The Alexandrian

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 6A: BLOOD IN THE DEPTHS

April 29th, 2007
The 20th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

The party arrived back at Greyson House and found two watchmen posted outside. They gave them the scrap of paper they had been given back at the watch house and were let inside without incident.

They found that a few things had been moved around – presumably by the watch –  but for the most part the house was undisturbed. Agnarr strode confidently into the kitchen, grabbed the rope that was still tied off to the stove… and promptly fell into the basement. Dusting himself off he looked up at the rest of the party staring down at him. “Well… We had so many problems with the rope before, I figured I would just jump down.”

Tee frowned, waved him out of the way, and then lightly slid down the rope, landing gently on the floor. She moved away quickly before Dominic could fall on her again, but the others followed carefully (and safely) as she moved south into the room where they had found poor Jasin’s body.

Tee saw that the crates stacked along the wall and hiding the small crawlspace she had seen hacked through the foundation of the house hadn’t been moved. The watchmen they had spoken to had told the truth: They hadn’t found the secret passage, or even suspected that it existed.

Tee had Agnarr move the crates out of the way. With the hole clearly exposed, she could see that crates had also been stacked on the other side of the hole. Getting down on her hands and knees she crawled through the hole and gave the crates on the other side a sharp shove to get them out of the way. Too late she heard the sharp twang as a crude tripwire snapped and two flasks of alchemist’s fire dropped and smashed across her back.

Goblins – probably warned of their approach by all the noise they had made – hooted and hollered and began running towards her from out of the shadows, but with elven speed Tee rolled back out of the crawl hole, ripped off her burning shirt, and tossed it aside. Read more »

Go to Part 1

Eclipse Phase - The Fall of Earth

Infallibility is not, in fact, a requirement for a game master. Indeed, the idea that the act of GMing requires some sort of savant is a pernicious one which was, sadly, robbed the world of many fabulous GMs and many tables filled with happy gamers.

With that being said, one of the GM’s responsibilities is, in fact, to provide a certain level of rules mastery. How you achieve that level of mastery is largely dependent on your own personal study habits. For me, the typical procedure is:

First, read the rulebook cover-to-cover. If you haven’t read a rule at least once, then you’ve really got no chance of getting it right.

Second, prepare a comprehensive cheat sheet for the system. The process of organizing and compiling the cheat sheet is, by itself, a great way to get a grasp on how they work and relate to each other (and also sussing out those minor mechanics you would otherwise gloss over). Once you’re done, of course, the cheat sheet becomes invaluable at the actual gaming table, artificially supplementing your own knowledge. As we’ll see, being able to quickly and accurately reference information is almost as good as knowing it off the top of your head.

(I’ve also talked before about how the hierarchy of reference can be used to progressively gain system mastery.)

Third, when I think it might be warranted (or fun!), I’ll also run “playtest” one-shots using the system. These are a great way for both the GM and the players to gain familiarity with the system and work out its kinks before diving into a long-term campaign. (For players, I’ve tangentially found that this familiarity often makes for a richer and more engaging character creation process. Knowing how a game works provides really valuable context for the mechanical decisions you make when building your character.)

BUT WHY?

Some may wonder why this rules mastery is important. I’ve even met GMs who, for nearly incomprehensible reasons, take great pride in being largely ignorant of the rules. (This seems related to the school of thought which maintains that the rules of an RPG are just kind of a pleasant fiction that the players improv vaguely around / the GM uses only when necessary to reign with an iron fist.)

First, presentation and pacing. Nothing deflates excitement or undercuts tension at the gaming table faster than, “Hang on, let me just figure out how the rules for this work.” The Art of Pacing mostly discusses macro-scale pacing, but pacing at the micro-scale is just as important: Keeping things flowing smoothly; maintaining (and escalating) the mood; sustaining player focus and attention. All of these things require the rules to flow out smoothly, cleanly, and accurately not only to minimize friction, but also because high quality rules that are effectively applied will enhance these things.

