Author Archives: Andy

Tales of Gen Con

Here’s something interesting: a site devoted to the history of Gen Con, with a focus on personal stories from people who’ve attended during its 40-year history. It’s a cool idea. But how long must we wait before we get the sorts of stories we all really want to hear: the horror stories! It wouldn’t be a game convention if, in addition to all the fun stuff, you didn’t also have uncomfortably close encounters with guys dressed like Sailor Moon, or participate in roleplaying games with players whose grasp of the distinction between “player” and “character” is tenuous at best.

OK, I kid–actually, this little hobby could probably stand to focus a bit more on the many fun aspects of game conventions and a little less on the occasional scary parts. Either way, check out the Gen Con History site, and contribute a story of your own, if you’ve got one!

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ASL + SFB = the apocalypse is imminent

Time to set the Doomsday Clock ahead another minute: the company behind Star Fleet Battles is hard at work on Star Fleet Assault, a ground combat game set in the Star Fleet universe. As I speak, the 400-page Star Fleet Battles rulebook and several Advanced Squad Leader tomes are weighing down a bookshelf in the living room, and I’ll admit I’ve fantasized once or twice about what sort of unholy hybrid abomination might result from combining the two into one Game to End All Games. When Star Fleet Assault comes out, I may finally have my answer.

In all seriousness: this sounds like a very cool game, at least from the preliminary description. The basic gameplay sounds less complex than that of ASL, although who knows what it’ll look like when all the optional rules have been added in. I’m particularly interested to see what sorts of ground combat vehicles exist in the Star Fleet Battles universe–that’s an aspect of Star Trek that’s hardly ever been touched upon.

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In search of a certain undead Wallachian impaler: reflections on Elizabeth Kostova’s The Historian

Since I subjected you to my thoughts on vampires in my last post, I figured that I might as well share my specific thoughts on one of the two vampire-themed novels I mentioned: Elizabeth Kostova’s The Historian. Note: mild spoilers follow.

This is quite the ambitious novel: it’s a loose modern retelling of Dracula from the perspective of several generations of historians who are hunting for clues through letters, diaries, and manuscripts. The book’s narrator is the latest in a long string of historians to get obsessed with everybody’s favorite Impaler; and as the plot develops, she of course begins to suspect that Dracula himself is still lurking about causing mischief.

The good:

  • Dracula (and vampires in general) are way cooler when they’re portrayed as terrifyingly evil supernatural villains, not angst-ridden, sexually-ambiguous Anne Rice antiheroes. Fortunately, Kostova paints Dracula and his ilk as unabashedly Evil, while avoiding any hint of “I vant to zuck your blood” campiness.
  • The story is told largely through the medium of letters and manuscript excerpts from the Middle Ages to the modern day. For the most part, it works, and adds a lot of flavor to the story.
  • Lots of cool details about life in early Cold War Eastern Europe. Definitely more interesting than the usual European History sites (Paris, London, etc.).
  • Plenty of clever references to Stoker’s Dracula.

The bad:

  • An overly sappy Hollywood ending sort of spoils the wonderfully melancholy tone of the book’s first 600 pages. The book almost manages to be a heartbreaking story of love and loss, as the curse of Dracula takes its toll throughout the lives and deaths of several interesting characters, but the ending doesn’t quite work.
  • Most of the letters and manuscripts use the same voice and writing style, even when they’re supposed to be different people writing in different decades. It doesn’t kill the story, but it requires some extra suspension of disbelief.
  • Perhaps this is just a feature of the Historical Mystery genre, but the plot involved an awful lot of this: Protagonists go to Site A, where they find a clue leading to Site B. They go to Site B, where they find a clue leading to Site C. They go to Site C… etc. etc.

All that said, this was a fun book. It’s not summertime right now–I am, in fact, trapped somewhere in the ice-encrusted depths of Michigan winter–but this would be a perfect summer read. More involved than your typical pop fiction, but not too weighty. With vampires!

