Friday, January 21, 2005

[lovebites] Reviewing Episode 1

So this combines a review of both the script and execution of our pilot episode.

Synopsis.
Phil arrives back from Australia, much to Maryann’s displeasure. These two used to go out and they haven’t dealt with the fallout of their bitter break-up.

When Phil sleeps with Maryann’s best potential flatmate, things deteriorate.

When Phil proposes they fix the situation by sleeping together, things deteriorate further. They agree to try to be polite to each other around their friends, but Ben can’t stand the tension and forces them to take the gloves off.


Meanwhile, as Phil moves into the Boys’ Flat, Richard cleans up the spare room. In the process he discovers his beanbag, his precious beanbag. Quickly becoming obsessive about it, he’s shocked to learn Phil had sex on it with Maryann’s best potential flatmate. His obsession turns to addiction – and Ben decides to help him kick the habit.


Structure

Takes a while to warm up, reaches its peak in Act 2 and then – after a slight dip – has a strong finish.



Continue reading this unedited review ...



This show has funny lines, but that’s not where the comedy comes from. Usually the scenes are just conversational with tiny punches of sarcasm and then out-of-the-blue character weirdness. The fun is in the structure not the dialogue.

Phil’s war-story about how he slept with Monique is funny because seeing how the 3 boys behave under pressure and because it’s combining (for the first time) the ‘flatmates wanted’ and the ‘beanbag’ plots.

The moment where Richard’s love of the beanbag turns into addiction wasn’t handled so well. It’s a big turning point in his sub-plot but we haven’t quite laid enough ground-work to convince people his obsessive behaviour round the bag could be so negative. We also don’t show an effective funny beat of him trying to give up before he goes into withdrawal.

Richard doesn’t get an A-plot (the main story of an episode) for quite some time.

The plot development that Phil and Maryann are going to try and be polite to each other, but that their compliments seethe with a subtext of rage and resentment, came from an earlier version of Episode 1 and may not have been integrated perfectly into this version. In fact, due to time constraints some of the beats that made this schtick really funny had to be eliminated.

Should talk about:
Changing the ‘Flatmates ad’ scene from the Basin Reserve to Oriental Parade.

Positives

The show starts to get funny by Teaser 3 … (the beginning of every episode is divided into 3 short scenes between credits that usually set up the A-plot). This is important because – in my memory – the show was quite dead in the first third.

The situation is introduced very fast and the story keeps progressing quickly through the whole episode.

I like the character relationships (at a script level) from the first scene. Also at the script level, the characters are solid and consistent (and funny).

By Act 2, the show is definitely settling down into the style that I recognise as lovebites: relaxed bullshitting conversations and characters who I’m really interested to see what they do next.

Phil’s war-story about Monique is cool. And it’s really our first ‘Boys’ scene, which would turn out to be one of our specialities. In that vein, there’s another huge scene in the pub where the Boys discuss their philosophies on relationships that I thought was awesome.

Phil’s plan to fix the situation by sleeping together and Maryann’s disbelieving response are both fun.

It’s also great that Mia (playing Maryann) actually does get a load of great material in this episode and she knocks it out of the park most of the time.

Richard’s love of the Bag and his withdrawal are fun and visual – playing to Adam’s strength.

Ben taking control and forcing his friends to not be pleasant is a fun solid scene and an enjoyable pay-off to their plot.

[Got to compile some killer quotes from this episode.]

Questions

I’m sure there was another sit-com that used a beanbag in one of their sub-plots, but I have no idea what it was.

Ideas

If we were to redo lovebites from scratch, I’d mess the relationship map up a lot and have Ben and Maryann going out. You see, the ‘They’re meant to be together’ tension we tried to instill in those two’s relationship (aka The Ross and Rachel effect) never really worked. So this’d give us something they were trying to keep from Phil, some subtext, at least 4 episodes worth of material and another big plot point to detonate.

Also, there was a point in Episode 1 where Ben was just grinning gormlessly at Richard, waiting for him to stuff up. I liked that energy – it’s almost Jerry from Seinfeld – it gives Ben’s character a cool edge which I think he needed.

Negatives

Hate the teasers (which introduce the idea of Phil returning from Australia) because I can see how I would restructure them, turning stuff that is just exposition into actual scenes with conflict. Man, that’s the worst thing about working on something – you figure out how to do it ‘properly’ 2 years too late.

Performances in the teasers and the early half of Act 1 are sometimes too big. It feels like they’re still settling in and trying to impress the audience, win them over. I wonder whether that’s because so many of the early scenes have exposition in them and that the actors felt that that made the scenes ‘weak’ – and therefore they had to do more to sell them, make them more interesting.

There’s some lameness in the early conversational exchanges. The banter isn’t quite fluid yet. Not sure about the cause of that, not sure what order scenes were shot in. But this episode was filmed late in the production schedule, so the actors must have been comfortable playing with each other.

Ha! There’s a really funny sound effects moment when we cut to the ocean and hear a foghorn. Of course. Because we won’t register it’s the ocean without a foghorn. ADR during this scene is pretty bad.

The ‘Phil and Maryann try to be polite’ stuff doesn’t work so well. We don’t get enough shots of Ben observing that something’s wrong. That means we lack an outsider’s perspective on their relationship to really hammer home that something’s wrong.

Oh, and the bowling montage is ick.

But hey, most of my problems are centred on the first 5 minutes of the episode. That’s not too bad from an overall point of view. It’s just, from a sales point of view, those 5 minutes needed to be the strongest.

Feelings

I used to dislike Act 1 (the act I had the most responsibility for writing) but now I watch it with some distance, it moves fast and it’s pretty amusing.

Quite often through the episode I sensed the actors focusing on trying to impress (and being pleased with themselves) instead of finding the comedy. It was a really fine line – and despite that impression, for the majority of the episode they nailed their characters and nailed them hard.

Also, it’s great seeing the actors become laid back and enjoying themselves. And by the end of the episode – at the picnic – I really like this ensemble, want to see more of them.

Summary

So that’s a first-draft itemisation of the things that struck me while re-watching the pilot. I’ll finetune it into a review later.

[The Limit] Impatient!

This was going to be my last full day on Astral. In the last hour I've changed my mind - and The Limit is back to being my primary as of now. The reason's simple: I was feeling frustrated, angry and a little depressed. Probably due to my impatience at not making progress on the script.