Speaking of which, quality rulings require both knowledge and comfort with the rules. Any master craftsman or artist knows the importance of being intimately familiar with your tools, and the art of the GM is no different. A good GM will make the rules sing, finding ways to combine and recombine them to achieve (and help their players achieve) delightful and unexpected things. But you have to fully understand your tools before you can start truly playing with them.

Third, consistency. In many ways, this is actually just a special case of GM Don’t List #1: Morphing Reality. If the GM doesn’t know the rules, then their application of the rules will become inconsistent and unpredictable. This inconsistency results in the game world acting in weird and unpredictable ways, which inevitably frustrates the players: They see a lock and expect that they’ll be able to use their Criminal skill to pick it because that’s what they did last time; but this time the GM decides (or realizes) that it should actually require an Infiltration check to pick a lock and the players discover that they’ve sent the wrong person to deal with the problem.

Finally, when the GM doesn’t know the rules — and isn’t using them correctly — it preemptively shuts down certain styles of play. For some players, these elements of play are very important; for others less so. But either way, their loss will generally result in a flattened and less interesting gaming experience.

Not infrequently when I’m discussing these issues, these styles of play will be dismissed by the narrow minded as just “goofing around with mechanical widgets”. But it’s not that simple. Yes, there are those who play roleplaying games, in part, to have the satisfaction of overcoming (or outsmarting) specifically mechanical challenges. But mechanics permeate every aspect of an RPG, and their effect can be felt in many different styles of play. For example, there is satisfaction and enjoyment to be had in building a character who is very good at something and then doing that job well (just like the satisfaction of any job done well). When the rules suddenly shift and the mastery that you should have had suddenly ceases to exist, that can be an incredibly frustrating experience for players.

(And, in this sense, you may realize that GM Don’t List #4: Thou Shalt Not Hack is, in fact, a special case of this general rule.)

GM DON’T #5.1: IGNORING THE RULES

As a corollary, it’s also important that GMs don’t habitually ignore the rules.

As I can already sense hackles rising across the internet, let me make it clear what I’m NOT talking about:

  • House rules. You’re not ignoring the rules when you decide to explicitly change them in order to better your game.
  • Variant stat blocks. If you decide to give an orc a +1 sword or bump up a troll’s Strength score, that’s not ignoring the rules either. (For some reason there are people who think so, or who categorize this as “cheating”. These people are, frankly, insane.)

Now that I’ve hopefully soothed some hackles and raised a different set of them, let’s delve into this a little bit.

The main thing to notice is that when you ignore the rules you are actually stumbling directly into almost all of the exact same problems that occur when you’re simply ignorant of them: Consistency necessarily deteriorates, which subsequently tanks the quality of your rulings and also creates the same frustrations from players depending on consistency in order to understand both the game world and their characters.

If you consistently find yourself ignoring (or wanting to ignore) a particular set of rules, that’s an indication that those rules are fundamentally broken (at least for the experience you want to create) and you should be looking to fix them (or replace them entirely), not simply ignore them.

A common example of this are grappling rules. (Across most systems, really, but infamously so when it comes to virtually all editions of D&D.) And the solution is, in fact, to apply house rules which make grappling appealing instead of a chore.

One particularly pernicious example of this which certain GMs endemically suffer from is, “I’m bored with combat let’s skip it.” (Or, really, any other aspect of game play. It’s just that combat seems most common here.) This usually takes the form of resolving 1-3 rounds of combat normally and then saying, “Eh. Fuck it. Let’s just sum up what happens and move on.”

The GM’s intention here is good: They sense that the game is getting boring and they want to fix it. But in doing so they systemically create a number of other problems:

  • Characters built to enjoy their spotlight time during combat are being punished.
  • Strategically clever and creative players often spend the first few rounds of combat setting up an advantageous situation that will give them a big, satisfying pay-off as the combat continues. By cutting combat off just as they finish their set up, the GM is perpetually blue-balling them.
  • Because they’re never certain exactly when (or if) a particular combat is going to be summarily dismissed, players become uncertain in their use of limited supplies. Burning a one-use potion or once-per-day ability only to have its use become irrelevant when the GM decides combat has become too “boring” to continue is incredibly frustrating.

