Greatest Movies Ever Made (#1)

On the weekend of its opening, two individuals approached me–one on Saturday and the other on Sunday–and said the exact same thing.

"It was like watching someone playing in one of your games."

I beat the hell out of my players. I really do put them through the ringer. I make them fight for every last inch. That’s because I don’t like wish-fulfillment fantasy. I don’t like finding out that my parents aren’t really my parents and that I’m really someone special and that a secret world is just waiting for me to return and be the Redeemer-King.

No. I don’t dig that at all.

Because sooner or later, we have to come to terms with the fact that we aren’t secret orphans. No faerie queen is coming to take us away. We aren’t special. We aren’t unique. We are flesh and blood and bone and memory and love and pain.

We have to come to terms with the fact that we really are momma’s boys and daddy’s girls.

Because who we really are is how we act when it matters.

It’s a movie about all of that. And about how far a man will go to save his brother’s life.

Greatest Movies Ever Made (#2)

L5R fans pay heed. This is important to you.

When first coming up with the plotline for the Clan War, we all sat down and started thinking. We needed an outline. I’d fill out the details of that outline, but we needed a structure for the basic set and the five expansions. We knew one Clan would fall and another would be redeemed. We knew the Scorpion would return in Shadowlands. We knew Hoturi would be important, but we didn’t know how important. At the time, we kind of had him as a wildcard. It was my suggestion to keep all our cards close to the chest and make everything seem important, then allow the tournaments and player feedback to help guide our ship to port. We had a map, but we knew the seas would have just as much influence as the wind… if that makes any sense.

We also knew Fu Leng would return at the end, but we didn’t know anything about the Thunders. Not until Matt Wilson and I (as I recall) had lunch together and together we came up with the idea. A small band of heroes gathering together to face off against the final evil. Matt had something very Western in mind and I had something very Eastern in mind. That was the beginning of a long disagreement between us. Something I think both of us could have handled better.

What I didn’t tell anyone was that my own inspiration for the Seven Thunders came from one of my favorite movies. A movie that makes me laugh every time I see it, no matter how many times I see it. On the DVD commentary, the star notes, "I’ve met two kinds of people. People who love it and people who haven’t seen it." He’s absolutely right.

There isn’t a single line in this movie that isn’t quotable at the game table. Forget Monty Python and the Grail. Forget the Princess Bride. This movie’s got it down. Down.

(By the way, one of the reasons the movie works so well is the director got sick during pre-production and the assistant director did most of the work.)

I love this movie. I mean, I really love it. And, L5R fans, if you watch very closely, you’ll see Hoturi and Fu Leng and Shinsei… and Toku.

Yeah, this movie’s got a whole friggin’ ton of Toku.

I’ve been accused of being a liberal. Hell, even an online quiz–always a source of truth and accuracy–has accused me of being a liberal. I’m not a liberal. I’m just John.

I’ve also been highly critical of the Republican party. I’m not a Johnny-come-lately to this dance. A quick look through my LJ should demonstrate a complete lack of confidence in the Bush Administration since the election and a general lack of confidence in Republicans since then as well. Although, I have to say, it isn’t a sweeping judgment. I have friends who are members of the Republican party. We have discussions, debates and disagreements; then, we sit down and game. No, I do not have any problem with most of the ideological stances of the Republican party.

No, I have a problem with what The Good Doctor called "anti-intellectualism." And it seems the Republican Party has embraced this philsophy right up to the hilt.

Asimov’s term is a little lofty for most folks, so I’ve come up with something that’s a bit easier to understand. I call it "Proud to be dumb." Willful ignorance. A desire to remain detached from the world.

***

Quick aside here. A gamer reference. Don’t worry, it’ll pay off in the end.

I’ve said it before, I’ll say it again. I don’t understand any sentence that begins with the phrase "I don’t want to learn…".

"I don’t want to learn a new game system," is the one I heard most when pitching the L5R CCG. Folks were so invested in M:tG, they didn’t want to learn something new.

I mean, it was so common, it was a cliche. In the office, we could go through the conversation word-for-word.

"Yeah, your game is really cool, and I like it a lot, and I see how it imiproves on a lot of things from Magic, but I’ve got so many magic cards…" and then they’d trail off. That’s because they didn’t want to say what logically follows:

"I’ve bought so many Magic cards, I’d feel like a sucker if I didn’t keep playing this game. I’ve already spent thousands of dollars on Magic. I don’t want to learn another game."

