobs – believable, lonely people trying to cope with their problems.  The plot is simple and straightforward and, although some characters may make bad decisions (it wouldn’t be much of a story if they didn’t), they are understandable decisions that still make sense (refreshing in a horror film).
You really feel as though you could run into the characters of the film on the street, which speaks both to the actors’ performances (again, it’s refreshing to see good acting in a vampire film), as well as the look of the film (no impossibly leather clad models posing and pouting in a club filled with choreographed dancers).  In the same vein, I have to comment on Leberecht’s ability to capture the atmosphere of a city at night.  Sure you’ve got plenty of darkness, but there is just as much light; just not the kind of light that leaves you comforted and safe – washed out fluorescents, and yellow tinted sodium streetlights that give even the healthiest specimen an unearthly, undead pallor.  It isn’t a look that many films get right (the lighting reminded me of Collateral – love or hate that film, the look of the nighttime lighting is spot on).
Midnight Son has plenty of horror, but isn’t what I’d call a scary movie.  Jacob’s vampirism works as an exploration of addiction and the sometimes crippling baggage we bring to relationships, with a little bit of body horror thrown in there as well.  There’s blood, but gore hounds will be disappointed by the low body count and unspectacular kills (which, as much as I love a splattery neck bite, would feel out of place in Midnight Son).  The second half of the film is quite tense and builds up to a nice climax, but some viewers might get bored by the slower pace at the beginning.  It didn’t bother me, but if you’re expecting a certain kind of vampire film, you’ll be disappointed.
If I had to compare Midnight Son to other movies, it would be to the addiction dramas of the nineties like Rush and the Basketball Diaries… only with vampires (if that makes sense).
Midnight Son is recommended, especially for those fleeing certain overwrought, sparkly undead and are looking for something a little more grown up and gritty.

Note: I have to mention this, because I collected the comics in the nineties, that the film Midnight Son has nothing to do with Marvel’s team of supernatural heroes, the Midnight Sons.  When I saw the title I was excited to see an indie version of Ghost Rider, but about two seconds of reading the description set me straight (although Jacob and Morbius do share some similarities).  Fans of the comics have to hope that Nicolas Cage’s next kick at the can is better than the first.

RPG Goodness

Midnight Son is a great example of a protagonist transforming into a monster and trying to cope.  It’s an excellent resource for anyone running a World of Darkness game that is looking for pointers on role playing a newly transformed kindred trying to understand their powers and place in the world.  I talked about players’ desire to ‘be the monster’ in rpg games as part of my review of Dead Heads, so I won’t retread that territory here.  Where Midnight Son takes the discussion a step further is its use of transformation through contagion – specifically the spread of vampirism through lapses in judgement in the pursuit of addiction (HIV spread through shared needles perhaps?).  Not only is the protagonist transformed into a monster, but he risks transforming others into monsters as well.
This seems like an excellent plot device to incorporate into a campaign using the vampire class from last year’s Heroes of Shadow.  While the method for spreading vampirism is pretty cut and dried in other games that feature vampires as PCs (I’m thinking about World of Darkness and Rifts in particular since I’ve played them), Heroes of Shadow leaves it intentionally vague.  This can work to the DM’s advantage.
Instead of telling the player how vampirism works, have them be unsure exactly how they became what they are (and how it is spread).  Maybe the PC has had the memory of the bite that infected them psychically wiped from their brain, or perhaps they were simply born a vampire and now act as a Typhoid Mary, spreading the disease to others they come in contact with.  Whatever the case, start having major villains who die after being targeted by the blood drain power return to the campaign as vampires, out for revenge against the party who slew them.   The players might not immediately clue in to the cause (they might suspect a rival vampire or necromancer is rejuvenating the undead villains), but once they do, will likely begin to take precautions against further vampiric resurrection (which is fine – it rewards problem solving and prevents the plot twist from becoming stale and overused).
Vampirism as an infectious disease can be just as useful in the reverse direction as well, to introduce material from Heroes of Shadow into an established campaign.  Instead of breaking immersion and introducing a new PC into the storyline, have a character who wants to try out the vampire class become infected with the ‘haemophage disease’.

Haemophage

There are many myths and superstitions regarding the spread of vampirism.  Most hold it to be a supernatural curse of some kind.  Few realize it is a terrible disease, spread like rabies or filth fever, through the bite of the infected.

Note:

This is a difficult and deadly disease by design – after all, if the PC wants to try out the vampire class, they want the disease to progress.  I considered having vampire characters spread the disease to fellow party members through the blood is the life class feature (emulating the film), but it takes away one of the vampire’s few avenues for healing (and before long would result in a party filled with vampires).

It Came from Toronto After Dark: The Theatre Bizarre

December 24, 2011

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

The Theatre Bizarre

The Theatre Bizarre is an old-school horror anthology and pet project of some of the genre’s most recognizable names.  A young woman is mysteriously drawn to a broken down old theatre where a disturbing half-man, half-puppet presents six spine-tingling tales: The Mother of Toads (Richard Stanley), where a newlywed couple encounter an ancient Lovecraftian religion dedicated to a horrible monster; I Love You (Buddy Giovinazzo), a meditation on a relationship poisoned by mistrust and obsession; Wet Dreams (Tom Savini), features an unfaithful husband getting his just deserts in this reality and others; The Accident (Douglas Buck), a glimpse of the life and death horror of the mundane world as told to a child;  Vision Stains (Karim Hussain), follows a junkie who chronicles the memories of her murder victims, which she re-lives after injecting their vitreous fluid directly into her eye; and Sweets (David Gregory), where a couple find that their relationship based on binge eating takes a strange turn.

