Monday, November 4, 2013

Doctor Who Retrospective: The Doctor Who Cookbook

Allons-y! Into the world of cooking with Doctor Who. That's right, cooking.

When I graduated from high school in the early 90s, I asked for one thing as my graduation present: plane tickets to Great Britain. That summer I toured much of England, including a day trip to the Longleat Estate, which at the time housed a well-loved Doctor Who exhibit. After passing through the rooms of models, costumes, and monsters, we arrived at a modest gift shop window, and I considered what to add to my collection that would not break the bank, and asked the matronly shop clerk for advice. "Well, it may seem a bit unusual, but this is really my favorite," she said, holding up a paperback featuring a Cyber-maitre d', Dalek waiter, and Yeti chef on the cover. Its title? The Doctor Who Cookbook. Sold. As both a longtime Whovian and collector of recipes, to date it is one of my favorite possessions, let alone Doctor Who collectibles

I know, after promising a look over Classic and New Who in its evolution talking about a cookbook seems strange. But given my erratic and distant updates, let's have some fun. (I had another update discussing the evolution of the Cybermen, but that seems to have been lost in Cyberspace. You and your retrospectives belong to us. They shall be deleted. I blame Mercury retrograde.) To the meat of the matter:

The Doctor Who Cookbook was published in 1985 by Gary Downie, at the time the production manager for the show. He apparently wrote to every person that he knew somehow was connected to Doctor Who since the beginning and asked them for recipes. What resulted was a phenomenal collection of recipes submitted by actors, producers, directors, and crew members who all at some point in the last 22 years had worked on Doctor Who. Every contributor has their own bio, making it valuable to any Whovian, even a non-foodie, for the nice blurbs on the lives of those connected to the show, and nearly every page is adorned with glorious hand-drawn cartoons by a woman named Gail Bennett of the Doctor, his companions, and his foes. Marvel at Leela swinging down on a vine to throw some veggies into the stew simmering below, Lexa serving Meglos's head on a platter, or Tegan seething at Adric for eating all of the tasty hors d'oeuvres she'd just made. They really are very charming. There's an insert of full color photos of the some of the current cast of Doctor Who testing recipes. By "current" I mean of course "current" in 1985: Colin Baker, Nicola Bryant, and special guest Fraser Hines, who had reprised his role of Jamie in "The Two Doctors" serial that had aired relatively recently. Director Fiona Cumming oversaw taste-testing of cake.

A lot of the recipes were granted some Whovian flare where possible. Many recipes were named punnishly, incorporating in character and creature names, such as Maureen O'Brien's "Vickissoise," Nerys Hughes "Todd in the Hole," and Patrick Troughton's "Vegetable Soup with Dalek Krotons." (The latter might be a bit obscure to suss out: garlic croutons.) Others played on titles in other ways--the first Romana submitted "Time Lady Tzatziki" and the second "Extra-Terrestrial Terrine." Some played no games--Janet Fielding wanted full personal credit for "Fielding's Favorite Souffle" (but I have to wonder how Oswald's compares?). Others went full tilt, suggesting alien ingredients, like longtime Doctor Who writer Terrance Dicks informing the reader to only substitute in prime rib of beef if a proper Gallifreyan banjixx cannot be procured and butchered. The best recipe of course is producer Barry Letts' recipe, titled only "?"

I hope the Downie estate will forgive me if I reproduce part of ? here. This recipe follows a description from Barry Letts, who claims to have learned the recipe from an obliging Venusian caterer (adding that sulphuric acid rain was terrible on the location crew's equipment):

=====

from Barry Letts, published in the Doctor Who Cookbook, copyright 1985 Gary Downie

Ingredients
3 oz/85 g per head of blim tree worms
4 oz/113 g per head of runcle grease
1 oz/28 g per head of nossy bulbs
Grated snadge, to taste.

Method
Boil the worms al dente (15-20 minutes). Crush the nossy bulbs and fry lightly in the melted runcle grease. Stir in the worms, season to taste, and serve with a sprinkling of grated snadge.
=====

The book suggests substitution with more easily available terran ingredients but I'll let you figure out for yourself what they might be. I will note however that at least when I have boiled blim tree worms or their equivalent, they seldom take as long as 15-20 minutes to get to the point of being al dente. I would follow the instructions on the packaging. The cookbook also contains a recipe called Mena's Tachyonic Sauce which would be excellent with this fine example of Venusian cuisine.