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Reflections on the living dead

Note: I don’t know where I’m going with this, but I feel like talking about vampires. You’ve been warned.

Call it the Year of the Undead, if you will. Thus far in 2007 I’ve read exactly two novels, and both of them were about vampires: Elizabeth Kostova’s The Historian, which was quite good, and Tim Powers’ The Stress of Her Regard, which was superb. I did not intentionally set out to read two books about the unquiet dead–I did not realize they had that subject in common until I cracked the covers–but I’m glad I did.

I’ve always found vampires to be fascinating, as far as unholy abominations go. I loved Stoker’s Dracula as a kid; Dracula served for years as the perfect model of the horror-story villain in my mind. He was cruel, vicious, and predatory; he was also patient, intelligent, and exceedingly clever. My favorite horror villains are those that simultaneously play on both existential and visceral fears, and Dracula did just that: on the one hand, he’s an unnatural, spiritually disturbing horror that casts doubt on everything we believe about life, death, and a benevolent God; and on the other hand, he’s a near-unstoppable physical threat that wants to punch holes in your throat with his teeth and suck the lifeblood from your body. (Other horror-story villains that fit this model are the creature from Alien, which I’ve discussed before, and Stephen King’s “It,” which manages to be both an alien cosmic horror and a child-eating evil clown that lives in the sewers.)

Dracula is a great, inhuman threat; he long ago shed what passed for his humanity. Stoker doesn’t do much to humanize Dracula, offering only a few tidbits through which to empathize with the vampire–most notably Dracula’s final smile (of relief, presumably) upon being staked and destroyed. Much has been made of the sexuality of Dracula, and while there’s certainly material in Dracula to fuel that interpretation, I never found it to be terribly interesting. Even if we subject Dracula to a lot of pop-Freudian analysis, the creature that emerges is most analogous to a sexual predator, and thus still belongs firmly in the category of Evil. That’s the way I liked my vampires: unrepentently evil, fated to be taken down in the end by a plucky band of heroes.

I avoided reading Anne Rice’s vampire novels for quite some time, knowing that they did away with the vampire-as-villain tradition and replaced it with undead who were angst-ridden, sexually ambiguous, and more or less sympathetic. When I finally got around to reading Interview with a Vampire, I was surprised at how much I enjoyed it. Interview, at least as I read it, retained (with lots of purple prose) the existential horror of the vampire condition but struggled with whether or not the vampire’s loss of humanity was a free choice or an inevitability. The vampire Lestat argues that the vampire’s undead state removes him from the reach of any moral limitations, whether they’re imposed by God or constructed by human society. The novel’s protagonist, the vampire Louis, feels the pull of this nihilistic philosophy but fights to retain his humanity. The idea that Lestat might be right–that vampires, removed from the possibility of grace, have no reason not to fully embrace their predatory instincts–lurks menacingly behind the story at every turn.

This is, behind the sometimes gratuitous and lurid surface of the story, the stuff of an old-fashioned morality play, and I found that it fit rather well with my vision of Dracula as an inhuman Evil. Dracula was a being who embraced the power of his vampiric state at the cost of his humanity and conscience. A vampire that refused to renounce his humanity would be, in a sense, not a true vampire at all, but a human being cursed with a particularly dreadful fate–not a villain.

Unfortunately, Anne Rice’s sympathies seemed to lie more with the nihilistic vampire Lestat and less with the tortured vampire Louis. The sequel to Interview stars Lestat, who is actually revealed to be a world-famous goth-rock star; I’ve never made it through this novel despite at least three attempts to finish it. My feelings about this were best expressed years ago by a Mars Hill Audio interviewee (I unfortunately forget his name) who remarked that without the backdrop of moral struggle, Rice’s vampires stopped being interesting characters and became ridiculous parodies of themselves: “superheroes with fangs,” I think may have been the phrase he used. At this point, we’ve moved well beyond the (intriguing, to me) stark morality of the traditional vampire and into some sort of post-modern silliness, and it’s here that I lose interest. In the end, I decided that while Rice’s take on vampires was a somewhat intriguing one, I really preferred the more black-and-white Evil Undead in the Stoker tradition.

