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Rambo

June 29th, 2008 by Chris

Plot summary from IMDB.com:

“In Thailand, John Rambo is living peacefully capturing snakes and transporting people and cargo in an old boat. But when he joins a group of mercenaries to venture into war-torn Burma, and rescue a group of Christian aid workers who were kidnapped by the ruthless local infantry unit. Rambo refuses, but is convinced by another member, Sarah Miller, to take them up there. When the aid workers are captured by the Burmese army, Rambo decides to venture alone into the war zone to rescue them.”

I enjoyed the first Rambo movie for what it was and even considering this one it’s still by far the best.  2 and 3 are just terrible but this movie actually felt pretty good (not a feel good movie mind you).    Just one that fit into the story of Rambo.  It felt like a much truer sequel then 2 or 3 and didn’t terribly stretch the ‘Rambo’ reality of what he’s capable of doing.

I also read some reviews that said the first half really lagged, but I didn’t actually find that to be the case at all.  I thought the first half moved pretty well.  It setup the encounter at the end and had just enough action to it to movie it along.   Speaking of action this movie delivered.  There are plenty of deaths through as many means as you could think of and it was just nice and dirty the whole way through.

3 out of 5.  Again definitely worth the rental if you like action driven movies.  It’s not bringing anything new but it uses it’s tools rather well.

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10,000 BC

June 29th, 2008 by Chris

The plot summary as per IMDB.com:

“A prehistoric epic that follows a young mammoth hunter named D’Leh’s journey through uncharted territory to secure the future of his tribe. When a band of mysterious horse-riding warlords raid the Yaghal camp and kidnaps his heart’s desire – the beautiful Evolet along with many others, D’Leh is forced to lead a small group of hunters south to pursue the warlords to the end of the world to save her. Driven by destiny, the unlikely band of warriors must battle saber-toothed cats and terror birds in the Levant. ”

It’s not nearly as bad as some of the other reviews I skimmed lead it to be. It’s a decent enough popcorn flick. It does drag on a bit in place but overall it was entertaining. It wasn’t engaging by any means but at the end of it I didn’t feel like I had wasted my time.

I’d give it a 2.5 out of five. It’s worth a rental and is the kind of movie you can watch with friends over because you can talk have fun and missing bits of the movie won’t really have an impact on it.

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Go-Play Ottawa

June 29th, 2008 by Fraser

Ottawa’s Casual Gaming Convention – but what does that mean?

The idea behind Go-Play Ottawa (GPO) is to mix up the gaming scene in Ottawa. Get gamers out of the woodwork, get them playing new stuff with new people, and make new friends.

The vision for GPO is a quarterly event, where there’s room for both scheduled and pick-up gaming.

Let’s Go Play.

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Gencon? It might happen

June 19th, 2008 by Fraser

Hey all

There is the possibility that Sword’s Edge will have someone at Gencon doing some reporting for us. Fingers crossed that things go through. I’ll let you know as soon as I know.

Posted in Role-Playing Games | No Comments

Beast of Namgakksan – Setting the Stage

June 17th, 2008 by Fraser

When running a one-shot game at an event like the Go-Play mini-con, it’s important that your players know what they are getting into. Below is a quick summary of game philosophy in a kind of FAQ format.

What is the genre?
It’s not quite historical, not quite horror, and not quite fantasy. It’s not quite historical because the Korea in which the characters exist is not the real Korea, though it might be a reasonable facsimile thereof. The Korea of the story is the Korea of my imagination. It is not quite horror because horror requires tension, and while there may be mystery, I don’t completely expect the tension to be high enough to create horror. It’s not quite fantasy as there won’t be magic or strangeness . . . well, not a lot of it.

Think of it as a historical-horror-fantasy, though it’s none of those.

What kind of game is this?
I’m planning for it to be pretty quick, pretty fast-paced, but taking the time to allow for meaningful interaction with the NPCs. Because it’s a one-shot and constrained by time, character development will likely be minimal. Characterization, though, should remain strong.