As a fan of all food everywhere, I just love the cookbook for its variety. While it contains fairly simple recipes like ? and what is apparently an "exotic" American specialty, corned beef hash, there are also some fairly elaborate or exotic dishes, like the above mentioned E.T. Terrine and Fielding's Ocker Balls, which involve pastry and a filling involving oysters, roe, and other rich things. It's also nice as a British cookbook, as while we sometimes like to make fun of British food, it includes useful, easy versions of British dishes that really are quite tasty and worth trying, like Toad in the Hole (well, Todd) and Sticky Toffee Pudding. Of course there's also Russian, Polish, Greek and other largely European cuisines, a few Indian-inspired dishes as well, and some homebrewed concoctions. One of my favorites is Louise Jameson's "Leela's Savage Savoury," which is sauteed red cabbage, zucchini, and bell peppers, seasoned with ginger and chili, and doused with cream--yum.

So why discuss this, beyond sharing with you the contents of a likely very hard to find Doctor Who collectible? Besides the fact that my second favorite topic of discussion is food.

First, this book came out at an interesting time in Doctor Who's history. I don't think Downie knew it when he first solicited recipes, but it ended up getting published around the time the show went on its first hiatus. I have no idea how well it sold, but its publication and presence showed that people were interested in Doctor Who at a time when the BBC was seriously considering letting it go (this first hiatus ended, fortunately, not too long after. The second in 1989, however, kept the show off the air for 16 years). It is as I say a treasure trove of many of the personalities who contributed to the show over the years, and in its own unique way helped celebrate the show's history at a time when some very much undervalued it.

Secondly, recipes are often rather personal, even if they do not reveal what is necessarily private (and thank goodness!). Recipes frequently come with stories attached (some of which are included in the book), and the recipe a person chooses to submit helps reflect their personality, their lives. The food we love is often attached to memories of family and friends. And not only does the book feature a vast array of Doctor Who cast and crew, it features submissions from many people who now have passed away. (Sadly, Richard Hurndall, who played One in "The Five Doctors" died only four days after he had sent his recipe to Gary Downie.) How lovely to have a record of what is a little piece of them, even if it's just a nice dessert recipe someone served to their kids on Saturday nights.Or at least amusing to learn things like the apparent fact that Mark Strickson at that point in his life needed recipes gentle enough to prepare when hung over.

Finally, it is the utter bizarreness of this book--a cookbook--that is what makes it awesome as a collectible. We can have buckets of action figures and series encyclopedias, but this really is something a bit different.

I admit, my friends, there is a part of me that unfortunately has a bit of a old-fogey-meets-hipster attitude about Doctor Who fandom. I liked Doctor Who before it was cool, and you young nuWhovians can get off my lawn. I walked into Barnes and Noble yesterday and front and center there was a great big Doctor Who display, featuring encyclopedias, novels, DVDs, plushies, toy sonic screwdrivers, and so on. Truly, part of me was excited--how cool to see something I loved be displayed front and center! But another part of me felt disappointed. It largely looked like a pile of cookie cutter merchandise, identical except in branding to the Twilight or Marvel's Avengers or Harry Potter stuff before. When I was a young Whovian in the 80s and 90s, I would scour store shelves for anything Doctor Who I could find. It really took a lot of looking and work, but finding this Peter Haining retrospective or that Target novel felt really special because of how much time it took. There was enough of a Doctor Who fandom in my area, thanks to my local PBS station at the time, that you could find stuff, but it did take some dedication and whatever you found really felt like a treasure. To have it in mass abundance is at one hand, a well-deserved acknowledgement of just how great this show is, how long it has lasted. But it also kind of means that's been massively commercialized, and there's not a lot of room for individuality, for the really weird niche doodads like the Doctor Who Cookbook.

Or... maybe I'm wrong. Honestly, I think an idea like this is long overdue for revisitation. How does Oswald's souffle compare to Fielding's? Is it high time we got an official recipe for fish fingers and custard in print? Anyway, folks, let's get creative.

And if you want some fun recipe ideas for a 50th Anniversary Party.... drop me a line.

Saturday, August 10, 2013

Doctor Who Retrospective: The First Doctor, Fear, and the Nature of the Companion

“Fear makes companions of us all, Miss Wright.” — the First Doctor, “100,000 B.C.”