It’s the investment that makes them step back. They’ve invested time, money and memory to a card game. They don’t want to learn another card game–even when they recognize that they’d like this new card game more."

If someone didn’t like games as much as Magic, that’s a different issue, and I respect their choice to dance with the girl they brought to the dance. But if you don’t like it anymore, if you like this new game more, and the only reason you’re sticking with the old game is your "investment," then I have to say, "Grow up."

Again, I’m not talking about sticking with a game because you like it. I’m talking about folks who really didn’t like the game anymore, but they play it because their friends do, because they already have a ton of cards, because they’ve already spent a ton of time… but don’t really enjoy the game. And they see a game they really do like, and now they’re unwilling to ditch the old one because… well, of all the reasons above.

Investment. I heard it time and time again. I especially heard it from Warhammer fans. They’d complain about the rules, they’d complain about the army lists, they’d complain about the cost of miniatures, they’d complain about the other people playing the game, they’d complain about the lack of playtesting… and they’d keep playing. Why? Because they were already invested.

And I’d ask, "Okay, so I understand why you don’t want to get into another game, but why do you keep sinking money into something you don’t like."

"Oh, I like it," they’d say–moments after admitting they didn’t. They’d immediately backslide and go right back into justifying why they kept playing a game they didn’t like, weren’t enjoying, etc.

Invested.

Magic fans. Warhammer fans. They’d sound identical.

They’d sound exactly like the Republicans I knew.

***

I told you this would go full circle.

Invested.

There’s another issue here. An issue of pride.

In picking a favorite CCG, there was always a sense of pride. Maybe because CCGs are so competitive, we’d always wear our choice like a badge of pride. (Like a Clan mon.) You could always tell a Magic player or an L5R player. Same thing with the folks I know who play in Vampire LARPs. The hate spewing forth between Camarilla Club and OWBN members is toxic sometimes. Why? Because your choice is a matter of pride.

Just like choosing a CCG. Just like choosing a LARP org. Just like choosing a political party.

Invested.

I know a lot of people who are invested Democrats or Republicans. And when something goes wrong, when one of their own makes a tragic mistake, they know the right spin to justify it. They aren’t willing to look at their party and say, "Yeah, that was a gaff." No, everything is intentional. Everything is part of a larger plan. And I can’t switch to another party. No.

I’m too invested.

The current incarnation of the Republican Party looks and sounds like a parody of the last eight years. You don’t need to tune in to The Daily Show or The Colbert Report to mock the Republican Party. They’re doing it all themselves. And while there are Republicans who aren’t towing the line–watch Hardball with Chris Matthews and you’ll see one Republican who is pissed off at his party–too many are marching along, lockstep, arm-in-arm, right up the gangplank of that famous ship called The Titanic. Why?

They’re invested.

They can’t admit their party is going through a civil war. They can’t admit their party has been overcome by religious fanatics and idealogues. They can’t admit the Reagan "de-regulate" mantra has failed-failed-failed. They can’t do it. They just can’t do it.

They’re invested. They’ve already bought thousands of dollars of cards/miniatures and all their friends are still doing it and I really don’t have a bad time playing the game. It’s not a bad game.

I just don’t want to learn anything new.

Cam Club Question

Hey folks,

It’s been a while since I’ve done this and I’m making a Requiem character for the Cam event at RinCon (the Mighty Mighty trekhead  and crapdaddy are on their way and I want to play with my friends).

I’m also making a character for my Ardashiri app. In order to do that, I understand I need to have a Blood Potency 6 character. (I thought it was BP 2 at character creation, but I guess I’m wrong.) I still have a 4 Member Class. Do I have enough XP to do this?

Sounds like a math problem, doesn’t it? Well, in keeping with that theme, please show your work (so I can put it on my app).

Mekhet Bloodline: Ardashiri

Remember these guys? My Mekhet Bloodline?

Well, they’re in the Camarilla Approval System.

Yes, it makes me want to barf just thinking I have to ask someone else’s permission to play my character… but I console myself with the thought, "It doesn’t belong to you."

Thinking about this, I think about the Shanri Research Institute and how I’ll be approving and disapproving of peoples’ submissions. Makes me think about the approach I’ll take. I think I’ve already set a "play in my sandbox!" tone with the language I’ve used. I hope that’s the case.

I’m going to keep that in mind.

Meanwhile, here are the Ardishiri…

(The Biggest Change is the Bloodline Disadvantage. Something that was so easy to figure out… I just needed some space to get to it.)

