Saturday, March 19, 2022

100 Mothership Scenario Titles


Scenarios not included.

(Also feel free to actually use these, let me know how it goes)

  1. Hard Times at the Austrolopithicine Reservation
  2. The Wretched House
  3. Blood in the Ice
  4. Hot Laputa Nights
  5. The Long Dawn
  6. It's the Fucking Babodûkh
  7. To Feast with the Dead
  8. Ten Credits & a Bullet
  9. Dreams of Ophiuchus
  10. The Last Tiger in the Universe
  11. The Age of EZ Aquarii
  12. Three Jade Eyes
  13. Ghosts of the Anthropocene
  14. Dead Drop on Orchida Segunda
  15. Bridge over the River Corpse
  16. Attack of the Mooncalf
  17. Mud and Sludge
  18. Pinocchio Syndrome
  19. The Inexplicable Urge
  20. Paul Marketing's Europan Vacation
  21. Last Call at Aquinas Station
  22. Paradoxiphilia
  23. Satan, Regrettably, Was Not Involved
  24. Tribunal of Fools
  25. I Shall Not Fear, For I Have Superior Firepower
  26. Should Death Part Us
  27. The Eridani Dilemma
  28. The Apocalypse of St. Guinefort
  29. The Siege of Mount Athos
  30. To Steal the Names of God
  31. Priority Salvage
  32. System of Command
  33. Yet Another Ancient Alien Sex Cult
  34. Alleged Horse Crimes
  35. Space-Time Abcession
  36. Atmo Station Blues
  37. Perfectly Normal Barbecue Chicken Restaurant
  38. Two Tickets to Paradox
  39. Unchecked Luggage
  40. There Was A Firefight
  41. They Will Not Allow You To Die
  42. Sixteen Hundred Tons of #9 Fuel Rods
  43. Echoes in the Plastic Tomb
  44. Catastrophic Internal Rupture
  45. Organs for Sale or Rent
  46. Hypersquaring the Circle
  47. RKV Outta Nowhere
  48. The Shitshow on St. Severian
  49. The Cat and the Forbidden City
  50. Everyone is Dead, Dave
  51. Bigfoot on Mars
  52. Knives in the Night
  53. The Emissary from Carcosa
  54. The Sickness on Grall Cylinder
  55.  Emergency Bugfixes
  56. Circles Going in Circles Going
  57. Get In Losers We're Hunting Space Fascists
  58. Planned Obsolescence
  59. The Return to Great Googly Moogly's
  60. Dread Technoliches of the Hyperloop
  61. Anvil In Need of a Hammer
  62. Duct Tape and a Prayer
  63. The Indomitable Mr. Tamam
  64. Butchers of Deimos 
  65. Cry of the Gortus
  66. Keep Circulating the Tapes
  67. Finding Godot
  68. The Hidden Fortress of Susano-O b
  69. The False Clown Brigade
  70. Nuns With Guns on the Run
  71. The Curse of Dora's Scrapyard
  72. Guest Episode By Junji Ito
  73. 1001 Things That Can Go Wrong
  74. Clarified Sin Repository
  75. Only The Swine Are Left
  76. The Complex Heist of a Briefcase of Giraffe Zygotes
  77. Call-And-Response Protocol
  78. The Body Politic at Work
  79. Drums of the Debtbreaker
  80. Shoulda Read the EULA
  81. Run Run Run Run
  82. Put the Money in the Bag
  83. Layover at the Brain-Trust
  84. Interspecies Congress
  85. A House of Many Doors
  86. Casino Royale with Cheese
  87. Live and Drink
  88. Those Who Live in Death
  89. A Cavalier Attitude to Intellectual Property
  90. Do Not Let The Lights Go Out
  91. Now That's What I Call Praxis
  92. The Gentification War
  93. Dead Men Are Rather Talkative, Actually
  94. Incomplete Containment Procedures
  95. The 37th Sermon of Vek
  96. Sunflower Fields Forever
  97. So Very Many Skeletons in the Closet
  98. Reclamation Duty
  99. Ghastly Murder at Llanawen Point
  100. Music of the Spheres

Monday, March 14, 2022

Dan Plays Video Games, Part 1

This post started as "finishing games I already own", but it looks to be spiraling off into a review series as I do with books. So have at it, then! Just to prevent it from getting overwhelming, I am starting from the beginning of this calendar year.



Psychonauts 2


It is an absolute shame that this game seems to have slipped under the radar. It is the ideal continuation, moving forward without a hitch after what, 15, 16 years? Doesn't skip a beat. The visuals are wild, the gameplay is smooth, but the writing takes the cake - some truly excellent comedy accompanied by genuine thoughtfulness not often seen (of the admirable sort where ostensibly kids' media is clearly dealing with some very serious topics but has faith in the audience)


Gris


A beautiful little puzzley-platformy art game. You know what you are getting into with this, a little experience with gorgeous visuals and wonderful music, that is precisely as long as it needs to be. It's a Journey-alike.

 

Scourgebringer

Plays like a dream (cannot overstate just how good the moment-to-moment flow is), great visuals and sound design, but it ran into the great curse of roguelites - I unlocked everything and was no closer to actually reaching the end of the game. So I went into the accessibility settings, set on invincibility, and cleared it. An ignominious flat note, though self inflicted, to as game that started so strong.



Little Nightmares


Short, atmospheric, good balance of dread / tension / horror / quiet. Nice and grotesque. Gaub vibes.



Bloodstained Ritual of the Night


I got to the final boss and quit. Close enough.

