Friday, May 26, 2017

A Miserable Little Pile of Secrets


Do you have a favorite fictional map? 

I do: it's the map from Castlevania II: Simon's Quest that was published in Nintendo Power. The version of the map featured in Mondo's new vinyl release of the Castlevania II soundtrack is even better. As it turns out, the map works really well for my Krevborna setting. See my hack of the map above where I've added my place names to the Castlevania map; it's certainly more attractive than the intentionally unhelpful map I've been using in my games.

Speaking of, I'd be remiss not to post the teaser trailer for the upcoming Castlevania cartoon on Netflix: 


Thursday, May 25, 2017

The Allure of Thrones


Tracklist
† Black Magician, Full Plain I See, the Devil Knows How to Row
† Uncle Acid & the Deadbeats, Ritual Knife
† The Devil's Blood, Within the Charnel House of Love
† Blood Ceremony, Eldritch Dark
† Jess & the Ancient Ones, Astral Sabbat
† Jex Thoth, Damned and Divine
† Serpent Venom, Blood of Serpents
† Electric Wizard, Frisson des Vampires/Zora

Wednesday, May 24, 2017

The Best Defense

Even though the previous collection of The Walking Dead ended with Rick's nihilist pronouncement that he and his fellow survivors are ontologically equivalent to the zombies all around them, The Best Defense picks up at a moment removed from Rick's descent into existential pessimism. Instead, we see something of a return to the old Rick of earlier issues; he's busy organizing and fortifying the prison into a stronghold that will enable the group's survival. With the discovery of a cache of weapons and riot armor, the prison becomes a feudal castle; when Rick and Glenn don riot gear to venture beyond the prison's barricades, they do so as armored knights errant sent to protect the kingdom from invaders. These images and the actions they foreshadow gesture toward a stark possibility about the prison: if it is to be the group's castle, it must be a castle that can withstand a siege.

Glenn and Rick's knightly quest for gasoline is interrupted when they observe a helicopter go down a few miles away. Off they go, with ronin Michonne in tow, on a further quest to discover crash survivors on the boundaries of their domain. Back within the prison, Lori again feels (rightfully) abandoned by Rick's willingness to always be the one who takes action far afield instead of staying near his family. 

While Rick is away, Carol takes the opportunity to make an unusual proposal to Lori: she suggests that she "wed" both Lori and Rick, becoming part of their family. Carol explains that in this new world of survival against the walking dead, the old rules don't have to apply. And she's right. Since survivors will be forced to remake the world one way or another, they need not be bound by traditions, customs, or mores that no longer fit the world in which they're forced to live. 

But Lori will have none of it; she's not an open-minded woman--she cites the effect that a polyamorous relationship might have on the children--and rejects Carol's idea out of hand. Through this odd-yet-stereotypical interaction, Walking Dead poses a series of questions about our adaptability: if we had to rebuild the social world through which humanity coheres, could we do it anew or are we, as a species, inextricably bound to the social formations we've inherited? Is change, even when it might abet our survival, something we have difficulty navigating? Do the lines, rules, and strictures of interpolation and tradition have too tight a hold over not just what we think, but how we think and what we're able to imagine?

Our collective inability to break free from the hegemony of old patterns is underscored in several ways. When Rick, Glenn, and Michonne find themselves in the clutches of the Governor, he imparts a missing piece of why everything has gone to hell in the big cities: when the National Guard was called out to turn metropolises into sanctuaries, the men and women of the Guard couldn't let go of the idea that they needed to protect their families first and foremost. And so the cities went undefended because those with the power and mandate to make a difference simply couldn't think beyond the basic survival of their immediate tribe. They couldn't bring themselves to do something unprecedented in response to extraordinary circumstances.

The other way we see old habits dying hard is in the ridiculous artifacts of more civilized times that the various characters crave even though those artifacts have no meaningful place in the dangerous world that confronts them. Foremost of these misfit artifacts is entertainment. Carol is thrilled at the prospect of having access to the prison's library, and positively overjoyed at the thought of being able to watch a movie once they get the generator working in the prison. The possibility of movie night again rears its head as a form of escapism that might allow the survivors in the prison to forget, at least momentarily, that Michonne, Rick, and Glenn haven't yet returned from their expedition.

