The Alexandrian

Batman vs. Superman - Dawn of Justice

Two and a half years ago, I concluded that Man of Steel was a thoroughly mediocre film. It was so thoroughly mediocre, in fact, that I wasn’t planning to see Batman vs. Superman in the theater. But yesterday a friend’s birthday celebration included a viewing of the film, and so I ended up seeing it after all. My conclusion?

This film is significantly less mediocre than Man of Steel.

I’m still not going to recommend that anyone see it in the movie theater, but I will say it’s probably worth checking out after it hits the rental market. (And if the purported Director’s Cut actually materializes, I’ll even go so far as to watch the movie again to see if that will correct any of the film’s flaws.)

The biggest difference is that the core storytelling elements of Batman vs. Superman (unlike its predecessor) are not fundamentally broken through a combination of incoherence and inconsistency: The first half of this movie is not about Pa Kent being portrayed as a pillar of virtue while teaching Clark to never become Superman; nor does its second half feature numerous scenes of Superman being completely indifferent to civilian casualties before breaking an “I Don’t Kill” rule that the film never bothers establishing because four people are being threatened.

But while Batman vs. Superman doesn’t share Man of Steel‘s big, macro-scale problems, it shares a similar plethora of bone-achingly stupid errors of execution. What drags the film down (and prevents me from calling it a truly good movie) are the plot holes, thematic inconsistencies, and a simple lack of care and craft. There are some truly amazing and wonderful moments in the film, but the whole enterprise has been weighted down with stupidity and shoved off the end of a pier.

SPOILERS AHEAD

I am not going to attempt to catalog every stupid thing that the movie does. This will instead just be a sampling of the nearly constant, low-level failures of basic scriptwriting and film-craft that Batman vs. Superman suffers from.

Let’s start at the beginning: Superman is framed for killing a bunch of terrorists by a mercenary team who shoots the terrorists with a bunch of bullets… Since when did Superman use a gun? If you saw Superman somewhere and then found a bunch of bullet-riddled corpses, what possible leap of logic would make you say, “Superman must have done that!” (What’s even weirder is that the mercenaries use very special bullets that can be tracked back to Lex Luthor. The bullets don’t actually have any special properties that make them better for shooting a bunch of terrorists and there is absolutely no reason why you wouldn’t just use normal bullets. But, sure, use the bullets that can be traced straight back to you. Why not?)

Adding to this oddity is the fact that all of this happens directly in front of Pulitzer Prize-winning reporter Lois Lane. But for some reason she… never writes the story? Nobody cares what an actual eyewitness has to say?

(There’s also a bit in this sequence where Jimmy Olsen is a CIA agent who is pretending to be her camera man and gets himself shot in the head. Lois also never reports that the CIA nearly got her killed. Snyder then continues the trend of pointlessly killing supporting cast members from his source material by having Lex Luthor send Mercy Graves to die in a bomb explosion for absolutely no reason whatsoever.)

Lois’ entire arc for the rest of the film, however, is investigating what really happened at the terrorist compound. She does, in fact, figure out that Lex Luthor is behind all of it. Bizarrely, however, this has absolutely no impact on the film because she never tells Superman (or anyone else) about this despite having multiple opportunities to do so. (Amy Adam’s Lois Lane — like Cavill’s Superman, Affleck’s Batman, Gadot’s Wonder Woman, Irons’ Alfred, Fishburne’s Perry White, and… well, basically every single actor and character in the movie — deserves so much better than what Snyder is apparently capable of giving them.)

There is, in fact, a lot of, “Just freakin’ SAY IT you idiot!” problems to be found here, as if the movie had been penned by the writers room for a mediocre sitcom. Lois, for example, realizes that somebody knows that she can be used as bait for Superman and, in fact, has been doing exactly that… but then just completely fails to tell Superman that, either. Later, Superman refuses to simply say to Batman, “Hey! Lex Luthor is playing us!” opting instead to say, “Just listen to me!” over and over and over again while walking slowly towards him triggering a series of pressure plate traps. (Although why you would build pressure plates to target somebody who can fly is a little mind-boggling in its own right.)

Speaking of the fight with Batman, the entire basis of Batman’s anger with Superman is a result of Superman’s seemingly callous disregard for incidental damage and civilian casualties during the battle at the end of the Man of Steel. If that’s going to be the ethical backbone of the film, however, you can’t have Batman’s big solo action scene in the middle of the film feature… tons of incidental civilian casualties. (Or, if you do, there should be some self-reflection or at least authorial reflection upon it. This film, on the other hand, just doesn’t seem to realize what it’s done.)

On a similar note: Batman, having forged the Spear of Kryptonite Destiny to fight Superman, leaves it in Gotham after realizing that Superman is actually just a guy trying to do the right thing. (Which, I may note, is realized in a moment that is absolutely fantastic.) Seeing Doomsday, he realizes that he needs the Spear. So he decides to go back to Gotham, get the Spear real quick, and then come back to where Doomsday is. Ha, ha! Just kidding! He decides to lead Doomsday into the city to where the Spear is.