Horror Buffet – Take What You Like and Leave the Rest

I’m not sure why anthology films have fallen out of fashion in North America, but growing up Creepshow, Creepshow 2, and Tales from the Darkside: the movie had a big impact on my imagination, and I miss the format (I even saw Creepshow 2 in the theatre – which not only dates me but also how long it’s been since an anthology movie got wide release).  Because of that, I was looking forward to the Theatre Bizarre and only slightly concerned that the movie’s six stories would be too short for the filmmakers to do anything with.  While I didn’t enjoy every tale, I liked the majority.  I suspect most of the crowd felt the same, though I’m sure everyone had different opinions on which segments they liked and disliked – that, I think, is the strength of the anthology structure.
The other strength of anthologies is that they are the filmic equivalent to short stories, a format perfectly suited to the horror genre (and not just because it’s my favorite way to read horror stories – I love Clive Barker’s Books of Blood and Stephen King’s Night Shift is the book that got me interested in horror).  I like to think that horror is about infecting someone with a disruptive idea, an idea that hides in their brain and won’t go away (often remembered at such inopportune times as walking down an empty street in the middle of the night).  Short stories are such an effective delivery for horror because they deal with a single idea, stripped of any distraction, and freed from the need to dilute it over the course of an entire novel (or film).  During the question period after the screening, it was nice to hear the filmmakers were given complete creative freedom over their segments, and I think each of them took advantage of the format to tell focused short stories (even the ones I wasn’t crazy about).
The wraparound story (featuring genre perennial Udo Kier) that ties the segments together does its job of moving from one section to the next smoothly.  It doesn’t stand out, but I think that’s the point, as it would distract from the other stories.
The Mother of Toads is a great little monster story.  The set-up is creepy (with an excellent performance by Catriona MacCall as the old woman), the monster looks fantastic, and the ending pays off.  That it has a liberal helping of Lovecraft mythos is just icing on the cake.
I Love You is also a strong entry.  It reminded me of the clever storytelling of the Twilight Zone – only with good acting, and modern dramatic sensibility (no offense to Rod Serling – it will always be a classic).
I didn’t care for Wet Dreams.  Maybe it was the similarity in theme to the superior I Love You that makes it seem flat in comparison, but I felt Tom Savini’s entry lacked any emotional depth and came off cheesy (it looked good though).  If I Love You is a great chapter in the Twilight Zone, Wet Dreams is a bad episode from Tales from the Crypt (which is why I’m sure some people will love it).
The Accident really stands out from the crowd for its complete rejection of any supernatural or traditional horror elements (and for that audacity alone this might be my favorite segment).  The story is so simple, but so effective at reminding the viewer that we tell scary stories to distract ourselves from the terror of everyday life.  I’m sure I wasn’t the only one in the audience who had painful images from childhood come bubbling back to the surface after watching this.
Vision Stains has one of those ideas at its heart that you absolutely want to steal, and completely lived up to its promise (the double edged sword of any great idea).  Its narrative, about our obsession to know everything, hit home (as I’m sure it will for others in our Google and Wikipedia age).  Vision Stains also boasts some of the gnarliest (and well done) eye injuries I’ve seen, so fair warning to the squeamish (and those who have a hard time watching others put in contact lenses).
I’m on the fence about Sweets.  On the one hand the vivid, surreal feel of the segment is fantastic.  On the other, I felt the impact of the ending was blunted by relying on a series of gross-outs.  At this point in the day of screenings, I was starving, and in spite of my hunger Sweets had enough of an effect on me that I didn’t make a trip to the concession stand, so in the final analysis I guess I have to judge David Gregory’s work a success.
The Theatre Bizarre is recommended (especially for those who remember films like Creepshow and Tales from the Darkside with fondness).  The film’s discreet segments make it perfect to throw on next Halloween, and watch between bouts of handing out candy.  I can’t guarantee you’ll enjoy every part (or even that you’ll like the ones that I did), but there’s enough quality storytelling in the Theatre Bizarre that it hits more than it misses (and the segments are short enough you won’t mind sitting through the misses).

RPG Goodness

Watching Vision Stains, I couldn’t help but think the whole eye-injection thing would make a very creepy way to cast the spell speak with dead in a dark steampunk game or a twisted version of Eberron.  With much of D&D fandom, myself included, showing a renewed interest in the game’s pulp fiction/sword and sorcery roots, there’s a general feeling that D&D’s magic system (of any edition) is too ‘high fantasy’ to gel with that approach.  Rather than scrap the whole magic system, I think Vision Stains demonstrates that something as simple as cosmetic changes to the way that spells are cast (the somatic and material components in 2e and 3e) can completely alter the tenor of even the most innocuous magical effect (in the case of the film, humble information gathering).  The following are a small sample of common spells altered to add an element of the dangerous, weird and horrific to magic in D&D games:
Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, Owl’s Wisdom – the recipient of the spell consumes a pickled organ (usually a heart to improve physical attributes or a pineal gland for mental attributes) belonging to a creature with a higher score in the appropriate statistic.  This makes finding suitable component sources difficult for individuals who want to improve an already fantastically high score.
Cure Wounds – the wounds of the living are healed by grafting chunks of flesh from the bodies of the fallen.  Discoloration due to a difference in species between donor and recipient fade after twenty-four hours.
Detect Magic and Identify – the caster enters a deep trance through the use of an inhaled or injected drug.  This drug is harvested in an unsavory manner or from an unpalatable source such as illithid brain juice or powdered grave mushrooms.
Floating Disk – the material focus for this spell is a metal or wooden lip disc that must be worn for the spell to function.
This wouldn’t be much of a monster focused blog if I didn’t mention the Mother of Toads again.  While watching the film it struck me that the creature in Richard Stanley’s segment was a lot like a D&D bullywug, and a Cthulhu mythos connection to this monster (which I’ve always felt was under-appreciated) would go a long way in redeeming its appearance on the Dungeons and Dragons cartoon (where they were lamely defeated by giving them giant flies to eat).  Well, after a little research, it turns out there is a connection (that’s actually a little tangled back and forth).  The Mother of Toads is inspired by a Clark Ashton Smith story of the same name, written as a part of his Averoigne cycle, a collection of tales that also inspired the classic module Castle Amber.  Just as likely, bullywugs could have been inspired by Clark Ashton Smith’s more famous addition to the Cthulhu mythos, the frog-like Tsathoggua (the man liked his frog beasties).
Either or, the best way to make the connection concrete is to immortalize the mother of toads in monster form…