All of these problems only get worse when the GM defines “boring” as “the PCs are winning”, while remaining fully engaged and excited as long as his bad guys have the upper hand.

BUT RULE ZERO!

“But it’s the GM’s god given right to change or ignore the rules at their whim!”

Sure. But insofar as we agree that this is a power which a GM has, I would argue that its use should be considered, deliberate, and, above all, limited. More generally on this topic, I would tend to make three final observations:

Calvinball is a really funny joke, but it is, in fact, a joke. There’s a reason why games have rules, and RPGs are no exception. System matters.

In my experience, the motivations GMs have for unilaterally ignoring the rules tend to be shitty ones. Virtually all of them, in fact, rhyme with “tailroad”.

But let’s assume that the GM has accurately identified a truly singular instance in which the rules should be ignored (instead of permanently changed) without letting their players know (instead of explaining the ruling they’re making and why it varies from the norm) in order to truly increase the table’s enjoyment of the game. Here’s my question:

What gifts the GM with the unique capacity to recognize when the application of a rule would be a bad idea for the game?

If you’d be equally happy with the other players at the table unilaterally deciding to fudge a dice roll or pretend that their skill rating is higher than it is or act as if their character has an ability that isn’t on their character sheet, then more power to you. But what I see at the table (and usually observe in these hypothetical discussions online) are hypocrites who simply feel that their opinion is infallible, but the judgment of everyone else at the table can’t be trusted.

TRIAGE AT THE TABLE

In reality, of course, nobody is perfect. Nobody is a walking encyclopedia. (Or, if they are, it’s the result of years or possibly decades of experience with a system.) Mistakes will be made. Rules will be forgotten or overlooked. That’s okay. The GM has to become comfortable with their fallibility so that they can deal with the consequences when they arise.

So what happens when you forget a rule at the table?

I’ve already mentioned cheat sheets. Permanently bookmarking frequently referenced sections of the book also helps. (Post-It Memo Flags are great for this.)

Also: Use the expertise of your players. Don’t be afraid to ask, “Does anybody remember how much damage a fireball does?” There are far too many GMs who are so terrified of the rules lawyer boogeyman that they won’t take advantage of the communal brainpower of the gaming group as a whole. (I’ve also found that some rules lawyers behave better when they can apply their rules expertise in this way. Not all, but some.)

Another very effective technique, particularly in combat, is to delegate someone else to look up a rule while you move onto and begin resolving the next action. You can then jump back to the original action when the rules reference is ready. (The multitasking keeps the game moving forward through the rules reference instead of creating a dead space.)

Finally, if a particularly obscure rule is escaping all efforts to clarify it, don’t be afraid to make an ad hoc ruling while making a note to come back and check what the actual rule is during the next break or after the session. It’s okay to trade strict accuracy to keep the pace up. (It’s also, in my experience, a good idea to openly tell your players what you’re doing. It doesn’t hurt if you give the PCs the benefit of the doubt when making these sorts of rulings, either. Default to yes, after all.)

Mistakes will be made and sometimes your current mastery will prove insufficient for the challenges of the moment. But as long as you handle these moments with openness, clarity, and goodwill, you’ll come out on top. And, of course, the cliché is true: Every mistake is a learning opportunity. Every mistake can make you a better GM… if you let it.

Eclipse Phase - Fractal

Go to Part 6: Choose Your Own Adventure

Ten Candles: Cretaceous Resort

January 2nd, 2018

CRETACEOUS RESORT

Ten days ago you were visiting Cretaceous Resort, an amazing island theme park where genetic scientists have recreated dinosaurs out of the ancient past. You were on the last legs of a glorious vacation viewing the majestic glory and alien cunning of perennial favorites like T-Rex, triceratops, and the raptors, alongside Cretaceous Resort - Chilsaurus - Nobu Tamuraother species which have become household names only because Cretaceous Resort has summoned them back among the living, like the Chilesaurus, the “Frankenstein dinosaur” which provides a missing link between Stegosaurus and the carnivorous dinosaurs.

