Showing posts with label Movie. Show all posts
Showing posts with label Movie. Show all posts

Monday, March 27, 2017

Wolfwalkers


Wolfwalkers: Oscar-nominated animators' new 17th century feature.


The March 23rd post on the English Civil War blog mentioned an interesting animated movie. It's called Wolfwalkers and it is by an Oscar nominated animator. The film is set in Ireland during Cromwell's attempt to subdue the population through the killing of wolves. Which sounds like one of the crazier plots of one of the more out there comic book supervillains.  Unless we posit there were a lot of Irish werewolves trying to defend their land from the English invader.

Which seems like an odd premise or to be more accurate the underlying history seems damned odd. But anything with the potential of showing Cromwell as a villain always appeals to me. 

And if I needed to make an argument for Irish werewolves I could come up with a couple. 

1. Celtic tutelary spirits were often animals. Boars were common for warriors, but wolf spirits makes sense. So we posit some folks who still worship the old gods. Shamanic magic allows those who know and believe in the old ways to be possessed by the totem spirit of the wolf to become a wolf. What with the the pressures of war, famine, and invasion more people are turning to belief in the old ways and maybe even the old gods and the Wolf Clan rises again.

2. Similar to the above but we posit old bloodlines of folks. Here the Wolf Clan is an actual bloodline. Maternal of course since Irish Celts. These folks have been laying low under the Christian faith. But the Catholic turn pagan gods into Saints trick won't work with a dour and serious Puritan like Cromwell. So the scattered members of the Wolf Clan gather to fight their oppressor because they know with Cromwell it is kill or be killed.

3. Instead of a Celtic connection we go with a Nordic one. Norse Berserkers. Lots of Norse settled in Ireland. Instead of a Wolf Clan this would be a looser grouping of related families in the areas where the Norse settled like Wexford, Waterford, Cork, and Limerick. Dublin seems too big city for a lot of wolfwalkers to me, but it certainly has the Viking connection.

I wrote all of the above without watching any of the previews. I didn't want to be tainted. I'll watch the videos and check out the links and post a follow up. Probably tomorrow.

Thursday, February 23, 2017

Paris in the 16th, 17th, and 18th centuries




Ice skaters on the Seine in 1608

It's now August of 1624 in my H+I campaign, but I must remember this picture for when winter comes back around. I love the idea of skating on the Seine. On the one hand it looks very prosaic and peaceful, on the other it reminds us that the 17th century was in the middle of a Little Ice Age so it was significantly colder in Europe then than it is now. Additionally I like the idea of the PCs slip-sliding on ice as they try to fight a bunch of adversaries. I envision this like this duel, but with more fighters.

The infamous frozen river duel from "The Four Musketeers: Milady's Revenge" (1974)

This picture is from the Wikipedia article on 17th century Paris. Every now and then I like to provide links that I find useful for GMs. These four links provide information and some great pictures for historical Paris.

 

The first is a general overview. It is followed by specific links by century. The links by century have a level of detail that is useful for an historical campaign without being overwhelming. While historians and pedants will want even more detail this will be sufficient to get most GMs started creating a setting for historical fictional campaigns. The tables of contents will give a good idea of the sorts of information as well as a hint at the level of detail that these links contain.


Contents for Paris in the 17th Century

  • 1 Paris under Henry IV
  • 2 Paris under Louis XIII
  • 3 Paris under Louis XIV
    • 3.1 Turmoil and the Fronde
    • 3.2 "The new Rome"
  • 4 The city grows
  • 5 Parisians
    • 5.1 Beggars and the poor
    • 5.2 Charities - Renaudot and Vincent De Paul
    • 5.3 Thieves and the Courtyard of Miracles
  • 6 City government
  • 7 Industry and commerce
    • 7.1 Royal manufacturies
    • 7.2 Craftsmen and corporations
    • 7.3 Luxury goods
  • 8 Religion
  • 9 Daily life
    • 9.1 Public transportation
    • 9.2 Street lights
    • 9.3 Water
    • 9.4 Food and drink
    • 9.5 Cabarets
    • 9.6 Coffee and the first cafés
    • 9.7 Processions, carrousels and fireworks
    • 9.8 Sports and games
  • 10 Press
  • 11 Education
    • 11.1 Academies
    • 11.2 University
    • 11.3 Primary education
  • 12 Gardens and promenades
  • 13 Culture and the arts
    • 13.1 Literature
    • 13.2 Theater
    • 13.3 Comédie-Française
    • 13.4 Music and opera
    • 13.5 Ballet
    • 13.6 Architecture
    • 13.7 Painting and sculpture
  • 14 Chronology
  • 15 References
    • 15.1 Bibliography
    • 15.2 Notes and citations

Here are a sampling of some other pictures. I especially like color drawings and paintings, that show what the city looked like.