"Stand aside, little pawn. You block my view of the Queen’s rook."

They claim to be descendants of the king himself. They claim to be masters of a game so secret, even its players do not understand all its mysteries. They claim even the Masquerade is just a feint for a grander game; a game of their own making.

They claim much. But what is truth and what is a clever subterfuge? Master gamesmen or master conmen? Magicians or grifters? No one knows for certain.

The first Ardashiri made himself public in the mid-seventeenth century. The courts of France. Using the name “Adrente,” hidden behind a mask, the court was unclear of the kindred’s gender, let alone identity. The figure was first passed off as an elaborate prank… until another appeared in England claiming the same bloodline. Then, the courts of Russia. Italy. Portugal. All claiming the same lineage, all hinting at an intricate and invisible game.

Whatever they claimed, the bloodline became renown for their ability to remove enemies with elaborate plots, leaving no trace of their own participation. Never taking any action, always remaining in the shadows. Always the king, never the pawn.

The Ardashiri take their namesake from a third century Persian hero, founder of the Empire and presumed inventor of chess. However, like most of the bloodline’s claims, one must demonstrate a bit of skepticism. But then again, their claims may be true—if only in metaphor. An important note to make about the bloodline and an apt transition to their least guarded secret.

Centuries ago, the Ardashiri began what became known as “the Subtle Game.” Only the Ardashiri themselves know the rules, the players, the stakes. Not all Ardashiri play—some claim to have been removed or even refuse to play—but even even this may be an elaborate ruse. Without knowing the game itself, it is difficult to tell. And while the Ardashiri keep the Game to themselves, they do often involve others in its machinations… of course, without revealing the rules or meaning of the movements.

Many vampires mock the Ardashiri and their Game, dismissing both as nonsense: a prank for the rubes and gullible of kindred culture. But every ten years or so, a major event occurs suggesting the Chessmen may indeed be holding the strings of some sophisticated plot. But when all turn to the Ardashiri for confirmation… they say nothing.

A story about a Prince and an Ardashiri named Vannesh. The Prince went out of his way to discredit the Chessman. A year later, the Prince was undone by a convoluted chain of circumstances and coincidences. Removed from his throne, his allies turned against him, his enemies triumphant in every plan. And when the city turned to see if Vannesh was smiling… he only shrugged and walked away, no better or worse than where he stood a year before.

Similar stories fill the courts. Rumors and speculations, but no facts. No pure links. No evidence. Rumors and speculations. Just enough to earn the Ardashiri the kind of respect they expect.

Parent Clan: Mekhet

Nickname: Chessmen

Covenant: The Chessmen do not cluster under any banner, utilizing any advantage they can. If there is advantage in the Circle, they join the Circle. If they find benefit under the banner of the Dragon, they join the Dragon. The same can be said for the rest. But the Chessmen are always highly reluctant to join any overt political or religious organization… unless it gives them what they need at the time.

Appearance: Reluctant to reveal their identities, the Ardashiri are almost always seen in masks. Elaborate or simple, an Ardashiri keeps every secret close to his heart. And, like everything else in their unlives, the Ardashiri use appearance for advantage. Intimidating and confusing enemies, seducing potential allies, terrifying the herd. How you appear is just a valuable weapon as a sword, gun, tooth or claw.

Haven: The Chessmen take a particular pride in their Havens. Mazes of secrets. Never content with a single room or a simple, indiscreet home, the Ardashiri build and build and build and build. One vampire made a joke that every Chessman was trying to recreate the Winchester Mystery House. After seeing what happened to him, no one ever made that joke again.

Background: As we said before, the Ardashiri only embrace those who bring potential to the Great Game. Military analysists, poker players and martial artists. Those who understand secrets, advantage and knowledge. When Ardashiri embrace new kindred—“pawns”—they are put through a grueling initiation. Those who survive are allowed to adopt the bloodline. Those who do not survive make way for new pawns.

Having survived initiation, every night of a Chessman’s night becomes devoted to the Great Game: a grand stratagem that the Ardashiri claim overshadows even the Masquerade. But the Game remains a mystery to all other kindred. A sacred vow of silence keeps even the rules invisible to a Chessman’s immortal cousins.

Character Creation: A Ardashiri character focuses less on physical or direct abilities and skills, but on elements that will put him out of the limelight and completely in command of those around him. A Chessman never makes a frontal attack, but arranges your doom from oblique angles. Fill your sheet with Allies, Contacts and other means to attack your foes. Disciplines such as Obfuscate and Celerity keep you out of sight. Auspex and Dominate are skeleton keys opening any box of secrets.