The Mother of Toads

“Pierre awoke in the ashy dawn… Sick and confused, he sought vainly to remember where he was or what he had done. Then, turning a little, he saw beside him on the couch a thing that was like some impossible monster of ill dreams; a toadlike form, large as a fat woman. Its limbs were somehow like a woman’s arms and legs. Its pale, warty body pressed and bulged against him, and he felt the rounded softness of something that resembled a breast.” – Clark Ashton Smith, Mother of Toads.

Lore

Nature DC 10: The mother of toads is an agent of the fetid and swampy primordials that created the bullywugs, and is worshipped as a deity by all the batrachian creatures of the marsh.
Nature DC 15: Some rumors hold that the mother of toads is incredibly ancient, the first bullywug hatched from the original god-egg that spawned the race before it could breed true.  Since she is unable to reproduce with other bullywugs, the mother of toads mates with degenerate cultists and human captives.

The Mother of Toads in Combat

The mother of toads takes perverse pleasure in using illusions to lure unwary travelers into her embrace while her pets and servants hide nearby.  In the event of combat she reveals her true, disgusting form, immobilizing foes with swarms of frogs, and weakening them with a spray of secreted slime.  The mother of toads usually chooses the strongest and most virile looking male to control with her hallucinogenic saliva – committing unspeakable acts with the mind controlled slave once his companions have been eaten.

Encounters

The mother of toads dwells in a rustic cottage at the edge of a wild and dangerous swamp where she poses as a friendly herbalist and healer.  The swamp is littered with weird and sinister primordial idols from the time before the dawn war.  The mother of toads children (bullywugs, as well as giant frogs and toads) are never far off and always heed her commands.

It Came from Toronto After Dark: Love

December 24, 2011

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

Love

Set in the near future, this film focuses on the life of astronaut Lee Miller during a solo mission on board the International Space Station.  Shortly after his arrival, something goes terribly wrong on the planet below and all communication stops.  Alone, Miller must deal with crushing loneliness and the dangers of the aging space station.  Hidden amongst the junk of previous crews, Miller finds an old journal written during the American civil war that hints at a profound secret.  As the astronaut begins to lose his mind, fantasy, reality, and the mystery of the journal begin to bleed into one another.

Visually Stunning, Emotionally Charged

Love is not a film people are going to feel ambivalent about.  Standing in line for the movie that followed the screening, it was apparent that festival goers who had just seen Love had very strong opinions about it.  I enjoyed Love immensely, and I’m not sure if it was the lack of sleep this far into the festival, but the movie had a pretty big emotional impact on me as well.
Before I go into Love’s merits, I think a good litmus test on whether you are going to hate this film depends on what you feel about 2001: A Space Odyssey – If you dug the second half of that movie (when Dave is alone on the ship, up to and including the funky space warp with the monolith), then I think that Love is for you.  But 2001 isn’t for everybody, and neither is Love.  I should also confess that I like the movie Solaris, so if that throws my judgment into question, I’ll understand.
Before making Love, writer and director William Eubank worked as a cinematographer, and it shows.  Love is absolutely beautifully shot.  There were moments, especially the civil war battle scenes, that I can honestly say are some of the best looking filmmaking I have ever seen.  After the screening Eubank announced that the film is being distributed on iTunes, and I’m glad it will reach a wider audience, but it also pains me to think it won’t get a proper theatrical release because I’m not sure you’ll be able to see the depth of detail on the small screen.  One scene in particular stands out in this regard – an amazing slow motion shot of a charging soldier where you can see the individual particles of dust being blown off his uniform by the shockwave of a nearby exploding mortar shell.  Amazing stuff.
Contrasted with the wide open, vividly colored civil war and fantasy scenes, Eubank creates a space station whose muted colors and oppressive atmosphere are cranked up to a Das Boot level of claustrophobia.  Actor Gunner Wright takes full advantage of this in his role as the astronaut (which is good since he’s on screen for the main chunk of the film).  His performance pulled me into Miller’s world, and aside from a few hiccups (he’s been in space how long?), kept me there for the full hour and a half.
The most incredible thing about Love though, and I still find it a little hard to believe given how good it looks (have I gushed enough yet?), is that the entire thing was shot in the back of Eubank’s parents’ ranch, with all the sets built by Eubanks in his spare time.  Even if you hate the movie (and I’ll admit there were quite a few haters in the audience), you have to be impressed by what the filmmaker was able to accomplish with the little he had.  Did I also mention it was shot with borrowed cameras?
I referenced 2001 earlier, and the DNA of Kubrick’s heritage is strongly manifest in Love.  There will always be cries of rip-off when a film wears it inspiration on its sleeve like Love does, but I feel it just manages to steer shy of being derivative and say something new.  Love shares many of 2001’s themes (isolation, madness, the meaning of humanity), as well as some superficial elements (most of which are spoilers), but goes about exploring them on a tangential course.  Ultimately, Eubanks has very different things to say about people than Kubrick does, and each film elicits a very distinct emotional response.
Love is recommended, especially for fans of 2001 who want to see a different reading of similar themes.  Even if you aren’t a fan of that kind of film, I recommend tracking down the civil war scenes and watching them on as large a screen as you possibly can.