So now, let's see if I can use that impatience to overcome my first-day-back syndrome.

***

Just consulted the I Ching for how to handle this pitch-phase. Some results that were pretty much the opposite of what I thought I should be doing ...



Read more!


19. Approach
__ __
__ __ Help is attracted by modesty. Don’t act out of ego.
__ __
__ __ There’s danger of relapsing into impurity.
_____
_____

About to move into light and growth. There will be success if I persevere with modesty and acceptance. Remain patient, tolerant and gentle.

5. Waiting (Nourishment)

__ __
_____
__ __
_____
_____
_____

This situation can’t be corrected by force or external effort. This is a time for patience and careful attention to inner truth. Do not give in to doubt and agitation.

Accept things as they are and don’t make fruitless comparisons to the situations of others or some imagined ideal.

...

Created new cards (and a cool new font) for sequences on my pitch-board.

I had this burst where I decided that I wanted this to be the best pitch ever … now I’m aware of that pride and I’ve settled myself down. All I really want is for the pitch to do the job:

1) Clearly communicate the emotions of each sequence;
2) Be succinct (10 minutes max); and
3) As much as possible, be visual.

If you’re interested in pitching a movie, check out this Wordplay column. It’s filled with good advice.

Thursday, January 20, 2005

[Film] Kill Bill 1 & 2

**** (out of 5)
Taken together, this movie becomes an epic. Sure it's about 4 hours long - but also the scope of its action is: one hemisphere, 15 years and an answer to the question "What happens when superheroes fall out?"

This is not a movie about QT's dialogue, this is about Events. And again, some sterling use of structure. At the end of the first chapter, The Bride crosses off the second person on her death list raising the question, "What happened to the first person?" And it's that question that powers the whole first half ... one hour of building up the signficance of the duel between The Bride and O-Ren Ishii.

I'm finding, more than any of his other films, Kill Bill is a movie of great moments that I can watch over and over: Beatrix learning to punch through wood, The Bride arriving in Tokyo, that amazing pause in the duel at the end of Kill Bill 1 where we just listen to the wooden water-clock refill.

Continue reading this unedited review

Negatives

As someone mentioned to me, when The Bride crosses Vernita Green off her death list, we know that The Bride won’t die for the rest of the film. As I discuss in the Structure and Feelings section I don’t see this as much of a problem.

The Bride convinces Hattori Hanzo to break his oath and forge a sword to kill Bill. Despite the momentous portrayal of this action – and the fact that it helps her along the bloody road of revenge - this katana doesn’t deliver the death blow.

While most of the villains get backstories that make them more complex and sympathetic, Elle Driver (Darryl Hannah) is simply represented as fetish-bitch goddess-evil. And it wouldn’t have been too hard to dimensionalise her; after all, she’s Bill’s current girlfriend (according to the Making Ofs) and therefore playing up her jealousy of the Bride and dependency on Bill could have easily added some interesting vulnerabilities.

QT said he wanted the fight with Elle Driver in Budd’s trailer to be the equivalent action scene to KB1’s sword-fight in the House of the Blue Leaves. Because we’ve already seen this kind of action in the first fight of KB1 (brutal action in a domestic setting, versus Vernita Green), this fight isn’t really spectacular or topping anything.


Positives

The Shaw Scope company logo at the start promises goofy fun.

Gripping opening shot of Uma as the battered bride – which immediately has a more serious tone than the logo promised.

The revenge sting that’s used as soon as The Bride sees Vernita Green (or anyone on her Death List) brings a smile to my face.

The knife fight with Vernita is brutal and terrifying – and then the tempo change into protecting the daughter provides many easy gags.

Notice how the way the Bride draws a square in the air is different from Mia Wallace’s in Pulp Fiction.

Uma seems to be channeling Clint Eastwood when she apologises to the daughter for killing her mum.

Hanzo critquing his new katana builds to becoming a tearful moment. It’s great - implies he swore off sword-making because he felt responsible for each of the deaths his weapons caused.

Feelings
The first ¾ of Kill Bill 1 are subdued, pained and tragic – pierced with moments of fun and coolness. It’s only when the action hits Tokyo that the movie begins to build up lightness and energy, peaking in a sustained splatter-comedy vibe while The Bride dismantles the Crazy 88s before settling back down into its elegiac tone till (pretty much) the end of Kill Bill 2.

The emotional content of the movie is immediately proven more serious than the Shaw Scope company logo at the start promises.

Deep down, we know that The Bride won’t die. The trick is to convincingly test her and put her through hell.


Questions

[What do I think of the dialogue between Vernita and the Bride in Vernita’s kitchen?]
[What are the stakes of the movie?]


Ideas

Vernita introducing her daughter to the Bride is – in a way – equivalent to Christopher Walken handing over the Gold Watch in Pulp Fiction: adults with horrible backstories talking to kids who don’t really understand what’s going on.


Structure

The slow song over the opening credits (‘My Baby Shot Me Down’) adjusts our tempo and expectations. It primes us for a long movie.

The knife fight with Vernita Green and the fight with Elle Driver in Budd’s trailer are equivalent in terms of action and intensity. I’d have expected the later fight to build more.

When The Bride crosses Vernita Green off her death list, we know what the rest of the film is about, “How did she kill O-Ren Ishii?”. This is a powerful question with a lot of twists and turns. It sustained my interest for the whole of KB1.

Because of the flashback structure that Kill Bill uses, we are constantly being reminded that The Bride won’t die. After a while, then, that stops being the stakes of the movie.

(More, later)

[The Limit] Emerges into the light

About to re-read The Limit for the first time. AG asked for a copy of it to read on the plane over to Sundance. Now I haven’t heard back from Andrew (his thoughts on readability are always vital) so if it’s not too goofy or plot-holey, then I’m going to send it.

After all: AG has been waiting patiently for it for about 4 years.

…

Read it, proofed it, sent it. This draft ain’t perfect. It’s not tight enough, for a start. But it will serve to get the ideas across I think.

I am nervous and satisfied. AG is the right person to read this now.

[Astral] Start thinking about editing

So, I'm getting to the end of the first wave of research for this Astral role-playing game. Today, for the first time, I started generating original material for abilities, consequences and story ideas.