How close will you follow the rules?
This will be my first time running a Savage Worlds game, so rules might be an issue. However, I’m not particularly rules obsessed, and Savage Worlds has a simple basic mechanic of dice and target number. Rather than spend time looking up rules, I’ll be winging stuff. If you know Savage Worlds well and have issues with the GM ignoring or missing rules, don’t play in my game.

Rules are a mechanic to tell a story. The story is paramount.

How close will the players have to follow the rules?
As close as they need to in order to tell the story they want.

Here’s the thing, I’m more interested in running a fun, exciting session than I am in running a Savage Worlds session. As long as you let me say yes to what you are asking, I will say yes. If you ask, “Can I leap over the guy in front of me, then kick the shaft of the spear he’s holding to propel myself onto the roof?” I will answer, “Ooo, very cool. Roll an Agility check.” If you then said, “My Agility isn’t as good as my Fighting, so what if I’m using my martial arts skills, directing my chi through my foot?” I’d probably answer, “Pushing it, but if you make a successful Spirit check, I’ll let you try it as a Fighting check.” Give me a reason to say yes. Make it cool. Make it fit your character. Make it fun. We’ll get along fine.

Will we be kicking @$$?
While I do expect combat, I only expect a minimal amount. This will be about the characters learning the mystery, dealing with the villagers, and completing the last wishes of their General. As the name implies, there is a beast, and I expect the characters will at some point come into physical conflict with said beast, but I can’t see much more combat than that.

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Farewell, My . . . Something

June 14th, 2008 by Fraser

I’ve said it before, Wikipedia is your friend.

Doing some reading on Film Noir, I ran across a synopsis of Raymond Chandler’s Farewell, My Lovely. Oddly enough–or perhaps not so oddly–it inspired me to write another Hadrapole story. Hadrapole is the setting I use for my urban fantasy fiction. My story “Flotsam Jewel” is set in Hadrapole, as are some unpublished ones.

Below is the opening for an untitled Caspan Trey story. Caspan is a sword-for-hire scrapping to get by in the Old Bazaar, a not so nice quarter outside the walls of Hadrapole. He’s in a story I’m shopping around right now which began life as “the Charm Seller” but is now “Simple Coin.”

So, urban fantasy noir. This is completely first draft, so be kind.

UPDATE: 24 February 2010 “For Simple Coin” has been published in On Spec. In that issue (and elsewhere), I mention the idea of sword noir. One can certainly see the germination of that term here. Now that “For Simple Coin” has been published, I’m back to work on this one, which used to have the working title of “Caspan Trey 2,” but now the file is named “CaspanTreySwordNoir.” Funny how things turn out!

——

A shadow fell over Caspan Trey as he leaned against the wall watching the families around the well. He looked up. Mollo.

Caspan frowned. “I thought you were dead.”

In the Old Bazaar, Mollo had been known as Smiles. He had a second smile just below his chin. Someone tried to settle an argument. It hadn’t worked. He had something new–the character for thief branded on his right forearm.

Mollo didn’t react to what Caspan had said. “They say you sometimes help people.”

“They?”

“It’s around.”

“I’m sure it is.”

For money, he had helped people, had tried to help people. Sometimes things didn’t work out right. That happened, and people died.

The two stood just inside an alley. The hawkers on the street had started to make way for the whores, and the drunks had started to rise from their sleep nestled in the detritus of the alley.

Caspan returned to watching the square at the crossroads. The children played while their mothers gossiped around the well. “So you aren’t dead.”

“Maybe not to you.”

That made Caspan look. Did he see regret, maybe sadness in the eyes of that stringy monster? Mollo didn’t look like much, but word was that he had gutted more than 50 men. Caspan had known some of them. They wouldn’t be missed. “To who, then?”

“A woman.”

He didn’t intend it, but Caspan chuckled.