The craving for entertainment takes a darker form in Woodbury, where the Governor has arranged for gladiatorial combat to keep his populace dependent on the bread and circuses he provides. As the Governor states, "There's a lesson there. You gotta keep people occupied or they'll turn on you. Reading and fucking will only keep people busy for so long." Entertainment, then, is both a instrument of social control and a numbing form of self-medication and self-distraction. The ways that entertainment, especially bloodsport, appeases the populace is gruesome, but its not nearly as horrific as the populace's willful complicity in allowing that bloody spectacle to effect who they are and what they will accept as human beings.

The Walking Dead posits that our habitual desire to be entertained renders us vulnerable to a corrosive habit of distraction that has the potential to eat away at our humanity--or at least sedate it into quiet compliance. The reliance on spectacle, then, is just one more pattern that we cannot leave behind, even though distraction can be fatal in a post-apocalyptic world and escapism is a weakness when the current situation demands all of your focus purely as a matter of survival. Notably, despite the Governor's understanding of the role that entertainment plays in the community he leads, he isn't immune to it. The Governor keeps the severed heads of his victims in tanks as if they were so many television screens competing for his attention. He's seemingly aware that watching the heads diverts him for his purpose--he ironizes the moment by saying "Fifty-seven channels and nothing on"--but he still can't tear himself away from this macabre pageantry of his own creation.

But nothing in The Best Defense even comes close to the Grand Guignol grotesquery that is the Governor's repeated rape of Michonne. Michonne's abuse is framed as a form of entertainment for the Governor. Sexual gratification doesn't seem to figure into his ends; the pleasure he finds is in breaking the will of a strong woman. And yet, the sexual violence the Governor inflicts on Michonne is largely without purpose. Despite claiming that he does terrible things in the name of survival and keeping order, he knows that he's never going to get the information he wants about the prison from her. 

Michonne's assault is essentially a private theater of brutality that stages savagery for the benefit of a sole sadistic viewer in the comic's fictive world. The Governor's hope is that he can lead her to the final cathartic scene he desires--to crush her spirit to the point where she takes her own life. All of which means, of course, that Michonne's rape is another distraction that dehumanizes, another spectacle that unmans, another entertainment that functions as negation. This critique becomes more pointed when we realize that it is being delivered through a piece of entertainment media that is currently horrifying its audience with a depiction of sexual assault--and yet, we aren't likely to break the cycle of reliance or the pattern of mediation either. Instead, our complicity is likely unnoticed or perhaps just brushed away; we reach for the next issue because we must be entertained.

From the hip:

  • If donning the riot gears transforms Rick and Glenn into post-apocalyptic knights, it is playing with the imagery of a particularly fascist knighthood. If Rick's authority as a former policemen reached troubling extremes before, it's chilling to think of how that power might be exercised when given the equipment of militarized police intended to crush dissent.
  • While siphoning gasoline outside the prison, Glenn takes a moment to ask Rick if he thinks that Maggie would think less of him for being so proficient at sucking gas through a rubber tube. Glenn's need for reassurance about his masculinity is almost comical at this point, but it is noteworthy that he seeks affirmation from a man and not from women.
  • A point of comparison: Rick is unwilling to do what the National Guard was not--he's always running off instead of staying put to defend his immediate family, as Lori wishes he would.
  • Andrea reinforces the idea that the prison will have to sustain a siege when she stands atop its walls and mentions that some day they may be called upon to keep humans, not just zombies, out of their fortress. It's Chekov's castle.
  • Of course, the violent, power-mad, survival-obsessed Governor is essentially what Rick would have become if Tyreese hadn't intervened.
  • Something tells me the Governor's not going to get the ending he's dreaming of with Michonne.
  • As a person possessing an advanced degree in literature, I am legally obligated to whisper "Symbolic castration" in your ear during the scene in which the Governor chops one of Rick's hands off.

Tuesday, May 23, 2017

Strangely Beautiful

Author Leanna Renee Hieber has created an alternative Victorian London that merges ghost-hunting, Jack the Ripper, capital-R Romantic love, and a healthy dose of post-Harry-Potter magic in her novel Strangely Beautiful. Originally published as two books in 2009 and 2010, Hieber's story features a beautiful, innocent young woman raised in a convent and dropped into a supernatural battle that will change the course of her life. She describes this book as "Victorian Ghostbusters" and seeks within its pages to create a new brand of Gothic with a modern sensibility.