Here's the thing about Metroidvania type games. There are a shit ton of really good ones. We are spoiled for choice in this genre and the art has been honed to a master sheen. Making a game that is exactly the same as games that came out twenty years ago, keeping all of the old frustrating bits and adding none of the quality of life improvements the last decades have seen. Combat is slow and lacks variety (and a dash with I-frames), health items are at a premium, money is too scarce, but instead of being fun it's just "grind until you have enough crafting materials and coins to afford stuff."

Hollow Knight has absolutely ruined a genre by simply being too good.



Lobotomy Corporation


Another one I attempted to finish, but did not finish.

A game with a great concept (SCP management sim!) that needs mods to make it tolerable, but by the time I found the mods my tolerance had long run out. At bare minimum you need the wiki open at all times and the difficulty curve is based around beating your head against a wall and grinding out minuscule improvements in a pseudo-roguelite gameplay loop. The monsters are cool and there are hints at some interesting stuff in the setting but the grind is just unforgivable.

It wants to have its cake and eat it too: the game goes on and on about how you will have to sacrifice your peons to complete the day's tasks. Problem is, each of those peons is an enormous investment of time and resources, which means that your brain is going to go right into risk avoidance mode, which makes a dull, grindy game even more boring and grindy. Complete misunderstanding of basic loss-avoidance behavior.

Someone, anyone, please make a game like this, but good instead of hopelessly frustrating. 



Remnant: From the Ashes


This game tries to be a lot of things and doesn't excel at any of them. Co op shooter, souls-ish mechanics (well, it's got a dodge roll, at least), Lore(tm), there a sorta roguelite mode and the environments are randomized (?). It doesn't work. It is, at best, a passable, if dull 3rd person shooter. At worst it is absolute bullshit. Solo play ranges from trivial to impossible. Environments edge towards being insteresting but gameplay is mindless. They really want you to care about characters and a world that are just shy of completely incoherent. If they had just sat down and focused, there could have been something good here.

You know how, in co op games, if you get downed a teammate can revivie you? If you fall off the edge of a boss arena you can't be revived. One of the boss fights is on a bridge. You still get rewards but you have to watch your teammates finish the fight. It's that kind of game.

I got to the final boss, which has a nigh-unavoidable instant-kill attack that it opens the fight with. Nah, fuck that. 



Kingdom: Two Crowns


Minimalism is fine and good, until it gets so minimalist that the player cannot adequately comprehend what is going on in the game. This is unfortunately one of those cases. There is so little guidance or direction that I felt like I had no control over what I was doing, and no knowledge of what I was doing anyway.



SUPERHOT


JUST LET ME PLAY THE GAME, I DON'T CARE ABOUT THE FRAME NARRATIVE, IT WRECKS THE PACING.



CROSS CODE


This feels like a DS game that time forgot, or one that slipped through from an alternate timeline.

The setup is novel - real-life MMO game played by proxy avatars, except you apparently have been memory wiped and are stuck with a broken voice synthesizer updated a word at a time. The gameplay itself is real-time twin-stick shooter but has the trade dress and structure of a JRPG, which is also part of how the world has a JRPG overlay put on top of it, and it's all rather clever. NPCs with three voice lines ask you to haul back ten bear asses but you know that they are an abstraction and gamification of the world within the game you yourself are playing and I just think that's neat.

Also it's gorgeous, plays super smooth, and has a boppin' soundtrack. Like I said, lost DS gem. Definitely pick this one up, it's in the Ukraine Charity Bundle.



Horizon Forbidden West


A game doomed by time and style to be compared to Elden Ring, and the comparison is not favorable. As a game, it is fine. Enjoyable. Solid, even. Few minor things added, mostly the same as the first. It is a decent enough AAA open world game, and...god those games are fucking chores.

The pacing is terrible. You know how sometimes, there's a moment of "finally, I am freed from the tutorial area and I can actually experience the game" when you play a game? Forbidden West has done this THREE TIMES so far and I'm sitting at the 20% mark. There are so many errands and tasks and sidequests but none of them give you anything of value, nothing that changes the game or allows you to change how you approach things. It's filler, it's all filler, and the game is constantly interrupting the act of playing by giving me more things to do but no value, narrative or mechanical, out of doing them. There is no point, and yet the developers are seemingly so terrified that I will be bored by exploring this vast world they have made that they insist I have a chain of wonderfully crafted but spiritually empty NPCs telling me exactly what I need to do. Also this game pulled "he was one of the good ones" twice in trying to avoid addressing any sort of moral complexity regarding characters who participated in war crimes.

It could have been just good. There is still underneath it all much to be praised in it. But it is a game whose core conceits, the things it values and treasures are anathema to me...



Elden Ring


because in Elden Ring I get to be a FOOLISH SAMURAI WARRIOR WIELDING A MAGIC SWORD.

Game good.


 

Thursday, March 10, 2022

5e Build: Hitting Things With Excessive Force By Means of My Fist

I'm doing this now so that I will never have to do it again, and maybe so that I can play in a real-life game I don't also run. Modifications that I have made, and other notes, will be in italics.


