Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Wednesday, March 13, 2024

My 2023 in Review

This is my third annual Year in Review post, so I think I can officially consider it a tradition! Here are my favorite things from 2023.
 
 
The Best Things I Read
 
  
Fiction - Tomorrow and Tomorrow and Tomorrow
 
My favorite novel last year was Tomorrow and Tomorrow and Tomorrow by Gabrielle Zevin, a work of literary fiction about two childhood friends who grow up to become video game designers together. The pair are very close friends as kids, then have a falling out and lose contact. They reconnect in college and begin making video games, first as class projects, later starting their own company and growing it into a major studio. They grow apart, then have another falling out. And then, tentatively, they begin to reconnect again. 
 
Parts of this book are very sad. The characters struggle with poor health and damaging romantic relationships, even as they find artistic and commercial success. The saddest part though, I think, is simply the very real pain of growing apart from someone you care about, or having a fight that means you don't talk to one another for years. Zevin did her homework on the video games too. The fictional games she describes sound realistic, and would be appropriate to each era. And impressively, the structure of each section of the book mirrors the game the friends are working on at the time. It was inspiring and encouraging to read.

My runners up this year are Corienne Hoex's Gentlemen Callers, which is like Invisible Cities, but for sex, literary and playful and phantasmic; and Important Artifacts and Personal Property from the Collection of Lenore Doolan and Harold Morris by Leanne Shapton, which tells the story of a couple getting together and then breaking up entirely through objects, presented in the style of an auction catalog with photos and descriptive captions. Shapton accomplishes what every museum curator and dungeon designer hopes to, creating a narrative entirely through
 
 
Nonfiction - Islands of Abandonment
 
My favorite nonfiction book in 2023 was Islands of Abandonment by journalist Cal Flyn. Flyn visits and writes about places that humans no longer use, and looks at how the ecosystem has regrown and recovered there. In a few cases, the abandonment is for political or economic reasons, but mostly it's because of pollution or poison - these are places we've made so toxic that we can no longer work or live there. A recurring theme is that the simple fact of human occupation is worse for the local ecosystem than anything else we can do to it - worse even than tons of unexploded ordinance, buried neurotoxins, or radiation. 
 
The ecosystems that grow back represent a kind of feral nature, different from what was there before, or in any of the few remaining places we've never touched. Flyn shows places that were abandoned for many possible reasons, and that have recovered in different ways. If the future involves fewer people, or even just more efficient land-use, there will probably be more abandonment, and Flyn helps us imagine what that might look like. This is probably the most D&D-able book I read all year.
 
My runners up are Ace by Angela Chen, which offers a look at asexual identity, its complexities, and what it illuminates about other sexualities that we might otherwise not see; and Adam Nicolson's Life Between the Tides. Nicolson builds his own tidal pools and reports on the ecosystems in miniature that spring up inside, talks about the biology of some of the most common tidal species, and gives a history of the Irish coastal region where he's working. It felt like a unique and very holistic view of both the niche and the system that contains it.
 
 
  
Comics - Supergirl: Woman of Tomorrow and Ducks (tie)
 
My favorite graphic novel this year collected the Supergirl: Woman of Tomorrow miniseries, written by Tom King and illustrated by Bilquis Evely. It seems like DC might be giving each of their heroes a chance at standalone superhero adventures out in space, and if so, I am fully in support of this project. A young Supergirl goes to a planet with a red sun so she can get drunk when she celebrates her 21st birthday, and ends up on a star-hopping adventure with a young farm girl, who narrates the series, in tow. This is science fantasy at its finest, real sword-and-planet stuff, and I liked the contrast between the physically-powerful but emotionally immature Supergirl, and the politically-empowered criminal she pursues.
 
My favorite graphic nonfiction was Kate Beaton's Ducks. Beaton is best known for her whimsical Hark! A Vagrant comics, but her memoir of her two years working in the oil industry to pay off her student loans is a serious and mature work. Beaton's experiences with sexual harassment were harrowing and persistent; any counterbalance within the piece comes less from humor and more from the awe of nature and her briefer encounters with human kindness.
 
My runners up are the Forest Hills Bootleg Society in fiction, and Flung Out of Space, which is technically fiction but grounded in biography. In Forest Hills, Dave Baker and Nicole Goux give us a story about four girls at a Christian high school who try selling bootleg hentai movies to boys so they can buy cool jackets and hopefully the approval of their peers. You just know it can't end well. Space is about the author Patricia Highsmith, by Grace Ellis and illustrated by Hannah Templer, covering the period where Highsmith was working in comics, beginning to experience success from Strangers on a Train, trying to sell Carol, and struggling with her own lesbianism and the self-hatred from her internalized homophobia.
 
 
The Best Things I Watched
 
 
Live-Action Television - Kleo
 
My favorite live-action show in 2023 was the German revenge thriller Kleo. I'm beginning to realize that I might have a soft spot for revenge stories. Show me a righteously angry person willing to suffer unlimited punishment for the chance to murder their way up the org chart until they can confront and kill the boss who wronged them, and I am on the edge of my seat the whole time. In real life I'm a pacifist, but on film, the more brutal and morally complex the revenger is, the more I'm enthralled. And Kleo, the character, is enthralling. She's an East German spy, who got burned and sent to prison. Then, when the Wall comes down, she's released into the rapidly reunifying German, with exactly one goal - to find out who in her own government framed and imprisoned her, and make them pay. 
 
Kleo is delightfully unhinged, with tactics that made me wince even as I couldn't look away from them. It helps that the show itself is very aesthetically pleasing, with bright colors, excellent action sequences, and a soundtrack that mixes synths with 80s New Wave and actual Red Army patriotic music. And actress Jella Haase plays the role with the kind of manic enthusiasm we usually associate with Nicholas Hoult or Nick Cage - absolutely committed to a character who is sometimes terrifying, sometimes sympathetic, and always compelling.
 
My live-action runners up is Irma Vep, which is much more high-concept. It's a prestige miniseries about the making of a fictional prestige miniseries. The fictional miniseries is a remake of the 1915 French film serial Les Vampires, and the real show, Irma Vep, is also a kind of remake or sequel and expansion of an earlier film with the same name and same concept by the same director. But if you can sort of set all that real-life complexity aside, then Irma Vep is a behind-the-scenes look at how prestige tv gets made today, the way the artistic and creative ambitions of some of the people involved can use, be used by, or simply clash with the purely financial motivations of others, and a kind of surreal exploration of the lead actress - played by Alicia Vikander - getting back in touch with her identities as an artistic and romantic person after an ugly breakup and an unfulfilling starring role in a superhero blockbuster.
 
 
  

 
Anime - Keep Your Hands Off Eizouken! and Sailor Moon (tie)
 
I only started consistently watching anime again in the last few years, and I feel like I'm embarrassed by the riches laid out before me as I sample some of the treasures from the past that I missed when they first came out. Keep Your Hands Off Eizouken! is at least from this century, and like Tomorrow and Tomorrow and Tomorrow, it's about people making something they love. In this case, we follow three high school girls who form their own tiny animation studio as a club. Across the brief series, we see them make and screen three short films, and learn about each step of the process along the way. The characters dream of feature films and international success, but the show is realistic about how much work they have to do, and what kind of results they can produce.

What makes Eizouken really enjoyable is the absolutely irrepressible enthusiasm of the lead character, the bucket-hat-wearing Midori. She has an unstoppable imagination, looking at the real world and imagining it filled with robots and hovercrafts, and filling notebooks with drawings of her ideas. Midori imagines the kind of things I used to daydream about when I was a kid, and the way the show depicts them really captures the feeling of that childhood excitement; I've never seen it portrayed so accurately before, in any medium. The theme song is also a banger, and sets the mood with its infectious energy.
 