How will Jack and Kate react to this fanciful new spin on tried-and-true suspense tropes? Why does Kate loathe the male lead more than any other character from any other book they've read so far? When does a wish-fulfillment fantasy for a teenager become a horror story for a middle aged person? And how do Jesus, Snape, and Ilsa, She Wolf of the SS figure into all of this? Find out all this and more in this month's episode of Bad Books for Bad People.


Listen to the episode here!

Find us at BadBooksBadPeople.com, on Twitter @badbooksbadppl, Instagram @badbooksbadpeople and on Facebook. You can discover where to get all the books featured on Bad Books for Bad People on our reading list.

Monday, May 22, 2017

Three Guns of Scarabae

Hexenburn
Discovered in a hidden underwater burial chamber, the legendary sword Hexenburn belonged to a king of a rain-soaked and dismal island. The machinations and maneuvers that brought the sword to the Western Territories are many and lurid; a number of tall tales circulate about the weapon’s westward move–its own sacred Manifest Destiny–and all of them feature some admixture of assassination, seduction, unholy curses, and base deceit.

Hexenburn’s form was changed–though its nature remains the same. The fabled blade was melted down and its metal used to craft an exceptionally fine pistol. 
The newly-reborn Hexenburn has had a number of supernatural powers attributed to it. It’s said to give its bearer a powerful, commanding presence. It’s also a boon companion for gunfighters; when drawn from its holster, it emits a blinding flash that often stuns rival shootists. The holster is at least as remarkable as the weapon it holds. The wearer of Hexenburn’s holster may be wounded grievously, but his or her wounds never bleed. 



Mortal Pain
The ornate, enchanted rifle known as Mortal Pain is adorned with scrimshaw inlays carved from the bones of a great sea serpent. The rifle itself is beautiful, but mundane; it is its scrimshaw ornamentation that holds the weapon's deadly magical power. Mortal Pain is often thought of as a weapon of last resort--it has been used to kill brothers and sons who refuse to quit their quarrels with their siblings and fathers.

Shot fired from Mortal Pain hits with the force of seven pieces of ammunition; indeed, each ball fired from the gun splinters into seven separate projectiles within the body of its target, causing tremendously damaging wounds. Anyone wounded by the rifle can never heal completely from its shot–whether through natural healing or magic–until the shot is removed. 


Oathbreaker
Built from materials salvaged from an ancestral relic, Oathbreaker is a fearsome double-barreled pistol with a curious history. In its original form, the weapon that would become Oathbreaker was passed down through the generations by the scions of a blooded family of the northern reaches. When the current bearer of the gun was executed for treason, it was disassembled and refashioned into two powerful weapons, one of which was named Oathbreaker.

Oathbreaker given to a warrior by his noble father as an incentive for the son to give up his knighthood and govern the familial seat, but the knight refused his father's offer and instead gifted the weapon to a woman he tasked with finding and protecting the daughter of the supposedly treasonous northern lord. Anyone bearing Oathbreaker is effected by a powerful geas to complete the task of import. The first barrel transmogrifies its shot into a ball of abyssal flame. The second barrel transmogrifies its shot into a blast of elemental cold.

Friday, May 19, 2017

People Kicking Around in My Sandbox

Over at The Vanishing Tower blog, Jay Murphy has adapted my World Between setting for the Renaissance d100 system. I think that system is a really good fit for the campaign setting.


B. W. Mathers has been running a campaign set in my Scarabae setting. Here's an actual play report.


Mr. Mathers has also continued to do cool stuff with the Major Arcana of the Scarabae setting. Here's his take on The Fool, The Magician, and The High Priestess.


...and The Empress, The Emperor, and The Hierophant.













Information on the Courts of Swords, Cups, Coins, and Wands.



...and he rolled-up a character I hope I get to see soon in my online Scarabae games.


Check out these five islands for Scarabae.









House Stillwater, a woman-run criminal syndicate in Scarabae.







This post of mine on Sloppy XP got discussed a bit on the ggnore podcast. They agree with me because I am very correct. Now I just need to convince them that it's okay to describe combat in an rpg and that rolling to check for stuck doors is goofy and my grand work will be complete.








I think I linked this before, but G. S. Smith used my Thirteen Questions to make a City of Intrigue.