The new (2005­–present) series emphasizes the Doctor’s choice to travel with companions because he enjoys seeing the universe through his companions’ eyes. The Doctor takes great glee in showing them how beautiful and diverse the cosmos is, and we may mistake the Doctor's search for a sense of wonder as his only motivation. We forget that the Doctor’s journey began in fear—fear of going home, fear of never going home, fear of being discovered by the wrong people, fear of the endless dangers of traveling through time and space. Even so, this fear led him to taking on companions, and benefiting from companionship. And indeed, to this day, his companions often reflect some aspect or another of the original TARDIS crew, their presence as much a security blanket as it is a source of joy.

The Doctor and his granddaughter Susan ran away from Gallifrey. The exact reasons why are still amongst the core mysteries of Doctor Who; we know that they refer to themselves as “exiles.” We learn much later that the Doctor not only stole his TARDIS in their flight from Gallifrey but also an astral engineering device known as the Hand of Omega. The Doctor possibly objected to something the Time Lords were going to do--or perhaps to their refusal to do something. Whatever the reason, the Doctor and Susan cannot go home; they are afraid of going home. The Doctor is also afraid of being discovered—revealing Time Lord technology to less advanced societies could expose people to things they are not ready for, and could expose him to the people he and Susan are running away from. The Doctor is afraid of harm coming to Susan, likely the only living family he has (the Second Doctor in “Tomb of the Cybermen” suggests his family is “sleeping in his mind”—in other words, they exist only in memories he dares call on only occasionally). And thus, the Doctor is in fact afraid of Ian Chesterton and Barbara Wright when they turn up looking for Susan in the Totter’s Lane junkyard.

Some fans, especially newer fans, are critical of how nasty the Doctor is to Ian and Barbara in Doctor Who’s first story, “An Unearthly Child.” Used to an outwardly friendly Doctor who loves humanity, these fans are perplexed by a Doctor who does not trust and is even verbally abusive to human beings. One must absolutely bear in mind two things: first, the Doctor you see in later stories had to get that way somehow; the beginning of the story shows the start of that process, and trust is not only usually earned, but also learned. Second, the story clearly sets up Ian and Barbara as the heroes—after the pan shot of the junkyard to establish its mystery, Ian and Barbara are introduced, and their personalities, interests, and concern for Susan are what drives them and the story; it is their quest to help Susan that is the plot. The Doctor is not the protagonist; he is in fact, technically, the show’s first antagonist, because he is the obstacle Ian and Barbara must overcome. Ian and Barbara's eventual triumph is that he joins the protagonists’ side. The show is called “Doctor Who” because it is the mystery of this “Doctor” which causes the heroes Ian and Barbara to get into the adventures they get; he is a driving force, a focus. Not till later does the Doctor also become the primary hero (in my opinion, however, that the best Doctor Who stories are those where TARDIS team, as an ensemble, are the protagonists, not where the Doctor alone is set up as the sole hero and the companions are the plot devices).

Most importantly, though, you have to accept and realize that the reason the Doctor is being a jerk is because he’s scared out of his mind. Look at it from his point of view: two adults have followed his teen granddaughter home. This alone is a little creepy, and he does not truly know why they have followed Susan (he does not know they are her teachers until later in the scene). He is trying to keep them from entering his ship, the knowledge of which he is afraid will cause them to contact Earth's authorities. For all he knows, they may be scientists or government officials tracking down his device (such as the proto-UNIT-like organization seen in “Remembrance of the Daleks,” which takes place in Earth chronology a few days after “An Unearthly Child”). He doesn’t know Earth or humanity very well yet. Susan is still the new girl in school; she has been at best there a few weeks, maybe months, and she has done most of the interacting with other human beings. Not to mentions, we humans have often proven to ourselves, let alone the universe, that we have a very ugly dark side. His goal isn’t to be mean to Ian and Barbara for no reason; his goal is to protect Susan and the TARDIS and from those who would fail to understand them and might hurt them or misuse knowledge of the TARDIS’s existence for their own gain. He takes off so Ian and Barbara won’t tell anyone about him, Susan, or the TARDIS. He is too frightened to take the chance that they would just leave it alone.