Hotel_de_Ville_Paris_Hoffbauer_1583 
https://upload.wikimedia.org/wikipedia/commons/e/ea/Hotel_de_Ville_Paris_Hoffbauer_1583.jpg

I particularly like this picture because the lower left foreground gives a clear illustration of the weird pier-like projection. I think it is a water mill, but can't recall off the top of my head. On the maps of the period it looks like someone started a bridge and never finished it. Here, see what I mean.

The Place de Greve and the Hotel de Ville are at the left, the Pont Notre Dame at the bottom, and the unusual object is in the middle of the picture. See how it looks like another bridge like the Pont Notre Dame that was started and never finished. It looks like a 16th century version of the infamous Bridge to Nowhere. But it's not.

This picture gives a better idea of what a water mill looked like and how it worked. Notice the wheels below the houses and bridge at the lower center and right of the painting.
 


The Cemetery of the Saints-Innocents, the largest in the city, in 1550. (19th century engraving by Hoffbauer)


The Cemetery of the Innocents was incredibly gross and creepy. Bodies buried on top of bodies. It got so crowded that they created galleries where they stacked up bones to make room for even more burials. And disease. And smells. The miasma was like a D&D Cloudkill...but in reality. What would make a better setting for a confrontation with the big bad villain as the PCs try to stop a blasphemous ritual or prevent the villain from unearthing some terrible relic. Make the villain a necromancer and the adventure practically writes itself.


Louis XIII and Cardinal Richelieu in 1628

When D'Artagnan is challenged to a duel by each of the Three Musketeers in turn, the second duel, with Porthos, is to take place "behind the Luxembourg." What Dumas was referring to what was the Luxembourg Palace and gardens that were built by King Louis' mother, Marie de' Medici to recall her native Florence. Presumably by "behind" Porthos means in the gardens.

View and Perspective of the Luxembourg Palace and Gardens by Israel Silvestre drawn 31 December 1648


Wednesday, December 21, 2016

Regency Romances and Social Mechanics: Part 1

This movie is  not what this post is about.

Pride and Prejudice and Zombies showed up on my On Demand recently. I started to watch it, but set it aside to see if my wife would be interested in watching it with me. I read the book when it first came out and was pretty underwhelmed, so I wasn't too eager to see the film and the reviews and buzz didn't make me any more excited, but what the heck. Sometimes a mediocre movie has cool ideas for gaming so one never knows. 

But this post isn't about Zombies, but the film did remind me of this fun post from the Wine and Savages blog about using Savage Worlds to run regency style romances. The social interactions in novels like Pride and Prejudice operate in an unfamiliar and more  regimented and hierarchical social structure that what we experience in 21st century here in the West. Of course that is part of the appeal of 19th century romances or their modern Regency Romance novel successors.

And while a Regency social environment complete with social mechanics, or as it is sometimes called social combat, is not everyone's cup of tea (hopefully you saw what I did there), it is an approach that I find interesting as a way of managing the game issues related to running characters (PCs or NPCs) whose social skills differ from that of the player or GM in question. Those of you who are familiar with the issues around running a character who is considerably more (or less) charismatic, socially adept, persuasive, etc. than is the player can skip the next section.

Social Interaction in RPGs

One issue that occurs in gaming is how do or how should players (and here I include the GM) run characters whose abilities in areas like intelligence, perception, persuasion, and likeability or charisma differs significantly from the that of the player. There are a number of ways this gets done in gaming.

(1) The PC's abilities are identical to that of the players.

In this way of playing, smart, clever, persuasive players can and do run smart, clever, and persuasive characters while dull, not so bright, unpersuasive players can't, and hence don't. Traps are figured out, riddles answered, tactics provided by the player regardless of any ability or lack of ability of there PC. Here the only function of stats or abilities like Intelligence, Wisdom, or Charisma is mechanical. The stats control the number of spells or skills available and provide bonuses to die rolls like an initial reaction roll or a morale roll, but which typically are not used for actively persuading anyone of anything. And the rolls are not used to determine anything about what a PC feels.