AYO, MONK OF THE GUTTER


Custom Lineage (Cambion, but huge)

  • +2 CON
  • Feat: Magic Initiate
    • True Strike - [+] on first attack made against targeted enemy. (Cantrip)
    • Blade Ward - 1/2 damage taken (piercing, bludgeoning, slashing), 1 turn duration (Cantrip)
    • Burning Hands - 3d6 fire damage, DEX save for half. 15' cone (1st, once per long rest)
  • Skill Proficiency: Athletics
  • Language: Abyssal

 

Background: Party Animal (Rakdos Cultist)

  • Skill Proficiency: Acrobatics, Performance
  • Tool Proficiency: Instrument (Vocals)
  • Language: Giant
  • Fearsome Reputation (The description here is "you can get away with minor crimes because people are terrified of you")



  • Alignment: Red/black (chaotic neutral)
  • Theme song: Damn It
  • Motivation: To eat, drink, and fight to death, and then spend eternity fighting demons in hell. Maybe topple a couple archdukes. Plan is open to change.
  • Morality: Violence against those who cannot defend themselves is despicable. Violence against those who commit violence against those who cannot defend themselves is rad.
  • Bonds: Mentor (Another cambion from back in the Shades), the Sex Workers' Union (you are a valued customer), sibling (by the same demon), an exorcist for the church.
  • Flaw: There are some major lingering insecurities underneath all that bluster and muscle.


Equipment

  • Street clothing
  • Pipe and tobacco tin
  • Fists d8 / 10 bludgeoning, versatile (Instead of going two handed, d10 damage is a stance, which comes with a -2 AC)
  • Kanabo 
  • Straw hat (doubles as begging bowl)


 

Class: The Mountain


Dissatisfied with the way multiclassing prerequisites get in the way of actually playing what you want, I have instead made an executive decision that you may piece together whatever classes desired, but so long as features are gained at their appropriate level, and that you cannot gain more features in a level than one of your parent classes would allow. For things like Rages and Ki Points, I have ruled that you can only increase the features of one class per level up, if there is an increase available. In practice this means the gain is slightly slower, but not as hobbled as a normal multiclass character.



  • HD: d12
  • Armor Proficiencies: None
  • Weapon Proficiencies: Simple, improvised, unarmed (I am allowing unarmed combat to act as equivalent to any standard weapon)
  • Saves: STR, CON
  • Tools: None
  • Skill Proficiencies: Intimidation, Survival


Standard Stat Array at level 1 (including lineage bonus)

  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 10 (+0)
  • CHA 12 (+1)




Level 1 (2 Rages, +2 Rage damage)

  • Rage - [+] STR checks and saves. Bonus damage
  • Unarmored Defense - Unarmored AC = 10 + DEX mod + CON mod


Level 2 (2 Rages, 2 Ki Points +2 Rage damage, d4 Flurry damage)

  • Ki. Save bonus is 8 + Proficiency + STR bonus (Hit harder, not wiser)
    • Flurry of Blows - 1 KP - After attack, make two additional unarmed attacks (d4 damage)
    • Patient Defense - 1 KP - Dodge as a bonus action.
    • Step of the Wind - 1 KP - Dash or Disengage as bonus action. Jump distance doubled.


Level 3 (2 Rages 3 KP +2 Rage damage, d4 Flurry damage)

  • Open Hand Technique - When you hit an enemy with Flurry of Blows, choose one of the following:
    • DEX save or knocked prone
    • STR save or pushed 15 feet away
    • Can't take reactions until end of your next turn.


Level 4
(3 Rages 3 KP +2 Rage damage, d4 Flurry damage)

  • Ability score increase


Level 5 (3 Rages 4 KP +2 Rage damage, d4 Flurry damage)

  • Extra Attack
  • Fast movement - Speed increases to 40' when not wearing heavy armor (Which you can't wear anyway)


Level 6
(3 Rages 5 KP +2 Rage damage, d4 Flurry damage)

  • "Wholeness of Body" - As action, gain 3x lvl HP. Once per long rest. (Local woman too drunk to die)


Level 7 (3 Rages 6 KP +2 Rage damage, d6 Flurry damage)

  • "Evasion" - Passing a CON save vs an AOE attack nullifies all damage, instead of 1/2 (Air quotes because this is tanking a direct hit. Save switched to CON to keep in line with concept)


Level 8 (3 Rages 6 KP +3 Rage damage, d6 Flurry damage)

  • Ability score increase


Level 9 (3 Rages 7 KP +3 Rage damage, d6 Flurry damage)

  • Brutal Critical - Roll an additional weapon damage die on a critical hit.


Level 10
(4 Rages 8 KP +3 Rage damage, d6 Flurry damage)

  • "Purity of Body" - You are immune to disease and poison. (The alcohol hasn't killed you yet, a bit of venom won't start)

 

This out to be sufficient, I think. I suspect from a purist's standpoint there are balance issues but I'm already playing a character who has exactly 0 qualms about kidney punches and breaking kneecaps.


Friday, February 11, 2022

Adventure Writing Tips feat: Unicorn Meat

So over on twitter (some time ago, because I am slow), Layla (@pandatheist) expressed some sadness over how much adventure design gets lost over time, thanks to the general entropy of internet hobbyist spaces. Since I have a vested interest in spreading good design guides wherever I can, have an adventure soon to be released to the masses, and in another timeline would have spent my life happily getting hand cramps in some monastery scriptorium, I feel it's only fair to do my part.

For each step, just to show that I'm not talking out of my ass, I'll be providing an example of how it was used in Unicorn Meat. (Don't worry, I shan't be giving away all my secrets.) 

 

First, Some Archaeology


This part isn't mine, it's a summary of a now long-gone tumblr post by Kiel Chenier (author of Blood in the Chocolate), that I luckily wrote down when I had the chance (thereby proving the importance of Layla's original thesis). I've adapted it from my notes so it doesn't match exactly, but it covers the same points. 