Mollo took a step forward. “You think I can’t have a woman?”

“You want another smile?” Maybe Mollo had killed 50 men, but that had been knife work, mostly from behind.

Posted in Fiction | No Comments

Beast of Namgakksan – Your Korean Culture Lesson

June 11th, 2008 by Fraser

Each of the characters has a quick personality sketch based on the character’s corresponding Chinese zodiac symbol. This, however, need not be the sum depth of the character.

An important aspect of any individual in Choson (What Koreans call Korea during the time of the Yi Dynasty) was social class. Choson Korea was extremely stratified, with minimal movement between classes. For an interesting look at the class dynamic in a Korean period action movie, check out “Musa” (sometimes subtitled “the Warrior”), with its yangban leader who leads only because of the accident of birth, its yangmin archer who is a true leader despite the accident of his birth, and the chonmin martial artist, given freedom from his patron but denied that freedom due to prejudice.

Please note, this is only for use for those interested in adding depth to their characters. I don’t intend the game to turn into a veiled Korean history and culture lesson. A quick synopsis of the class system will be delivered in the pre-game warm-up. Were this to grow into a campaign, or if you are drawing inspiration for a campaign, the class system can definitely help bring some party conflict and role-playing.

At the top of society were the yangban (yawng-bawn), the aristocracy. Not only were the yangban nobility, they were exempt from taxation, from the military draft, and from the labour service demanded of other Koreans. Only the yangban could sit for government exams, and therefore they maintained their dominance by dominating the bureaucracy. Just as France had nobles of the robe and nobles of the sword, yangban could be military or bureaucratic nobles, though a military yangban did not necessarily know how to fight and a bureaucratic yangban did not necessarily know how to administer.

Beneath the yangban were the chungin (choong-een). There were few of these “middle people,” and they represented a fledgling middle class in Choson society. The chungin were professionals, be it of medicine, languages, accounting, law, painting, whatever. Their roles were as hereditary as the nobility of the yangban, meaning the son of a painter was a painter, whether he could paint or not. The chungin also filled the offices of the minor bureaucracy–clerks, messengers, law enforcement, those roles which had direct contact with the yangmin.

Those yangmin (yawng-meen) were also known as pyongmin (pyohng-meen). Yangmin literally means “good people,” though their lives were rarely what we would call good. These were the lower class–the farmers and the labourers–and they were the taxpayers in Choson society. Along with taxes, they owed military service and labour service to their yangban lords. These were the peasants of Korea.

Within the yangmin were the sangmin (sawng-meen), a fringe element of mercantilism within the lower classes. The sangmin lead a precarious existance, hoping to find themselves accepted into the chungin, but often despised by the yangban, who saw any hint of yangmin turning a profit as unethical under Confucianism. Sangmin who earned well soon found their practice made illegal and themselves forced back into peasantry, until they could think up a new scheme and make money fast enough to buy themselves into the chungin.

And at the bottom were the chonmin (chohn-meen), or people in bondage. This class was made up of slaves–called hain (hah-een)–and the untouchables. Slaves were owned by yangban families and were considered chattel, possessions which could be traded, sold, loaned, etc. Slaves could enter the ranks of the yangmin if their master emancipated them. Often, when the population of slaves grew too great, and fears of an uprising or revolt grew with them, the government would emancipate all government slaves or all the slaves in a region or province, regardless of if there were land enough to sustain more farming or other yangmin activity.

The untouchables among Choson society were entertainers like singers, dancers, or actors. Sorcerers, witches, and butchers were all untouchables. Unlike the slaves, these chonmin could not be emancipated. A butcher, though, could disappear with his family and reappear in another village, suddenly an interint labourer and therefore yangmin. Slave records were maintained meticulously. Records of the untouchables, not so much.