Eizouken has a somewhat non-traditional animation style, especially for anime, and it makes me want to shout out a few other short series I watched that used unconventional visuals, all of which I really enjoyed, including Kayba, Mononoke, and Fire Hunter.

My other favorite season 1 of the original Sailor Moon anime, the one that first aired in America television in the 90s, where I watched it sporadically after school. It turns out that my clearest memories are from the plant alien arc at the start of season 2, but my heart belongs to the first and best season, which in my opinion did the best job sharing the spotlight across the ensemble, and doesn't include Sailor Moon's difficult daughter from the future. An ordinary, imperfect high school girl discovers that she is also the superhero Sailor Moon, the guardian of an ancient Moon Princess, and defender of Earth against aliens who want to steal the life energy human teenagers, usually Sailor Moon's friends from school. As the show progresses, she meets a team of other guardians, and they become real friends out of costume too.
 
Yes, this is absolutely a formulaic, monster-of-the-week action show, but within that framework, there's a great deal of creativity and love that went into the series. The combat sequences, for example, often use a series of splashy still-frame images in lieu of full animation. This was almost certainly a cost-saving measure, but it's also an artistic choice, one that amplifies key moments in each fight, and the splash images are always really good. The show also deploys exaggerated, Looney Tunes style expressions to convey strong emotion; a deep knowledge of the art form and its history really shows through in those moments.

My runners up are Princess Jellyfish (for slice of life) and Mobile Suit Gundam: The Witch from Mercury (for action). Princess Jellyfish follows a group of nerdy girls who live together in an all-women apartment building. When the city starts threatening to tear it down to revitalize the district, the girls are forced to confront their shyness and social awkwardness to advocate for the building at government meetings. One of the girls also makes friend with a crossdresser (someone who, I wonder, might be portrayed as a trans girl if the show were made today) who helps her practice acting confident and assertive, even when she just wants to hide. That crossdresser reminds me a lot of myself when I was that age.

The Witch from Mercury is not in continuity with any other Gundam series, although it uses the same giant robots and the same conflict between humans who live on Earth versus humans who live in space. This series focuses on the students at an elite academy, mostly the children of the richest and most powerful government and corporate leaders in the solar system. A cold-war conflict among the adults is acted out among their kids in the form of ritualized dueling (with mechas, of course) and high school romances. The stakes continue to ratchet up throughout the series, until the system is right at the brink of a real hot war. And I really liked the central relationship between Suletta and Miorine.
 
 
  
Films - The Creator
Probably my favorite film of the year was The Creator, which is exactly the kind of scifi film I hope they'll make more of. It's an original story, but in conversation with other works about robots and AI; it's visually stunning, seamlessly mixing CGI with practical techniques to make something that looks much better than either could produce alone; and it has something relevant to say about the contemporary world that's not simplistic, trite, or nihilistic.

At the end of an alt-history 20th century, where sentient robots became citizens of every country in the world over the course of the 60s and 70s, America suffers a terrorist attack, an atomic detonation in LA that kills a million people, and responds by outlawing robotics, and waging a global war on robots and any country that harbors them. Visually, the scenes of combat in Southeast Asia are reminiscent of the Vietnam War, but everything else about the war is obviously inspired by the War On Terror. What The Creator makes you feel, viscerally, is that even after an incident as severe as that, America's reaction is a catastrophic over-reaction, and that killing civilians abroad will never make anyone any safer at home. I watched this film over the summer, but its portrayals of racism and unconstrained military violence are even more relevant now, as the Israeli military is engaged in mass killing in Gaza.

My runner up is Vesper, which has like, all the same good qualities as The Creator, just on a smaller scale. In the climate and genetic engineering post-apocalyse, the self-contained cities known as Citadels control the supply of seeds to anyone living outside, and they only sell crops whose own grains will be sterile, forcing the hinterlands to purchase new seeds every year. Vesper is an ambitious girl on the cusp of puberty. She wants to be a scientist and move into the city; her uncle who owns the farm next door wants to ensnare her in debt and take ownership of her body. Then a small personal airship leaving the nearest Citadel crashes within sight of the farms, and Vesper suddenly has a new opportunity, and new dangers. After Islands of Abandonment, this might be the second-most D&D-able thing I enjoyed this year! It's actually very easy to imagine a version of this film that's just a Western, albeit one that center's women's experiences on the frontier, but I think the science fictional elements are improvements, they make the film better, certainly better-looking, and more impactful.

Monday, February 20, 2023

My 2022 in Review

Last year I started what I hope will be an annual tradition, and posted reviews of my favorite things I read and watched in 2021. It's time again, so here are my favorites from 2022! 

(Please note, the categories are somewhat different this year, and might be different again next year, depending on what particularly interests me each time around.)

 
The Best Things I Read


Graphic Novels - Black Water Lilies by Fred Duval and Didier Cassegrain

Black Water Lilies is a murder mystery set in the French village of Giverny, where Monet lived and painted for the latter part of his life. Police quickly determine that the murdered man was interested in acquiring Monet paintings by deceiving owners who didn't know the value of what they had, that he had numerous affairs, and that he might have a child. Three women emerge as suspects within the narrative - an old woman who secretly owns a Monet painting that is only rumored to even exist, a schoolteacher who has been seen with the dead man and might have had an affair with him, and a little girl who wants to be a painter and might be the right age to be the dead man's daughter. The police focus on the teacher and her husband, but that might be because the lead detective has fallen in love with her.

The investigation turns up a lot of information, but seemingly no conclusions, until the very end. The end of the story is perfect, and makes everything you've read so far even better in retrospect. I found myself immediately flipping back through to consider it all again. The art is also a absolutely gorgeous, which I think you can tell from the cover. The pastel colors, the profusion of flowers and large panels that show off the landscape - reading this book is like investigating a mystery set inside a Monet painting. The text and art work really well together, with the beautiful surroundings contrasting with the darkness of the story.

My runners up are Berlin by Jason Lutes, and Giantess by JC Deveny and Nuria Tamarit, which was published by the same press as Black Water Lilies. Berlin is an absolute masterpiece, with a large cast of characters who embody the major events of Germany in the 1930s and black and white art that resembles the striking graphics of posters of that era, and of course Lutes' name should be familiar to RPG fans. Giantess is a fantasy comic about a giant girl who is adopted by humans, then sets out to find her way in the world, along the way encountering politics, war, dogmatism, asceticism, witchcraft, and feminism, all while trying to decide what sort of person she wants to be.
 
 

Literary Fiction - Destransition, Baby by Torrey Peters

I'm always a bit nervous to read fiction about trans people, having been burned a bit by some of the novels by non-trans authors I read when I was first coming out. But I'm very glad I read Detransition, Baby, which is by a trans author, and filled with the sort of true-to-life details that let you know she really knows what she's talking about. I recognized myself in this, was reminded of other trans women I've known, and felt like I maybe learned some things about the community that I hadn't known before. Peters treats all her characters with empathy; she understands them and expresses their sometimes difficult-to-explain interior states with deceptive ease. Consider, for a moment, the beautiful ambiguity of the title. Is it a loving request, a bullying taunt, or simply an ordered list?

Detransition, Baby follows a trio of characters. Ames is currently living as a man, but he used to live as a trans woman, and may choose to again, sometime in the future, beyond the end of the book. Reese is Ames's ex-girlfriend, and another trans woman. Katrina is Ames's boss and current girlfriend, and she is accidentally pregnant with Ames's child. Ames suggests an unconventional arrangement - that the three of them co-parent the child together. As this plot unfolds in the present day, we get flashbacks to Ames's and Reese's closeted girlhoods, the early days of their transitions, how they met, and why their relationship ended. Ultimately, the three of them will have to decide whether to commit to Ames's plan or not, but the novel doesn't end with a decision; it ends when they have each finally confronted enough of their past mistakes to actually make a real decision.