But that’s when the sun was swallowed up and the dark miasma spread across the sky. The charter flight from the mainland never showed up and you were stuck. Things weren’t too bad here on the island. Tension hung in the air as reports trickled in over the radio, but any incipient panic was mollified with complimentary mimosas.

Until They came.

There was a period of chaos then. It’s not clear who first let the dinosaurs out of the paddocks. Maybe They did it. But now the strange, fluted cries of the unnatural creatures echo out there in the Dark.

You and a few other resort visitors  — perhaps with the help of some of the staff — have holed up in one of the tourist areas. You believe that similar enclaves also survived, although you’re not sure how many of them are still holding out.

Areas of Note: visitor’s center, resort hotel, rest area, supply shed, security bunker, boat docks, breeding labs, research lab, hatching facility, the aviary, nesting grounds, dinosaur graveyard

Goal: Get to either the security bunker or the boat docks. Survive.

Cretaceous Resort - T-Rex - RJPalmer Art

Star Wars: The Last Jedi

The Last Jedi has proven to be a controversial and divisive movie. What is perhaps most surprising is the degree to which both sides of the conversation seem to be simply incapable of believing that the other side exists and are obsessed with disenfranchising their opinion: Those who liked the movie are convinced everyone who says they didn’t are either mindless fanboys, Russian bots, or racist misogynists. Those who disliked the movie are convinced everyone who says they did are either mindless fanboys or paid Disney operatives.

I’ve found myself somewhat in the middle as far as these discussions are concerned. (Which, of course, means that I’ve spent all my time being broiled alive by both sides.) So let’s talk about The Last Jedi.

SPOILERS AHOY!

There are eight significant clusters of criticism for the film:

  1. As The Last Jedi begins really building on top of the decision in The Force Awakens to completely reboot the Empire vs. Rebellion conflict, it’s become clear to many people that they really hate this decision. (This includes people who didn’t like The Force Awakens for the same reason.)
  2. This nihilistic reboot methodology also extends destructively to the OT characters, each of whom are revealed to have been the most complete, utter, and abject failures imaginable in every single facet of their lives – personal, professional, political – and are then set up to be systematically killed off one movie at a time. (A scheme only somewhat derailed by Carrie Fisher’s death in real life.) This is, to put it mildly, leaving a really bad taste in people’s mouths.
  3. The primary plot (of the cruiser chase) is riddled with plot holes and doesn’t make any sense. The film suffers because its backbone is broken.
  4. There is an assortment of special edition/prequel-style humor which is not landing for many people (titty-milking, confetti Praetorian guard, “General Hugs”, etc.).
  5. Material that fans feel is inconsistent with and untrue to the canon which has preceded this film. One prominent sub-cluster here is Rey’s ability to perform astonishingly powerful Force tricks while receiving no training whatsoever.
  6. Several plot threads end with the heroes failing to achieve their goals. (Many critics describe these plot threads as being “pointless”, but this is one point where I’ll editorialize by pointing out that “failure” and “pointless” are not synonymous in cinema. More on that in a little bit.)
  7. “But my pet theory! But my speculation! But my shipping!” The Last Jedi is not consistent with (and some feel even deliberately contemptuous of) many of the popular fan theories that followed in the wake of The Force Awakens.
  8. WTF is up with all these women and minorities fucking up my movie? (Actually, I’ll editorialize here again: Fuck these people.)

From this list, in addition to #8 (seriously, fuck those people), I’m also going to summarily dismiss #7. First, from a purely factual point of view, Rian Johnson finished writing his script and began pre-production for The Last Jedi before The Force Awakens was ever released. The personal “slight” that some people are perceiving because their personal pet theories didn’t pan out has no basis in reality: Johnson was faced with the same conundrum you were and came to different conclusions.

Second, this general trend in fandom is not a healthy one in any case. For example, shipping as a fun little thing to do as fans / while writing fan fiction is cool. The toxic version where fans rage against the dying of the light when their ships don’t pan out is a cancer on modern media.

