Reflections on Downfall

Downfall belongs to that elite cadre of films that manage to tell a truly disturbing story with such artistic skill that you simply can’t avert your gaze. A recounting of Hitler’s (and Nazi Berlin’s) final days, Downfall introduces us to a bizarre cast of villains and… well, I can’t really bring myself to think of them as heroes. The death throes of the Third Reich are seen through the eyes of Traudl Junge, Hitler’s personal secretary, who remained in the Fuhrer’s bunker almost to the bitter end.
The film works because it doesn’t pursue much of an agenda beyond simply introducing its rogue’s gallery and letting their own words and actions speak. It’s certainly not a vindication of Hitler or the Nazis; it doesn’t try to sell us any archetypal “noble Nazis” who secretly hated Hitler’s policies, nor does it try too hard to moralize or condemn.
The film begins with Junge accepting a much-sought-after position as Hitler’s secretary. During the first half-hour, we meet most of the famous Nazi personalities and see the hopelessness of Germany’s situation. Some of the early scenes feel a bit staged for effect, but they work. Hitler’s delusional state is clearly established, sometimes through bleakly comic moments. In one early scene, as explosions sound in the streets outside, Hitler demands to know who is shelling Berlin. It can’t be the Russians, his generals reply, because they can’t be that close! Unfortunately, wishful thinking can’t make the Russians disappear, nor can the grand, war-winning, and completely imaginary strategies Hitler continually orders to be undertaken by Germany’s virtually non-existent armies.
The bulk of the film simply depicts the comings and goings of Nazi Germany’s generals and leaders. As Russian bombs fall throughout the city, some people engage in virtual orgies of drinking and dancing; others casually discuss the manner in which they’ll kill themselves when the Russians finally arrive. Some plot their escapes from Hitler’s bunker (he himself refuses to leave, and expects the same from his loyal friends and staff), or try to arrange for the escape of loved ones. Still others follow Hitler around like dogs, hanging on his every word, clearly unable to imagine life without him.
Downfall is, as you might expect, a dark and unsettling film. Its characters occupy places on the moral scale ranging from “flawed” to “monstrous,” and while the film depicts them as real human beings–it’s hard not to pity even Hitler as his friends and advisors abandon him one by one–a pall of godlessness and depravity hangs over every single person, sympathetic or not. We see Hitler both as murdering tyrant and gentle father-figure. The film’s spiritual nadir comes not with Hitler’s suicide, but with Magda Goebbels’ murder of her prepubescent children to prevent their contamination by an unworthy post-Nazi world: the mind simply reels as she walks quietly from bed to bed, placing cyanide capsules in each child’s mouth like communion wafers, clutching their heads in her hands as they convulse and die.
It’s not the visceral horror of Schindler’s List, but the effect is much the same. The film allows us a few glimmers of hope towards the end, as Junge and a handful of other survivors flee the bunker in hopes of escaping. (We know at least that Junge survives the war, since she is interviewed briefly at the beginning of the film.)
Throughout much of the film’s final hour, I fought a constant urge to weep. But what for? It is a strange thing to be profoundly moved, but unable to pinpoint exactly what is moving you. Do we weep for Hitler and his cronies, however pathetic they may be? Certainly not. For the death of a dream and the end of an ambitious vision, however depraved? I think not. For the “ordinary” people who found themselves in Hitler’s bunker at the end not because they were depraved monsters, but because they were morally flawed creatures? Perhaps. For the millions dead and ruined throughout the years of war? Certainly.
As they say: never again.

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Battletech blogging

I note that the Battletech developers have a blog in which they’re discussing the upcoming Battletech overhaul. Among the items that caught my eye is the mention of an upcoming revised version of the Mechwarrior RPG, renamed the Classic Battletech RPG. That’s great news–I was afraid the RPG side of the Battletech line was going to be lost amidst all the revisions and upgrades being applied to the rest of the franchise.

I’m really eager to see what the new Total Warfare main rulebook looks like. I think the Battletech revision is shaping up to be the game I’m most looking forward to seeing at Gencon, assuming I can find my way to Indianapolis this August.

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Miscellaneous but noteworthy reads

A couple quick links worth checking out:

  • D20 guru Monte Cook shares his thoughts on the past, present, and future of the Open Game License. In particular, he thinks aloud about what a fourth edition of D&D might mean for the OGL. (And don’t miss part 2 of his essay.)
  • Chris Pramas (of Green Ronin) relates the long and harrowing story of bringing the True20 game system to market. (That’s the first of several posts in the series.) It’s always interesting to get a glimpse at the inner workings of a game company–seeing how difficult it can be to bring a book from the idea phase to publication makes me appreciate the finished work even more.
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The internet makes game shopping boring

Mike Mearls has an interesting post about the effect of the internet on the way he views his local game store:

Before the Internet, a trip to a game store was fun. I liked shifting through racks of Ral Partha and Reaper miniatures looking for cool figures. In high school, I was lucky to have a well-stocked hobby store that dabbled in a few obscure miniatures lines, so there was always something new to find. The same applied to a lesser extent to RPGs and boardgames.