Now I want to start moving items from 'Abilities' and 'Consequences' into the appropriate Ratings descriptions. That's all part of the bigger plan: to build up a clearer introduction to how to play this game, what you do and what it's about.

Wednesday, January 19, 2005

[RPG] Coming Up Next

Games I want to work on after Astral is finished:

Fortunes of the Joneses - the role-playing game of family TV dramas.
Opera - backstage skullduggery at an operatic performance.
Tapu - exploring the dark side of Maori mythology.
The Big Game - a sports role-playing game of teamwork, star power and leadership.
30 Seconds - the cyberpunk RPG that asks whether you'd rather have The Edge or a life?

Swerve

My day has suddenly changed direction. Just posted an Actual Play report on last night's game (see below) to the Forge, so I don't feel like finishing the Sorcerer and InSpectres write-ups.

So the question now is: What to do?

* Focus on making lots of progress on the Astral role-playing game.
* Blog lots of articles (current scriptwriting philosophy, another lovebites entry, review of Kill Bill 1 & 2, a list of my Influential Movies, a list of the other RPGs I want to write).
* Work on the horror novel.
* Prepare to pitch The Limit.

Follow-up question: What will make me the most money?

(in descending order)
The Limit.
The novel.
Astral.
Blog.

Last question: What do I feel most passionate about?

At the moment, it's Astral. So I'll spend the day working up ideas for that. And hopefully see A Very Long Engagement tonight.

[RPG] My Life with Goldfinger

My Life with Master is an award-winning RPG where you play the pathetic minions to an evil scientist (think Igor to Victor Frankenstein).

Inspired by Evil Genius, Gino wanted to run for a game where we were all of the henchmen of a super-villain. Real James Bond stuff.

The Master and minion generation session last night was quick and easy. I lead the mechanical side of things and Gino threw in his ideas when things got slow. All we knew at the start was Gino wanted 'modern day' and 'minions with the code names of classic arcade games'.

Everyone plumped for a 'Brain' aspected Master (genteel, persuasive). After some debate, we got re-inspired by The Nightmare Before Christmas. So we're hunting down people with nightmares for our Master to build a nightmare generator.

Our Master wants Revenge against
the medical community who rejected his ideas. He's going to prove himself right, even at the expense of the rest of the world. At this point, Gino revealed he saw the Master as a young medical prodigy - evil Doogie Howser.

The game (which is usually set in 1805 in an unspecified European country) requires the Master to establish fear and dominance over a Town. For us, the Town equates to the international spy community and anyone who'd appear in that genre. So we have connections like: an assassin, an astronomer and the President of the US.

Tuesday, January 18, 2005

Pottering

Some pottering round today (it's a day off). Mostly catching up on financial chores and buying a new chair for my office - in which I got to start practising my haggling skills. The write-up of our Sorceror game is proceeding slowly. It's just about to reach the point where it goes from not-quite-sequential bulletpoints to readable paragraphs.

Gaming tonight, hopefully with the award winning My Life with Master.

Tomorrow, I'd like to finish both write-ups so I can get on with a 24-hour power session on my novel, coupled with more organised thinking about the pitch for The Limit.

To sign off, here's a game design philosophy from Jared Sorenson (Inspectres, the farm):

1) Come up with an idea
2) Worry about it for awhile (2 days to a month, usually)
3) Put it off (a few days to a few years)
4) Drink lots of chai, get inspired, crank some music and write the damn thing in 2 hours
5) Rattle off a logo and sell it

Step 6 is that I play or run it...usually a half year after it's released. Maybe.

Monday, January 17, 2005

[Astral] Abilities

In this game, your astral abilities are determined by the Rating you're trying to employ. But anything can be attempted as long as you can fit it into one of the 4 Ratings (or a 5th Rating of your own devising). Example abilities include:

Clairvoyance.
Clairaudience.


Continue to full Abilities list





Seeing clearly in darkness.
Telepathy.
Possession.
Spiritual healing. Healing physical injuries of others (and yourself) while astral.
Precognition.
Floating.
Drifting.
Communicating with animals.
Predictions of accidents.
A fully conscious meeting with a loved one who has passed on.
Surviving a fall.
Revisit past experiences.
Lucid dreaming.
Shape shifting.
Improved vision. Seen through closed eyelids.
Floating. Being weightless.
Reliving your birth. This can be like a moment of clarity.
Sharing dreams with family members or friends.
Meeting animals.
Reincarnation as trees and animals.
Instantaneous (or super-rapid) interstellar travel.
Locating sources of knowledge, represented by books, libraries or wise entities.
360 degree perception, having a dozen times.
Exploring your past lives.
Shape shifting. Into a sphere, into an animal, into your ideal self.
Moving in a vehicle.
Vivid imagery.
Direct knowledge.
Creating elevators, steers or other portals to travel through dimensions and environments.
Bouncing.
Perceiving people's true forms.
Protective glow, spiritual armour.
Out run something negative by transferring to a higher energy level.
Create a lightning bolt or flashing sword or a hand grenade of explosive light.


[Astral] Consequences

"I tried to will myself to move down, because I was close to the ceiling fan and was afraid of being hit by the blades."


What happens when things go wrong while astral depends on what Rating your character was trying to employ. [Symptoms] include:


Strange tingling.
Light humming.
Swinging wildly, pendulum like, over your body.



Contine to full Consequences list ...

