Philosophy Tuesday

There was one bit in Soul that got a big “NOPETY NOPE!” from me: ”Okay, first stop is the Excitable Pavilion. You four. In you go! You five, you’ll be aloof. And you two, why not.”

It’s played off for a joke, as in ha-ha kids these days, so aloof and detached and acting cool.  But, in a movie that is working to create, and illustrate, so many fine things, what this creates is not fine at all.  That we come into this world with a personality or traits already stamped upon our head, already fixed in place?

Gah!  NO!

We are not fixed objects, set in stone.  We are not destined to be a certain way.  Nor are we only a certain way either!  We contain multitudes, and we have the capacity to generate, and be, all sorts of ways.

A huge part of what self-cultivation is about is unlearning all that and recognizing our freedom and choice in creating who we want to be.  It’s all about the art of being.  And the art of the ongoing freedom to choose who we are being, in any moment, under any circumstances.

That’s what gives us power and passion and joy and connection and fulfillment and excitement and compassion and our humanity and oh-so-delicious peace of mind.

There’s plenty to take from soul. But in chasing a (what I consider to be) easy and cheezy joke, they put something out there that’s detrimental and perhaps* even downright harmful.

There are no permanent labels stamped onto our foreheads.  Neither we, nor what we call our personality, are a carved statue.**  We can always get in touch with our Great Before souls, touch our spark, and (re)create ourselves and who we are being.

 

* For a couple of reasons, beyond the way it can keep us from seeking that self-cultivation to alter those ways of behaviour and being that are counterproductive and possibly harmful in our own lives.  For one, it can prevent us from treating others with dignity or possibility, writing people off as incorrigible or destined to be a thief (or whatever) and fostering stereotypes and biases.  For two, relatedly, we can, inadvertently, hem people in and prevent their growth and exploration and their own self-cultivation.  Especially with our kids, hemming them into only the narrow path of life that we see possible.

** As one of the greatest mentors once put it: “Luminous beings we are, not this crude matter.”  Happy May the 4th Be With You!

Gaming Thursday: SW Part 3

The playtesting of the Star Wars ruleset for my Aurora Engine continues well.  We’ve all been having a blast in our adventures across the galaxy, and I’ve been steadily tweaking the rules to make things run smoothly or to shift the game’s playstyle more towards what we want/like.

One of the prime ways of character distinction and ability definition (that has needed no tweaking) has been the inclusion of freeform “Stunts,”  of which each character starts with three (And can buy more later through advancement.)

While they’re (for now) simply called “Stunts,” they are intended to represent just about anything nifty or special about the character in just about any area:  species traits, unusual training, extra experience, exceptional knacks, or various powers, including the Force.  They “break the rules” in specific areas /ways to provide bonuses or additional/special abilities for the character.

This isn’t by any stretch a new idea; both FATE and Cortex Prime use something similar to this, and it is akin to Talent or Feats or Advantages or any number of similar mechanics in many an RPG (though these latter ones are generally prescribed and selected from a list).  But two things make them especially sing in the Aurora incarnation.  First, by allowing them to be so freeform, they invite creativity and customization and let the player state what’s important to them and the character.  Second, and even more importantly, they are all expressed/worded in a particular way to call attention to themselves, and as such further highlight the defining aspects of the character in the fuller narrative sense:

Because I/of X, when Y, Z

The first part of the statement describes how the character is unusual, amazing, has a special bit of gear, or whatever; the middle part is a limited situation where this “rule breaking” applies; and the last bit is the special benefit.

Here are some examples from our SW playtest games/characters…

Some of the stunts describe bits that are important to the character from their character’s species:

Because I am a Twi’lek, and have spent time learning how to control my head tentacles (lekku), I gain the “Extra Limb” trait.

Because I am a Squib, and can smell with my fur, I gain the “Discerning Smell” trait.

Because I am a Miralukan, I have Force-sight and I can see through walls and containers up to 1m distant.

Because I am made of many different parts, I gain the trait “Faceless Droid”

Because I am a Selonian when I drop to all fours my speed increases by 50%

Because I am based on Imperial technology, when I slice Imperial equipment, I gain +1d.

Here are some that represent special training, or abilities.  Note that as part of the description it helps evoke the why of it, ie, is this from your background, something you trained at, bought or had implanted, or something else?