With the dawn of the Internet, that enjoyable part of shopping is gone. There’s little there to discover, because I know what’s out there. My information is a little too good.

This is something I’ve certainly noticed as well. When I was but a wee lad, a trip to the game store was an exciting, momentous occasion; I had no idea what strange and wonderful game books and other goodies were waiting for me on the shelves. I had little concept of the game “industry” and no understanding of the way that game lines were developed; I could never predict what game products were coming next. I might go to the store one month to find a book about psionics in D&D, or I might find a Battletech sourcebook unveiling crazy new mech designs. Whatever it was, it was always unexpected and exciting.

(Sure, I had a few outdated game line catalogs that sometimes came packaged in with boxed sets, but the odds of any particular book from those catalogs making it to my local game store were pretty slim, and I didn’t do the mail-order thing much.)

But with the internet, we now know all sorts of details about upcoming game books well in advance of publication–sometimes years before they actually hit store shelves. Publication schedules are planned out months or years in advance; book previews are made available to entice gamers into pre-ordering products online. If you pay attention to the major game publisher sites, chances are you know nearly as much about the next batch of upcoming games as the developers do.

It’s really, really hard to be surprised by a game these days.

That’s certainly not a bad thing–I like knowing what’s coming down the pipe, personally–but it has robbed the excursion to the game store of any sort of suspense or anticipation. If the game you want isn’t on the store shelf, you can just order it online and have it show up in your mailbox two days later. And so one major reason for bothering to frequent a local game store–to find out what’s new, to pick up rumors about what’s coming next–is gone.

In the post above, Mearls notes that this has caused him to approach his local game store less as a source of news and discovery and more as a social hub. (Speaking for myself, since my own local game store isn’t really a place I’d want to spend serious time hanging out at, I mostly patronize it to support local business.) The old thrill of discovery is gone, so he’s found different ways to make his trips to the game store worthwhile.

An interesting situation, to be sure. I’m a fan of this internet thing, myself, but there are certainly times when I wish for the relative “ignorance” I enjoyed during the pre-internet era!

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Sunday evening story hour: "Gimme back those frigates!"

A Sunday evening game story for you, if you will. Pull up a chair while I recount a harrowing tale of defeat and revenge… in the cold depths of space!

Over the last several weeks, I’ve been playing a Star Fleet Battles campaign with a friend. A campaign is a series of linked scenarios that you play through in sequence–in this case, six scenarios depicting the long and difficult journey of a Hydran dreadnought trying to escape Klingon territory after a particularly disastrous diplomatic fiasco.

I’ve been playing Star Fleet Battles with this friend for months now, and I’ll be honest: I’ve never won a single game. Not one. Not even when he handicaps himself by giving me access to better ships and technologies than he has. So you can imagine how I felt going into this campaign, in which I was going to have to try and stop his dreadnought’s escape.

The first battle in the campaign went even worse for me than I had anticipated, and made me start questioning why I play this self-esteem killer of a game in the first place. The opening scenario of the campaign featured an encounter between his dreadnought and two small, lightly-armed Klingon frigates. There was no question who was going to win; I just hoped to inflict a bit of damage before my frigates died.

Not only did I inflict very little damage, but within a few turns he had crippled and captured both frigates, meaning that he could bring them in as reinforcements for himself during future scenarios in the campaign.

My chances of success had been low enough just against his dreadnought; how was I possibly going to succeed against his dreadnought and two of my own captured ships? The shame was nearly too great to bear. I almost surrendered to despair.

And so we met up to play the second game in the campaign. This fight was a bit more evenly matched–his dreadnought was being faced not by two lowly frigates but by a Klingon strike carrier and its escorts. And of course, mocking me with their very presence, there were the two captured Klingon frigates, now serving as escorts for my opponent’s dreadnought.

The fight began, and my opponent decided not to engage my carrier force; if he could just get his dreadnought far enough away from me, he could disengage and successfully complete the scenario without having to bloody his hands in actual battle. When I saw the dreadnought turning about to make a run for the edge of the map, I knew what I had to do.

Forget the dreadnought. I was going to get those frigates back.

“Let the coward run,” barked the commander of my Klingon carrier group. “Leave no Klingon behind! All vessels, bring me those frigates–alive!” Ignoring the dreadnought, I turned the pride of the Klingon fleet against the two frigates, which (still badly damaged from the drubbing my opponent had inflicted on them in the last game) were trying to limp off of the board without being noticed.

The frigates put up quite a fight, considering that they were both nearly crippled. But although one of them was accidentally destroyed in the ensuing fracas (remember the scene in Star Trek III in which the Klingon captain executes his ship’s gunner for accidentally destroying the target ship instead of just crippling it?–well, it went like that), the final frigate had no chance. A careful disrupter salvo stripped its shields away without damaging the ship itself, and shortly thereafter Klingon boarding parties were flooding aboard, quickly overthrowing the despised Hydran captors and restoring the nearly-decimated frigate to its rightful place on the bottom rung of the Klingon navy.

Meanwhile, the dreadnought slipped away. I’m pretty sure I’ve not seen the last of it.