Soon enough they find themselves 100,000 years or so in the past, and at the mercies of the tribe of Gum. He realizes that first, Ian and Barbara are capable, and second, that Ian and Barbara have a vested interest in keeping each other and Susan safe. They are not selfish, and they are allied with his family. He comes to the right conclusion: he needs to stop bickering with them, and start using his incredible knowledge to help them. Barbara questions him—he had been irritatingly irascible until then, and he explains his helpful actions honestly with the quote above. He will work with them, because he is afraid not to. Fondness, respect come later, but soon. His fear forces him to work with them—and then he sees what they can do. Earlier he fights with Ian about who is “leader” of their group; later, the Doctor elects Ian to the position—and while the Doctor probably sees himself as head of their team in truth, he realizes Ian better serves as their spokesperson under the circumstances.

The Doctor turns to Ian and Barbara as allies because they help protect him. They do things he cannot—he may be brilliant, but he does not have Ian and Barbara’s empathy or at least their willingness to rely upon it as a benefit rather than a curse. In their third adventure, “Edge of Destruction,” Barbara accuses him of lacking both gratitude and common sense. The tirade takes him aback—he only then realizes how much they have contributed to their survival over the course of their adventures. Barbara is the one who shows him the TARDIS’s telepathic capabilities—he wasn’t aware of their extent until she deciphers the “message” the TARDIS was trying to tell them. So learning to see things through others’ eyes is a good thing, yes—suddenly, a dormant sympathy awakens in him.

BARBARA: "What do you care what I think or feel?"
DOCTOR: "As we learn about each other, so we learn about ourselves."

The Doctor apologizes for his behavior. From “An Unearthly Child” through “Edge of Destruction,” we actually see one of the best emotional journeys the Doctor ever goes on, in any of his adventures—one where he learns to stop being afraid of companionship. The Doctor’s journey to trust is one that is relatively slow, but is appropriate, and all the more valuable for its subtle but profound effect on the stories that follow.

At the same time, the journey had to begin with fear. He never would have opened up to them were it not his own fear of them—leading to their capture—and fear of being without them—fear of death at the hands of mutual enemies. And he realizes, traveling with the people who become his friends makes thoughts of exile less cold and dark and frightening. His brief encounter with the “Meddling Monk” notwithstanding, the Doctor learns to forget about Gallifrey for a very long time, not until they capture him much later in the final Second Doctor story, “The War Games.” By then, he is less afraid and more outraged of "home" asserting its existence—the only fear there ultimately, is of Zoe and Jamie forgetting him.

The Doctor is still afraid. Now in a later part of his journey, he is afraid of losing people as much as he is afraid of facing the universe without them. Such is the "curse" of learning to benefit from friendship. The Eleventh Doctor’s dance between traveling with Amy and Rory but trying to leave them home between adventures reflects this strange attempt at balancing this fear. But he travels with people not just because he enjoys their company, or even because he enjoys seeing their adventures through his friends’ eyes, but also because they protect him. Their insights and bravery have saved him as often as his amazing abilities allows him to protect and rescue them when they need it. And he does so, because he knows a universe without companions scarcely bears considering. 

Unsurprisingly, nearly all the companions have traits originally found in Ian, Barbara, or Susan (many of the individual traits listed cross over between each other).

Ian: Bravery, strength, willingness to fight, rationality, scientific curiosity.

Barbara: Emotional bravery, emotional/social curiosity, kindness, and willingness to speak up against wrongs—especially when the Doctor is wrong.

Susan: Brilliance coupled with innocence, youthful stubbornness, an openness to learning about new people (the Doctor learned this from his own granddaughter before it became his own trait), has a youthfulness or vulnerability that sparks a protective instinct in the Doctor.

The Doctor needs all of these traits in his companions in some combination to balance out his own brilliance, arrogance, curiosity, and powerful sense of justice. So he has someone to bounce ideas off of, someone to teach, someone to protect, and someone to, in the words of one of Barbara’s successors, “stop him.”

But most of all, he needs them so he doesn’t have to be afraid.

Tuesday, June 18, 2013

Doctor Who: The beginnings of a retrospective

When I was about 4 years old, during a family vacation, a teen friend of the family insisted flipping on PBS on a certain day and hour, to watch something with weird swirly credits and a dapper man in an old fashioned outfit, who was very intent on stopping an infestation of giant maggots (ew). This vague memory of Doctor Who's "The Green Death" imprinted itself on my mind, with both its horrific and fantastical aspects. A few years later, my sister and I rebelliously stayed up late Saturday nights to watch Doctor Who on PBS, which at the time was showing Tom Baker and then Peter Davison's episodes. It seemed like fantasy one moment, such as with the castles and vampires of "State of Decay," and amazing science fiction the next, such as with the alien ark on "Four to Doomsday." And though I am not always a fan of horror, the horrific elements were what really drew me in--specifically, watching Tegan be slowly seduced and possessed by the Mara in "Kinda" reeled me in and transformed me from casual watcher to complete obsessive. Tegan was eventually freed from possession; I was not at the age of 11 and still to this day at 37, am not. I have relished my "Whovian" status throughout.