Because I have subdermal plating, when I take damage I can roll 1d: on a 5 or 6 I gain an additional point of resistance to weapon or impact damage.

Because I have spent my life around machinery, I don’t always need the right parts to fix things, and half any penalties for lack of proper parts. 

Because I am a tinkerer, I am rarely caught unprepared, and have trait “Lots of Gizmos”.

Because I was raised in small tunnels, whenever in confined quarters I gain the trait “Tunnel Rat”

Because I am trained in Jedi precognition, when I wield a lightsaber I can use Melee to defend against ranged attacks.

And then there are those that provide amazing role play opportunities/nudges…

Because I am a crazy ass squirrel, when I do something incredibly stupid, I remove 1 die from any penalties.

(I just love that one so much!)

Some of these straight up allow something that isn’t usually allowed, such as the Lightsabre deflection of ranged attacks, seeing through walls, or the dermal plating for extra armour.  Most however provide skill boosts, a reduction in penalties, or create a trait/tag/aspect on the scene/character.  Here, wording the stunt with a trait/tag/aspect is the best/most flexible and provides the most opportunity in play as it allows for all the things a trait can allow, not only providing bonuses or negating penalties, but also creating ‘narrative truth’ that can allowing things that wouldn’t ordinarily be possible (and vice versa).  With that in mind, we might revisit these stunts to re-word them towards a broader tags/trait language/way.

These stunts have worked great in our games thus far, providing for a lot of cool moments and places for the characters to shine, whether in the traditional sense of doing something remarkable, or in the RP sense, reinforcing the character and the story they are creating.

 

(Just the other session, the “Extra Limb” trait came in handy as the character had been knocked off the edge of a tower, clinging for dear life – fortunately that “Extra Limb” trait allowed them to grab their rifle before it fell never to be seen again!)

Gaming Thursday: Aurora Results

Alright!  With a gaggle of sessions under our proverbial belts, our Star Wars game and my new ruleset that powers it have been going great.  Thus far, things have run very smoothly and has already fueled a lot of great moments.  There’s still some rules gaps and wrangling to do, but the base document is pretty much complete (if written completely in point form language).  I’m not quite ready to share it yet, but I will try to get back to writing its big gestures and intents.  Until then, here several cool things that have emerged thus far, specifically around core Aurora Engine elements: Continue reading

Wonder Wednesday

Last week ShadowCheetah and I got a chance to hop into my starfighter and fly ourselves down to visit Batuu… and it was a decidedly good time!

After following the construction progress from afar, walking into Galaxy’s Edge and experiencing it was very cool.  It’s a deliciously hyper-detailed land, with an attention to detail I’d not seen in a Disney park outside of the ones in Japan.

Every nook and cranny has been paid attention to with set dressing so that there’s no blank or disused areas.  And the design of the land purposefully avoids any clear sight lines so that it unfolds bit by bit as you journey through it.  While it has its downsides (or even flaws) from an operation’s standpoint (such as lack of casual seating) the land is glorious eye candy everywhere you look (which would be great to observe from said missing seating).

Our plan was to visit the planet both during the daytime and then return to see it under the glory of night.  This worked out even better than we expected — our boarding pass was called for Rise of the Resistance (more on that in a bit!) late in the evening, which had us emerge from the ride just a few minutes before park closing.  Which was enough time to hustle it over to Smuggler’s Run for our third ride of the day.  We ended up being the last ones on the ride for the day, and when we were done piloting (woohoo!) we exited Hondo’s garage to a very empty Black Spire Outpost.  Which allowed us to not only marvel in the great detail and lighting, but also take some nice shots with nary another person in sight.

So clearly we enjoyed Smuggler’s Run, but we were especially fortunate that our trip to Batuu came after the opening of Rise of the Resistance.  Because it is truly something else.  Several something elses, really, as it is more like 5 rides in one.  Spoilers hereon out if you want to avoid, as I kind of did, studiously avoiding watching any on-ride videos so that I would go in semi-fresh.  So while I knew of a few of the big set pieces from following the construction photos, the overall of it I didn’t know.  I’ve heard it described as the first “F-ticket” attraction, and I would agree.  There are a lot of very nifty moments, a tonne of incredibly creative set pieces and effects, and it has a more cohesive plot and perhaps even story than did the The Rise of Skywalker movie.  It’s a tour de force (pun semi-intended), and I’m keen on seeing it again!