Speaking of that Spear: After Batman chooses not to kill Superman, he throws it aside. Lois Lane picks it up and decides she wants to get rid of it so that no one can use it against Superman again. So she walks over to a stairwell twenty feet away (which is flooded for some reason) and… throws it in. “Ha, ha!” she thinks to herself. “No one will ever find it in this shallow pool!”

Five minutes later, completely ignorant of Doomsday or the fact that the Spear would now be useful, Lois suddenly gets an, “Oh shit!” look on her face and goes back to retrieve the Spear. (I can only conclude that she suddenly realized that what she did with it was really stupid.)

Most of this litany is dwelling on basic logic problems in the storytelling. That’s largely because they’re easy to explicate. There’s also a lot of pretty basic problems with things like editing and pacing. One clear-cut example happens just before the confrontation between Superman and Batman: We’ve just had a big face-off between Superman and Lex Luthor. Luthor reveals that he has kidnapped Martha Kent and, unless Superman kills Batman, he’ll have her killed. Superman has acquiesced. We cut to Luthor’s henchman placing a timer next to Martha telling her when she’ll be killed. We cut to Superman telling Lois that he has to go convince Batman to help him… or kill him. Superman flies up into the sky. We cut to…

… Wonder Woman checking her e-mail? Yup. And then we get a 4 minute scene in which she literally clicks on a series of e-mail attachments, each showing a video of one of the future members of the Justice League. These videos are pretty cool, but they’re completely irrelevant. Whoever said, “We should interrupt this rising tension here to lay some pipe for our cinematic universe.” should be taken outside and shot.

(This sequence also creates a weird continuity glitch where Wonder Woman walks into her hotel, checks her e-mail, and then five minutes later is boarding a commercial airline flight.)

Finally, let me mention the really bizarre dream sequences that stud the Bruce Wayne story. As far as I can tell, these seem to exist primarily to generate footage that could be included in the trailers. (It’s possible that the most self-indulgent of them is an actual “vision from the future”, but even as such the narrative role it plays in this film is dwarfed by the amount of film time it chews up.)

With all of that being said, there are also a number of things that the film does very well. The opening of the film (showing the end of Man of Steel from a different angle) is really clever. The first Batman action sequence shows us a version of Batman that is scary, effective, and utterly unique. Heck, the first appearance of Wonder Woman in all her glory is almost worth watching the movie for all by itself. (I’m listening to Zimmer’s exceptional Wonder Woman theme as I’m writing this.) In fact, the best compliment I can pay the film is that it made me much more interested in seeing Wonder Woman. And Warner Brothers needs to greenlight a Ben Affleck directed solo Batman movie ASAP.

Diplomacy World #102Last week I posted Diplomacy: The Alexander Rules, an effort to revise the rules of Diplomacy to coherently eliminate the ambiguities and paradoxes which still linger in its strategically rich depths.

In an act of synchronicity, shortly after posting the Alexander Rules, I promptly discovered that Archive.org has assembled a truly massive collection of Diplomacy zines. Hundreds — possibly thousands — of fan publications drawn from across four decades of activity, including Diplomacy World, Comrades in Arms, Graustark, Spring Offensive, and dozens of others.

It’s an astonishing treasure trove of historical curiosity, nascent game theory, and actual game play that stands as a testimony to the incredible legacy of Allan B. Calhamer’s classic game.

IN THE SHADOW OF THE SPIRE

Session 4A: Riot in Oldtown

In which a cry for freedom takes an unexpectedly sinister turn, the scope of events becomes larger than can immediately be managed, and Master Ranthir performs astonishing deeds of derring-do…

As with the rules for handling house fires that we talked about a couple of weeks ago, I created a custom structure for handling the riot in this week’s installment of the campaign journal. And I similarly posted them here on the Alexandrian back in 2007. They’ve actually got much wider applications than just riots, and you can find them here: Crowd Rules.

BUILDING A RIOT

Although the group’s decision of what to do next is presented at the beginning of this entry in the campaign journal, I had actually asked them that question at the end of the previous session. (As a I talk about in the Railroading Manifesto, one of the most potent tools in the GM’s arsenal is simply asking, “What are you planning to do next session?”) So I knew that the PCs would be present for the riot, which by its very nature was going to be a big set piece.

Successfully pulling off big set pieces at the table can be tricky. By definition, they involve a lot of moving parts and managing all of those parts can be a bit of a juggling act. The secret, in my experience, is clearly organizing all of those parts into distinct tools which you can then easily pick up and use on-the-fly. For this particular scene, I prepped several tools.

First, a general timeline of events as they would play out if the PCs didn’t interfere with Helmut’s plans. (See “Goal-Oriented Opponents” in Don’t Prep Plots, and also the detailed example of doing this sort of thing at a larger scale.)

Second, the relevant stat blocks for the Riot Mobs (the large crowd was broken into 8 mobs) and the City Watch.

Third, Helmut’s speech. Using big speeches like this at the gaming table can be tricky. Being able to deliver them effectively and dramatically helps, of course (I’ve literally trained professionally for this, so I have an advantage). But the real trick is making sure that they don’t deprotagonize the PCs.