My runner up is Temporary by Hillary Leichter, although The Very Nice Box by Laura Blackett and Eve Gleichman probably deserves a shout-out as well. Temporary follows a member of the precariat through a series of temporary jobs, where she deals with loneliness, low-pay, mistreatment by her coworkers, and the moral injury of being asked to do someone else's dirty work, all while longing for "the steadiness" of a job of her own. What's unique here is that her temporary positions are all fanciful and surreal - a pirate, a barnacle, a ghost, a hitman's assistant, a witch's assistant, a temporary mom. The Very Nice Box is a subversive romance novel that follows a queer woman working for an IKEA stand-in, designing the titular object for her company, and maybe re-opening her heart to a bro-ish young man whose affable masculinity is a little more toxic than it initially appears.
 
 
 
Genre Fiction - Senlin Ascends by Josiah Bancroft

Senlin Ascends is a fantasy novel, set in a world that resembles rural England, or maybe New England, with the Tower standing in for London or New York. Thomas Senlin, a small-town school teacher and latter day Ichabod Crane figure, takes his new wife to the Tower for their honeymoon and immediately gets separated from her. We follow him as he searches, gradually working his way up the levels of the interior. The bottom floors of the Tower are tourist attractions, gaining expense and exclusivity as they rise. Senlin is a flawed protagonist, at once too fussy and too certain of himself, but he survives to continue his search because he grows and learns from his mistakes.

Although the idea of the Tower, and its early displays of steampunk technology, are indeed fantastical, Bancroft grounds his story in a great deal more social realism than you might expect. He's especially attuned to issues of class and gender. The Tower is a machine, and it runs on the exploitation of labor. Where I think Bancroft excels is, at each stage of his story, recognizing what's the most obvious thing that could happen next, and then trying to outdo himself. By the time I reached the final set-piece, where a half dozen factions and conflicts all exploded into one another, I was seriously impressed by his skill. Senlin is the first book of a quartet. It stands alone well enough if you're not sure you want to commit to the series, but I'm glad I kept going.

My runner up is Angelmaker by Nick Harkaway. Harkaway gives us a James Bond type spy villain with a doomsday device and a plan to freeze the world in a state of perpetual quantum certainty, an aging lady spy forced out of retirement to stop him one last time, and a hapless watchmaker, son of a famous dead gangster, who assembles the greatest underworld vigilante team this side of M to pull one last heist and save the world from a state unbearable epistemic oversaturation. The whole caper is an awful lot of fun, at least as rollicking, madcap, and sexy as it is philosophical, but the elevated stakes, and the ideas behind them, only added to my enjoyment.
 
 
The Best Things I Listened To


Pop Music - "Expert in a Dying Field" by the Beths

With lyrics that seem to simultaneously describe the feeling of loving vintage and retro things, the grief of a failing relationship, and the pervasive anxiety of working in academia in time of budget cuts and shrinking college-age populations, guitars that progressively shift from pop to rock, and a video that was seemingly decorated by someone who wanted to make me sick with jealousy, the Beths score a very easy win here. 

For my runners up, I recommend "I'm Not Where You Are" by Marika Hackman and "None of My Friends" by Liz Lawrence, which are both about wanting to be alone, in their own ways, and both have excellent videos. 
 
 

Rock Music - "Hertz" by Amyl & the Sniffers

Amyl and her band are an honest-to-god punk rock phenomenon, with fast guitars, punchy lyrics, firecracker energy that rages without ever seeming to run out, and a name that genuinely offends at least half the people I try to recommend them to. (Just what are they sniffing, everyone seems to wonder. Is it glue, or the only other obvious alternative?) Here, she sings about wanting to go on a beach holiday, and I find her mood irresistibly infectious.

My runner up is "Chaise Lounge" by Wet Leg, which got much more attention this year. Despite their equally salacious name and even-more-explicit lyrics, no one ever seems as put out by this duo as they do by the Sniffers. The guitars here are probably a bit more danceable for most folks too.
 
 
The Best Things I Watched
 
 
Television - Dirty Pair

I never saw Dirty Pair when it was originally on in the 1980s -  in fact, I only found it because of a recent CBR article praising it shortly after it reappeared on Crunchyroll - but I'd like to think that if I'd had a cool older sister, this is the sort of show she'd have taken me under her wing and forced me to watch with her for my own benefit.

Dirty Pair follows a couple of teenage girl heroes-for-hire as they solve problems and restore justice in the most chaotic ways possible across a wild and dangerous scifi future. The girls feel like real teenagers. They quarrel with each other constantly. They'd rather go on dates with cute boys that save the world, but they will, though they'd like bonus pay or extra vacation days if they have to go above and beyond their original contract. In a galaxy where there seemingly is no "letter of the law" to follow, they consistently try to do the right thing and to stand up for people with less power who're being oppressed, no matter who's doing it.

And yes, their costumes are basically just fancy swimsuits. Yes, we sometimes see them wrapped in towels after showering at their apartment. But unlike more recent anime, we don't get any leering fanservice close-ups of their bodies. Their outfits just seem like an expression of self-confidence; their time "backstage" is shown naturalistically. The camera treats the audience as a peer rather than a voyeur. This is a series that was made for girls first and foremost. 
 
Plus, listen to that theme song! It's immediately jumped to the top of my favorites list, right beside "Cruel Angel's Thesis".

Honestly this was a good year for animation, and I watched a lot of it, but my runner-up is Andor, which would be first place in its own category if I was splitting television any further this year. It's a show about a Rebellion and an Empire that is thematically all about, you know, the ideas of rebellion and empire. Other reviews of the show tend to emphasize the price we see the rebels paying; I want to draw attention to Andor's representation of imperialism. All the cops we meet are bastards, the prison we see deserves to be abolished, and one of the most powerful scenes asks us to cheer for rioters throwing bricks at the police. (You might be briefly tempted, as I was, to feel some empathy for the girlboss character, until you're reminded that, oh right, she works for a government that tortures and kills with impunity, and the more competent she is at her job, the worse things are for the people she's targeting.) Andor is by far the most anti-authoritarian show I've watched recently. It also has excellent pacing into 3-episode arcs that inevitably culminate in perfectly choreographed action scenes, actors who are good at acting, and really excellent attention to detail in terms of the sets, costumes, and music.



 
Arthouse Films - Bad Luck Banging, or Loony Porn

Bad Luck Banging tells the story of a teacher who made a short porn video with her husband, and has to attend a meeting with the school's principal and a group of concerned parents to determine whether or not she'll be allowed to keep her job. In the first act, she crosses Bucharest on foot, walking from her apartment to the school, with a couple errands along the way. The movie was filmed in spring or summer 2020, so the masks, and the weird tension that suffused every face-to-face encounter during that time, are presented as a matter-of-fact part of the story. There's an interlude where the director criticizes what he sees as the sexual hypocrisy and growing fascism of Romanian society. His complaints about his country sound a lot like my complaints about mine; the differences are matters of degree, not kind. 

In the second act, the teacher attends the meeting, outdoors, because of the pandemic. If the first part was her Gethsemane, this is her Golgotha. The crowd of parents all want her fired. They insist on screening the porn video. (It was taken down from the internet, but one mother "helpfully" downloaded a copy for the meeting.) The parents all watch the video while the fathers make lewd comments. And the teacher does not flinch. She doesn't apologize. She doesn't offer to resign. She defends her right to exist as a human outside of her job, and she defends her ability to do her job well. I was in awe of her, transfixed by her courage and her strength. I only hope I can be half as brave if a conservative mob ever comes after me.