Doctor Who is, as you very likely know, on its way to celebrating its 50th anniversary in November; we also have about 36 seasons plus a series of specials and one TV movie, which is ground- and record- breaking for a science-fiction series. There is much to be celebrated and admired, and all because someone had the brilliant idea for the series: "grumpy but amazing madman in box can travel anywhere." Absolute emphasis on "anywhere." I love the line very early in the series that mentions the Doctor's TARDIS being able to travel "forwards, backwards, and sideways" in time and space. The very idea of "sideways in time and space" is brilliant, and frankly the potential of that last bit still has been barely untapped.

I have the grand intention of writing a retrospective series; having ADD of the type that helps me be an expert and dedicated procrastinator, what I actually accomplish related to this is questionable, to be frank. But we shall at least have this introductory piece, yes? Perhaps I will manage later to fold time sideways and get all my other intended actions in eventually.

Anyway, what I wish to do is explore Doctor Who from the beginning, exploring a few key chosen episodes of each Doctor, and as the muse speaks, perhaps some of the companions, foes, and other major elements of the series as well. Because I am a longtime oldschool Whovian, I will get tetchy and critical of seemingly unimportant minutia, as that is a requirement for the job. But I will also endeavor to express my deep love for the series whenever possible, and at length--and moreover, to point out the silver linings in clouds sometimes mocked, if not for their darkness, then for their shoddy craftmanship and purported shallowness.

A critical thing to accept when enjoying Doctor Who through its half a century of existence is that it, like the Doctor himself, is ever changing and evolving and looking and acting just a little bit different. At the beginning, it was a children's show with the intent to educate about science and history folded within its imaginative premises. In the 70s, it went from near military-action-drama to horror series, to a light hearted-sci fi with satiric elements. When I became a fan in the 80s, in the United States at least it was seen as a cult show for largely nerdy teens and adults (even if the BBC increasingly outdatedly classified it as children's entertainment, even when it wasn't really majority children who were watching it worldwide). Perhaps we can agree (although that's unlikely, given Whovians seldom agree on anything) that it is now a science-fiction dramedy, written with the intent to appeal to littles and bigs alike. I think it's rather a great fallacy to point at one era and say "Now that's Doctor Who! But that, that bit, that isn't at all"--to do so would be like pointing at Matt Smith and saying he is the Doctor, but that Tom Baker never was. Doctor Who is a huge and changing and sometimes a confusing timey-wimey ball of stuff, but it needs to be accepted for all that it is to be appreciated fully. This doesn't mean we can't dislike or disagree with it at times, but all of its times and relative dimensions must be taken in and accepted as part of the greater whole. What is truly amazing about the series is that for as old as it is and as much of it has changed, how much we can still recognize its commonalities, its unique and otherwise indescribable "Doctorness" that makes it the magical series that it is.

This last bit I point out in particular because of course Matt Smith has announced that he will be passing on the Doctor's mantle. This of course has already led to the wailing and gnashing of teeth and clutching of pearls that NO ONE will ever play the Doctor as well as Matt Smith, forgetting that exactly the same thing was said about David Tennant and Christopher Eccleston and Paul McGann (check out his Big Finish audios if you can) and Sylvester McCoy and... well, you get the idea. And inevitably, just as they've done probably since 1966, or at least 1969, speculated that the Doctor will be a woman, or a person of color, or an actual alien, or be played by a felt puppet worn on Stephen Moffat's hand. When it most likely turns out to be a white British (most likely English with a passing chance of Scottish) male somewhere between the age of 25 and 50, I will not be able to find it in myself to be outraged, let alone surprised. But here's the thing, whether the Doctor is the white British male or, say, a 78 year old Lakota woman, for example, I trust that the showrunners will have evaluated the actor first and foremost for "Doctorness." And that the one with the most "Doctorness" will win the part. And I don't really care what he or she looks or sounds like as long as that is the primary criterion.

As I may inevitably be asked, who is my favorite Doctor? For the record, Joanna Lumley.

(And if you do not get that, PLEASE do yourself a favor and Google the "Curse of Fatal Death.")