RPG Goodness

Unlike most stories, which use clues or revelation to propel the plot, the driving force of Love is the absence of information (communication with earth ceases).  It might be counterintuitive, but I think it’s a technique that can be applied to rpgs both to foreshadow future adventures and to inject a little verisimilitude into the game world.
Beginning with the rumor table in the venerable Keep on the Borderlands (Bree-Yark means ‘I surrender’ in goblin language), and evolving into skill checks to gather information (or Streetwise or Conspiracy), D&D adventures have a long history of enticing players to progress to the next stage of the plot with packets of information.  I think that the absence of information can be just as motivating to players, driving them to seek out the answers.
As an example, instead of introducing the module Against the Giants with the Grand Duke informing the players that an alliance of giants has overrun the western portion of his dominion, pique their curiosity by telling them the grand duchy hasn’t heard from any of the villages bordering the Crystalmist Mountains in weeks.  The PCs, dispatched to find what has happened, can find evidence of giant attacks and as the adventure progresses, will come to realize the attacks are the result of a sinister group of masterminds organizing the disparate races of giantkind.    By starting with nothing, and uncovering the facts of the mystery themselves, the PCs ‘own’ the information, and are much more motivated to advance the plot of the adventure than if they felt the mystery was someone else’s (and therefore someone else’s problem – sorry Grand Duke, not interested).
Providing the players with gaps of missing information also works well when introduced into the campaign in the middle of a different adventure.  That way the mystery stays at the back of the players’ heads while they deal with more pressing matters, and when the issue comes up again later in the game (or escalates) it seems more organic and less like a video-game series of quests to tick off (thank-you for collecting eighteen squirrel tails, now I need a letter delivered…).  The absence of information can sometimes be just as important as a rich background for making the game world come alive.
Love also tackles the theme of isolation, which is difficult to apply to rpgs in an existential sense, but when thought of more practically, is a powerful tool in the DM’s arsenal (so powerful in fact, that it should be used sparingly or it will grow old very fast).  The old adage, ‘don’t split the party’ is true for a reason, and nothing panics a group of adventurers like being isolated against their will.  Pits (the Dungeon Master’s Guide has the standard example but my favorite is the pivoting floor and wall from Pyramid of Shadows), portcullises (from Dungeon Master’s Guide II) and conjured walls (just add the wizard class template to a monster and choose wall of fire, wall of ice or the forcecage power) are all excellent devices to separate members of the party from one another, especially when combined with a combat encounter.  If you are feeling extra devious, use this tactic while toying with the players’ impatience – stagger the combat encounter so the panicking players waste their most powerful abilities and resources on weaker creatures before the ‘big bad’ shows up (to reiterate, use sparingly if you don’t want to be pelted with dice).
The falling cage is a staple of evil throne rooms, does an excellent job of separating the party without separating them from the action, and I have yet to see one in a 4e adventure.  For that reason I present my own take on this classic trap.

Falling Barbed Cage

This trap works best in a combat encounter where the pressure plate is located between the party and a controller or artillery type monster, optimally along an obvious path of least resistance.  Alternatively, you can give control of the trap to one of the monsters, who waits until the characters are in position to activate the trap.
The falling barbed cage doesn’t inflict very much damage on its own, but is excellent at occupying and pinning down strikers and defenders that rush forward to attack soft targets.

It Came from Toronto After Dark: Some Guy Who Kills People

December 16, 2011

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

Some Guy Who Kills People

In this dark comedy, all of Ken Boyd’s problems can be traced back to the traumatic bullying he endured during high school.  It drove him to attempt suicide, which led to a stint in a mental hospital and now the only work he can get is a humiliating job at an ice cream parlour.  Living with his bitter and sarcastic mother, Ken trudges along the rut of his life… but everything changes when his estranged teenage daughter comes to stay with him and Ken’s tormenters start dropping like flies.

Dark, Sweet, and Funny

I expected Some Guy Who Kills People to be dark (it pretty much spells things out in the title), and funny (the trailer was hilarious) – and the film delivers.  What I didn’t expect was how sweet Some Guy Who Kills People is.  It’s rare to find a black comedy without a cynical bone in its body, but this film makes it work.  Maybe the murder and revenge keep the movie from descending into corniness and the sweetness keeps it from sliding into ironic despair.  I’m not sure, but it’s a nice balance.  You could call it ‘dark chocolate for the funny bone’ (eat your heart out Chicken Soup for the Soul!).
That balance that I mentioned takes great acting to pull off, and Some Guy could have been a disaster without it.  Kevin Corrigan is wonderful as the painfully awkward Ken, but isn’t so unreachable that you don’t feel sympathy for the guy when he has to cater the birthday party of one of the bullies dressed as a giant foam rubber ice-cream cone (and if it wasn’t painful it wouldn’t be nearly as funny).  Karen Black also does a good job as Ken’s harpy mother with a heart of gold (if you watch Burn Notice imagine Michael Weston’s mom, but instead of growing up to be a super-spy he had a dead-end job and still lived at home).   Barry Bostwick is hilarious as the bumbling local Sherriff (although bumbling isn’t really the right word – more like ridiculous) – anchoring much of the movie’s humour with straight-faced certainty and absolute deadpan delivery.  Holding her own amongst these veteran actors (shining even) is Ariel Gade as Ken’s young daughter.  I think I might even go so far as to say that her sincere performance, filled with spunky optimism, is the heart and soul of this film.  I see from her IMDB page that she’s been in a few movies I’ve watched (Dark Water, and Aliens vs. Predator: Requiem), but I have no memory of her (sorry).  If Some Guy gets wide release, her relative anonymity will change, because it will catapult Ariel Gade’s career like Little Miss Sunshine did for Abigail Breslin.
I’ve focused on the lighter elements (because they really stand out in a festival like Toronto After Dark) but it isn’t all gumdrops and lollipops, there’s also murder and death.  The kills are creative and funny, though I would have liked them to be a little bloodier (not Saw level violence mind you, but a little absurd, over the top arterial spray would have added something).
Some Guy Who Kills People is recommended.  It’s  a nerd fairy tale; watch it when life’s got you down and you want a revenge fantasy with your happily ever after.