You know those video game cut scenes where all you want to do as a player is pull the trigger and shoot the idiot who’s yammering on? Right. That’s exactly what you want to avoid here. At the gaming table you’ve got the advantage that your players actually can interrupt what you’re saying and declare that they’re taking an action. But it can also be useful to take a more proactive approach as a GM, which is what I did here: The timeline of events was specifically designed to overlap the speech and, as you can see represented in the journal entry, the speech was broken down into chunks between which actions could be taken. (So, for example, Helmut would speak for a bit and then I’d call for Spot checks to let people notice the guards moving towards the stage.)

THE FEAR OF RAILROADS

Something that isn’t represented in the campaign journal is the point where one of the players declared that everything happening had been foreordained and there was nothing they could do about it — i.e., that they were being railroaded.

Which was a weird moment. First, it had been their choice to attend the riot in the first place. Second, as we’ve seen, the whole encounter had been structured to insure that the PCs could take action and influence the outcome of the event. Third, the PCs had been taking actions in an effort to affect the mob… they were just failing. The specific moment which triggered the comment was, oddly, when Dominic tried to calm the crowd down… and rolled a 2 on his Diplomacy check. His failure could not more clearly have been the result of pure mechanical resolution.

And yet the conclusion was reached that they were stuck in a railroad.

This was one in sequence of events which led me inexorably to an unfortunate truth: Railroading is a form of abuse.

I recognize the hyperbolic nature of the claim. And I’m not saying that people who are railroaded actually suffer emotional damage. But within the specific context of the game table, the behavior modification is remarkably similar: Railroaded players become hyper-aware of the GM’s behavior, constantly looking for the cues that indicate the railroad is coming. Their response will be to take actions to minimize the damage of the railroad — either acceding to it so that they don’t have to be manhandled into it; or becoming disruptive in an effort to resist it.

And this is where the analogy becomes useful, because this behavior modification persists even after the player is no longer threatened by the railroad: They continue looking for the subtle cues that warn them the railroad is coming. But when those cues occur in the absence of railroading, their behavior becomes seemingly erratic and irrational. (Why are they randomly shooting people in the head? Why are they just blindly doing whatever an NPC asks them to do, even when it’s clearly not in their best interest and they’re endlessly complaining about it?) This can be baffling and confusing for the GM who doesn’t understand what’s happening. (And it can be even more difficult for a GM who is trying to improve themselves and stop their previous railroading tendencies.)

Having identified the problem, what’s the solution? Unfortunately, I don’t think there’s an easy one to be had. A frank conversation in the metagame where you make it clear that the outcomes in your game aren’t predetermined and that the players are in control of their own destinies can be useful. Beyond that, the best you can do is to keep running your game: When they see that their actions have a meaningful impact — when they realize that the entire course of a campaign can be radically diverted by the simplest of moments and the smallest of choices — they’ll figure it out.

And although that will take time, it will be worth it in the end.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 4A: RIOT IN OLDTOWN

April 7th, 2007
The 18th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

The party decided that Ranthir should continue his research at the Delver’s Guild Library. The rest of them would head to the Republican rally scheduled to start in just a couple of hours.

On the way back up to Oldtown they finished selling the rest of the gear (with Elestra heading into the Bull and Bear Armory to avoid any further repercussions from Tee’s bad run-in with Iltumar the day before).

After dropping Ranthir off at the Delver’s Guild Library, the party continued down Dalenguard Road, discovering that the Administration Building (where the rally was being held) was only a few blocks away. A large platform had been erected in front of the pool in the center of the courtyard before the building. Only a few people milled about – the group was about an hour early for the rally itself.

Ptolus - Administration Building

The group split up: Agnarr headed up to a position parallel from the platform, planning to keep an eye on the crowd. Dominic and Elestra headed to the opposite side, standing near the edge of Dalenguard Road. Tee kept a look-out for Phon, suspecting that she might attend the rally.

Tee was right. About twenty minutes before the rally was scheduled to start – after a relatively large crowd of a couple hundred people had gathered – Tee saw Phon coming up Dalenguard Road from the east. Tee went over to her and waved, receiving a friendly smile and wave in response. After chatting amicably for awhile, Tee said that she’d like to keep an eye on Phon during the rally, just to make sure she was safe. Phon was glad to hear it, but suggested that – since the rally was about to begin – they should get a place near the front.

Just then, a shorter man – barrel-chested and with thinning hair, wearing fancy robes of black and silver – emerged from the Administration Building. Accompanied by two other men, with whom he chatted and laughed, he strode up to the platform, raised his hands, and cried out: “Friends! This is a momentous day! This is the day that you hear the truth of brotherhood and freedom!” The crowd settled down. (more…)

Doctor Who - The Temporal Masters

Martin Tegelj has posted the third installment in his ambitious adaptation of Doctor Who: The Temporal Masters. Check it out:

Part 3: Dawn of the Temporal Masters

Doctor Who: Temporal Masters - Dawn of the Temporal Masters

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