 

Kiel's Four Core Components

  • Time - The outside context surrounding the adventure and informing what is going on within it.
  • Adversary - A character / group / force that stands in opposition to the players.
  • Place - The specific location where the players come into conflict with the Adversary.
  • Fantastic element - What it says on the tin.


I find that this sort of setup emerges naturally, for me at least, just by piecing things together. But it remains a helpful reminder that the adventure is a series of moving parts in a greater machine, and all of them are interconnected. The antagonist is motivated by the times they find themselves in. The place is in its current state both by the adversary's actions and the times. The fantastic elements have their fingers in everything.

So, for example, in Unicorn Meat.

  • Time - The old aristocracy was overthrown ~50 years prior to the point of play. The farm was re-opened ~20 years ago. The adults vanished 8 months ago.
  • Adversary - White-Eyes, charismatic leader of the Bucha gang and now de facto leader of the farm. She's cunning, charismatic, and has already given the players ample reason to hate her (as the Buchas are, by and large, a bunch of violent bullies and have no doubt visited some kind of violence on the PCs and their friends).
  • Place - The Backwoods have always been intended as the place that gives off this vibe of "people never should have come here." They're inherently inimical to human habitation and they've been getting worse
  • Fantastic element - The unicorns themselves.


And then when tied together:

  • The Backwoods have become spiritually polluted thanks to the mass killings of the unicorns (place + fantastic)
  • The disappearence of the adults allowed White-Eyes and her gang to gain complete control of the farm (time + adversary)
  • The power vacuum after the revolution and the physical isolation of the Backwoods allowed the current operators to both re-open it and to do so in secret (time + place)
  • White-Eyes is ordering the continued hunt of unicorns towards unknown ends (adversary + fantastic)


And so on and so forth. You can very easily get a very potent nugget of conflict out of recombining those four points.

That out of the way, on with the show.

 

But what the Fuck Do You Do?


Give players a reason to be at the location and get involved in the conflict there. This will vary. Use "you have a personal enemy here" if you have to, and have everyone list off how this antagonist has wronged them. "Escape the danger" is also a very easy motivation. Remember MICE - Money, Ideology, Coercion, Ego.

In Unicorn Meat, the main options are "You have a personal enemy here, also escape the danger." (I did say they were useful!) or "oh fuck we need to find some way to get these kids out of here." Both of them involve finding the key that turns off the containment field, currently in White-Eye's possession. The what and the why are nice and set up. 

 

Steal Everything, Recycle Everything, Remix Everything


You have doubtlessly accumulated a very fine slush pile of unused concepts, striking images, memorable NPCs, and favorite mechanics. Use them liberally and with minimal constraint. Form a pool of ready-to-deploy material and deploy the hell out of it at a moment's notice.

When running adventures, this is a necessary skill to keep things flowing in times when you need improvisation. When designing adventures, this is just the handiest way to fill in blank spots and get yourself unstuck. Plucking something out of one setting and changing it so that it fits in another context is a useful creative exercise.

In Unicorn Meat this typically emerges in small, offhand bits that most people won't get. There's a poster for a movie starring the farm's mascot, Noodle (who is based on a hand-puppet of The Lawful Neutral's) titled "Fuck the King of Space" (a campaign run by Nick Whelan). More substantially, the toxicity mechanic from eating the meat itself is pulled from a very old post of mine about health potions. 

 

The PCs are intruding on a pre-existing conflict


This one is pretty straightforward. A good adventure presents the players with something to do, and there's a lot of things to do when other parties are already doing things. Makes factions and NPCs easy to fill out, because they already have begun acting on their wants and towards their goals.

Or, more directly: Things are going on in the background whether or not the players know about it.

In Unicorn Meat, the farm is right at the cusp of violence between the Buchas and the Church. With White-Eyes in isolation from the rest of the farm, the Buchas are splitting between those who are sticking with White-Eyes, and those who are more in favor of second-in-command Greythorn. The leader of the Nightwatch is missing entirely. Everything is just about to break apart.

 

Detail! Detail! Detail!


You are working within limited space, so make those words count. Paint me a picture, use those sense words, use creative references as shortcuts. One of my personal favorites is describing something in a way that the thing in question is not typically described as, ex Douglas Adams' "The ships hung in the sky in much the same way that bricks don't." 

 

Stick to What Can Be Observed


This principle was my workhorse during the SCP days and it has dutifully served me ever since.

Focus your writing on what the characters (or in this case, the players) can directly observe. Save omniscient narration for DM summaries, so that they have a working context of what is going on behind the scenes and why. Keep those bits brief and relevant to the action at hand (Kiel's four points return!). You're working in limited space anyway.

This method will leave the readers/players with questions and evidence, which they can assemble at their leisure. This is the bonus material, the a-ha moment. Some folks will ignore it all and just go for the superficial read, but people who dig into it more will be rewarded AND referees have the information to actually flesh out these mysteries. It's mystery box avoidance.

An example in Unicorn Meat: there's a certain NPC who has a prominent shelf full of sci-fi paperbacks. Can't miss 'em if you talk to her. Since she is the only person on the farm who is associated with them, if the players happen to find a sci-fi paperback lying around elsewhere, they can connect the dots and know that the NPC was there. It's very simple environmental storytelling, but it can cover a lot of ground other adventures would need clunky box text to exposit.

 

Resource Management Can Be Fun

But! It is only fun if there is a meaningful choice to be made on how you spend the resource. If it only has one effect, it's less fun and more liable to be handwaved (note: I generally hate resource bean counting)

In Unicorn Meat this comes primarily in the form of the MEAT ECONOMY. If you want to buy things - food, tools, ammo, special items, bribes - you need to hunt unicorns. But all of the parts harvested from a unicorn have secondary uses besides as a barter good: meat is your primary means of health and magic restoration. Milk does the same, but is flammable. Bones and hides can be crafted into better armor and weapons. Their shit can be smoked as a hallucinogen.