SPOILER ALERT
I really only have one criticism of the film, but it’s wrapped up in a spoiler so I wanted to put it down here.  I won’t give too much away, but towards the end of the movie is a big plot twist (which is a spoiler if you’re looking for it the whole time).  At the end of the day it felt sort of awkward, as the mystery is one of those reveals, which is full of information that isn’t given to the audience prior to the twist.  I also felt it undermined what the filmmakers were doing with one of the main characters, since you cheer for him in spite (maybe because) of the murders.  It doesn’t ruin the movie; it just felt like they pulled their punch a little at the end.

RPG Goodness

Although the murders in Some Guy Who Kills People are funny (and the victims are unrepentant douchebags), they are also unequivocally ‘bad’ (as in ‘not something a good person would do’).  Watching the film with rpgs on the brain, I couldn’t help but think that the actions of the serial killer in Some Guy would not be out of place on the tabletop, and might not even be considered all that bad depending on the context they were committed within.  If the bullies happened to be a cabal of evil wizards in a dark tower, the PCs wouldn’t think twice about breaking into their home and slaughtering them in cold blood.  If though, like in the film, the bullies were just a bunch of 0-level commoners from town, things should be different.
The context of the PCs actions in both scenarios is informed not only by the morality of their alignment, but also by what I like to call the ‘frontier mentality’ (since it plays out very much like a western).  Things are dangerous in the wastelands and dungeons outside of civilization and the stakes are life and death.  Though mercy is expected of the noble, hostility is most often met with brutal violence.  On the other hand, once back behind the walls of society (‘in town’), adventurers need to heed the law and start acting civilized again.  The frontier mentality is something I like to play with in my games, by placing NPCs in town that I know will get the goat of the players, just to see if they can keep their swords in their sheaths (hey, DMs are allowed to have fun too).  I think using the scenario of the film (the PCs running into childhood bullies in town) would make for an exciting and tense encounter, especially if the bullies pose no physical threat (can the PCs resist the temptation?).
The arrival of Ken’s teen daughter in the film got me thinking – what would the PCs do if they had to bring a young dependant along with them on their adventures?  Instead of being a hassle, what if it was actually a reward?  The appearance of a young companion or sidekick that the hero is responsible for is a staple not just of comedies but also of action/adventure movies and comic books.  In spite of this, the only similar situation I can recall in my own games was when we made use of a table in 2e’s Complete Book of Bards– if a bard’s fame score was high enough a number of special events could occur, one of them being an obsessive 0-level fan that followed the character into dangerous situations.  While the crazed fan proved to be a lot of fun, he was hardly a benefit to the party.  I think that sidekicks can be both a boon and a liability (as they are in comics and films), so here I present guidelines for ward characters in D&D.

Ward Characters in D&D

After the hobgoblins of the red hand destroy your village, you must escort your feisty nephew to safety, out of the reach of the war.  Your renown has brought you to the attention of the indulgent Baron of the Nentir Vale, who volunteers you to take his headstrong daughter with you on your next adventure.  In order to fulfill your obligations to the University of Magical Arts you must train an apprentice, and there is no better classroom of magical lore than the ancient tombs and ruined temples of your frequent delves.  These NPCs are all examples of ward characters – inexperienced young men and women placed in your care, that, while not yet full-fledged adventurers, still have something to offer.
Ward characters are similar to companion characters, but lack the full suite of attacks and hit points of the latter.  They follow you on your adventures for a time, but don’t demand a salary like a hireling or take a share of the XP like a henchman.

Gaining a Ward

Ward characters cannot be bought like a piece of equipment or acquired through training like a feat.  A ward is added to the party either as a result of your character’s actions in an adventure, or as a story reward.  Once gained, a ward stays with the party as long as it makes sense: until your nephew is safe from the hobgoblin war, the Baron’s daughter grows tired of the hardships of adventuring, or your apprentice has learned your tuition.

Running a Ward

The DM introduces the ward into the game and controls their actions outside of combat according to their individual personality.  Generally, a ward has the same level as the party.  The ward forms a special bond with a single character in the party who controls their actions during combat.  The ward acts during your initiative in a manner similar to a wizard’s familiar, through the sacrifice of your actions.  Optionally, depending on the motives of the ward character, after each short rest the ward may form a bond with a different ally (for example, your nephew probably won’t follow anyone but you, but the Baron’s daughter might).  A ward can only be bonded to one character at a time.

Ward Characters in Play

A ward has two modes in combat that you can switch between by expending a minor action (by calling for help or giving an order): active and passive.
Passive: a passive ward is not participating in the combat.  Perhaps they are hiding in a nearby cupboard, have fled to a safe distance, or are taking refuge in your bag of holding.  In this mode the ward does not take up any space on the battlefield.
No Targeting: A passive ward cannot be targeted by any effect.
No Damage: A passive ward cannot be damaged by any effect.
No Benefit: A passive ward’s traits have no effect on any creature.
Active:  an active ward appears on the battlefield within 5 squares of you.  An active ward listens to your advice and moves around, although they are too inexperienced to make attacks. Unless their description states otherwise, the ward cannot flank an enemy.
Movement: By using a move action, you can move your ward her speed.
Range Limit: Unless otherwise noted, a ward isn’t confident enough to move more than 20 squares away from you.  If at the end of your turn the ward is more than 20 squares away, she immediately enters passive mode.
Actions: A ward can take actions (other than attacking) as normal, or use a skill from its skill list, but you must use the relevant action for her to do so.