IT’S REVOLUTIONARY!

Let’s also dispatch with something else straight out of the gate. I am really sick of being told that a film in which:

  • The rebel’s base has been discovered and they need to evacuate
  • A young Jedi goes to seek an old master who has retreated to a remote planet because a former student turned to the Dark Side (and then discovers that the old master lied to them about their former student!)
  • The heroes seek help from a charming rogue only to have him betray them
  • There’s a confrontation between the Disciple of Light and the Disciple of Dark in front of the Emperor’s… err… Supreme Leader’s throne

is some sort of revolutionary Star Wars story the likes of which has never been told before.

It isn’t.

Get over it.

DESTRUCTIVE NIHILISM

Star Wars: The Last Jedi - Jake Skywalker

By far the largest problem that I, personally, have with this film are the first two points above: The sequel trilogy is fundamentally built on a brutally nihilistic foundation. And that’s not even Rian Johnson’s fault: He took what The Force Awakens gave him and he followed it through to the logical conclusion. He’s ruthlessly effective at it, in fact, and, honestly, it shouldn’t be any other way. Ultimately the sequel trilogy is what the sequel trilogy is going to be; fighting against that now would only result in an increasingly incoherent narrative.

That doesn’t make me any happier about it, though. I think it’s an abominable handling of the Star Wars legacy. Instead of building on what came before, the sequel trilogy diminishes it.

By contrast, the prequel trilogy, for all of its flaws and foibles, never diminished the original trilogy. If anything, the prequel trilogy greatly enhanced the original trilogy. (Primarily due to narrative leitmotifs like the character arcs of Anakin and Luke, although that’s perhaps a topic for another day.) The same cannot be said for the sequel trilogy: The revelation that everything achieved in the original trilogy has been turned to ash and the heroes of the original trilogy are complete and utter failures is incredibly damaging to the ending of Return of the Jedi and, in fact, the entire narrative arc of the first six films. Six films all led up to a moment where Luke Skywalker transcended the teachings of the Jedi and the teachings of the Sith and brought balance to the Force. The sequel trilogy fundamentally unravels that in order to “reboot” the original trilogy characters back to an earlier state of their existence.

If you accept the sequel trilogy as canon while watching the original trilogy, it makes the original trilogy films weaker and less powerful. And that’s really not okay, in my opinion.

Allow me a moment now to rebut a few common counter-arguments at this point.

“Everybody dies! This was inevitable!”

Yeah, sure. But not everybody dies after seeing their entire life end in abject failure.

“You just wanted the original trilogy heroes to be perfect paragons without flaw!”

Not at all. This is a false dilemma. Luke, Leia, and Han can be flawed characters who make mistakes without being complete and utter failures. And it would be far more interesting to see Luke, Han, and Leia all continue to grow as characters from the point where we left them at the end of Return of the Jedi than it is to see them all get nihilistically rebooted to either earlier stages of their lives or into a cheap Ben Kenobi rip-off.

“You can’t have peace! The movie is called Star Wars!”

This is another false dilemma. If you don’t reboot the Empire vs. Rebellion conflict, the alternative isn’t automatically a peaceful galaxy filled with happy unicorns frolicking through fields of flowers. The alternative is an infinite variety of OTHER options which aren’t destructively nihilistic to the Star Wars legacy: Palpatine Loyalists rebelling against the New Republic. A cold war in a galaxy divided between the Imperial remnant and the New Republic. Droid War. Extra-galactic invasion. Cryogenically frozen Sith army from 10,000 years ago waking up.

The sequel trilogy simply lacks ambition.

Now, as I’ve mentioned, these problems were already present in The Force Awakens. That movie laid down the destructive foundation of the sequel trilogy. But The Last Jedi really starts building on that foundation, owns what that foundation means, and begins telling a story that drives home the consequences of that foundation. I think that’s the primary reason why it’s bearing the brunt of people’s ire for this nihilism.