Slamming back into your body.
Watching your own funeral.
Physical paralysis.
Loud roaring.
Sleepwalking.
Visual distortions.
Uncontrolled drifting.
Feeling surges of electrical currents through your body.
Feeling like you're in an earthquake.
Shrinking.
Growing.
Body vibrating. Sometimes like a train running through your bedroom.
Ashamed of your flaws.
Running away.
Pressure on your chest.
Nightmares and phobic worst cases (like being buried alive, swept away by a tidal wave).
Events that dramatise the fears you need to confront. For instance if you are terrified of violence you could appear in the middle of an ancient battle.
Dense layers of energy: mist, colour, liquids or various walls or borders that impede movement.
Odd humming sound.
Strong vibrations or energy in the body.
Unexplained lights.
Missing or distorted time.
Abducted by force.
Pursued.
Accidentally create a Doppelganger - a versions of you with its own existence.
Heaviness.
A babble of voices, requesting help, overwhelming you.
Slowness of breathing.
Voices, laughter or your name being called out.
Coolness or heat.
Arms or legs floating.
Limbs drifting away from your body. [First original thought.]
Energy surges through your body.
Strange noises: wind, engine, music, bells, etc.
Heaviness.
A babble of voices, requesting help, overwhelming you.
Slowness of breathing.
Voices, laughter or your name being called out.
Coolness or heat.
Arms or legs floating.
Limbs drifting away from your body. [First original thought.]
Energy surges through your body.
Strange noises: wind, engine, music, bells, etc.
Vision reversals.
Rolling.
Being sucked into a whirlpool or Tornado.
Simple overexcitement that keeps the experience from developing.
Unable to move through a negative experience.
Moving as if underwater.
Dark clouds. An evil presence.
Aliens. Abduction. [As a Focus consequence.]
Unable to speak.
Thumping noises.
Maybe, poltergeist activity.
Simulate your own death. A Focus consequence.
Being touched or pulled.
Being held down.
Sinking.
Having a seizure.
Trapped in darkness.
Growling noises.
Attacked by beasts.
Aberrations, glitches and inconsistencies in well-known environments.
Having your name called out. Being talked about. Being threatened.





[Astral] Why do people first go astral?

Many reasons, but the literature seems to suggest they break down into 2 categories: Escape and Exploration.

People escape from combat experiences such as being under fire or taking injuries. There's also
torture, illness, childbirth, or intense pain and emotional trauma. Examples of these include: being physically attacked; fear and mental stress; physical stress; severe depression and grief.

Reasons to explore include:

Spiritual need and
innocent exploration of dreams and fantasy worlds as a child. In fact, the literature suggests that going astral is common in children, with the first reported journey occurred at average age of four to 12.

There's also (apparently) a connection between astral travel and near-death and after-death experiences as well as with extraterrestrial contact and abduction experiences.

Prisoners report going astral, either to escape or for personal transformation.

Achievement rocks!

Just submitted my review of the farm to RPG.net. Glee! Now to take a small break to celebrate, then start bolting through these actual play reports for The Forge. Then the novel, then preparing to pitch The Limit.

I love finishing short, cool bits of writing. Achieving rocks!

Sunday, January 16, 2005

[Astral] The Others

“…. But I shall never sleep calmly again when I think of the horrors that lurk ceaselessly behind life in time and in space ….” H.P. Lovecraft.

[Should insert a positive quote to balance this.]

Depending on your interpretation of this game, the creatures a character meets while astral are either projections of their worst fears and brightest aspirations, or higher-dimensional beings of varying degrees of good and evil.

In other words, the experience your character gets out of going astral could be good or bad depending on the attitude they bring into it (as reflected by their Ethics Rating).

Some of the entities you may encounter include:

The Dead. People you know or historical figures. Loved ones or people you have unfinished business with. Don't become obsessed with the outer shape or form you encounter. They may appear completely different from their form in the real world - a sphere or image of light, a distinctive voice, or a younger version of the person you once knew.

Intelligence spheres of light (and spheres of intelligent light).

Radiant beings – angels, whose wings may symbolise immense inter-dimensional capabilities and freedom. But aside from protective angelic spirits and heavenly environments, you may also find dark creatures and threatening surroundings.

Guides or teachers. They can manifest in any form, usually something comforting. Aside from visual or physical, guides can be unseen whisperings or invisible helping hands. These spiritual teachers may want to you to learn important lessons; this is sometimes referred to as 'Heaven School'.

Meeting your higher spiritual self.

Invisible friends.

Lost and bewildered souls are attracted to conscious spiritual travellers.
(Reasons that astral entities approach us)
1) focusing on exploring the world of matter.
2) refusing to accept the astral world as real.
3) giving out a similar energy to the astral entity.
Demand to see or experience the essence of an entity you encounter.


Please, please, please devise your own as appropriate.

[Script] Send Off: The Sequel

Finished the first draft of this essay for the script review. Very satisfying - I finished articulating to myself the problem I saw with the movie. It was one of those stories where the guy has a good comfortable but pretty boring life. He needs excitement.

What I figured out was that the story was just going to be simple and predictable if you made his comfortable life negative and 'getting excitement back' positive. Things got mixed up in interesting way when I started considering how to represent his current life as a positive and - even better and easier to dramatise – how to represent getting excitement back as NEGATIVE.

So a polish on that and send it off and it should be done.

Saturday, January 15, 2005

[The Limit] Send Off

Sent the polish of The Limit off to AB today. I'm not fully happy that I've integrated Forster's new motivation into every one of his scenes but it seems more important to get this treatment read than to get it right.

Up next:

Based on SDM's feedback, I'll massively simplify my script-outline review. I was making specific comments on the movie but I need to focus on redrafting a short essay about my fundamental problem with the film. Good. This'll challenge the current structure, suggesting what it could be rather than than reviwing what it is.

Taking today off. Essay tomorrow, then The Farm review, then some actual play reports.


Friday, January 14, 2005

[Astral] The Basic Mechanic

Describing rules seems to be difficult for me. I’ll start with an example and do some editing later to try to generalise a description.

Example:
Svend needs to rendevous with someone in the middle of a cloud. This is clearly a use of Attunement (currently rated at 8). As it will involve flying it will be [a test / a use] of his Soul. But an Attunement of 8 is heavily weighted towards the Body end of the scale, so Svend is unlikely to succeed.

He now rolls a d10. If he rolls 8,9 or 10 he succeeds and makes the rendevous. If he rolls 7 or below, he fails and gets another (unwanted) outcome.

(... later)

So succeeding at using an ability involves equalling your current score or exceeding it (on the opposite side of the ability you're trying to use).... man, I'll have to work on simplifying that sentence!

Failing means rolling between your current score and the ability you're trying to use.

Another Example:
Steve needs to convince an intelligent sphere of light that he's a good guy. Currently his Ethics are at 6, which means his character sheet looks like this:

Angelic 9 8 7 [6] 5 4 3 2 1 0 Demonic

He's drawing on the Angelic side and with a score of 6 he's got a slightly better than average chance of succeeding. If he rolls 0,1,2,3,4,5 or 6 (between the ability opposite to the one he's drawing on and his current score) then he'll succeed.

If he rolls 9,8 or 7 - between the ability he's drawing on and his current score - then he'll fail.