The same principle can apply to mundane items, too, ammo being my favorite. You can either eat or end a fight quickly, choose wisely.


You Provide Tools, Players Will Provide Solutions


Just dump a bunch of stuff in there. Be generous with gifts. You don't need to have an intended use. Folks will figure something out.

 

It's Okay if Players Don't See Something


This is more or less part 2 of the above point, distributing the cool tools in such a way that their discovery feels organic. Use that environmental storytelling from earlier to your advantage here - drop an important tool somewhere, sprinkle some clues where players can see, and eventually they will tug on those strings. Add a couple that have no clues at all, but if folks are lucky they can stumble on a game-changer.

In Unicorn Meat this most often takes the form of certain encounters or items that can really turn the tide in your favor. Some of them are by chance, some can be puzzled out, some will be difficult to get your hands on

 

Consider the Aftermath


Deep Carbon Observatory had a section in the back describing events that would happen if the players did nothing. I adore that little section and keep it in the forefront of my mind when designing. I keep major variables that players are likely to interact with in mind - the deaths of important monsters or characters, shifts of factional power, special items recovered or world-states achieved, and so on. You don't have to cover every single possible outcome, but a page or two really does help, even if its a one shot.

 

In Summation

It only takes a few major elements and some connective tissue before it starts writing itself.

Sunday, February 6, 2022

Fullmetal Alchemist Rewatch Post




As with my prior revist posts (Avatar, Lord of the Rings, Cowboy Bebop), this is disorganized and has no thesis. Spoilers everywhere, naturally. Unlike those prior ones, though, I don't have notes and there's been several months (by this point, nearly a year) of downtime since the viewing. Shoulda been more on the ball, but so it goes.

**

Fullmetal Alchemist Brotherhood was another formative work for me (as these revisits seem to be trending towards). Right time, right place. Watched it as it aired in 2009-2010 (which, if we are paying attention to timelines, came right after Avatar wrapped up), read the first couple volumes of the manga at the library, and didn't get around to watching the 2003 anime until last year, after finishing my most recent (fourth) Brotherhood rewatch.

Going forward, when I say FMA that is in reference to Brotherhood or elements shared between the two. Presume that as the default. If it's specific to the 2003 adaptation, I'll call it 2003.

**

God this show still looks so fucking good.

**

Lots of anime have the "did you get to that part" shibboleth, and against all odds FMA does it twice. And while I know I said there would be spoilers up top it still feels unfair to say precisely what they are, just in case someone has managed to miss nearly 20 years of spoilers.

And if you know, you know. Critically, there's not a whole lot to say. It speaks very well for itself.

**

Anime often has this thing of having a phrase that keeps getting repeated but it's just clunky enough in translation that the meaning takes entirely too long to sink in. Or perhaps I am just thickheaded and was not being an active viewer at the time, because it took me until now to actually realize what is going on with the taboo on human transmutation. What it is actually saying is "a purely transactional worldview will only lead to continual horrors visited upon humanity" and yeah, yeah that's pretty on point.

**

FMA is a poster child for the cathartic benefits of melodrama. Sometimes you feel big emotions and want to have a solid cry and/or scream about it, and this series is all about big emotions with attendant crying and/or screaming. Many tears have been shed.

**

I very much appreciate that the cast of FMA generally look like actual people. And unique ones, too; you can easily identify even incidental characters. I remember what Sheska's coworker looks like and she shows up in maybe 30 seconds of one episode.

**

Another soundtrack that's been burned into my brain. Can't pick a top song, they're all great.

This is a lie; best songs are One is All, All is One, Knives and Shadows, The Fullmetal Alchemist, The Intrepid, OPs 1, 2 and 4, ED 1 and 4.

That is also a lie; The actual best song is Amestris Military March.

**

I do wish we could have seen a bit more of the other state alchemists. I understand why we didn't, but I'd like at least a little throwaway line of "they're all at the southern front" or something like that. We do get to see a bit of the everyday working-class alchemists, and that's nice.

**

FMA is actually one of my go-to mental references for D&D wizards. When you have someone who can set someone else on fire with their brain (and is willing to), whoever is in political power is going to want to get as many of those folks around them as they can. Regardless of how centralized power is, you can expect to see war-wizards as a standard, and the structures in place to create more of them.

**

Brotherhood's pacing in particular is worth some praise; it is steady as a long-distance runner (once the intial rush is done, I must admit), and I (notoriously bad at watching anything that isn't a video game for long periods of time) can easily do 5-6 episodes a night, every night. Got a weak first episode, though, not a fan.

**

Things That 2003 Did Well
  • "I LOVE DOGS!", "TINY MINISKIRTS!", etc
  • The Philosopher's Stone is a crapshoot - all you'll do is murder hundreds or thousands of people for diminishing returns.
  • The final confrontation between Mustang and Bradley.
  • Homunculi as the end result of human transmutation.
  • Lust having a character.
  • Man they weren't fucking around when they were dealing with how Amestris treats Ishval. Writers who use subtext are all cowards indeed.
  • The little bit of extra time spent on Al wondering if he was programmed or not.
  • Mustang's flashbacks, holy shit (and as part of that, the fact that he killed the Rockbells).