Similarly, I thought I’d come to terms with the sequel trilogy “reboot” after The Force Awakens. But leaving the theater after seeing The Last Jedi I had to grapple with the fact that I had not, in fact, done so. The conclusion I eventually reached was that for me, personally:

The sequel trilogy is fan fiction.

Albeit fan fiction with a fantastic budget.

Consider what Mark Hamill said in a recent interview:

I almost had to think of Luke Skywalker as another character. Maybe he’s Jake Skywalker. He’s not my Luke Skywalker. (…) We had a fundamental difference. But I had to do what Rian wanted me to do because it serves the story. Listen, I still haven’t accepted it completely.

Like Hamill, I couldn’t accept this movie as being a “real” part of the Star Wars saga. And so… I’ve chosen not to. And, at least for me, once I made that choice, when I went back to see The Last Jedi again, I was able to really enjoy the film for what it is by itself. Because once you get past the destructive nihilism on which it is built (or simply bypass that entirely by severing it from all that has come before), what you have is a really great movie.

Jake Skywalker, for example, may not be Luke Skywalker. But Jake’s story is really amazing and filled with some incredibly powerful moments once you accept that he isn’t Luke Skywalker and his story is not going to be coherent with Luke Skywalker’s. (For example, “And the last thing I saw were the eyes of a frightened boy whose master had failed him.” is an incredibly powerful idea, perfectly scripted with phenomenal line delivery, and complemented by perfect and beautiful visual framing… It’s just brilliant. It also has no business having Luke Skywalker in it.)

THE PROBLEMS I HAVE

Star Wars: The Last Jedi - BB-8

The destructive nihilism, however, is not the only problem the movie has. We’re particularly going to look at points #3, #4, and #5 above, because that’s the cluster that sums up where I think the movie falls short.

The first 7 minutes of The Last Jedi include:

  • The “General Hugs” comedy bit.
  • Poe taking out all of the surface cannons of a dreadnought solo, while flying an X-Wing which moves unlike any other Star Wars spaceship ever filmed. (It looks as if he’s driving a drag racer from Fast and the Furious.)
  • The poorly delivered “Wipe that nervous expression off your face” line.
  • The utterly bizarre “fix a computer by smashing it with your head” comedy bit.
  • The bit where all the bombers were flying in such a close formation that when one was taken out they were all taken out.
  • Also, fine, bombers “drop” bombs in zero-g because the spaceships fly like World War II fighter planes. But the bomb bay doors are open to the vacuum of space, and something like 5 minutes later Leia is going to be sucked out into space because of the vacuum. Set a rule and follow it. I stand corrected (see the comments). This still bugged me in the moment, but I was wrong to be bugged by it.

Watching the tonally-deaf special edition-style humor for the first time in the theater, the thought honestly crossed my mind, “I might have to walk out of this movie.”

Fortunately things improved from there, but there are still a number of problems with the film, most notably the central chase sequence around which the entire film is built.

  • We’re slightly faster, but for some reason that doesn’t translate into “getting ever farther away”; it translates to “we can maintain this very specific distance”
  • The First Order has multiple ships, but they can’t just have some of them do an FTL jump to pen the rebels in.

And so forth. Basically, I think if you’re going to make a dilemma like this the central pillar on which your entire film is built, you need to make the effort to make sure it actually makes sense. When you fail to do that, everything you build on top of it becomes rickety.

Having firmly concluded that the ship chase sequence was built on nonsense, however, I was surprised when watching the film a second time that in the absence of my brain gnawing away at the logistics of the chase sequence, I was able to sort of accept the “reality” of that chase sequence and instead appreciate the intricately woven character arcs built atop it.

CANTO BIGHT

Star Wars: The Last Jedi - Canto Bight

Which brings us to Canto Bight (aka, the Casino Planet).

Oddly, I’ve found a great deal of criticism surrounding the film’s focus on this sequence. It’s apparently “pointless” (because it results in failure) and should have been cut from the film.

Which I find utterly bizarre because Canto Bight is absolutely essential to the movie.