NB: The current score of the Rating always favours the player. If you roll it then the outcome the player prefers is used.

To think about: If you roll a 9 or a 0, your Rating moves 1 point in that direction. This'd introduce an element of risk into the game.

Thursday, January 13, 2005

[Astral] Fear

“Because you’ve been such good children, the monsters are looking forward to your make-believe visit.”

"...it is clear to me that what a spiritual explorer requires most is courage."
William Buhlman


Fear
deals with your response to the unknown and to ... fear. It measures whether you face the unknown with courage or common sense. It’s all about how you deal with what you find when you travel.

At a rating of 10, you confront with Courage - but mindlessly, impulsively.
At a rating of 0, you use Common Sense - but either retreat or are permanently paralysed

Common Fears of astral travellers:
*The unknown.
*Being unable to return to the body.
*Of possession.
*Of becoming lost.
*Of experiencing evil.

Copious examples of abilities and consequences for all of these Ratings will be added later.

Courage abilities include: Create a lightning bolt or flashing sword or a hand grenade of explosive light. [This seems to fit, here.]

Sense abilities include: Out run something negative by transferring to a higher energy level. Generate a protective glow, spiritual armour. Moving in a vehicle.

[Although I originally liked having repetition in the abilities, now I'm not sure. Suspect I'll be culling them and making each one weaker than the one before.]


2.3.5 The Fifth Rating

Feel free to develop your own if it seems appropriate to the game you're running. Simply find a pair of opposite qualities and the common thread between them.

[Astral] Character Change

Players have total control over the development of their character.* If you want to be more proficient at astral travel, take actions in that direction. If you want to meet darker, more evil entities, go out of your way to run into them.

When you state an action, you get to shift all the relevant Ratings one step in the appropriate direction. This means you can change multiple Ratings with only 1 action – if the action has ramifications for all the Ratings.

Example:
Jenni wants to fly through a mountain. Clearly this is a use of Attunement (which is currently rated at 6). She shifts her Attunement score down to 5, one step closer to the Soul end of the range.

A Bigger Example:
Jenni wants to fly through a mountain in order to save an airplane filled with strangers from a malevolent entity that Jenni believes is more powerful than her.

She has Attunement (6), Focus (3), Ethics (7) and Fear (2).

As a result of deciding to take this action she shifts her Attunement down to 5, her Focus up to 4 (because she's widened her focus from herself), her Ethics up to 8 (it's a good action) and her Fear up to 3 (she's being courageous).

* OK, there’s one exception – automatic Fear rolls whenever you fail an action.

If a character hits the extreme of either Rating (10 or 0), they enter Endgame. By the end of the session their story gets wrapped up in a way that's consistent with the descriptions under each of the Ratings. [Add in a more fleshed out 'Endgame' section later.]

[Astral] Taking Action - an Overview

Decided to make a start on describing the rules system for Astral. I realise what follows is unclearly written. I'll tidy it up soon and provide clear examples.

***

There is only one [rules mechanic] in Astral and the process for using it is always the same. There are 4 phases: Intent, Initiative, Execution and Effect

Intent
*Announce action. A roll is initiated whenever a player wants to perform an action that either requires the use of an astral ability or has an effect on one of the 4 ratings.
*Shift scores on any Ratings that are affected.
*Decide which Rating is the most applicable.
*Decide on two possible outcomes for the action - one that the player wants and another that she doesn't.

Initiative
*In the rare event that two or more players are in conflict, Ratings are trumped anticlockwise to the order they appear on the character sheet. Attunement trumps everything while Response is trumped by everything.
*If two players are using the same abilities, the character whose Rating deviates most extremely from the centre will act first.
*In the event of a tie, simply roll a d10. Highest roll goes first.

Execution
*To determine which outcome you achieve, roll a d10.
*If the number you roll falls between the current score score of your Rating and the [extreme] you were trying to draw on, the player succeeds and gets their desired outcome.
*[Describes the opposites.] Failure equals getting their undesired outcome.
*If the number you roll is equal to the current score of your Rating, the player succeeds.

Effect
*Role-play the outcome.
*If the outcome was undesired, make a role on the Response Rating (which deals with your reaction to the unknown and fear) and adjust the score [appropriately].

[RPG] Introduction to the Forge

The Forge is an on-line community aiming to improve people's gaming experiences. They analyse actual play, are developing a body of theory about role-playing and encourage indie-publishing. Their philosophy is that game designers should self-publish via the Internet and freely swap ideas for systems and mechanics between each other.

If you're interested seeing what the Forge has to offer try some of these links:*

Moose in the City describes a great gaming experience, the type I aspire to.

Designers, Know Your Hobby! overviews the variety of games published in the last 30 years.
System Does Matter is the basis for much of the theory at the Forge. This essay has 3 sequels that expand on 3 basic approaches to role-playing: Simulation, Competition and Narrative.

*It's wise to spend a couple of days just browsing through past threads, because (in comparison to other Internet discussion groups) the Forge is highly moderated and has some strict posting standards.

[Script] Time to ease back ...

Sent off the first draft of my script analysis at noon. A little irritated with myself because I triggered another bout of OOS and because (as I have asked for some feedback on my feedback) I haven't got a sense of closure yet. Still, it took me seven hours to write and I feel I made some breakthroughs in understanding exactly what I didn't like about it.

Now to potter around on Astral and finetune my review of The Farm. Due to events in RL I may not make any progress until Monday.

[Astral] What do you do?

Last night Svend asked "What do you do in this game?" Fair question - and one I'd been considering too.

Firstly, I see Astral as a game that values psychological exploration. So what you do is make choices about what you value most in life. The Setting is sketchy at the moment (and may remain so); I see it as metaphorical and largely created by each individual playgroup.