Both of the books I mentioned above–The Historian and The Stress of Her Regard–feature vampires (or vampire-like creatures, in the case of Her Regard) that draw more heavily from the old-school Stoker-esque Dracula than from Rice’s morally-free undead. The Historian is the most straightforward about this, as it’s actually a book about Dracula. Her Regard features stranger and more complicated vampires, but they’re definitely alien and evil, at least by any human standard. To which I say: bring on the garlic, crucifixes, and wooden stakes! Those old-fashioned morally Evil vampires always were the most interesting kind, and I’m glad to see them cropping up after a decade or two of morally ambiguous undead.

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Remembering Gettysburg! (the game, that is)

Last week I had the opportunity to attend a lecture by Jeff Shaara, author of several excellent Civil War (and other) novels. My interest in the American Civil War thus stirred up, I resolved to do something to capitalize on said interest. I’m not really into the Civil War re-enactment thing, and the movie Gettysburg, while an excellent film, seemed a bit too long and melodramatic at the time.

The solution? I dug through my computer desk drawer and found my old copy of Sid Meier’s Gettysburg!, a fine strategy game if ever there was one. I was a bit startled to learn that it’s nearly a decade old; and I was even more pleasantly surprised to find that it’s just as fun to play now as it was ten years ago. Meier is best (and justly) known for the Civilization series; but I happen to think that his game-design genius is just as evident in some of his lesser-known titles–games like Covert Action (if you remember that one, I salute you) and Gettysburg.

If ever there were a game that desperately needed to be remade today (with updated graphics and an improved interface, perhaps), it’s Gettysburg. The Civil War is generally only touched on by games that are set firmly in the hardcore-wargame genre; but Meier’s Gettysburg (and its follow-up Antietam) are so fun and simple to learn that anyone can be replaying the battle within fifteen minutes of installing it, even if you’ve never touched a wargame in your life. You don’t need to worry about memorizing your units’ attack ratings, tracking their remaining movement points, or dragging game pieces with obscure military symbols around a hex grid; Meier’s game is all about fast manuvers and outflanking the enemy before he does the same to you.

The game engine was even used, I believe, by BreakAway Games to create one or two Napoleonic battle games. Back when I was addicted to Gettysburg, I would’ve killed for a “Great Battles of the Civil War” collection using the same game engine. But alas; the Civil War has once again largely disappeared from the gaming scene. Matrix Games has recently released Forge of Freedom, but I think that’s about it as far as notable Civil War games go. (If you know otherwise, please let me know.)

It’s not easy to find a fresh copy of Gettysburg these days–your best bet is to pick up a used copy of the Civil War Collection–but if you should come across a copy and have even the slightest interest in strategy gaming, I highly recommend it.

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History of the game

Over the last few months, Shannon Appelcline has been writing a column I’ve found really fascinating–A Brief History of Game, a history of some of the great companies of roleplaying history. Some of the great game companies of yesteryear are still around, while others are long dead and buried, but they all contributed something to the hobby.

Of particular interest to me was the two-part history of Iron Crown Enterprises (part 1, part 2)–that company was responsible for much of my gaming enjoyment when I first got into this hobby, and I’ve long tried to piece together from scattered internet rumors the details of their rise, fall, and subsequent rise again. Interesting stuff–and I’m glad somebody’s writing it all down for posterity.

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Burning crusade… of nerds

Where were you at midnight on Monday night? If your answer is anything other than “standing outside the local Gamestop in freezing-cold weather waiting to pick up a copy of the World of Warcraft expansion,” you’re a better person than I. Behold:

The lucky few at the front of the line. You can’t see him very clearly, but the guy in the bottom left is, indeed, dressed like a Warcraft character:

From my vantage point, way toward the back of the line. Who knew that this mid-sized midwestern town was home to so many WoW fanatics?

Victory at last! My copy of The Burning Crusade in hand, I drive home to fire it up and create a hot female blood elf character.