One thing I sometimes think about when watching or reading, is whether the depiction of sexuality is appropriate - was it necessary? was it authentic to the characters? should there have been less of it? or more? The show My Dress-Up Darling stands out to me for its inauthentic portrayal - when Marin looks at Gojo, we see him through her eyes, and understand what she feels, but when Gojo looks at Marin, we get generic anime fanservice, not a faithful representation of why he's so flustered by his sexy friend. The City in the Middle of the Night, which I otherwise really enjoyed, is notable for having characters who, seriously, should have just fucked at some point, where it feels false that literally none of them did, ever.

Bad Luck Banging absolutely passes this test. If a point of this film is that the teacher and her husband had the right to make a porn video, that she did nothing wrong either in her actions or by filming them, then yes, I really think the movie really does need to show you that video. It's not just acceptable; it's necessary. It would be self-defeating for the film to insist that this was completely fine but also refuse to allow the audience to glimpse it. And the film makes it clear, she hasn't done anything immoral - the people who keep re-uploading the video after it's taken down, and the people who watch it when she asks them not to, have.

My runner up is Portrait of a Lady on Fire, which again, is probably the more famous of the two on my list. It's kind of a slow burn of a movie, but not only did it keep growing on me as I watched it, but I found my enjoyment of it increasing even more in retrospect after I finished. It's a historical lesbian romance that does right a lot of things that other films in that niche are often criticized for doing wrong. And as a bit of storytelling technique, I especially appreciate the character of the maid and her problem, which forces the two main women to get out of their own heads, interact with other people, and help someone who needs it. Her being younger also emphasizes the lead characters' relative maturity. It's a very well-made film.



 
Genre Films - Everything Everywhere All At Once

Speaking of well-made movies, can we talk about just how good Everything Everywhere All at Once is? At a time when multiverse movies are all the rage, it is easily the best multiverse movie, and likely to stay that way for awhile. We get a quick, understandable explanation for how the multiverse works, and how people can contact their multiversal variants, and the payoff from visiting the multiverse isn't just cool costumes, incredible fight scenes, and an excuse for each actor to play multiple roles - though we get all those things too. The payoff is a surprisingly moving discussion of the regret we all sometimes feel over the decisions we didn't make, expressed by characters who are not idealized or perfect, but are realistically, at times frustratingly, flawed, imperfect, human.

And as I said, it's a really well-made film. From Chekov's Gun in drama to a whole host of ideas about the role of repetition in comedy, we know that there are times in any work to bring something back from earlier rather than introduce something new. And part of the beauty of EEAAO is that everything comes back, usually two or three times. Nothing is one-off, nothing is just for effect. Everything comes back, and gains humor and poignancy from its reuse. 
 
The film editing also deserves a special shout-out here. Most of the time, I feel like awards for editing are mostly a way to lavish even more praise onto already successful films, or to ensure that a particular prestige pic doesn't get completely boxed out by someone else's winning streak - but seriously, EEAAO is a well-edited film. From the cuts between realities, to the super-rapid flashbacks, to the main villain's mutating mulitversal costumes and weaponry, to the really touching scene where two unmoving rocks talk to each other with the help the best shot-countershot since Alligator Loki, this is a movie that simply would not work if it weren't edited so well, and among the many things worth noticing as you watch it, that's definitely one.

My runner up is Netflix's Kate, featuring Mary Kate Winstead on a furious and doomed mission to get revenge on the people who poisoned her before the poison finishes its job. Absolutely brutal fight scenes, plot and dialogue that manage to not romanticize her remorseless killing spree, and the kind of neon-drenched visuals that I'm always excited to see more of. Watching Kate back-to-back with Gunpowder Milkshake made the latter seem even more garbo by comparison than it would have if I'd watched it alone. I'm ready for a change of pace from the formula of making your anti-heroic character more sympathetic by giving them a kid to defend, but considering that the radiation-poisoned protagonist goes back at least to D.O.A., it's not originality that matters here, but how well the film uses the pieces it's assembled from.

Thursday, February 10, 2022

My 2021 in Review

I've decided to "borrow" another idea from Jack Shear and write about my favorite things I read, watched, and listened to in 2021. Every month, Jack writes a Total Skull post on Tales of the Grotesque and Dungeonesque, and every year, he and Tenebrous Kate records a Best Of episode of Bad Books for Bad People. (Readers with photographic memories may recall that I previously copied Jack's Unholy Misc format for my own Miscellany series.)


The Best Things I Read


 
Genre Fiction (tie) - The City in the Middle of the Night by Charlie Jane Anders & Fire Time by Poul Anderson

I really love the worldbuilding in City in the Middle of the Night. We're on a small, tidally locked alien world with human two cities built at the cusp of Day and Night, Xiosphant, the clockwork city, and Argelo, the city that never sleeps. Anders describes their cultures and languages in a way that makes them feel distinctive, real, and alive. The world is hostile. Whatever star they're orbiting is deadly bright, so the Day side of the planet is utterly off-limits. The Night side is dangerous, but human tech can function there briefly, and there are some interesting aliens living in the dark. The early history of the human colonies are very gameable, with the mothership sending "treasure asteroids" to crash on the surface, where teams of explorers, kitted out in environmental suits and snow-crawlers raced into the Night to recover the mineral wealth.

City must be, I think, an example of what critics derisively refer to as "squeecore". There are two protagonists. One is a working class girl, Sophie, with an obvious crush on her upper class friend. They play at political revolution, and Sophie ends up taking the fall when the police come looking for someone to execute. She only survives because she discovers how to communicate with some of the Night side aliens. The experience is traumatic, and for the rest of the book that trauma is never far from the surface. The other protagonist, mouth, is the lone survivor of tribe of nomadic people who traveled the entire length of the small globe. Now she runs with some daring black market traders who sell contraband back and forth between the feuding cities. Sophie and mouth start only peripherally connected, but the actions of one inevitable affect the other. None of the book's tentative romances are ever consummated, but several characters go to rather extreme extremes to enact their political beliefs, or empower themselves, or just do what they think is right.

Fire Time has another weird ecology. The planet Ishtar is in a trinary system, with one star like our sun, one inconsequential dwarf, and one red giant on an extreme elliptical orbit that exposes Ishtar to a century of much hotter weather once every millennium. Humans have a small colony on Ishtar and are trying to use their technology to help the native civilization survive the titular "fire time" - in every previous era, nomadic peoples from the planet's hottest regions migrate and sack the cities, which alongside predictable flooding and agricultural failures has always led to the collapse of the sedentary governments. At the outset of the book, the humans on Ishtar are forbidden by Earth to continue their plan so they can make ready in case they get pulled into a conflict started by humans on another alien planet, one with no indigenous life, where the human colony's conflict with the colony belonging to a second alien species has metastasized to the point where both homeworlds are involved, in what feels like an analogy to the actual Cold War. The plot is essentially a tragedy - a conflict on Ishtar that could be averted isn't because of politics on Earth.

I'm impressed by how many ideas Anderson manages to pack into a 200-ish page novel (compared to the 300-400 that's standard today). We get at least two factions of humans, two of the Soviet-analog aliens, two very well developed groups of Ishtarans, a half-dozen viewpoint characters, great worldbuilding around the ecological and cultural effects of the trinary stars, and especially great worldbuilding around the biology and ecology of Ishtar. The handfuls of Terran crops are the only food on Ishtar the humans can eat, and soil that grows one planet's native plants can't grow the other's. The most common Ishtaran plant is called "lia", which I imagine looking like sansevieria. There's also a third type of life on Ishtar, one that only lives in the otherwise uninhabitable regions, except during the fire time. Tauran life originally came from a planet that orbited the red giant before it got too big and too hot. Their astronauts came to Ishtar a billion years earlier and all died out. But their gut bacteria survived, and from those evolved new multicellular life, and eventually new sentience. The Tauran's are essentially made up of "left handed" molecules compared to both humans and Ishtarans; what nourishes one is basically indigestible to the others. Anderson's world is mind-expanding to imagine.