That aside, I think there are several hooks that you can hang a particular game of Astral around.*

Espionage.
Healing.
Revenge.
Guiding the Dead.
Exploration.
Fun.
Prevent tragedies ['Tru Calling'].
Time Travel.
Confront 'Alien' Invaders.
Grow as a person.
Achieve enlightenment.
Solve a complex mystery.
Balance your real-life and astral life ['Bones of the Moon' by Jonathan Carroll].
Fix your social life.
Tell your origin story. Apparently most out-of-body experiences are triggered either by being near killed or suffering from grief.
Comforting the recently dead.
Mentoring the spiritual development of others.
Resolve karmic situations.
The search for God.
Visualising your future spiritual home or afterlife. Trying to make changes to that.
Life changing spiritual adventures are often part of the outer body experience. [Therefore
the real world of the character needs to have equal waiting for this to have significance.]
Journey into the afterlife as a Shaman, called on by the living to provide healing and communicate with the dead.
HOOK: something you must achieve in the astral realm, but something is waiting to attack or take your body when you go astral.
A rapid death may create an individual who does not want to accept their new reality. A ghost.
Afterlife (and trying to get back).
Exploring the astral realms of inanimate man-made objects
Confront your personal fears.
Recovering a repressed memory.
Can play with an emphasis on real-life vs astral life.



Feel free to add your own ideas in the Comments. To me, the hookiest ideas seem to be things that will tempt you towards one extreme of your Ratings. I'm also going to consult with the Forge about 'What do you do'. And I'm toying with the idea of creating a mission structure to each game, similar to InSpectres.

*The bolded entries are ones I think are worthy of further development.

Wednesday, January 12, 2005

[Astral] Ethics

Ethics indicates where you tend in a value system: light vs dark, good vs evil, altruist vs. selfish and ultimately Angelic vs. Demonic. It’s all about what you will find when you travel.

At a rating of 10, you are an entirely positive force – Angelic and locked into only benevolent acts.
At a rating of 0, you are an entirely negative force – Demonic and capable of only corruption.

Ethics deals with … [to be finalised]. It’s used to determine what sort of beings your character will encounter on their astral travels. It’s also useful for determining how they will respond to a character.

Angelic abilities include [creating a lightning bolt or flashing sword or a hand grenade of explosive light.] Perceiving people's true forms. Direct knowledge.

Demonic abilities include [creating a lightning bolt or flashing sword or a hand grenade of explosive light. Direct knowledge.]



[Astral] Focus

Focus is based on whether you are more concerned about the events in your own life or in the wider universe. It’s all about how far you can travel.

At a rating of 10, you are entirely attuned to the Universe and will wander forever.
At a rating of 0, you are entirely attuned to your Self and will live forever in your own psychodrama (c.f. Silent Hill 2).

Focus deals with … [to be finalised].

Abilities dealing with the Universe include: Perceiving people's true forms. Direct knowledge. Locating sources of knowledge, represented by books, libraries or wise entities.

Abilities dealing with the Self include: Shape shifting into your ideal self. Exploring your past lives. Creating vivid imagery or an environment around yourself.


[Astral] Attunement

Attunement measures your ability to travel astrally and is based on whether you are more connected to your Body or your Soul. It deals with anything a corporeal body couldn't do: fly, walk through walls, survive in space.

At a rating of 10, you are entirely attuned to your Body and can't travel astrally.
At a rating of 0, you are entirely attuned to your Soul and can't return to your body. You "bypass the astral plane and embrace the formless essence of pure spirit."

Abilities for the Soul include: Creating a lightning bolt, flashing sword or a hand grenade of explosive light. Covering yourself in a protective glow or spiritual armour.

Various forms of travel, such as Bouncing. Outrunning something negative by transferring to a higher energy level. Creating elevators, steers or other portals to travel through dimensions and environments. Moving in a vehicle. Instantaneous (or super-rapid) interstellar travel.

A successful Soul check means you can see clearly in darkness, have 360 degree perception, or grow a dozen eyes. You can also shape shift (into a sphere, an animalor your ideal self) or reincarnate as trees and animals.

The only ability for Body is to be able to return to your body after you've finished travelling astrally.

[Astral] The 4 Ratings

RATINGS determine what your character can do in this game.

A Rating is simple a range of numbers from 0 to 10. At either end of the numbers are a pair of words describing opposites. These are called EXTREMES. For example, Attunement measures whether you are more closely tied to your Soul (0) or your Body (10). At a rating of 10 you cannot travel astrally. At a rating of 0 you can’t return to your body.

This number is constantly changing - based on your decisions - as the character takes actions while astral and in their everyday life.

Each description of a Rating has the following sub-headings:

Overview: the basics of what each Rating deals with and the types of abilities they use or stories they generate.
Extremes: the opposite sides of each Rating and what happens if you reach them.
Abilities: divided into 2 columns, one for each Extreme.
Consequences: In Astral, each Extreme can lead to a different type of story. These consequences give you an idea of what types of stories you can tell.

[Script] Enthusiasm vs. Pragmatism

Analysing an outline for a movie today. Constantly found I was having lots of ideas but decided to rein myself back in. After all:

a) I'm not getting paid for this;
b) the writers don't want that much feedback; and
c) this is not my project.

Given that my wrists are starting to hurt again from OOS, I think getting this particular analysis done quick and fast is in my best interests.

[Astral] Table of Contents

Had an idea bomb go off for this game last night. After sifting through the debris, I realised I'd come up with most of the system that it needed. All that's needed now is to research enough hooks to allow people to develop the Setting on their own.

Astral - A game of Inner Exploration & Out-of-Body Experiences
by Stephen Hickey

1. Introduction

"To think of moving is to have moved."
Ramsay Campbell,
The Parasite.

1.1 Hook: You play a person who has just discovered they can travel outside their body.
1.2 What do you do?
1.3 Origin Story: Why do people first go astral?

2. Creating a Character
2.1 Who are you?
2.2 The Character Sheet [1. Do up an entry for this next.]
2.3
The 4 Ratings [3. then consequences for each rating.]
...... 2.3.1 Attunement
...... 2.3.2 Focus
...... 2.3.3 Ethics
...... 2.3.4 Fear
2.4 The Basic Mechanic [2. then lay this out in back-to-basics detail.]
2.5 Character Change


3. Taking Action
3.1 Overview of the Process
3.2 Intent
3.3 Initiative
3.4 Execution
3.5 Effect

4. Setting
4.1 Our World
4.2 Abilities
4.3 Consequences
4.4 The Others

5. A Game Session
5.1 Unit of Play: The Journey
...... 5.1.1 Ad-libbed
...... 5.1.2 A Mission Structure [4. enter my notes on this.]
...... 5.1.3 Campaign Hooks

5.2 The Return to the Body

Designer's diary

Designer's Notes

Reading List

*Books
Bones of the Moon (19XX), Jonathan Carroll
The Parasite (1980), Ramsay Campbell
Passage (2001), Connie Willis [to read]
Transition: A peep through the Veil (1991), Violet Tasker

Way of the Peaceful Warrior, Dan Millman [to confirm]
What Dreams May Come (1978), Richard Matheson



*Films
Fear and loathing in Las Vegas (1998), Hunter S. Thompson & Terry Gilliam
The Sixth Sense (1999), M. Night Shyamalan
What Dreams May Come (1998), Ron Bass


Tuesday, January 11, 2005

[RPG] Astral: stop me if I get 2 freaky

Had a burst of inspiration (or maybe Red Bull) to do some research for this ‘Astral’ RPG. The hook for this game is that you play someone who discovers they can travel outside of their body. Not sure what the Situation or Setting for this will be, but that’s what the research is for. And the big discovery so far: there are MANY books on this stuff in the library.