The experience of standing in line in the snow did not quite match up to Gamestop’s enthusiastic description of the event as a “release party.” I, at least, spent more time shivering in the cold and questioning my own sanity than I did actually partying. Nevertheless, I had a good time; it was fun interacting a bit with some fellow nerds in a social environment where conversation filler consists of questions like “So, is your druid spec’ed out as a feral druid, or as a healer?” rather than “So, mighty crazy weather we’ve been having lately!”

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Violence and bloodshed and videogames, oh my

Good and thorough thoughts on video games and real-life violence over at the Empires of Steel developer’s diary. (A week or two ago, I was privileged to discuss this very topic with Mr. EoS Developer over a cup of coffee.) He’s tracked down some statistics about murder and other violent crime rates since Doom and its ilk kicked off the “violent video game” genre–go check it out. As they say, it’s hard to argue with the facts.

Video game violence and its relationship to real-world violence is a topic I feel strongly about, but I’ve resisted the urge to get on the soapbox here about it. This is a topic where I genuinely feel that people on both sides of the argument have something worthwhile to say–the relationship between game violence and real-life violence is correlative at best, but on the other hand there really is some disturbingly anti-social behavior depicted in games and I find it hard to believe that doesn’t affect our cultural soul, if not our crime rates.

But for over a decade now, the entire debate has been mired in the increasingly ridiculous debate over whether games “cause” real-life violence. Until we can get past this overly-simple idea, we’ll never have a meaningful discussion about the questions we should be asking, and which have a hope of leading to productive answers.

Why does gaming culture purchase and sometimes even celebrate games with extreme violence and anti-social content? Why does the gaming media often promote and review ultra-violent games without asking serious questions about their social value? What can the game community do to draw more attention to the many, many non-disturbingly-violent games out there? Can, and should, the game industry/community encourage developers to consider the social value of their games before making them? If gamers are willing to buy ultra-violent games, does mean that it’s morally acceptable to make those games, since developers are just meeting market demand? If parents are seemingly failing to perform due diligance when it comes to the violent video games their kids are playing, is it reasonable to ask the government to intervene? If violent video games do not cause crime, do they have any other negative societal impact?

Those are questions I’d like to see asked. But in the public/political sphere, at least, everybody seems to be content to have the same old “Video games turn your kids into killers!” “No they don’t!” “Yes they do!” argument. Wake me up in twenty years, when video games are either illegal, or we’ve progressed past this pointless bickering.

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Pay it forward

Things were looking grim for my undead warlock in World of Warcraft. I was out of spell components and thus could not summon the familiar upon whom I depended for protection. I was far, far away from the nearest friendly Horde outpost, and had inadvertently stumbled upon an enemy Alliance encampment. In the course of escaping from it, I was spotted by guards and flagged as “player vs. player”–which meant that any Alliance player who spotted me (and deep in Alliance territory as I was, there were plenty of them roaming around) could attack and kill me.

I was not pleased.

I began to travel back in the direction of “home,” trying my best to stay hidden behind trees and to keep off the main roads. If an Alliance player spotted me out here I was dead meat.

Seconds later, an Alliance player appeared atop the hill in front of me. Many levels higher than me, riding a mount that could outrun me without breaking a sweat, and covered from head to toe in gleaming red battle armor. He saw me, dismounted, and sprinted towards me.

I knew I had a zero chance of survival in a fight. I began to run away, then stopped and turned to face my soon-to-be killer. If I was going to get killed in one blow, at least I would take it like a man, not spend my final undignified moments scrabbling futilely to escape.

The Alliance player approached, stepped into combat range. I waited for it. He moved right up to me.

And gave me a hug.

And then he was gone. I stood for a moment, half-expecting the killing blow to come after all. When it didn’t… I turned and ran for home.

Anonymous Alliance player… thank you. In your honor, I swear I will show mercy to the next Alliance player I catch in similar circumstances.

[Yes, there’s a ‘hug’ command in World of Warcraft.]

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