 
Literary Fiction - Famous Men Who Never Lived by K Chess

I mentioned before that I wanted to read this one, and last year I finally did. Famous Men Who Never Lived tells about the 100,000 refugees who come to our world from a parallel Earth that diverged around 1910 and experienced a different 20th century. We closely follow Hel, short for Helen, and some of her friends. Hel is obsessed with the science fiction novel The Pyronauts, which tells a story like a reversed War of the Worlds mixed with Fahrenheit 451. In it, Martians come to Earth in peace, bearing gifts of wonderous technology, but by accident, they also bring infectious microorganisms that lay waste to our plantlife, including our crops. The titular pyronauts, of this book within a book, are men dressed in environment suits, armed with flamethrowers, who burn away the infected plants to prevent the alien spores from spreading. Chess gives us Hel's summaries, rather than raw text from the fictional Pyronauts, but she's invented a book that feels like it should exist, and could have been written in a slightly different 1920.

While trying to find support to build a museum to the lost culture of the dead world the refugees escaped from, Hel either loses the book or it's stolen from her, and the lost book becomes a symbol of everything she left behind and had to give up. The perspectives of the other characters help to fill out the strangeness of the other 20th century, and the magnitude of the loss of an entire world. This was one I read knowing that it would confront me with my own grief about the pandemic.


 
Poetry - Eunoia by Christian Bok

The heart of Eunoia is a series of five prose poems, each written using only words that contain only a single vowel. So there's an A poem, an E poem, etc. Each poem is packed with as much assonance and alliteration as Bok could fit into them, and each includes, among other things, a feast, a drug trip, and a sex scene. Even moreso than other poems, these deserve to be read aloud, and I found the entire exercise to be a real delight.

Here's the merest sample: "Hassan gnaws at a calf flank and chaws at a lamb shank, as a charman chars a black bass and salts a bland carp. Hassan scarfs back gravlax and sprats, crawdads and prawns, balks at a Parma ham, and has, as a snack, canard a l'ananas sans safran." So good!



Nonfiction - A Game of Birds and Wolves by Simon Parkin

A book about the secret history and forgotten contributions of women doing classified work during WWII, somewhat akin to Hidden FiguresGame of Birds and Wolves tells the story of the women in the British navy who got recruited to design and run a wargame that would first discover tactics to prevent the German U-boats from sinking so many cargo ships, and second teach those tactics to the commanders of the British fleet. You learn an awful lot about the navy, women in the navy, and submarine combat along the way. 

One pleasurable discovery for me was realizing that the somewhat arcane rules followed by Romulan Warbirds and Klingon Birds of Prey in the original Star Trek series, when they use their cloaking devices, rules that don't really make sense if there's just a forcefield that turns them invisible, are the rules that govern how submarines engage in combat. Underwater they're invisible and too deep for torpedoes to touch, but move incredibly slowly, can't fire their own weapons, and are vulnerable to correctly aimed depth charges.


The Best Things I Watched
 


Animated Television (tie) - My Hero Academia & Avatar: The Last Airbender

I started watching more anime this year primarily because it fits neatly into my lunchbreak at work, but I've enjoyed the opportunity. My Hero Academia is basically a Harry Potter story with superheroes instead of wizards. It's also a lot of fun. It's set in a world where about ¾ of the population has some kind of superpower, or "quirk". These range from classic superhero powers to some real oddities, like having tape dispenser elbows or headphone jack earlobes. The main character, Deku, is born without a quirk, but wants to be a hero, and idolizes All Might, who's a Superman / Dumbeldore figure in this story. He gets a power, gets into school, and begins his journey, and by the end of season 5 the story has nearly reached the second year of high school. (The first year is, uh, eventful!) I especially like the way the world outside the school has started to open up in the last couple seasons, and am looking forward to catching season 6 in the fall.

After finishing My Hero Academia, one of my coworkers recommended I try Avatar, and I'm glad she did! If I had known how much I'd like Avatar earlier, I too might have contributed to the wildly successful Kickstarter. The world here is divided into a continent that's home to the Earth Kingdom, a major archipelago that houses the Fire Nation, the north and south poles where the Water Tribes live, and assorted mountainous islands that used to be occupied by the Air Nomads. Oh yeah, and each society has a significant and elite minority of "benders" who can control one of the elements.

The story opens after a century of war waged by the Fire Nation on all the others. Water Tribe siblings Katara and Sokka discover an magic iceberg, containing Aang, the current reincarnation of the Avatar, who disappeared just before the war started. They travel the world learning magic, initially pursued just by the disgraced Fire Nation prince, Zuko, and later by other agents of the Fire Nation. As our heroes travel, we see the cost of war, but also the reasons one might fight to retain autonomy, the importance of a peace based on coexistence rather than conquest. There are a lot of likable characters, but to my mind, Zuko is the most compelling. He's a deeply flawed person, but also the one who I cared most about what he did, and who I knew least whether he would do what I hoped. I also have to mention how much I love the animals on this show. They're all combinations, bat-lemurs and vulture-wasps and turtle-ducks and the like. They're really delightful!
 
 

Live Action Television Television - Counterpart

My only ambition in watching Counterpart was to watch a scifi spy thriller, and to see JK Simmons playing two characters in the same show. It's fair to say I got more than I bargained for! In this show, there are two Earths, one essentially like ours, and one harsher and more mysterious, for reasons that are initially unclear. The two worlds are connected by a single doorway in East Berlin, with an embassy on either side, with very tightly controlled travel and communication between the two worlds. The existence of the doorway is a secret, and so there are lots of spies on both sides trying to learn about one another and steal technology.

The show opens because someone hired an assassin on the other side to come to our world and kill certain people. Simmons' character, Howard, a minor bureaucrat who doesn't even know the nature of the secretive organization he works for, gets recruited to help out because his comatose wife is one of the targets. The assassin, Baldwin, was the first element to draw me deeper into the show than I expected. I found I couldn't take my eyes off of her; the actress's performance is electric. The other element I couldn't resist was learning more about the secrets of the two worlds, how they came to be connected, and the global flu pandemic in the 1990s that made the other world so harsh and cruel in its dealings with ours. I didn't expect how important that fictional pandemic would be to the show, or how much it would engage my emotions.
 
 

Documentary Television - Alien Worlds

If I were to add a couple more to this category, I'd recommend the glass arts competition Blown Away, or the ceramic competition The Great Pottery Throw Down, but the show that really exceeded my expectations was Alien Worlds. I'm a big fan of speculative biology, and this show doesn't disappoint, but what I especially liked was how much it was all grounded in extrapolating from the biology of Earth. The very first interview in the first episode is with the man who discovered the first exoplanet! I was also deeply impressed by the tour of the Danakil Depression.

There are only four episodes, but we see the airborne life that thrives in the thick atmosphere of a planet with twice the mass of Earth, the adaptive radiation of the same genus into different species on the night and day sides of a tidally locked world, the overflowing fecundity and complexity of the food chain on a world with a binary star, and the possible long-term future of an intelligent species on an Earth-like planet around about to become a red giant.
 
 

Film - The Night is Short, Walk on Girl

I probably watched more television than movies last year, but The Night is Short, Walk on Girl leapt to the front of my mind when I thought of things I'd enjoyed. We follow an unnamed and very charismatic young woman, a college student, as she enjoys a very long night of drinking, book fairs, and street theater. She quickly collects a group of fellow bon vivants, and a luckless grad student with an unrequited crush on her. This film really captures the joy of the night life, and reminded me how much I miss it, how much fun it used to be to go out on the town.

I have two reservations worth mentioning. First is that in the final act, a rather nasty common cold spreads among all the revelers in the film, sending all of them home to bed, and leaving the streets eerily empty in a way that looked too much like the first lockdown. One character even rhapsodizes about the rapid spread of communicable diseases as a manifestation of human camaraderie. It was impossible for me to watch that and not think about the possibility of people spreading something worse than a simple cold. 