Fear (and the need to conquer it) seems to be the common denominator so far. So maybe I need to set up a set of characteristics, like Courage vs Common Sense, Body vs Soul, and Inner vs Outer (‘cos apparently another form of astral travel is either into the outer world or your own mind). Think I’d like to rip off Ralph Mazza’s Robots & Rapiers system for this game; it has a nice simplicity about it.

Anyway, these books are filled with great ideas: time distortion (viewing events before they happen), spirit armour, lower astral beings, getting lost, meeting other versions of yourself. It’s really rich territory for a game, methinks.

Oooh, and I think I want a failed roll to cause an effect like this. IOW, failure advances (or at least complicates) the game.

[Script] Illicit Adaption

Read the first draft of a friend’s novel this morning that I’ve been considering trying to adapt.*

It was excellent (****), much deeper than I expected. All the character seem vivid, alive in my head. The situations are individualised and fresh. What’s its genre? Existential Torture Comedy – the adventures of a slacker trying to raise $2000 to live with his girlfriend in the UK. Further than that, it’s a novel about the role of money in our lives and how NZ is creating a society that’s driving people away from it. And it’s about more than that too.

The story enthuses me. I’d like to play around with it a little. But [neurosis alert] does my enthusiasm come from the source material or my ideas about what to do with the source material? [/neuroticism]

Originally, I wanted to do this as a movie – low budget, fast and dirty. Now I think there’s enough in there for a TV series. NZ On Air is running something called the Innovation Initiative, applications for which close on 24 March. Should make an enquiry to NZOA about this … Plus, I thought I wanted a simple comedy, but this slices firmly through dramedy country into the realm of the funny drama.

Finally a Brain Dump, … because I don’t even have a word to describe the unfleshed-out concept for the idea I’m about to try and describe…

What’s the (line?) of this novel, its (essence?) that all the scenes in an adaptation would have to reflect or expand on in order for the movie to be true to itself? I’m talking about its (subtextual (truth? identity?)), ... at any rate it’s another form of subtext … that (core?) which makes something the thing that it is. May have to consult with my old aesthetic professor, Ismay Barwell, to get a clearer idea …

Tomorrow, analysing a film synopsis for a friend.

* NB: Haven’t even talked to the author about adaptation yet – it’s just an idle thought, originally inspired by listening to the last 2 tracks off the Fly My Pretties album.

Monday, January 10, 2005

[Horror] The Parasite, by Ramsay Campbell.

** (out of 5)
Weak, but the liberating descriptions of out-of-body experiences makes me want to write a short RPG on the subject. Think I’ll call it ‘Astral’.

[The Limit] A Short Holiday

So I 'kind of' finished Outline E.
Excellent.
Now I'm taking a short break from scriptwriting, refresh my mind. I'll be analysing another couple of possible film projects, finishing my review of The Farm, doing some write-ups of role-playing sessions and posting an idea for a game to The Forge, and trying to do another big chunk on my horror novel. Basically, short projects that I can get the satisfaction of finishing and getting off my desk.

As for The Limit, I've got to make sure it is readable, that the chunky scenes I wanted to rewrite are good enough (!), send it to Andrew, simplify the Screenwriter's Diary entry, arrange an interview with someone from the Armed Offenders Squad, and get ready to pitch the movie to some people.

That's right: The Limit is about to go public.
Excellent.

Friday, January 07, 2005

[The Limit] Scriptwriter’s Diary

The Limit is a vigilante thriller about a father who wants revenge for his murdered son. But when he tries to force a confession out the prime suspect things go horribly wrong.

I've been working on this since a discussion with Sean in 1998, working on it seriously (with Andrew) since 2001-02. Here’s how the writing's progressing:

Early December, 2004 - about to add new material to the story ...
Updates , Finished prepping

Mid December, 2004 - Working on Outline E
A day off , Tough scene , The Mountain

Late December, 2004 - Taking a break to figure out the story
First-day-back phenomenon , Overviewing , On to Act 3

New Years, 2004/05 - Finished Outline E, now: some decisions.
What next? , Easy decision

Early January, 2005 - Polishing the outline so others can read it.
Happy again! , Relentless , De-grim-ification , Script like poetry

Mid January, 2005 - Letting the script lie down for a while.
A Short Holiday , Send Off , Pottering , Swerve , Emerging

Late January, 2005 - The Pitch!
Impatient , Pre-Hangover , Pitching is Acting , Simplifying , On Time , Not obsessed by time , What's going on

Early February, 2005
Ainsley feeds back , Overcoming Procrastination ,

[The Limit] Script like poetry

I’m at that neat point in the polish where I start intuiting how to make the treatment more readable. I take huge paragraphs in which every sentence has the form “Forster does this,” or “Trace says that,” and simplify them into something cleaner, more like poetry.

For instance, this:

Peter turns and bolts, throwing looks back.
And his path takes him through the black valleys of the dunes where the moonlight doesn’t reach.

Through twists and turns.
Peter loses himself.

Settling deep into the shadows of a dune,
He hides.

Comes from this:

Peter realises he has been betrayed. He scuttles backwards, escapes. Settling deep into the shadows of a dune, Peter again tries to process what he just saw. He's in tears.

It’s a lot of fun. Now to work on four big dialogue scenes where the motivation is messy - all involving Forster (the main villain). Can I finish it all by the end of today?