Some of my fav moments:

  • From those construction photos, I knew that there would be a Star Destroyer hangar.  But having us go out of the shuttle through same door we came in was unexpected… and best of all, there was this group of about 8 who clearly didn’t know about this and when the door opened and we were greeted by the tableau of three rows of stormtroopers and the giant doorway to space and the First Order officers this group, in unison, literally jumped back, leaned back, and screamed in a mix of surprise, amazement, wonder, and terror.  So much so that the officer had to stop his spiel and wait for them to finish before ordering us off the ship.  So while I unfortunately wasn’t surprised it was absolutely great to get to live vicariously through that group.
  • The cast members playing the First Order.  They must love it, getting to be all stern and order-y and generally being very non-Disney like.
  • The cutting out of the jail cell!  The effects of the plasma torch were neat (even if one fellow prisoner was standing in front of it, totally clueless to what was going on behind) them, and then the rough cut look of the wall when the panel pulls away.
  • As we’re in the droid vehicles, headed towards a lift… and a mechanical form slowly slides down from above into view.  Me:  “Gahhhh!  It’s a probe droid!”  Voice on the Ride:  “Look out, it’s a probe droid!”  Me:  “That’s what I just said!”
  • I want to see the blaster effects a second time… some seemed to work great (along with blasting holes in the wall), some less so…
  • The decompression effect was amazing.  I’m guessing a chamber of pressurized air to get that instantaneous blast effect, it was very effective.  (The debris that ‘falls’ to hide Kylo Ren, not so much.)
  • And then that last drop right into the motion simulator.  They must drop the entire motion simulator rig, and that’s just downright impressive — that thing plus the ride vehicle plus the guests can’t be all that lightweight!  And to do it over and over and over again!  It’s also very effective from an experience standpoint, you do get the sense of being ejected out of the ship and then escaping down to the planet’s surface (that said, they need to upgrade their graphics on both that and the original shuttle ride to take time-of-day into account — it was night outside but the graphics were all day).

All in all, a great ride experience, and super impressive from a technical standpoint.  Hats off and lightsabres up in salute to Imagineering for such great work!

 

 

Muse Rising on the Jedi, Redux

One big addition to (and to fix a glaring omission from) my review of TRoS from last Sunday, and that is to commend the actors.  They did what they could with the material given to them to do, and often went above and beyond the call.  Adam Driver especially – he didn’t even get to speak for the last third of the movie and managed to pull off a lot of communication with only body language and expression.  And a glass raised in condolences to John Boyega, for whom I think 50% of his dialogue opportunities was, started, or ended with, shouting “Rey!” in various ways.  Their embodiment of the characters throughout the trilogy (whether they were in all three or just some of them) is one of the series’ strong points, and for some of the installments was the reason why the movie worked at all in any capacity.

It’s also gotta be rough as an actor, signing up for something you’re excited in and then being presented a script… and a reshoot, and another reshoot… and then seeing on screen what was finally edited together.  And then everyone’s reactions to it.  (Doubly so since, especially for some of them, they were hit with insane and disgusting vitriol hurled towards them personally as actors.  That’s really shitty.)   Like many I both dream of and would jump at a chance to be in a Star Wars movie (or any other movie, really, but Star Wars has extra resonance).  I would sign on the dotted line and be ready to dive in.  I can also imagine then being handed the script like for TFA or TRoS and feeling my heart sink and continue sinking throughout the process.

Now, I don’t know if any of the actors felt this way, and maybe they didn’t, but I still commend them heartily for giving it their all and bringing what there was to life and for making us like and invest into the characters, even as we may have wanted to see them (with these feelings even heightened because the actors were doing a good job) in better stories or better told stories.

The Rise of Musing Jedi

And so my friends we have come now to the end.  Episode IX, the final chapter in the “main” Star Wars saga!  Thus far in the trilogy, The Force Awakens largely disappointed, and The Last Jedi was strong in concept and rich in both direction and character arcs if, unfortunately, weak in storytelling.  For this third installment, JJ is back to direct.  Will the third time the charm?  Will The Rise of Skywalker rise to the occasion and satisfyingly wrap up this 42 year journey?

Spoilers ahead…. Continue reading