This is the oldest manner in which these issues are managed dating back the early days of D&D. The upside is one doesn't have to spend any time or have a system for resolving persuasion and figuring stuff out. Either the player of the target character is persuaded by what the other player had their character say or they aren't. Either the player of the character who is trying to figure stuff out actually figured stuff out or they didn't. The downside is what while you can play someone stupider and duller than you, you can't play the Batman unless you really are as smart as the Batman in real life. And the sad truth is, no matter who you are, you aren't that smart.

(2) Players volunteer to use their PC's abilities as a guide for what the player chooses to say or do.

This method may be applied to any system and it was seen more or less contemporaneous with the first method. Depending on the player's desire and interest it works well for self-limiting, i.e. playing a character whose abilities are equal to or less than those of the player. But for obvious reasons, it doesn't really work for playing characters whose abilities significantly exceed those of the players. So every player can, if they wish, play a character who is an impulsive, unpersuasive, idiot. Which can be fun, especially for a short campaign. But you can't act like a genius of deduction like Sherlock Holmes or the Batman if you aren't yourself a genius at deduction.

(3) The PC's abilities provide modifiers, but any system is minimalist almost to the point of non-existence.

This style of play is used in rules-lite systems where a simple, single roll may be used to guide the GM in determining success. This might be a simple D100, D20, 3d6, 2d6, or what have you sort of roll. The earliest example of this was the 2d6 Reaction roll and the Morale roll in OD&D. Charisma gave a bonus or penalty to the roll. So the Charisma stat effects how NPCs react to the PC (at least initially) regardless of what the PC does or says before or after the roll.

(4) The system includes skills for social or intellectual skills. 

Examples of more elaborate skill based systems include Runequest at its family of games like Call of Cthulhu, Stormbringer, and Basic Role Playing, Melee/Wizard and GURPS, HERO, Victory Game's James Bond 007, Star Wars D6, and many others. Therse systems include more elaborate die rolling with skills for persuasion or even multiple skills for different kinds of persuasion e.g. emotional appeals to large audiences, fast talking one or two people for a quick result, reasoned debate, commanding troops, or haggling over prices. Now the success of the PC is typically determined by what the player says and how well or poorly they rolled. GM's often vary in how much they weigh what was said as compared to what was rolled. 

Typically in these systems PCs are immune to die rolls for persuasion by other characters (whether PC or NPC). So one obvious down side is that even though in combat PCs and NPCs are treated the same, in the area of persuasion we don't treat PCs the same as the NPCs. In fact, many gamers see this discrepancy as a desirable feature and not a flaw. 

Which shouldn't surprise anyone who has noticed that some gamers don't want their PCs to face the same physical risks as do the NPCs, hence the desire for campaigns where the PCs, like most series TV stars, never die - or if they do die it turns out that was all a dream, they get resurrected, or some other deus ex machina ensures that the series regular, I mean player character, is back again next week in the same time slot.

(5) The system also effects PCs.

Any system in (4) above can be played this way if the players choose to do so. I've had players who use die rolls or allow die rolls to influence there PC. Sometimes this is only for trivial things like does the PC like (or dislike) some new and unusual food or drink or it can be used for more consequential things like how attractive does the PC find some other character. Systems that explicitly mandate skills effecting PCs are arrived later on the gaming seen. The first that I am aware of that uses this to a large extent is Chaosiums King Arthur Pendragon. 

In Pendragon a PC could (and usually should) be effected by rolls in a way that determines feelings and to some extent resultant actions. PCs may be the targets of seduction, persuasion, intimidation, fear or even just general laziness, in the exact same way as are the NPCs. So your knight might fail to resist the alluring charms of the Lady in Green even if you, the player, might have preferred that the knight succeeded in resisting. Similarly, unlike most other RPGS, your character's bravery is effected or even determined by a stat and die roll not solely by player choice. Roll bad enough and your knight is afraid and runs away from the dragon even if you the player don't want your knight to be afraid.

Personally I find a game like Pendragon where some of my control as a player is taken away fun. I don't want to play it all the time though. Sometimes I want my character, unlike me or other real people, to be completely impervious to fear, intimidation, sloth, lust, envy, or persuasion.

Next time, what does all this have to do with Regency Romances?