My favorite companion is any and all of them who tell the Doctor off when he needs to be.

My favorite enemy is the Rani, and I frequently pray for her return. My favorite alien race... a harder item to pick, but I think I'll go with Alpha Centauri's race from the "Peladon" episodes back in the Third Doctor era. I used to like the Weeping Angels, but I got a little tired of them.

And for the record, Daleks, with few exceptions, have and I expect always shall utterly bore me to the point of narcolepsy. If you consider this a blasphemy, I may outrage you in future installments. If you can forgive me, and I do get around to talking about Doctor Who more, read on next time.








Sunday, April 28, 2013

Playing around

I am hoping (we will see) to update this more, and am playing around with the theme and such, so on the offhand anyone happens to be looking here, mind the dust. Also hoping to post fewer walls of text when I do post, but knowing me, that's unlikely.

Sunday, December 23, 2012

Fallout: New Vegas doesn't railroad you at the beginning (rant)

Okay, I know it's at least two years old at this point, and in video game dog years is thus an ancient game, but I want to talk about Fallout: New Vegas for a minute.

Fallout: New Vegas is one of my very favorite computer RPGs ever. It's up there with Torment and Baldur's Gate 2. I really really really love this game. It has an interesting story, ample opportunity to explore (despite some delusional gamers' claims to the contrary), and it is one of few games where I truly feel like I go where I want when I want, and my decisions have real consequences. Plus lesbian monk punching monsters for the win.

I realize not many people love the game like I do, and I accept that people have different tastes and different preferences in games. All I ask is that if you dislike the game, dislike it for reasons that are not just plain wrong.

One of the wrongest reasons to dislike Fallout: New Vegas is the claim that the game "railroads you" because the characters and world design encourages you to travel east instead of north from your starting location. A good friend, whose opinions I usually respect, made this claim just recently, even stating it was a reason he never finished it, which makes my heart break, because if you like good RPGs, it is a game so very worth finishing. He said, "It forces you to follow the main plot and won't let you go straight to New Vegas." (Spoiler: New Vegas is what lies straight to the north of your starting point.)

Here's the thing: if you go straight to New Vegas, you TRIGGER THE PLOT FASTER. There is a reason why certain major plot characters are in New Vegas (your first hint that this is going to happen: the game is called Fallout: New Vegas), and you can very easily skip past early elements of the main plot (which are largely inconsequential) and suddenly find yourself right smack in the middle of the main plot before you are actually ready to be.

The truth of why the game strongly suggests (but does not force) you to go south or east instead is in fact, to encourage you to explore the game and get a feel for the world. The closer you get to New Vegas, the more you get wrapped up in the goings on in the world. If you are the kind of person who likes Fallout games because you can explore and find weird locations and fight monsters and talk to people in little towns and get a sense of what's going on in the world before you get involved, it's actually better to follow the game's advice and go any direction but north. It's in fact much easier to leave the game's main plot by hanging out in that central eastern/southern region and discovering the very many areas around there and doing the very many sidequests you find there.

But the thing is, you want to dive straight for New Vegas, you can! Yes, the game design does border the northern roads with several swarms of giant death flies, to discourage you from going that way. The game ALSO puts not one but TWO Stealth Boys in easy reach of you in the area you start in. You do the math. If you're determined to go north, you can do it. You have to be careful, you have to be observant, and you have to have good timing, but you can do it, and it's not that hard, because I did it, and I am the farthest from leet ninja game maneuverings as you can be and still be able to play video games at all.

I am in a game right now where I have a 4th level character hanging out in Freeside. She got that way by going straight north from Goodsprings and being careful. Levels 3 and 4 were earned in the New Vegas vicinity. She has a crappy Stealth score, for the record, as her frequent head injuries inflicted by Fiends with plasma weaponry will show you. But she is there, and she's alive, and she's slowly gathering the friends, caps, and supplies needed to do the various quests she's picking up in and around there. She's not ready to charge Fiends in head on quite yet but she's getting there (she can certainly pick off stragglers easily enough). And I'm sure someone who plays ballsier than me could be past the Vegas gate by now.

Could they have designed the game where you started in a different starting point so you'd have to travel far to get to New Vegas, forcing you to explore on the way one way or the other? Sure. But I think that'd actually be more railroady. Interesting thing is, this way gives you a choice--take the hard but fast road to get to the plot (and bigger guns and such) faster, or take the slow and easy road and take in the sights along the way. I guess if they made a mistake, it's that they didn't make it clear enough that this was in fact a choice, not a railroad. At least, that's how I see it, and I'm living proof you can play the game however you like.