But not all entertainers were untouchables. The kisaeng (gee-sang) were a variation of the entertainer similar in many ways to the Japanese geisha. Highly educated, kisaeng became renowned poets and painters, showered with honours, and their company highly prized. No matter how famed they became, they remained paid escorts–until a partner of sufficient power or wealth made of them a concubine or even, and extremely rarely, a wife.

For the purpose of simplicity, consider the yangban the aristocracy, the chungmin the middle class, the yangmin the peasants, and the chonmin the untouchables.

Posted in Role-Playing Games | No Comments

Kilroy 2.0 Is Here, Kilroy 2.0 Is Everywhere!

June 10th, 2008 by Accidental_Rob

 

I’ve been involved in podcasting since September of 2006 when my friend Fraser Ronald of Sword’s Edge Publishing approached myself and another friend, Chris Groff, about starting up a podcast dedicated to discussions about modern-themed tabletop roleplaying games. For a time I had been listening to other podcasts like The Dragon’s Landing Inn, GeeksOn, (the now defunct) Gamer: The Podcasting, and some others. At some point along the line I heard about a fantastic audio novel being released in podcast format (now coined a “podiobook”) called 7th Son, a novel written by JC Hutchins and read by the author. I added it to my iTunes podcast collection and began listening. After the first episode in which the main characters are all drawn together under mysterious circumstances, I was hooked.

If you haven’t listened to any of the 7th Son trilogy, I won’t spoil anything for you – but I will try to whet your whistle. The story starts with the murder of the US president at the hands of a four-year old boy. Taken into custody, the child dies of a strange brain affliction within a couple of weeks. In the mean time, who turns out to be one of the stories’ main protagonists is kidnapped in broad daylight on the streets of Miami and taken to an undisclosed location. There, he meets six other men – all of whom look terrifyingly familiar.

JC Hutchins masterfully crafts a tale of intrigue, fear, excitement and sorrow and there’s no better way to experience this story than by it being read by the author. The production of the podcasts is expertly done, and any audio effects used in the podcast are understated, and though not essential to the experience, certainly ramp up the fun.

The 7th Son trilogy was finished in 2007, but recently JC has partenered with a collection of authors (including Mike Stackpole, Scott Sigler and Mur Lafferty) on a new project called 7th Son: Obsidian, which is a collection of short stories following other, normal folk having to deal with the fallout from what happens in the climax leading up to the end of the third 7th Son book. I’ve listened to six of these shorts and they are as impressive as JC’s trilogy.

If you enjoy audio books and intriguing tales, don’t pass up an opportunity to listen to 7th Son, and the follow-up short stories in 7th Son: Obsidian. You will not be disappointed.

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Beast of Namgakksan – Setting teaser

June 6th, 2008 by Fraser

This is the teaser that I’m going to use to advertise the game. This could certainly lead into a campaign, but I need to plan it for about a four hour session.

This is a dark time for Korea.

A century ago, during the reign of kings like Sejo and Sejong, it seemed as though Korea were the centre of the universe. This has changed. Mad kings, lazy kings, greedy kings, and a nobility only too similar have eroded what power and prestige Korea may once have had. And now the Japanese have come. Not the pirates that raided constantly, those dismissively referred to as waegu, but a full military invasion.

Korea’s army, what little there was of it, could not match Japanese soldiers hardened by decades of civil war. Its navy, though potent, could do little to aid those on land. And so, in less than a year, Korea collapsed. The Japanese are harried by the navy, but they control all save Cheolla province. Although the Japanese impose harsh order on those areas which they control, much of the Korean countryside is outside of any control. Banditry, always a problem, has become a plague. Whole villages have disappeared, either abandoned or destroyed.

Through this chaos, travel four figures. Armed and grim, their very appearance dissuades both bandits and Japanese patrols. It should. These are the Four Worthies of the army of General Kim Jong-mu. They bear an urn with the remains of that great General. They take it to the village of Namgakksan for internment.

Woe betide any who delay them.