My second reservation is that I don't really like stories about men pursuing romance with women who don't know them; the chases always feel sinister to me and the happy endings almost always feel false. By the end, the grad student guy learns how to stop acting like a stalker and start acting like a friend, and the "end" of his chase is simply that they make a tentative start at dating. But neither set of qualms is enough to knock this from its spot as my favorite movie I watched last year.

Wednesday, October 21, 2020

Mausritter and a Resource Management Link Retrospective

Last year, I wrote the first post of what I hoped would be a series, where I kept up with what other roleplaying bloggers are writing about resource management in their games. That initial post didn't have a planned theme, although most of the posts I looked at were talking about encumbrance, and thinking about how to assign encumbrance slots.

At the time, I made a few recommendations. I suggested that encumbrance rules should be kept as simple as possible because different kinds of complexity add up very quickly. I suggested that encumbrance should be fairly consistent from character to character - although tying carrying capacity to Strength is popular, I think that allowing it to vary from 3 to 18 is too much. I noted that using the Strength bonus instead of the Strength score is one compromise solution; another would just be to make carrying capacity the same for everybody.

I praised Goblin Punch's "triple X depletion" rule. The idea here is that if you're using a supply that gets used up over time, you track the rate of it getting used up by marking three Xs next to the item name, and the third X means you've run out. If you combine that with a rule that says small items come in bundles of 3, suddenly you've got a fairly simple, fairly consistent rule for tracking supplies.

At the time, I came down against "backpack" rules that let you trade 1 or 2 encumbrance slots for a "backpack" that has extra slots inside. My reasoning was that this trade doesn't really feel like a trade-off to me. If there's no downside and only benefit to carrying a backpack, why not assume that every character has one, and just increase the base carrying capacity by whatever amount the backpack was going to add?

I've thought about this a little since then, and I think there is a purpose that "pack" rules can serve. If you want to have a second type of encumbrance with a second and smaller carrying capacity, then envisioning this as a "pack" seems like as good a mental image as any (although maybe it would be better to think of the primary encumbrance as a "backpack" and the secondary encumbrance as a "side-bag"?) I've mentioned this idea before - Stars Without Number has special encumbrance slots for items you can access instantly in combat, Numenera has special slots for magic items, Shadows of Brimstone has special slots for single-use items, etc.

I wouldn't recommend that you try to use more than one of these systems at a time, but clearly, some rules systems see a benefit to having a second, more restrictive carrying capacity for a special class of important items. I have a few suggestions. First, if "side-bag" capacity can potentially increase, I say let it grow based on character level, rather making a better bag something you can just find or buy. A more experienced character becomes a better packer! Second, don't insist that characters "give up" any of their primary encumbrance slots in order to carry a "side-bag". Just assume that everyone has one, and set your numbers accordingly.

If you really want to create a trade-off, then say that wearing heavy armor means you can't carry a side-bag (and wearing extra-heavy armor means you can't carry a backpack or side-bag!) But otherwise, accept that you've created a system where everyone has two types of encumbrance, and don't add complication by pretending that the players have a meaningful choice to trade a couple of one type of slot for a handful of the other. The only reason to allow such a trade would be if certain character classes (like alchemists, maybe?) had a unique and special option to give up a regular slot or two in exchange for their class-specific ability to carry special materials. (Or, you know, just let them have their special class-defining feature without punishing them for it, whichever.)
 
  
 
On Discord, KingPenta of the Dice Blade blog asked me if I would consider looking back on my last post about this and reflecting on what I think works. My long answer to that question is above.

My short answer is just three words: Mausritter is lit.
  
Okay, so maybe there's also a long version of my short answer, but it's basically just me singing Mausritter's praises. If you were to take every good idea people in the OSR scene had about encumbrance, edited those down to their simplest and purest versions, and combined them into a single ruleset, you would have the resource management rules from Mausritter.

I think I've said before that I consider Into the Odd to be something like the Platonic ideal of simple Dungeons & Dragons. Both the rules and the writing have been distilled down to their very essence and presented in the tersest, most compact possible way, without sacrificing the elements that are most essential to play. I'm not saying that no one else can write something better than I2TO, but I am saying that you'd be hard pressed to write something shorter. Chris McDowell has seemingly cut out everything but the most necessary elements of D&D, and edited his own writing to be as terse as possible. Trying to compete on either of those fronts is likely to leave you with something that either no longer really feels like D&D or is no longer really legible.

Well, in the same way, Mausritter, which is built off the bones of I2TO, feels like the Platonic idea of simple resource management for D&D. You might be able to write something better, but you probably can't write something simpler or shorter without making sacrifices that change the feel of the game so much that it becomes something else.
 
And part of how Isaac Williams does it is by taking advantage of an underutilized solution for resource management - illustrated inventories.
 
Paper Elemental giving some very good advice here

Mausritter putting theory into action

Almost the entirety of Mausritter's inventory rules fit on that two-page spread. ("Inventory" is also a MUCH better word than "encumbrance", which always feels like it should be accompanied by sad trombones.) You have exactly 10 slots of carrying capacity. Armor and heavy weapons take up two slots apiece, most other items take up only one. Every item has little boxes to mark off their "usage" - torches after an hour of burning, rations after eating, weapons and armor after combat, other items after they get used in a serious way. Most items have 3 boxes, fancy electric lanterns - and by implication, any other really expensive, high-quality goods - have 6. Spells are represented as sigils or runes that you carry. Conditions such as injury and exhaustion take up an inventory slot until you take care of them.

And ... that's pretty much it. Like I said, it's like every good idea for inventory management, everything Torchbearer tries to do in its own more-complex way, edited down to just about the simplest imaginable version of itself. The art both helps you recognize the item and communicates volumes about the setting. Because you can print off and cut out your own little inventory tokens, you can quite literally organize your inventory by moving them around, and you can write-on and erase the individual tokens until they need to be replaced, without wrecking your main character sheet.

The larger size of certain items creates simple but interesting packing dilemmas - for example, light armor needs a shield, which means you can't wield large weapons at the same time. The different situations for checking usage give each item a slightly different feel, and some add an element of unpredictable risk. Improvised weapons get used up a little each combat, but for the others, there's only a 50% chance it'll be depleted. The same is true of the spell runes. Pick how many charges you're willing to risk using up and roll that many GLOG-style Magic Dice; each charge has a 50% chance of being expended by casting the spell. Although the chances are the same, to me this feels like for weapons, you're checking to see if they are surprisingly damaged, while for spells, you're finding out if they're miraculously not used up (perhaps simply by comparison to other rule systems, where weapons are always fine, and spells are always expended in casting).
 
 
 
Having slightly gotten back into the swing of this, and realized I'll enjoy it more if I organize these posts thematically rather than chronologically, you can probably expect to see more posts like this in the future, hopefully at a faster rate than once per year.

I should also note, in looking at the Mausritter website to write this, I realized that it's getting a fancy boxed-set edition from Games Omnivorous next month. The same charming art as ever, now printed on very heavy paper.

Thursday, October 15, 2020

Let's Read Barbarian Prince - part 3, Character, Followers, Encounters, and Combat

In part 1 of my review of the game Barbarian Prince, I looked at the map and the rules layout. In part 2, I looked at the main actions that the player can take. In this current part, I plan to look at who the player character - Cal Arath, the eponymous barbarian prince - at the various NPC followers and allies you collect, and at the rules encounters and combat. This will probably be the last part of my read-through. Next I'll write a play-along as experience the game in action, and then I'll suggest ways to change - and perhaps improve! - the rules if you wanted to write your own solo adventure game that somewhat resembled this one.
 