**

Things that 2003 Did Not Do Well
  • Robo-Archer, what the actual hell.
  • Wrath's part in the story gets undermined by being an obnoxious screeching child, which is at least the third worst anime archetype.
  • The early filler episodes are generally pretty weak and anomalously of their time more than the rest of the show.
  • The plot kinda limps across the finish line.
  • Sloth is just kinda eh. I mean so is the Brotherhood version so at least its consistent.
  • Not a big fan of what they did with Kimblee. I mean he's still a monster either way, but the loss of the dapperness is too far.

**

It has been noted before by many other people that Lust is the only homunculi who serves as the object of the sin rather than the subject. This works very well with her backstory in 2003, and next to not at all with hers in Brotherhood.

**

In case anyone has forgotten, on this blog we stan 2nd Lieutenant Maria Ross.

**

Winry's great. That's it, that's the point. Winry's just great.

**

Honestly let's just expand this to "I like everyone in the cast". Even the weird chimera guys towards the end who really feel like fifth wheels, they're fine. 2003 dropped the character ball in places but Brotherhood nails it. If I hate a character, I like hating them.

**

I like how the antagonists compliment each other: Father and Dante are both trying to cheat death, just with different methods. Dante has embraced the rot, clinging to her life despite the ever-diminishing returns of her stones. Father is hellbent on breaking out of the limitations of mortality entirely by going for the all-or-nothing option. Both options fitting for the overall themes of their respective series.

**

I feel like it was part and parcel for the era, but FMA leans very heavily on the comic-relief violence vs. real violence divide.

**

The one scene in 2003 with Scar's brother, when he walks out into the street naked but for the tattoos of the Grand Art, is one of the most effective moments of cosmic horror I've seen. That's the look of a man who has seen the truth and it is more terrible than anyone can imagine.

**

I love how Envy is just, beginning to end, a repulsive piece of shit without a single redeeming quality. They just like hurting people. No sob story, no glimmers of redemption arcs, just this absolute monster cackling with glee over the time he murdered a child and killed a guy while disguised as his wife. A wonderful change of pace of a genre beset by "we must understand this genocidal maniac's motivations because you see, they were sad once." None of that bullshit. Envy's just cruelty and spite and ultimately pathetic.

**

Ishval being destroyed in antiquity by a philosopher's stone transmutation in 2003 is better than Xerxes doing the same in Brotherhood. Fuckin' inexplicable blond haired white people in the middle of the fucking desert, what the fuck. Also we get the old Ishvalan man telling off Ed for presuming that they were just ignorant desert barbarians.
 
**

Hoenheim in 2003 is...strange. I was used to him being a rather integral part of the story, and then he comes along as just kinda a deadbeat with a degenerative brain condition. It's thematically appropriate for 2003, but I found it a lot less compelling on the whole. He just kinda shows up and putzes around.

**

I am forever amused by Arakawa's "Men should be buff! Women should be vavoom!" quote. She knows what the peorple want and by jove she will give the peorple what they want.

**

Olivier Armstrong definitely got kicked down a few notches on the character rankings on rewatch. "Ridiculing your brother as a coward for having a mental breakdown brought on by being forced to mass-murder civilians" is certainly a look, and I wish she got challenged more on that than not at all. Like holy shit. She is a very good example of how fandoms will twist themselves around to favor terrible people because they are quote unquote badass.

**

I love everything with Mustang's underlings and the counter-conspiracy. Especially when we get to the end and everything is tying together. When similar "heroes' cunning plan executed perfectly" moments show up in other media I will still call them an FMA moment (The sequels to Sabriel had a notable one)

**

I appreciate the chutzpah of the real world twist at the end of 2003, but it falls into the same issue I have with a lot of multiverse stories: when you introduce one alternate world, I immediately think "but what about all the others" and start fixating on that aspect. It's a me problem to be sure, but a problem nonetheless.

**

One of the bloopers for Brotherhood features Hoenheim shouting 'FUCK HIM UP!' during Ed's last fight with Father and I am devastated that they didn't include that. You can get 1 F-bomb and still be Pg-13 and that would have been the perfect place.

**

So they just let Ling go with a Philosopher's stone, right? I'm not misremembering that? That's kinda fucked.

**

It would be, all things considered, rather easy to do a live action FMA adaptation. Yes I know that there was one already and that it failed miserably, but hear me out.

Live-actions often fail because they are trying to capture the style of animation with living people, while ignoring the spirit. The style is nearly impossible to translate and so we end up with cosplay fights on a cheap sound stage.

If you're trying to adapt the exact mixture of melodrama or the exact plot it won't work, but if you stick to "~WW1 era elseworld with alchemy + war is hell + militarist autocrats are evil fucks + nothing is gained without loss + childhood trauma", you should be all good to go. That's the important stuff, the plot can be whatever. Get a director who can do a solid WW2 movie and you're halfway there.

Let's skip over Liore. We're not doing Liore, we're not dealing with the homunculi (we can deal with homunculi, and honestly I think we should, but not those homunculi.) Ed and Al return to central after another bust on looking for the stone. There are two routes we could go here: adapting the Tucker arc, or making something like it (another state alchemist working with incredibly shady shit, possibly with homunculi). Scar can be in the background. Potentially wrap in Lab 5 stuff. You can make a solid movie out of that.

Most difficult thing would be finding a child actor who can convincingly sell his leg being forcibly amputated.

**

Overall - I like many of 2003's themes and detail work a whole lot, in many places a touch more than Brotherhood's, but it's overall plotting and pacing is shaky at best; Brotherhood wins handily in the beat-to-beat plot category and has aged a lot better, if we were making this a contest. Which we shouldn't but does feel inevitable in the comparison.