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The Four Worthies – Stats

June 4th, 2008 by Fraser

The Edges as written don’t really allow for designing certain character aspects (especially martial arts), so some edges have been modified and some edges have been added. A quick description is included in brackets.

Also, each character has a Birthright Edge, which is an edge based on the description of the Chinese zodiac for which the character does not need to meet the prerequisite. These are the first draft, and may be changed.

Jung
Kim Jung-yun, swordsman
Dog (Honest, straightforward, loyal, sense of justice and fair play, unpretentious, idealistic, moralistic, dogged, cynical, judgmental, worrier, quarrelsome)
Experience: 20 Seasoned
Agility: d8; Smarts: d4; Spirit: d4; Strength: d10; Vigour: d6
Skills Fighting d12; Guts d6; Intimidation d6; Stealth d6
Pace: 6”; Parry: 8; Toughness: 7 (5)
Hindrance: Enemy (major – the Clan Yashida)
Edge: Trademark Weapon (the Daimyo, a katana: this is the weapon of a samurai Jung killed in his first battle. That samurai was daimyo of the clan Yashida. Jung kept the weapon as a trophy, which has led Clan Yashida to put a bounty on his head and seek his death); Frenzy; Fast Healer
Birthright Edge: Dog (loyalty) – Common Bond
Equipment: the Daimyo (Katana, +1 Fighting, Str+d6+2, AP 2); chain hauberk; sundry other equipment

Young
Yun Young-won, archer
Snake (Graceful, soft-spoken, prudent, shrewd, cautious, responsible, calm, purposeful, loner, bad communicator, self-doubting)
Experience: 20 Seasoned
Agility: d10; Smarts: d4; Spirit: d6; Strength: d6; Vigor: d6
Skills Fighting d8; Notice d6; Shooting d12; Throwing d6; Tracking d6
Pace: 6”; Parry: 6; Toughness: 6 (5); Charisma: -2
Hindrance: Loner (as per Ugly), Cautious
Edge: Quickdraw; Steady Hands; Flight Frenzy (as Frenzy but for Shooting)
Birthright Edge: Snake (calm) – Level-Headed
Equipment: Bow (12/24/48, 2d6), arrows, leather armour, dagger (Str+d4), sundry other equipment

Song
No Song-han, martial artist
Rabbit (Kind, sensitive, amiable, elegant, tender, self-assured, astute, compassionate, flexible, moody, self-indulgent.)
Experience: 20 Seasoned
Agility: d8; Smarts: d6; Spirit: d6; Strength: d6; Vigor: d6
Skills Fighting d12; Notice d8; Persuasion d6; Stealth d6
Pace: 6”; Parry: 8 (10); Toughness: 5; Charisma: +2
Hindrance: Code of Honour; Curious
Edge: Quick; Two-Fisted; Taekyon (Fists and feet are counted as weapons; unarmed combat damage is Str+d4); Frenzy; Acrobat
Birthright Edge: Rabbit (elegant) – Charismatic
Equipment: Staff (Str+d4, +1 Parry, reach, 2 hands), sundry other equipment

Dae
Choi Dae-yoo, Monk
Monkey (Quick-witted, flexible, self-assured, sociable, polite, dignified, intellectual, egotistical, suspicious).
Experience: 20 Seasoned
Agility: d6; Smarts: d8; Spirit: d8; Strength: d6; Vigor: d6
Skills Fighting d6; Guts d8; Healing d8; Knowledge (philosophy) d6; Notice d8; Streetwise d8
Pace: 6”; Parry: 5; Toughness: 6
Hindrance: Heroic, Pacifist (minor), Vow (minor, Buddhist vow of charity and chastity)
Edge: Danger Sense; Brawny; Healer; Alertness
Birthright Edge: Monkey (quick-witted) – Jack-of-All-Trades
Equipment: Shakujō (metal monk staff, Str+d6, reach, 2 hands), prayer beads, prayer drum, sundry other equipment

Posted in Role-Playing Games | No Comments

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