Like all of the best Star Wars stories, The Last Jedi thrives on its characters. (Which is why the fundamental swing-and-a-miss on the core characters from the original trilogy is causing such immense blowback. But I digress.) And for Canto Bight there are two key character arcs to consider here.

Star Wars - Poe DameronFirst, Poe’s. This consists of four specific beats:

  • Make a mistake by pursuing a course of reckless heroism instead of strategic leadership in the bombing run. (He then gets called out by Leia specifically for doing this, clearly establishing this as a central idea in the film. She even says, “I need you to learn that.”)
  • Make the same mistake on an even larger scale by disobeying Holdo’s orders and putting the entire Resistance at risk.
  • Learn from that mistake, and demonstrate that learning process during the skimmer battle on Crait. (“It’s a suicide run. All craft move away! … Retreat, Finn! That’s an order!”)
  • Apply the lesson which has been learned by realizing that Luke is buying them time, and then leading the survivors out of the cave instead of leading an assault on the First Order. (A decision which is then very specifically endorsed by Leia – “What are you looking at me for?” – who established this arc in the first place, thus signaling that Poe has been successful in learning this lesson and has been rewarded with the leadership which was also foreshadowed as the prize for doing so.)

The Canto Bight sequence only has an ancillary impact on Poe’s arc, but I bring it up because it’ll tie back into Finn’s arc in a second. Finn’s arc begins back at the beginning of The Force Awakens and is built around Hierocles’ conception of oikeiôsis,Star Wars - Finn in which humans extend their sense of self in ever-widening concentric circles:

  • He wants to survive.
  • He extends that desire to Rey.
  • He extends that desire to the Resistance (i.e., the actual men and women who are in peril on the Resistance’s ships).
  • He transcends that desire and becomes a Rebel; one who will fight for what is right to the benefit of the entire galaxy. (This culminates in, “Rebel scum,” which is a fantastic inversion of that line.)

In order for Finn to achieve that final bit of growth, he cannot be stuck on the Resistance transports. He has to go out into the galaxy and truly see the consequences of not standing up to the First Order. He has to see the oppression. That doesn’t necessarily need to be Canto Bight (there are other forms of oppression that could have been depicted), but the setting works well due to the strong contrast between luxury and oppression.

(This is also a good junction to note that the Canto Bight sequence is not particularly long. It takes up only 11 minutes of the film and is very briskly paced.)

The other aspect of Canto Bight is Rose. She doesn’t have a strong personal arc (because she’s a supporting character), but she plays a really important role as Finn’s guide and teacher. Star Wars - Rose TicoNot by actually, literally teaching him shit, but by being the living embodiment of ideas and experiences that he needs to process. Canto Bight is, once again, essential for this because it provides the tapestry on which Rose’s character is revealed, and it is by seeing Canto Bight through Rose’s eyes that Finn learns the lessons he needs to learn.

What’s interesting here is that Finn’s growth up to this point has only taken him as far as where Poe was at the beginning of the film: That’s why Finn disobeys an explicit order and attempts a suicide run on the cannon.

This is really amazing and subtle filmmaking for a couple of reasons:

  • Finn has arrived at this point not by paralleling Poe’s character arc, but by perpendicularly coming to the same resolution. This adds depth and dimension to this aspect of the film. (In much the same way that, for example, Kylo Ren and Luke come to the conclusion of “let it all burn” from very different directions and for very different reasons after both ricocheting off opposite sides of the same moment).
  • At the very moment that we’re seeing Poe demonstrate that he’s learned the lesson, we’re seeing Finn repeat Poe’s mistake from the beginning of the film. Thus there is a direct contrast that really lights up Poe’s growth as a character.
  • Rose saves Finn and tries to communicate something really important (both to himself and this entire film): “That’s how we’re going to win. Not by destroying what we hate. By saving what we love.”
  • Finn still hasn’t actually learned the lesson, though. So the moment at which Poe is fully incorporating the lesson and demonstrating his mastery of it (“He’s stalling. (…) We’re the spark that will light the rebellion.”), he’s simultaneously providing the final push Finn needs to get over the hump, learn the lesson, and get to the same point Poe is now at.