This makes compositional fanfic nice and easy, as you can port the good stuff from 2003 into the good framework of Brotherhood without much trouble.

Sunday, January 30, 2022

Build Your Own Shonen Battle Series


Roll as many times as you like, I don't dictate your life

What Color Is The Naruto?

  1. Red
  2. Orange
  3. Yellow
  4. Green (dark)
  5. Green (light)
  6. Sky blue
  7. Indigo
  8. Purple
  9. Lavender
  10. Pink
  11. White
  12. Black
  13. Brown (dark)
  14. Brown (light)
  15. Umber
  16. Amber
  17. Octarine
  18. Jale
  19. Ulfire
  20. Dolm

 

What Is the Power Source?

  1. Devil pacts
  2. Ninjutsu
  3. Normal-ass magic
  4. RPG mechanics but in the real world
  5. Magical martial arts
  6. Mundane martial arts
  7. Magic swords
  8. Normal swords
  9. Tarot magic
  10. Magic ghosts
  11. Magic animal spirits
  12. Cyborg bullshit
  13. GUN
  14. Supernatural patron entities
  15. Raw willpower reshaping reality
  16. Incredibly complex qi gong system
  17. Children's card games
  18. Summoned battle-parters (robots, dolls, monsters, etc)
  19. Mecha
  20. Nothing. It's basically shonen pub fights


Setting

  1. Ordinary high school
  2. A different ordinary high school
  3. Magical high school
  4. Oh god it's another high school
  5. They're coming through the goddamn walls
  6. holy shit
  7. fuck
  8. Post-apocalyptic wasteland
  9. Alternate-universe
  10. Japanese countryside (modern)
  11. Japanese countryside (historical)
  12. Somewhere in the real world that is not Japan (modern or historical)
  13. Sometime in the past
  14. Sometime in the future
  15. Deep space
  16. Near space
  17. Inner space
  18. Vaguely-defined megastructure
  19. Recycled backgrounds from a failed isekai
  20. Elaborate fantasy world revolving entirely around whatever social class has the powers and does the fighting.


Aesthetic

  1. Realistic, mostly
  2. Magical girl
  3. Gonzogrot excess
  4. Cyberpunk
  5. Solarpunk
  6. Techno-gothic
  7. Duct tape and a prayer
  8. Ink and watercolor
  9. Superdeformed
  10. Incredibly detailed
  11. Very simplistic
  12. Western comics
  13. Very unique house style
  14. Everyone is gorgeous, all the time
  15. Those chins are sharp enough to open cans with
  16. Huge eyes, even huger hair
  17. Experimental as hell in places
  18. Woof, this did not age well you can count each cut corner
  19. Has aged like fine wine
  20. Dada surrealism


Side Characters

  1. Laconic, superpowered teacher
  2. Edgy loner rival
  3. BEEFSTRONK
  4. Absolutely too pure for this world
  5. The bookworm
  6. The genki one
  7. The one with no powers, who gets by with other means
  8. That one motherfucker you're amazed hasn't been arrested for harassment yet
  9. The hero's mom
  10. Boisterous and over-the-top himbo
  11. The hero's sibling
  12. Love interest - next - door
  13. The mysterious foreigner
  14. The loaner from a different school/organization
  15. By the book! ONLY BY THE BOOK!
  16. The really hot one
  17. The unexpected combat expert
  18. The lazy one
  19. The crazy one
  20. The lovable idiot duo


Positives

  1. Kickass fight scenes
  2. OP / ED slaps
  3. Surprisingly good characterization
  4. Surprisingly in-depth worldbuilding
  5. Monster designs
  6. Compelling villain
  7. Good side characters
  8. Keeps a steady pace
  9. Avoids harmful stereotypes
  10. Meaningful stakes
  11. Makes chuds angry
  12. Fanservice (the good kind)
  13. God that's some good sakuga
  14. Excellent dub
  15. Pulled off a successful major status quo change / timeskip
  16. Author is actually a pretty cool person
  17. The humor actually translated over
  18. Has some meaningful things to say about real life
  19. Keen eye for scene composition
  20. Nothing in this plot makes sense, and I love it


Negatives

  1. Filler
  2. Too many characters
  3. Bonkers morality
  4. Rampant sexism
  5. Just looks bad to watch
  6. Lost the plot (jumped shark, spun wheels, etc)
  7. Too by the book / too safe
  8. Most annoying character in the world
  9. Bland main character
  10. Character death (cheap)
  11. Is never going to actually end
  12. Obnoxious fanbase
  13. Fanservice (the creepy kind)
  14. Impossible to find / stream
  15. Author has an obvious kink and is real weird about it
  16. Author is actually a horrid person
  17. I literally can't tell these characters apart
  18. Pretensions of grandeur with a failing grade in intro to philosophy
  19. Just up and forgets the background a lot of the time
  20. Nothing in this plot makes sense, and it's terrible


Other Features

  1. Tournament Arc
  2. Main character rivalry
  3. Weird laser focus on one particular hobby or topic the author likes
  4. Shit has gone FUBAR Arc
  5. Romantic subplot (actually pretty good)
  6. Romantic subplot (groan inducing)
  7. Harem of some vareity
  8. No arcs; mostly episodic
  9. They lost the originals so there's no proper blu-ray release
  10. Ha ha! You thought X was the main villain, it was in fact Y!
  11. There's an elaborate fan theory that makes the whole thing make a lot more sense
  12. Manga was never finished
  13. Show has a complete different storyline from the manga
  14. Very small, very devoted fanbase
  15. Got a movie (the good kind)
  16. Got a movie (Netflix live action)
  17. A pointed critique of modern society
  18. I know authors who use subtext and they're all cowards
  19. Shit yeah, yokai!
  20. Is really just another series with the serial numbers filed off

Saturday, January 22, 2022

Three Shorts For Dandibuja

Dandibuja has gifted me with some fantastic fanart in the short time I've known him, and when I expressed the desire to return the favor he suggested that I write some pieces based on some original works of his, so here we go.