I can count on my hand the times I felt deeply railroaded in F:NV. Once was through a single particular plot late in the main plot, where you are forced to give up an item and not given options to try and sleight of hand it or whatever. The other is through the majority of the Dead Money DLC, and especially the way the endgame works (there's a character who is unkillable until a certain trigger, and there's no good reason for it). (Mind, I loved Dead Money, but it is what it is.) Most of the DLCs by their nature are also "railroady" because you have to get to the end before you're allowed to return to the main game area, but that's also kind of the nature of the beast anyway.

But it was definitely not in the beginning.

So: hate on F:NV if that's what tickles your fancy. But not because the "beginning railroads you" -- because it doesn't, and you're wrong. And if you don't like it, I'll send Veronica in to punch you, so there.

Friday, September 14, 2012

Slayers d20 Revisited

So, one of my long time projects has been taking Slayers d20 and doing a massive revision of the mechanics, which includes "Pathfinderizing" the rules.

Slayers d20 was of course Guardians of Order's attempt at making a D&D-esque ruleset starring Lina Inverse and general fantasy mayhem.

I can't rewrite Slayers d20 with IP, but per the OGL I do have access to the mechanics, so that's what I've worked with, turning it into a system I call Insane Fantasy.

You can access the alpha draft of the rules here:

http://paizo.com/forums/dmtz6ebl?Slayers-d20-Pathfinderized-do-you-wanna-see-it#22

Yes, that is a link to a Paizo forum post, which in turn links to the items on GoogleDocs. Apologies for linking to a link that links to links, but I'd rather direct everyone to the same place. Comments are enabled on the documents themselves so you do not need to comment on the message board--and of course you could comment here as well.

If I am ever happy with Insane Fantasy that I'd want them to be totally public, I'd probably post them to some kind of game wiki for free here. This project is entirely for fun and not profit--although I'd still like it to be GOOD, so feedback is much appreciated.

Monday, June 25, 2012

Pathfinder RPG Advanced Race Guide

Paizo's latest add-on to its collection to its Pathfinder RPG line is the Advanced Race Guide (ARG). This is not a book for DIY would-be dictators to guide the master race to take over the world, but rather an in-depth exploration of the various character races available in the Pathfinder RPG and setting lines. I find it an interesting supplement, although not necessarily a must-have for everyone. GMs who want to tinker with their races for their homebrew worlds will definitely want a copy, as will players who want some more unusual race options (provided their GM allows the book of course). For those who largely stick to core material or don't do a lot of homebrewing or want to use unusual races, it may not be worth the expense (if in doubt, get the $10 .pdf). There is some degree of repetition of older material, as the ARG is to an extent a compilation of races featured in previous Paizo publications, although the purpose of the book is also of course to expand in depth upon them all. And of course there is an extensive section on how to build brand new races as well.

The ARG builds upon concepts originally introduced in Advanced Player's Guide (APG), and I would say that Paizo largely expects you to own and use the options in the APG if you want to use the ARG. The ARG uses alternate racial abilities, alternate racial favored class abilities, and archetypes, all introduced in the APG first, and the archetypes available include archetypes for the APG base classes as well as the base classes introduced in Ultimate Magic and Ultimate Combat. I take this as a blessing and a curse, a sign of "supplement bloat" to a degree. If you own and use all the options in the APG, then you'll have no problem further supplementing your games with the ARG. If you don't, the book may be largely useless to you. My own personal dilemma comes from the fact that I do not use any supplementary base classes in my home games, so all the archetypes that reference the APG, UM, or UC classes are useless to me and I feel like I have less content available to me. I realize there is a rock and a hard place situation here--if no prior supplementary material is referenced, then those who do use those materials also feel short changed. I will give Paizo credit that they explain what all the new concepts are so that if you don't own the APG you will still understand how the various alternate abilities and archetypes work, but this book, more than any other supplement to date, has rung to me as "you must have collected all four to be able to use this book properly." This situation is very much YMMV, and I point it out simply so that others may be aware.

The book is divided into four sections, the first three of which are basically variations on the same theme. Every race depicted in these three sections gets new alternate racial abilities, favored class abilities, archetypes, as well as race specific feats and equipment. There's also extensive flavor text for all races, and lovely art to accompany it.