The craven Star Fleet Battles rulebook would have you believe that letting the dreadnought go constitutes a huge tactical defeat for the Klingons.

But by Kah’less–I have done as honor required. The next time I face down that damnable dreadnought… at least he won’t be stealing any more of my frigates.

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Requiem for a guild

I experienced my first guild breakup last week. I logged into World of Warcraft after having been offline for several days, and what I found was quite a surprise: guild membership had been slashed by half; guild chatter was abuzz with stories of backstabbings, betrayals, and emotional outbursts; and there was talk of new “splinter guilds” being created from the remains of the old guild.

I can’t say it affected me or my Warcraft gaming much; I enjoyed interacting with the other members of my guild but have always considered such interaction a side-benefit of the game rather than a core feature. It was interesting to see how seriously the guild breakup was taken by some people, however; particularly those who spent a lot of time online and who clearly saw the guild as a major real-life social outlet.

All in all, an interesting experience–and I must confess, a mildly amusing one; I wish I had been on the guild’s teamspeak voice-chat server when the Big Blowup went down. I felt a little bad that the guild breakup affected me so little, but I just can’t really bring myself to take the game seriously enough to feel bad or hurt about it. I’ve joined a new guild created by refugees from the old one and am plugging away happily doing quests, exploring dungeons, and killing monsters… and wondering how long before this guild, too, goes the way of all guilds.

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Surveying the hobby

Ohio State University, GAMA, and The Wargamer are asking gamers to take part in a hefty survey about your gaming preferences and habits. It took me about twenty minutes to go through the whole thing–a bit lengthy, but you wouldn’t want to miss a chance to rant and rave about this little hobby of ours, would you? Check it out, if you’re so inclined.

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If you meet the Buddha, kill the Buddha

Ever wondered how many hit points Buddha has? I came across this gem while reading Michael Dziesinski’s excellent Secrets of Japan sourcebook for Call of Cthulhu:

Granted, Buddha’s combat statistics are not entirely out of place in a Call of Cthulhu supplement, but I’m nevertheless amused to find a modern roleplaying game listing out stats for deities that people still actually, well, worship. Of course, Dungeons and Dragons started off the “stat blocks for your favorite deity” craze with Deities and Demigods way back when, but even that glorious book generally shied away from stat-blocking deities with much of a real-world following. (And no Judeo-Christian deity was ever reduced to a stat block; one can only imagine what Jack Chick would’ve said about that.)

In fact, with the exception of Secrets of Japan (which stats out a number of Buddhist and Shinto divine entities for inclusion in your next game), I’ve not seen much evidence that the classic “stat blocks of gods so your characters can kill them” tradition was still alive. (Recent iterations of Deities and Demigods have downplayed the “stat block” aspect and marketed themselves more as guides for incorporating religion into your D&D game–more practical perhaps, but less fun.)

It says something about the exuberance of the roleplaying community that TSR could at one time publish an entire “monster manual” full of deities from real human mythology for gamers to fight and kill. In fact, there is a long tradition in gaming of publishing “monster manuals” filled with creatures so ridiculously powerful that it’s almost impossible to imagine them being legitimately incorporated into any serious roleplaying game. Sure, it’s fun to find out how many hit points Quetzalcoatl and Osiris have, but can you look at their listed powers and tell me that any party of D&D adventurers would have a snowball’s chance in hell against them?

There’s just a sick pleasure in reading the stats of a being so powerful you’ll never, ever be able to actually use it in a roleplaying game. Iron Crown’s Lords of Middle-Earth probably marks the highwater mark of this trend; in it, we find the stats for such literary figures as Sauron and Morgoth laid out for us, as if our PCs will ever face them down in physical combat. In that tome, Morgoth the Dark Lord is statted out as–I kid you not–a 500th-level sorceror who knows every spell in the game and can warp Creation itself at will out to a range of 500 miles. This, in a roleplaying game where your character is quite likely to die of massive internal bleeding before reaching level 4!

And so I salute Secrets of Japan and its ilk for daring to go where few games tread in this age of political correctness and elitist roleplaying theory. Books like this are bravely statting out uber-powerful beings for your PCs to fight–and not just any uber-powerful beings, but ones that players in your game might actually worship in real life.

So happy hunting, my god-slaying friends. And once you’ve brought down the deities that stand in your path… just don’t forget to loot the bodies and take their stuff.

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> go north, get sword, update to Inform 7

A friend informs me (ha!) that the long-awaited version 7 of the Inform game-writing language has been released, and that it’s quite a big deal for the interactive fiction community.

I’ve only glanced at it so far, but I’m inclined to agree: it seems to represent a complete overhaul of the text-adventure-writing process. The most immediately noticeable change is that you can now write your text adventure as a single file using something very closely akin to “plain English,” rather than creating and compiling a vast library of separate files written in scary-looking coding language.

It’s a bit difficult to explain, actually; I recommend just downloading it and giving it a try. In the few minutes I’ve spent playing with it, I can almost say that the process of writing a text adventure in Inform 7 is almost a text-adventure game in and of itself–and I think that’s a good thing. Go give it a try!

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