After my last post about this, I happened to find Hex Junkie's sandbox setting using the Barbarian Prince map by searching on the OSR Discord server. 
 
I've mentioned that I kept hearing rumors about a mobile phone app version of the game. Travis Miller pointed me toward Paul's Gameblog, where there's a link to one such app for Android devices, called Road of Kings. I should note that I haven't tried downloading the app, and I can't verify if it still works.

Also, Kitchen Wolf shared a link to issue 47 of the magazine Space Gamer, where there's both a contemporaneous review of the game, and an interview with designer Arnold Hendrick about the design decisions he made while writing Barbarian Prince. For example, it seems that he was thinking about computer programming when writing the rules - and it was his intent for this format to make playing the game easier. The idea, apparently, is that you wouldn't have to memorize all the rules, because the reference codes would point you to them at the appropriate time, and because numbering the reference codes would mean you'd know exactly where to go look. Political maneuvering by seeking audiences at the temples and castles is intended to be the primary way to win the game. And something that I found baffling during my initial read (the multiple versions of surprise embedded in the combat rules) are intended to prevent the game from being overly predictable. It's a worthwhile read for anyone who's following along with this series of posts.
 
 
Barbarian Prince cover art by Frank Cirocco, copyright Reaper Miniatures
 
Player Character - In the game of Barbarian Prince, you play the character of Cal Arath, the crown prince and rightful ruler of the Northlands. Unfortunately, a usurper has killed your farther and taken your throne. You've been exiled to a foreign country to the south. You have 70 days to acquire 500 gold pieces to finance an army, or otherwise reassert your rule over the Northlands. Otherwise, the usurper will solidify his claim on the throne, and your quest will be lost.

Cal Arath is basically unmatched as a human physical specimen, although some monsters are stronger and more deadly. You have Combat Skill 8, Endurance 9, a named sword "Bonebiter" that doesn't count against your Carrying Capacity, and between 0 and 2 starting gold coins.

As a quick reminder, every character in this game has an initial Carrying Capacity of 10. It goes down by half each day you don't eat, falling to 5, 2, 1, then 0. One unit of Carrying Capacity can hold one meal, 100 gold coins, or an object you find as treasure.

You also have an attribute called Wits & Wiles, which is akin to the Skill rating in Troika, it's basically how good you are at all non-combat tasks. It's determined randomly at the start of the game, and so ranges from 1 to 6. (I've seen complaints that getting stuck with Skill 4 in Troika is punishingly bad - I can only imagine what Wits & Whiles 1 is like!) Notably, the non-combat tasks where your Wits & Wiles score matters include virtually all social interactions. One subset of my ideas for modifying the game are devoted to ways to make the growth of your Wits & Wiles rating either an in-game achievement or a reward for replaying, rather than simply randomizing it every time.
 
 
Barbarian Prince's treasure rules, copyright Reaper Miniatures
 
Followers and Allies - My biggest surprise when I started reading Barbarian Prince was the abundance of NPCs. It's a single player game, but not a single character game. You'll always control Cal Arath, but he won't always be alone. You can hire followers in town, and recruit allies as you encounter them on the road. There's a special type of follower called a Guide who can help with hunting and navigation, and I've noticed that among your potential allies, Priests and Magicians are often relevant. Depending on how you play, you might have a small adventuring party, a large company, or a veritable warband accompanying you.

Which I guess also goes to a larger point about how this game surprised me, because for that people talk up the game's sword & sorcery credentials, this isn't really a game of individual heroism as much as it is a game of politics and leadership. You might be a barbarian, but more importantly, you're a prince, a leader of men, and you'll probably win by acting like a prince and engaging in diplomacy, finding a foreign leader to form an alliance with or bankroll your mission. Remember, that 500 gold you're seeking isn't for you, it's to pay for an army to stage a counter-coup. That countryside you're exploring isn't wilderness, it's a country, somebody else's country, and it's plenty well explored already as far as the locals are concerned.

Even Cal Arath's barbarian-ness is situational. I think the gameplays up the idea that the Northlands must be a harsh land full of rough and rugged peoples to make it seem like you're Conan wandering around the Shire. The farmed areas at least are full of elves, dwarves, halflings, and yokel sheriffs eager to organize a torches-and-pitchforks brigade to round you up for hunting livestock like they're wild game - but there's a caveat that Cal Arath is only living off the land because he's fallen on hard times. He knows how to fight and hunt because that's what princes do. In his own country, he probably isn't stealing a lot of pies off of windowsills, or poaching on other peoples' land, and you have to think that if he happened upon a tower full of orcs on his own frontier, he'd come back later with an army rather than being forced to stage a daring commando raid with whatever handful peasants happened to be on-hand at the moment. He isn't sleeping rough, wading through swamps, and fighting off crypt-guarding skeletons because he's a foreigner, he's doing it because he's homeless, penniless, in exile, and desperate to raise a king's ransom quickly enough that he won't be forced to remain that way.

The point is, I was originally expecting something akin to a boardgame version of the original Legend of Zelda, and this isn't that at all.

Anyway, the NPCs you meet also have Combat Ability and Endurance scores. They also all have "wealth codes" to determine how much treasure they own, but in my reading of the rules, you can only take possession of an NPC's treasure if they die. I think this means you get their treasure if they're killed in combat. I also think it means you can't force your followers to spend their own money on food - they'll either choose to stay with you while going hungry, or run off to go buy a meal, but apparently they'll be damned if they're going to pay out of their own pockets while you, the boss, are supposed to be covering their per diems.

Your ranks of followers can grow as you meet more people. There's also a couple ways they can shrink. First of all, you can dismiss any follower at any time for any reason (with the exception of your True Love, if you have one - there will be no divorce!) Hirelings with an agreed-upon wage will also defect if you can't or won't pay their daily wages.

Next, if you don't have enough food to feed your entire entourage, you risk them defecting from your group. I interpret that to mean that if can't feed everyone, you either have the choice to dismiss followers until you can feed everyone who's left, or you can share the available food equally, but then each follower gets to decide individually whether or not to defect. Depending on your Wits & Wiles score, you might actually lose more people by trying to keep everyone.

And finally, you might choose to leave some of your followers behind when you're making an escape. If you're running away from an enemy that's chasing you, you're much more likely to escape if everyone in your party is on horseback or, better still, flying. Which they can be, if you're willing to abandon everyone who used to be a member of your party who's not on horseback!

I suspect that the primary benefit of having a large party is the advantage they grant you in combat. I'll discuss combat more below, but what's important here is that every NPC and monster behaves the same way as Cal Arath. Each character can attack one opponent, so if your followers outnumber the enemy, you can gang up on specific targets while limiting losses on your own side.

Barbarian Prince doesn't come with any kind of character sheets, or party record sheets, or anything like that. If you start acquiring a lot of followers, or if the composition of your party keeps changing because you continue to add and dismiss people, I would imagine that it can get a little messy tracking the whole group on scratch paper. I don't know if this is actually a problem, per say, but it does seem like an area where improvement is possible. This is another area where I have a few different ideas for maybe modifying the rules, or maybe even just adding props, to make things run a little smoother.
 
 
a representative encounter from Barbarian Prince, copyright Reaper Miniatures

Encounters - When traveling each day, there's a chance of having an encounter. Many of those encounters are with intelligent NPCs where you have the option to talk, evade, or fight. (There are also monstrous encounters where the creature's behavior leaves you with no choice about how to approach them.)

When you encounter an NPC like this, you first choose your approach, then roll the dice. The best way to succeed is to roll well. (Although what counts as "well" can vary. Notice that for the Swordsman, rolling a 1 means you surprise your opponent if fighting ... or that you can only escape if you have horses. Rolling a 6 means they'll let you pass unbothered if you choose to evade ... or that they get the drop on you in a fight.)