Ward Character Statistics

All ward characters share the following statistics:

 

 

 

 

 

 

 

Additionally each ward also gains a special benefit.  When the ward is introduced, choose an appropriate role and add the traits to the statistics block:

Notes:

Since I wanted ward characters to be more than just a liability, I looked to existing D&D rules for ‘helpers’ as inspiration.  I liked 4e’s approach to familiars (giving up actions for them to do things and their death wasn’t as much of a burden as it was in other editions) and the modular nature of hirelings, so I basically hacked the two systems together.  This method might be a bit too gamist for some (the active and passive modes might annoy those who like less abstract NPC mechanics), but I think if it’s run right (the ward whimpering and running off to hide when reduced to 0 hit points for example) it can be fun and won’t break immersion.

It Came from Toronto After Dark: War of the Dead

December 10, 2011

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

War of the Dead

Deep in the forest between Finland and Russia, scientists at a Nazi research facility subject the locals to horrific ‘anti-death’ experiments.  Instead of creating an unstoppable super soldier, the process creates living-dead monsters, and the facility is abandoned.
The film picks up a few years later, in 1941, during the conflict between the Soviet Union and Finland (called the Continuation War). At the height of the hostilities a mixed Finnish and American group of Commandoes presses against the Russians to reclaim lost territory, only to find the dead rising to fight anew.

So Disappointing…

For the finale of zombie appreciation night, Toronto After Dark screened the world premiere of War of the Dead.  Of all the undead themed movies at this year’s festival, War of the Dead was the one I was most looking forward to, so my own anticipation (and expectations) may be partly to blame for why I didn’t like it.  Added to this, the film was advertised as a ‘Nazi zombie’ flick and truth be told, it really isn’t.  There are some Nazis in the prologue, but most of the movie is spent fighting Russian zombies.  That might be nitpicking, but when you’re pumped up to see some Nazi zombies meet brutal justice at the end of a submachine gun, Russian zombies just won’t do.
I was looking for Weird War Tales, or at least the Howling Commandoes meet Dawn of the Dead.  What I got was a mess of bad direction and bad writing that had the audience laughing (myself included) at inappropriate moments (the kiss of death for serious irony-free horror – an approach I was all set to embrace, had it been good).
In much of the movie, the lighting is too dark to see anything.  That might work in a thriller or suspense film, but for an action movie like War of the Dead you need to be able to see what’s going on to get excited about it.  In other films I would point to the overly dark scenes as a dead giveaway the director was trying to cover the imperfections of a low budget, but it was obvious from the few bits that were visible (lots of explosions, pyro, and great zombie makeup) that the money was there – and apparently wasted.
In spite of the straightforward plot (I’ll give a rare kudos to director Marko Makilaakso in this critique for keeping it moving at an exciting pace), there are some nagging inconsistencies that left me feeling like parts of the film were missing.  Over and over again, our attention is drawn to a certain mysterious MacGuffin, whose ultimate function is way too mundane for the focus it was given (plus, it doesn’t make that much sense).  I’m convinced there was more to it and the big reveal was either left on the cutting room floor or is being saved for a sequel.
Even with all these problems, the film could have been redeemed with some bloody zombie action and spectacular kills, but War of the Dead also failed to deliver on this front.  After the first twenty minutes, during which time the platoon is winnowed down to the ‘main characters’, the zombies conveniently stop biting people and start punching them instead.  I can forgive not including a shot of the zombie horde tearing into and chowing down on a freshly made corpse (yes it’s in almost every zombie movie, yes it’s still a classic).  I cannot forgive a ten minute long fight with the ‘boss’ zombie where the monster doesn’t even try to gnaw on the hero once (I’d use the word blasphemy if it didn’t seem so inappropriate in reference to the absence of cannibalism).  By the end of the film I felt as though the zombie in Monster Brawl – a wrestling movie – did more biting.
War of the Dead is not recommended.  Completists and those who have been waiting since 2008 for this film (its release was plagued by delays and recuts) are probably going to see it anyway.  To them all I can say is I warned you (and maybe you can better explain the MacGuffin to me).