The first section looks in depth at the core races, dwarf, elf, gnome, halfling, half-elf, half-orc, and human. It expands upon their description text from the core rulebook, and it adds more alternate racial abilities and favored class options than what are listed in the APG, although what is listed in the APG is also repeated. Every core race now has a unique favored class option for every core and base class available in the game. Core races also get three new archetypes per race. I appreciated the extra detail in this section, although I did feel to a point like I was re-reading stuff I had already in the core rulebook or APG, but the new material is also valuable. I especially enjoyed most of the new feats and equipment.

The second section basically does the same thing for non-core but popular races for both PCs and NPCs, such as familiar "savage" humanoids like goblins, kobolds, and orcs, as well as the various races oldschoolers would collectively refer to as "planetouched," like tieflings and aasimar. This section goes into a little less detail--although what is there is still comprehensive, and each race has only two archetypes and less new material. Likewise the third section repeats the formula for very uncommon races, including a number of "animal-folk" like catfolk and tengu, as well as some unusual planar influenced races like the suli (jann-descended) and the wayang (shadow-descended). My understanding is a lot of these races originally appeared in Pathfinder setting material (I don't usually buy from the Companion or Chronicles lines so I can't speak to how much new is introduced). These uncommon races get only one archetype and again less information in general, but are still presented with well written descriptions. I did feel short changed on the amount of abilities--in particular, I think at least the races in the second section could have used more racial abilities and favored class options, to match the first chapter. I would have been willing to sacrifice some archetypes from the first or second chapters for the extra space. In fairness, for racial options, I generally prefer the alternate abilities to race-specific archetypes, but that's in part because I grew tired of racial class restrictions as far back as the 80s, and it's a concept I have no desire to see return to the descendants of AD&D.

The final section is the race builder, a system to allow GMs to build brand new races from scratch. It uses a point based system to build races, with "standard," "advanced," and "monstrous" races as categories for how many points you should use to build a certain race and how many abilities they may be able to have. The system includes a strong caveat that the race building rules are guidelines, and that the entire section is to be used at the GM's will and with the GM's discretion, which I do think must be borne strongly in mind by any and all users. I participated in the ARG playtest and review and I think the designers did take some of the most important feedback to heart -- for example, that not all core races needed to be shoehorned into a 10 point build, when obviously some core race abilities were truly more or less valuable than what the developers originally tried to assign them to be to make them fit a mold that they'd never been put into in the first place. This makes some of the point costs and assignments more sensible than they were than in the playtest, and at least I am fine with the fact that some core races come out to more or less than 10 points. From what I recall from the playtest, I think few will protest.

Still, I wish more player feedback from the playtest had been taken into consideration for the final product. My particular, though minor, peeve is that there are too many too-specific abilities -- a racial ability that grants you the ability to work with stone, but no such thing for working, say, with metal or clay or leather. Of course you can substitute in such things yourself, but I would have preferred many of the choices to have been made more generic to begin with, rather than force us to wing it in a system that already presumes a fair amount of "winging" to start with.

Nonetheless, it is a solid system that will give race tinkerers a lot of content to work with--again as long as all is taken as firm guidelines than laser-etched rules. I also like that the section provides some advice for how to deal with races of different power levels. Since Pathfinder did away with the problematic "level adjustment" concept from 3.5, the race builder rules offer different alternatives for having very racially "mixed" adventuring parties. The basic rule of thumb is generally to take a powerful race and remove abilities so that they match core more closely, or alternately to use the race builder to add abilities to weaker races so they are better balanced with stronger ones. Some may not like the idea as much as I do, but I appreciate firmly getting away from the character level issue entirely.

Production-wise, the book matches the high standard of quality that other PFRPG hardcover books meet. It is a good length, printed cleanly and clearly on glossy pages with beautiful artwork that enhances but does not distract from the text. The spine is solid enough, and I ordered mine from Paizo directly, whose dutiful golems placed corner protectors all over the book so there was no chance of it getting battered in shipping. My one layout nitpick is that for each race listed, the standard racial abilities are listed in a separate box at the bottom of the page. The way the pages are designed, it is very easy to read the race's description and then go straight into alternate racial abilities before you've managed to read the standard racial ones first, and makes it hard to cross reference between the two.

The ARG is a very nice supplement, with a well-organized and vast amount of information on Pathfinder character races. While I wouldn't consider it required reading, if character racial options are what's up your alley, then it's THE go-to sourcebook for Pathfinder.