Each type of intelligent NPC has their own combination of results, so each poses their own kind of risk. It's worth noting that many of the options to talk or evade can turn into combat if things don't go your way - such as if you don't have horses, or can't pay the 10 gold coin bribe the swordsman sometimes demands. In that case, you default to a generic table of random combat results; against some adversaries the generic table is probably more favorable than their specific fight options, against others I'm sure it's worse. The "converse" result from R341 is itself kind of a generic table of talking results, ranging from them trying to kill you instantly to them offering to join up with your party for free.

The unique combination of outcomes for each NPC means a couple of things. First, it means that some NPCs might be straight up "easier" or "harder" than others. Some people you encounter might be, across the board, easier both talk to, evade, and fight than others. It also means that for some NPCs, you'll do better by talking to them, others by fighting, others by trying to sneak or run away. 

I haven't cross-referenced all the NPC tables to be sure, but my initial impression is that if a given NPC would likely be an ally in Lord of the Rings, you're probably wise to talk to them, and if they seem "scary" or dangerous, you're probably wise to evade. This seems like a nice design touch, because it means that knowledge of common genre tropes can substitute for system mastery. That is, when playing the game, ideally you won't be forced to either memorize the probabilities of all the outcomes of all the NPCs or just guess blindly about the best course of action. You'll be able to make informed choices by drawing on what you know about fantasy literature. 

It's also worth noting that most fight options create a possibility of a particular combat situation, rather than a guarantee. A result that says "surprise" for example, probably means you have the possibility of surprising your enemy, but only one of the four possible "surprise" results actually guarantees it - the others all ask you to roll the dice to find out. One of the two "attack" results offers the chance that your enemy will win the initiative, just as one of the two "attacked" results gives you the chance to strike first. In general, you'll do better on these rolls if you have a higher Wits & Wiles score. (Which means, I guess, that it's both Skill and Initiative.)

When I was first looking through rules, I was kind of shocked that a game that takes so many pains to save space and avoid repeating text had FOUR different versions of Cal Arath surprising his enemies. (I'm still surprised, honestly, that the reminder text about evading your enemies by flying away is reprinted on EVERY enemy entry, although it sure does make me want to find a flying horse when I play.) One version guarantees surprise, on grants you surprise if you roll under your Wits & Wiles score, one grants you surprise if you roll equal to or under your Wits & Wiles score, and one grants you surprise if you roll the dice and currently have fewer party members than that. Reading the interview with the designer kind of changed my mind, as did remembering that the game uses a d6, not a d20. In a d20 game, the 5% probability difference wouldn't be worth the extra text - and the risk of confusion from not having a consistent way of reading the dice might make the extra rule worse than worthless - but in Barbarian Prince, those two rules have a 17% difference in the chance of granting you surprise. I think you could still argue that that's still not a big enough difference to justify the additional rule, but it's not as bad as I originally thought.
 
 
illustration by Cynthia Sims Millan, copyright Reaper Miniatures
 
Barbarian Prince combat table, copyright Reaper Miniatures
 
Combat - Combat here is somewhat similar to D&D. Each round, all the characters on one side attack, then all the surviving characters on the other side hit back. If one side has surprise, they get one round without reprisal, and they get to go first in the subsequent rounds. Otherwise, who goes first is determined by the specific "fight" rule governing the combat. In general, you must match Cal Arath and his allies up one-on-one with the enemy, although if either side outnumbers the other, you get to decide how to distribute the extra characters, and each character only gets attack one opponent per round.

To attack, roll 2d6, add the attacker's Combat Skill, subtract the defender's Combat Skill, apply any situational modifiers, and then consult the Combat Table. Rolling higher is better here. This is seriously one of the worst written and most needlessly confusing rules in the entire game. First there's the issue of how it's actually written. Compare what I just said about the attacker and defender, and compare it to this from R220c: "To resolve a strike, take the combat skill of the striker, and subtract from it the combat skill of the target character." Mind you, that's subtract from it, not subtract it from, which has the opposite meaning.

Then there's the issue of the combat table itself. It's ... I mean just look at it. The basic logic is this - if you roll low, you will probably miss and deal no Wounds; if you roll high, you will probably hit and deal two or more Wounds. But beyond that general tendency, there's no logic to it, it's just a mess. 10 and 12 both deal two Wounds, but 11 only deals one? 16 and 18 deal five, but 17 only deals two? Why does -1 hit anything? Why does 15 miss entirely? Why does 14, and only 14, deal three Wounds? (With Cal Arath having Combat Ability 8, and with the most common roll of 2d6 being 7, this would almost be cool if there was a common enemy with Combat Ability 1 and Endurance 3 ... but there is no such enemy.)

I genuinely don't know why it's written like this. My only guess is that it must have been to ensure that you could never know the outcome of combat just by looking at the dice, you'd always have to do the math and then check the table. A low roll is probably a miss, a high roll probably a hit, but you can't know for sure without looking. A friend of mine has a theory that there are fewer car crashes in England than in the US because the roads there are so winding, narrow, and filled with roundabouts that you have to pay complete attention every second or you'll get in a wreck right away ... so you do. Maybe these rules are like that? They're so situational and specific that you know you have to check the table every time? As you might imagine, I also have some thoughts about how to modify the rules for combat.

There are a couple situational modifiers. If the attacker has any Wounds, they get -1. If the attacker has Wounds equal to half their Endurance, they get an additional -1 (so a total modifier of -2, although it's not written out like that.) There's no bonus for the defender having Wounds, but if the defender has Wounds equal to half their Endurance, the attacker gets +2. This would be easier, I think, if it were truly symmetric, and if you only kept the penalties and bonuses for when a fighter is "bloodied."

You can try to run away from combat. Unlike using the "evade" option before a fight starts, you have to take your entire party with you. To make an escape attempt, your entire party gives up their attacks, and you roll 1d6, hoping to get a 4 or higher. If the attempt fails, I believe you've still lost your attack for that round.

You can also try to make your enemies run away. Each time you kill an enemy NPC in combat, you have the option to roll 1d6, and on a 6, the surviving enemies will all run away. This is totally optional, so I guess if you think you can win the fight, you might not want to scare them off, since they'll take all their money with them. On the other hand, if you're outnumbered and might lose, frightening the rest with a bit of yelling and woad could really save the day. Enemies with Combat Ability 9 or Endurance 9 will never run away.

In Barbarian Prince, your Endurance score never changes, but you do gain wounds from combat, and heal them by spending time resting. If a character has one less Wound than their Endurance (what we'd call hp 1 in D&D), then they fall unconscious and become helpless. If an NPC falls unconscious, you get to decide what to do. If Cal Arath gets knocked out, roll 1d6. On a roll of 1-3, your followers all desert you and steal all of stuff as they go. On roll of 4-6, they'll stay with you, either making camp while you heal, or carrying you somewhere else if you want (although it takes up 20 Carrying Capacity just to haul you, to say nothing of your possessions, so moving won't always be feasible.) 

Presumably this means you can choose to just knock out your enemies instead of killing them, although the rules are not explicit on this point. I think if I were making changes, I'd make unconsciousness something that only happens to the prince.

If a character has Wounds equal to their Endurance (what we'd call hp 0 in D&D), then they're dead. If an NPC dies, whether they're your enemy or ally, you get to desecrate their grave inherit their belongings. (Despite being an outlander, you're everybody's next of kin!) If Cal Arath dies, the game's over and you lose. 
 
The daily actions provide a framework for exploring the south lands. The most common kind of random event that happens while you're exploring is an encounter with an intelligent south-lander, and the most complex outcome of an encounter is combat. If you understand those three sets of rules, then you understand enough to start playing. Next time, I'll play through a couple times, once trying to act like a barbarian, and again, trying to act like a prince. Then I think I'll be ready to offer some ideas for modifying the rules to make your own game of solo exploration.