RGP Goodness

In spite of what I thought about the film’s execution, there is still quite a lot of role playing ideas to take away from War of the Dead (which shouldn’t be surprising as that’s one of the points of the It Came From… series).
One of the elements of the film’s plot (don’t worry it’s not really a spoiler since it takes place in the first ten minutes) that I think adapts very well to rpg games is how War of the Dead introduces zombies into the action.  The main characters are already involved in a war, when suddenly something supernatural shows up and becomes the real focus of the plot.  This format works great for introducing ‘normal’ PCs to elements of weirdness in games like Call of Cthulhu, D20 Modern, Beyond the Supernatural and Nightbane.  The best part is (if anything good can be said of war), that there’s always a war going on somewhere, so no matter what time period your game is set in, you still have a memorable and smooth way to start the campaign.  I can vividly picture a game that takes place in modern day Afghanistan, where the PCs are a small squad of U.N. soldiers (which gives a lot of PC flexibility as it can include non-military characters like journalists and civilian engineers) fighting insurgents in the mountains when suddenly the zombies/aliens/chthonians show up and everything goes to hell.
You can also use this approach in fantasy rpgs, but since most fantasy settings have supernatural elements as de rigueur, it takes something special for the weirdness to have an impact.  If you wanted to do some genre bending and add some sci-fi into your campaign this could work (the mechanical invasion of the sheen from the pages of 2e era Dragon and the Tales of the Comet boxed set come to mind).  I can imagine starting a campaign with a re-creation of the battle of Emridy Meadows (a historical battle site in the Temple of Elemental Evil module in the Greyhawk setting) and having a massive alien spacecraft crash smack in the middle and start spewing out killer robots that annihilate friend and foe alike.
For all my ‘punching zombie’ hating, the interesting thing about the film’s undead is that they retained enough of their former lives that soldiers turned into zombies were more of a threat than your average villager turned shambler.  In game terms, that’s a great example of the application of a monster template, which I think is a far better way to simulate a PC’s transformation into a zombie than simply replacing the character with a generic ‘undead spawn’.  The new monster will have familiar powers, which really drives home the disturbing nature of fighting a former ally.  To that end I present the Romero zombie template (even though the zombies in War of the Dead were fast zombies) for Gamma World (though it works just fine with 4e D&D too).
For a more generic zombie for the PCs to fight (and get bitten by) check out the Romero zombie in my review of Exit Humanity.  For the details of the zed virus that can turn a PC into a zombie see my review of Deadheads.

Romero Zombie Template

Adding Templates to Monsters in Gamma World

A template is a guideline for transforming one creature into another.  This can be used to simulate a creature’s actual physical transformation (such as being turned into a zombie or a cyborg), or to represent a tougher variant of the base monster (such as the chieftain of a badder tribe or the mother of all soul beshes).
A template lists changes to a monster’s statistics and grants it some new powers and abilities.  In general, if a template does not alter a certain statistic, that entry does not appear on the list.  A template’s listed hit points are added to (and do not replace) the base creature’s hit points.
Each template lists any prerequisites for adding it to a monster.  The modified monster retains all its normal powers and abilities except those that overlap or conflict with those bestowed by the template.
Since a template adds powers rather than substitute them, the new monster is more powerful and is considered an elite opponent worth twice as much experience as the base creature.

Romero Zombie

“She’s not your mother anymore”

Apply this template to a monster or PC that succumbs to the zed virus.  These creatures rise from the dead as animalistic, barely sentient, shadows of their former selves.  Although the zed virus reanimates enough of the brain to preserve the base creature’s attack powers, all the creature’s goals and personality are subsumed by the desire to consume flesh and spread the virus.  Romero zombies rely on their bite attack, but will use other powers in the pursuit of food, especially if they immobilize or move their prey into melee range.
“Romero zombie” is a template you can add to any humanoid creature.  Optionally, the zed virus can also affect animals and beasts.  Rumors persist that the zed virus affects creatures with the extradimensional and extraterrestrial origin in bizarre and unpredictable ways.
Although this template alters a creature’s ability scores, don’t recalculate the Romero zombie’s defenses, initiative or attack bonuses.
Prerequisite: Humanoid

It Came from Toronto After Dark: Deadheads

December 2, 2011

These It Came from the DVR articles are going to be a little bit different.  As an early Christmas present to myself, I picked up a festival pass to the Toronto After Dark film festival.  So the first difference is that these are new movies, on the big screen, instead of old ones and niche programming on the small screen.  The second difference is that these are going to be short.  I’ve got eighteen films to see in seven days (as well as dressing up for the annual zombie walk), so I’m not going to have a whole lot of time to write, and I want post these while the blood is still fresh.
Toronto After Dark is a horror and genre film festival oozing with gobs of monster and rpg inspiration, but most of the films it showcases won’t see wide release – so in addition to extracting some rpg goodness from each movie, I’ll also give them a bit of a critique, so fellow gamers can know what they need to track down and what to avoid.  I’ll try and keep spoilers to an absolute minimum.

Deadheads

Deadheads mashes together the unlikely genres of zombie, comedy, and road-trip movies to tell the story of Mike and Brent, two strangers that awake one day to find that they have become sentient zombies in the middle of a mindless zombie outbreak.
The two team up and set out on a cross country trek to find Mike’s girlfriend and carry out the marriage proposal he was planning before he died.  Along the way the duo tries to cope with undead life and is pursued relentlessly by the shadowy organization that created them.

The Zom-Com With Heart

Toronto After Dark kicked off ‘zombie appreciation night’ (discounted tickets were available for those in costume – a great bit of cross promotion with the Toronto Zombie Walk) with Deadheads.  The preview I had seen was pretty funny, but I was wary, as comedy is one of those things that can easily land way off the mark.  Co-writer and director Brett Pierce was in attendance and introduced the film as a ‘zombie movie with a lot of heart’, and after seeing it, I have to agree.
There’s so much to like about Deadheads that it makes me want to overlook the film’s rougher patches, which, if you ask me, is the hallmark of something special.  The low budget meant that some of the effects weren’t that great (I’m thinking of the digital fire in particular), but the zombie make-up was excellent (a sign that the Pierce brothers knew what was important to spend their limited budget on).  Similarly, there were a few slow moments in the middle of the film, but there are enough laughs in the intro and finale to make up for it.
The immediate comparison will be with Shaun of the Dead, which is appropriate since Deadheads works for many of the same reasons its predecessor does (it even uses a similar font for its movie poster).  Both films make excellent use of their romantic comedy trappings, poke fun at sometimes ridiculous horror conventions, and feature a hero who must find direction and evolve beyond a life as a directionless loser in the catalyst of an apocalyptic crisis (that last one carries a lot of traction with guys like me).
But what sets Deadheads apart is what it does differently.  With the protagonists being zombies instead of fighting them, it’s sort of an inverse version of Shaun of the Dead (and if Romero-esque zombies are code for our consumerist society, finding a way to exist as a conscious zombie might ultimately be a more hopeful message).  Also, while Shaun slips its romantic comedy into a survival horror plot, Deadheads uses the road trip movie as its primary plot device… which got me thinking about another Simon Pegg film, Paul.
Now Paul isn’t very good, but its shortcomings highlight what made me like Deadheads so much, and nothing demonstrates the difference between these movies more than a comparison of their respective sidekicks.  While the self-titled alien of Paul is hard to look at, irritating and lacks any emotional depth (I’m being a little strong here, but I’m, trying to make a point), Cheese in Deadheads (a regular zombie Mike and Brent bring along in an attempt to train him to stop eating people) instantly connects with the audience with nothing more than a few grunts and facial expressions and has you rooting for the monster from the moment he appears on the screen.  Seriously, if a film is able to make me care about the well-being of a mindless flesh eating zombie it’s doing something right.
Deadheads is recommended, and is a must-see for fans of Shaun of the Dead.  It isn’t highbrow stuff, but it isn’t supposed to be, and it accomplishes what a good romantic comedy should – it gives the audience what they want and leaves them feeling uplifted.