What Remains of House Leoviridius


The villa ruins had been as empty as the Jackal's stomach. Disappointing, but only mildly surprising: wealth makes an easy target for those in the trade and the summer home had predictably been stripped clean years ago. The windows were gone - some smashed but most carefully removed for the sake of the glass. The roof had collapsed in the east wing - years without maintenance to blame for that. Kitchen was bare - knives and pots too valuable to leave behind. Wood taken for firestarters, clothing taken for bandages and bedlining. No hope of jewelry being overlooked. Even the floor safe in the master bedroom had been torn up and smashed open. Likely nothing of worth in there, unless the lucky thief wanted gold for ballast or deeds for toilet paper.

The well in the central courtyard still had water. No bucket, but water - cold and heavy and barely gritty. Small mercies. The Jackal refilled their canteens (tying each one to a length of string), drank up, refilled again.

All the while, they kept ears open. Nothing but the dull wind. Not even an ambush of curious dune mice. Years in the trade prevented the Jackal from ever relaxing, but they settled into a state that approximated it and let their mind drift to topics unconcerned with survival and safety.

The crumbling west wall of the courtyard, shielded from the worst of the wind, still bore the icon of the Lords of the World. Green lion rampant, bleeding sun. Tongues of fire? The Jackal cast their mind back to what their grandfather had told them about the signs of House Leoviridius and their meaning, but found nothing. Grandfather had plenty to say about the Leoviridians, far more than anyone with real troubles could keep track of. "Officious cousin-fuckers", he was fond of saying that. Ranting about how they didn't know how good they had it, that they'd never seen a real sandstorm season and you can't trust anyone who'll sell you piss and call it water.

He was right about the sandstorms. When things were first falling apart, he spent his days in a constant chorus of "Told you! Told you just how it was!" He kept it up till he died. In retrospect it was a bizarre thing to take pride in, but the Jackal was charitable to the old man's memory. He'd been through enough to earn that.

The Jackal rested there for a few hours before they departed by the leeward road down out of the hills. They died ten days later, stabbed in the throat in a roadside mugging. The IDRS Madrid out of Arcturus, still the closest vessel that could provide aid, was thirty-nine years away. The sands would engulf the villa well before then.

 


The Monstrous Seagulls' Feast


The gulls had no questions at all about the great gelatinous corpse. It wasn't poisonous and something else had done the work of killing it, and that was all that mattered. Smart birds, seagulls.

(The crabs did question it, and came to different conclusions. They have yet to share.)

Speculation on the creature's origins exploded as soon as the news cameras started rolling, but it peaked early. The fervor couldn't be maintained through the next crisis of the week, especially when the answers that were forthcoming were so plain: the creature washed up on the Argentine shore during the night of April 16th, it was almost certainly terrestrial in origin, some kind of mollusk, and it was very dead. Within seventy-two hours it had dissolved into a mound of dirty translucent gelatin, and within two more days it had decayed completely. The final verdict was that it was some kind of long lost cephalopod from the abyssal zones.

The conspiracists remembered it, and the graduate students in biology departments around the world, and the unfunny Facebook memes lasted a couple months beyond that, and for the creature this was the end of it.

But it was never the important part of the incident, only the vehicle by which it arrived on the scene. The abyssotitan's flesh was riddled with parasites - minute corkscrew worms, near-invisible to the eye. Most died with their host, but the eggs survived, and the eggs were eaten by the seagulls, and the eggs hatched within the seagulls, and the seagulls shat them out and then...

Well, that's the end of it.



The Knight


Khuñ Khaphun, last knight of the Order of Unn, posed for only one portrait during his life. He was an intensely private man, and so it was only at the behest of his close friend Pricipio d'Ardevarke that he agreed to see the painter. This was in the spring of the year of the Golden Rabbit, a mere seven months before his death.

Khuñ's life had seen him pulled in opposing directions since his early childhood. As a youth he was enamored with stories of the great mountain-home knights and the adventures of the Sunrise Age, which put him at odds with his family of stonemasons. Dissatisfied with the trades, and likewise distasteful of the formal military, he became obsessed with the idea of reviving the knights of Unn. He was self-taught in combat, as provided by whatever training manuals of the era that he could find. Unfortunately, he was an withdrawn and introverted man, who made connections rarely. While he might have named himself a knight of Unn, he simply didn't have the social adeptness to attract others to his cause - the few volunteers who joined him quickly returned home in all cases, finding him too difficult to work with.

He came into the eye of the public after he slew the Giant of Gjanisang, but he found himself unable to follow it up with subsequent feats and spent the years to follow wandering up and down the Hojenvaid River valley. He refused offers of patronage, even from d'Ardevarke, claiming always that it was not knightly to do such a thing, and took payment only in exchange for monster slaying or performances of feats (he was fond of trick jousting, and this was more profitable in the long run than monster hunting).

He died without fanfare in his roadside camp of natural causes. Likely a disease of the heart. The Order of Unn went with him, and he is remembered only now by students of the historically curious and those who walk past his portrait at the museum of art in Harandara.