Bloodline Disciplines: Auspex, Celerity, Dominate, Obfuscate

Weakness: In addition to their normal Mekhet weakness, the Ardashiri must suffer an additional limitation. The Ardishiri disdain physical contact, preferring to use more subtle methods. Perhaps their game developed from this limitation… or perhaps their reluctance to be directly involved in affairs has caused their own psychological isolation.

An Adashiri must spend a Willpower point to touch another character. This Willpower point is good for the entire scene: once he’s spent the point he may touch the character until the end of the scene, but only until the end of the scene. If he must touch another character, another Willpower point is needed.

Organization: No one is certain what organization the Ardashiri truly have. Perhaps they are a blood cult bound by secret rituals, or they may be nothing more than a loose confederation of clandestine conmen, using their skills and influence to create an illusion of power. No one can say for certain.

Concept: The Ardashiri only Embrace those they view as potential opponents in the Great Game. Yes, this means they Embrace potential enemies. Not even potential: just enemies. When Embraced, the young Mekhet has a certain amount of time to prove her worth. If she succeeds, she is brought into the bloodline. If she fails… she’s never heard from again.

History
The actual history of the Ardashiri bloodline has many possibilities. Because of its obsessive secrecy, little is known for certain. Much speculation, little facts. Here, we’ll go through what is known and what others speculate. When asking what is true about the bloodline, remember what Robert Wilson taught us: everything is true; even false things. Even things that contradict each other. While they are extremely secretive, the Chessmen do surrender “facts” about their bloodline from time to time. Whether these facts can be trusted or not is up for debate.

Facts first, then the speculation.

Fact: we know the bloodline first appeared in the seventeenth century.

Now that we’ve got the facts out of the way, let’s get on with the speculation.

If the rumors are to be believed, theirs is one of the most exclusive secret societies in kindred culture. No one really knows how many Ardashiri currently exist, but estimates put the number somewhere around twenty to thirty. A few have pointed out that every Ardashiri ever seen could be a single clever vampire (because they all wear masks, no one has ever seen an Ardashiri’s face).

The Ardashiri claim that not a single member of their bloodline has ever held the title of Prince, although that assertion is contradicted by the existence of at least three Princes claiming to be Chessmen. Their reigns were short and bloody and they disappeared shortly after the claim was made, but there they are. When pressed for an explanation, most Ardashiri just shake their heads and mutter something about “pawns.”

The most speculation on the Ardashiri focuses on their Game. A few details have leaked to the general kindred public, although these should be taken with the same dubious skepticism as anything surrounding this bloodline. A few claim to have been approached by Chessmen with a strange warning. “You are on the board,” they were told. Then, an extreme rash of incredible coincidences both fortunate and disastrous. Finally, the coincidences stop. When asked why, the Chessman says nothing except, “You are off the board.”

Some hypothesize “the Great Game” is actually an elaborate charade, the Chessmen scoring points for each sucker roped into the con. Few kindred express such thoughts in the open, especially if one of the Chessmen is present. But then again, how would you ever know one of them was present?

The Chessmen Pages
More speculation.

An anonymous journal found in a garbage dumpster outside a Masonic Lodge. The pages burned, smeared with mustard and blood. Hand-written, it detailed an initiation ritual. The word chessmen was circled many times. The document—now called The Chessmen Pages—drew a startling picture. A short excerpt:

twelve in a circle
one middle
oath secrecy
staked buried ocean
mouth filled with limes?
hand tied to a book
book of secrets??? are they serious???
writing his name in the book listing his secrets
blood in a bowl everyone dri

That’s where the entry ends. The other pages are filled with inane nonsense. The daily tragic routine of a paranoid mortal who believed the government was responsible for all his own failures. Of course, those of the kindred community with a sense for puzzles immediately jumped on photocopies of The Chessmen Pages, finding all sorts of patterns and clues. The Chessmen themselves neither confirm nor deny any conclusions drawn from the document.

ANNOUNCEMENT: Living Shanri

“The world is about to end. And we dance and we sing.”

Living Shanri is a shared universe created by players of the Houses of the Blooded roleplaying game. Playing in Living Shanri is free… with one notable exception. We’ll discuss that below. Players take the roles of nobles in the world of Shanri, using their own culture, allies and enemies as weapons to gain political power and prestige.

More at the HotB Design Blog.

(Hint: We’re going live in November.)