Go to Part 1
Go to Part 2
Go to Part 3

 

Thursday, July 21, 2016

Quick Update

Yesterday I said that my next post I would use the military marching pace to approximate the time it takes a sentry to go about his rounds in the garden of the Hôtel d'Angoulême. That post is done, but I'm going to wait until after my players have a chance to see if their friend is being held prisoner inside. On the off chance that they read the blog post, I don't want them to have some of the details beforehand. 

So instead here is a pretty picture...
 ...of Suzy May as Valentine D'Artagnan.

And this is relevant because (a) you don't see that many pictures of female musketeers and (b) my wife recently found a copy of the movie that this picture this is from, La Femme Musketeer, in the bargain bin. So I should get a chance to watch it sometime soon. If I've seen it already, I honestly can't remember it. After I watch it I'll do a review. It has an old Michael York and Johh Rhys Davies in it, so I am keeping my expectations low.

If I get really ambitious, I might stat out Valentine D'Artagnan in Honor+Intrigue.



Saturday, September 5, 2015

The First Musketeers web series


I just happened across the fact that there is a Musketeers web series. It's called The First Musketeers. Here's what the web site says about The First Musketeers:

"It is a prequel to The Three Musketeers, set around 6 years before Alexandre Dumas’ novel. It is an origin story for the three main characters and uses the back stories provided throughout Dumas’ Musketeer books to track back in time to when the Three Musketeers first met. Similarly to Dumas, we have also used real historical events to inspire the adventures that our young Musketeers go on, the first of which leads them to the younger Richelieu, who has been banished from the court in Paris to Avignon."

I haven't had a chance to watch it yet. Once I do, I'll post a review.

Speaking of not having watched yet, I still have to finish watching the Russian version of the Three Musketeers. So far, it is rather odd as a non-Russian speaker to hear Russian spoken by people who are supposed to be French while reading subtitles in English. But the sets and costumes are great.

Friday, August 14, 2015

Alatriste





Alatriste Poster.jpg


During our recent vacation road trip we watched the 2006 Spanish film, Alastriste, starring Viggo Mortensen. If you are at all interested in the 17th century, especially the Spanish Golden Age or the Eighty Years War between Spain and the Dutch Republic, this is a must see movie. It has everything one needs in a swashbuckling tale: battles, sieges, bravery, duels, deceit, romance, honor, intrigue, interactions with the highest levels in society, and of course, death. The movie is in both Spanish and Portuguese (I don’t know if the Portugese is dubbed or what) with subtitles in English and Portugese.

Viggo Mortensen is great in the lead role as Capitaine Alatriste. Raised in Argentina, Mortensen is fluent in Spanish and does a creditable job with the language and his acting in the role is exceptional bringing just the right touch of poverty and soldierly arrogance so in keeping with Spain’s soldiers in the period. The casting over all is fantastic. The historical figures: King Phillipe IV, the Conde Olivares (the Spanish version of France’s Cardinal Richelieu), and the poet Quevedo all look exactly like their historical paintings, many done by the incomparable Velasquez, and Velazquez himself and his works are also featured in the film. The acting is consistently excellent with even minor characters perfectly fulfilling their roles. The costumes are authentically 17th century and better than the costumes in the vast majority of films set in the period. The street scenes in Spain are excellent and engaging, the taverns picturesque, and throughout the film there are a multitude of scenes that are so exquisitely framed and filmed that individually each could be the work of a master painter.

From a combat standpoint, the film starts with a tense, exciting raid typical of the sort of sorties common to the wars in Flanders. There are several excellent duels that are like a grittier version of the brawling fights in the 1973 Lester movie, The Three Musketeers – but without any of the slapstick. Fighting in Alatriste’s world is dangerous and deadly, is usually over quickly, and is definitely no laughing matter. There is a muddy, dirty look at the Siege of Breda including a claustrophic and uniquely realistic 17th century mine sortie. The end of the film even features something seldom seen in films, the push of pikes between one of the dreaded Spanish tercios and the elite French Guards.

This movie is based on the excellent El capitán Alatriste series by the Spanish author, Arturo Pérez-Reverte. The series, like the film, is in Spanish, but English translations are available for all but the most recent book. This series is definitely worth finding and reading for anyone interested in swashbucklers in general or the early 17th century in particular.

The movie is available for purchase from Amazon.