RPG Goodness

The inversion between protagonist and monster that Deadheads plays with is not new territory for role-players.  From early in D&D’s history, players have wanted to use nonstandard races and monsters as PCs (a style of play fully embraced by D&D 3.5’s Monster Manual).  It could be that rpgs in general attract people that are a little on the margins themselves, who identify more with the monsters of film and literature than with the heroes.  Or it could be that monster PCs just look cool and get a bunch of neat powers to play with.  I don’t exclude myself from these observations, as my long running Minotaur gladiator (from 2e D&D) and piano playing vampire (from Rifts) can attest to.
Deadheads is a great example for role-players of the friction between living as a monster and dealing with everyday problems.  Deadheads plays this for laughs, and truth be told that’s how these difficulties will probably manifest on most tabletops with monstrous PCs – that is when the party isn’t running from a disgruntled militia or a bunch of angry peasants with torches and pitchforks.
In spite of the popularity of monstrous PCs, the transformation into an NPC monster via infection (through lycanthropy or level drain for example) is still something every player avoids like the plague (zombie plague anyone?).  I think the real in-game horror of such transformations has nothing to do with who is a monster and who isn’t, and everything to do with loss of control and agency in the game world.  In that spirit I present disease rules modified from 4e for the Gamma World game and the Zed virus (also compatible for D&D games).  For the carrier of this plague, the Romero zombie, see my review of Exit Humanity.

The Zed Virus

Disease in Gamma Terra

The laboratories of the ancients are a breeding ground for a cornucopia of genetically engineered super viruses, every bit as dangerous as the radiation and mutant horrors of the wastes.
When a creature is exposed to a disease – whether through a spray bottle of weaponized anthrax or the bite of an infected zombie – they risk contracting the disease.  The transmission and effects of a disease follow three steps: exposure, infection and progression.

Exposure

A creature that is exposed to a disease risks contracting it.  A creature is typically exposed to a disease through a monster attack (such as the bite of a Romero zombie), or environmental exposure (such as an ancient CDC lab).  Unless the disease inducing attack or environmental description states otherwise, an exposed creature makes a saving throw at the end of the encounter to determine if exposure leads to infection.  If the saving throw fails, the creature is infected.
If a creature is exposed to the same disease multiple times in the same encounter, it makes a single saving throw at the end of the encounter to determine if the exposure leads to infection.

Infection

Each disease has stages of increasing severity along a track.  The effect that exposes a creature to a disease specifies the stage of the disease that applies when a creature is infected (if no stage is specified start with the initial stage).  As soon as a creature contracts the disease, the creature is subjected to that stage’s effects.
Unless the disease is removed from the creature (through an origin power or Omega Tech), the disease might progress at the end of the creature’s next extended rest.

Progression

Until the disease ends, unless the description states otherwise, the creature must make a Fortitude check at the end of each extended rest to determine if the disease’s stage changes or stays the same.  To make a Fortitude check, roll 1d20 and add your Fortitude score minus 10.  A disease typically specifies two DCs.  A check result that equals or exceeds the higher DC means the disease is getting better (and moves 1 stage left on the track).  If the check result equals the lower DC, or is between the two numbers, the disease remains at its current stage.  A lower check result means the disease is getting worse (and moves 1 stage right on the track).
An ally can attempt to care for a diseased patient (using ancient pharmaceuticals, alien nano-tech and whatever else they can scrounge together), substituting their own Science check in place of the patient’s Fortitude check.
When a creature reaches a new stage of the disease, it is subject to the effects of that stage right away.  Unless the description states otherwise, the effects of the new stage replace the effects of the old one.
When a creature reaches the final stage of the disease, it stops making checks against the disease.  The effects of the final stage are permanent, although a cure might be found in an ancient computer databank, a crashed alien mothership, or growing in one of the seedpods of the sentient mega plant Columbia.

Notes

First I have to give props to Erik Fry, whose blog Dear God What Have We Wrought?! got me thinking about the mechanics of a zombie plague in Gamma World.  I went in quite a different direction than he did, but it’s worth checking out if you want a ‘second opinion’ (does this thing look infected?).
While combing through the Gamma World books for mention of disease, I noticed that a few of the character origins (Plaguebearer and Reanimated) have immunity to disease as a character trait.  Either designers Richard Baker and Bruce Cordell assumed Gamma World referees would hack the 4e disease rules, or the expansions Famine in Fargo and Legion of Gold were originally intended to have rules for disease.  Either way, it makes it a lot easier to introduce disease into the game since the designers already paved the way by giving it consideration.