Thursday, January 06, 2005

[The Limit] De-grim-ification completed

Finished a quick hack-n-slash redraft and a first polish. Feel good about the simplified end section. Feel ambivalent about lightening the mood in the climax (de-grimmifying it) but I suspect it needs to be done.

Had an insight while rewriting an interrogation scene. I was giving all the dialogue to the main character. Doing that forced her through sudden changes in her motivation and emotions. For instance, Trace was disbelieving everything Forster said, and then she'd clarify a point he’d made. An odd shift from hatred to logical.

So the Insight was: I’d use a third person in the scene to ask all of Trace's rational questions. And extrapolating from that: put as many players in a scene as there are positions to adopt.

[theory] Characters can shift positions, just not constantly. I mean, one big shift in position per scene is probably good. When I put more than 3 or 4 into a scene, I get actors complaining that they can't see where their character’s head is at. Of course, the longer the scene the more changes a character could go through – see Richard’s seduction of Lady Anne in King Richard the Third, Act 1, Scene 2.[/theory]

Anyway, my goal from here is to simplify. In this last read-through, I saw that in spite of all the padding I’ve put into the script to get it up to time, a clear and powerful throughline is beginning to emerge. It’s good, because it means I know this script can be work.

More polishing and hopefully finished by tomorrow.

Monday, January 03, 2005

[The Limit] Relentless

Full speed ahead works! Tidying up the worst of the lazy writing and competing ideas. Now ¾ through Act 2, could hit into Act 3 by tonight.

Sunday, January 02, 2005

[sf] Do Androids Dream of Electric Sheep? by Philip K. Dick

***** (out of 5)
Shares a philosophical bent with A Scanner Darkly - the hero's ruminates about his actions - but locks it firmly inside the setpieces of a thriller. Much deviation from Blade Runner ensues, including a gripping 50 page sequence where Deckard's reality is undermined during a difficult arrest. A fascinating study in adaptation.

[lovebites] Nothing says comedy like a pregnant dying wife

Then, of course, there was the question of "Phil's Secret". We spend a lot of time changing our minds about what exactly had happened to Phil in Australia. A direct continuation of the movie would have him sexually experimenting, possibly coming back gay (or omni-sexual, in our most far-out brainstorming moments), or possibly straight ... because he'd "you know, worked through all that". Another option was that he'd gotten married over there - and then divorced. Or left his wife pregnant. Our worst idea - and, I'm sorry to say, mine - was that his wife was dying and that Phil had run off and left her. I know: pure comedy there. I should tell you about the end-of season-cliffhanger idea I had where she'd come back to confront him, sometime. Hilarious.

That led on - soon after, I hope - to considering whether Phil was dying. I think we could have stretched that out over a couple of seasons and it would have added this adult and grounded tone that I think the show could have benefited from.

What we finally settled on was that he'd been fired, for incredibly embarrassing reasons, from his job in Australia. The anecdote behind that got written in Episode 15, and I'll probably relate it there ... but here's the thing.

Phil's Secret never worked.

You know, we wanted to use it but, as they say in TV-land, we couldn't make it play. Maybe our hearts weren't in it. Maybe it became a distraction from the job of telling funny 23-minute long stories. I suspect part of the reason is the rule we adopted in our storylining sessions. Whereas Seinfeld had "No hugs, no lessons," we had "No secrets, no bets." We were sick of this trend in sit-coms to artificially change characters' behaviours by imposing an external force on them. We just wanted our characters to be themselves.

(BTW: The episode where we did have a bet, between Ben and Clare, was one of our funniest episodes - and KEY to making Clare a part of the group. So, good rule. Pleased I thought of a way to make our lives more difficult.)

In the end, it became this vestigal idea from our original conception of how the series would run. Having already written and shot the 8 episodes after the pilot, we knew Phil's Secret didn't feature at all in them ... so it couldn't be such a big deal in our first episode - or else we'd be creating false expectations in our audience about what the series was about. And then afterwards, when we realised it wasn't going to be a big deal, we just wanted to give it the bare minimum of acknowledgement and move on.

Mission accomplished.

Saturday, January 01, 2005

[sf] A Scanner Darkly, by Philip K. Dick

*** (out of 5)
Entertaining, but ultimately didn’t go where I wanted it too. It’s got this great paranoid recursive hook: An undercover narcotics agent has to spy on himself. But rather than going full-on pulpy and twisty, Dick restrains himself and turns A Scanner Darkly into a personal reflection on the damage he suffered while taking drugs.

[The Limit] Happy again!

Finished the early section of The Limit. Those first 4 pages took 2 days to edit, I think because it’s very first-drafty (IOW, not worth paying $13 to see)*. But the second four pages took 15 minutes. So, out of drudgery, building momentum.

How much fine-tuning I can get done by Jan 7? I’ll be going full speed. Any problems, highlight them and move on. More optimistic and motivated now.

*Although I’m not sure how much of my problem is ‘first draft’ versus ‘it’s just boring set-up’ versus ‘I haven’t made it mine yet’.

[TV] lovebites - episode 1 (4)

The biggest problem with episode one was we ended up writing it 12 episodes in to the series. “Now this,” we kept being told, “was a good thing.” When the pilot was filmed, all the actors would be totally into their characters - so the performances would be great. And, of course, the writers would know the show so all the jokes and story would be rock-solid.

That’s the theory. Now, back in the real world.

8 episodes already been finished, shot by a director who didn’t understand the feel we were going for. The stuff we were watching … well, maybe it felt like a three-way fight between the script, actors and director for supremacy. Using it as a benchmark didn’t appeal to us.

But completing those episodes had locked down certain events. For instance, Clare was new to the group. Phil was new back to the country (or at least his relationship with Ben, filled with little power plays and jostlings for status, seemed to imply it). So Episode 1, by default, now had to focus on 4 characters who all knew each other.

Our mission: reverse-engineer a pilot from known facts. With a set of relationships that you could debate were less than optimal. With a lack of confidence in what the experienced TV people called “the product” we were producing. And saddled with an inability to introduce new facts or shake things up too much because it’d contradict what would come later.

Wicked.

Step 1: moan about that for a couple of minutes.
Step 2: deal with it. The reality was - that after an unknown number of versions of the pilot that had been bounced by the network, our producers and us - we now had to produce the definitive Episode 1.

We had a week.