And what is that point?

What Poe just said: That it’s not enough to Resist. They must be the Spark which lights the Rebellion.

It’s arguably the single, most important theme of the movie, and these three characters have engaged in a beautiful dance through the entire film so that, rather than just talking about that “spark that lights a rebellion” we’ve seen that spark in action. And how that spark has transformed Poe and Fin (and, through a completely separate arc, Rey) into the Rebellion.

And the whole thing turns around the axis of Canto Bight.

CONCLUSIONS

Canto Bight isn’t the weak link in the movie. It’s an almost perfect example of just how good this movie really is.

Once you divorce The Last Jedi from the crippling flaw of utterly failing to build upon the Star Wars legacy (and, in fact, doing the exact opposite by inflicting terrible damage upon that legacy) — and, don’t get me wrong, that’s a really huge problem — and consider it strictly as a film on its own merits, what you discover is:

  • Incredibly intricate and interwoven character development
  • Fantastic performances from virtually everyone in the case
  • Stunningly beautiful and effective cinematography
  • At least a dozen moments that are absolutely iconic and incredibly memorable

But it’s this last bullet point that inexorably draws us back to that central problem, because for so many of those moments it would be more accurate to say that they would be iconic if they weren’t built on false foundations.

I’ve already mentioned how incredibly cool the “eyes of a frightened boy” moment is… if it didn’t feature Jake Skywalker masquerading as Luke Skywalker. To that we can also add things like:

  • The spellbindingly captivating hyperspace ramming sequence… except that the hyperspace ramming itself (like the sudden ubiquity of never-before-seen cloaking technology) has problems syncing with everything we’ve seen in this universe previously and opens a Pandora’s box of future storytelling problems.
  • The “spark which lights the rebellion” material is pitch perfect, deep, and incredibly effective… if it were part of a story set prior to A New Hope. (It makes the comparable material in Rogue One look almost hapless by comparison, and I liked Rogue One.) But here these themes simply attach a bullhorn to the destructive nihilism of the films with a screeching, “I’m fucking up the original trilogy almost as badly as the special editions!”. And, ironically, the more effective Johnson is in realizing this material, the more he cranks up the volume on the bullhorn.

And so forth. There are also, to be fair, a number of very good moments which land without any drawback whatsoever. (For example, Kylo Ren’s incredibly clever way of getting around Snoke telepathically monitoring him for betrayal.)

But there’s also a smattering of other foibles in the film, including a number of baffling continuity errors. (For example, the fact that Poe knows Maz is perhaps explicable despite never meeting her in the previous film. Poe having somehow never been introduced to Rey during their time at the rebel base at the end of The Force Awakens is not.)

So, here’s my final verdict: As a Star Wars film, The Last Jedi earns a D. Separated from the saga and treated as a form of indulgent fan fiction, I give the film on its own merits a B+.

If you can, like me, separate this film from its destructively nihilistic base through the simple mental expedient of saying #notmystarwars with positive instead of negative intentions, then I highly recommend The Last Jedi. It’s a wonderful and beautiful and powerful film.

But I won’t blame you if you can’t.

Star Wars: The Last Jedi - Ruin

Go to Part 1

Neuromancer - William GibsonA cyberpunk character concept I would dearly love to play some day is that of the uber-competent hacker: Case from Neuromancer. Batman’s Oracle. Edward from Cowboy Bebop. Boris Grishenko from GoldenEye. Luther Stickell from the Mission Impossible movies. Half the main characters from Ghost in the Shell.

In my ideal version of the character, I’m the guy who stays in the van three out of five times, providing overwatch and support for my teammates while they mount their raid.

So why haven’t I played this character?

Because what I’ve discovered is that a surprisingly vast number of GMs seem to consider the entire concept of using hacking to solve a problem to be some sort of anathema. So even when I’ve tried to play the character concept, I’ve ended up not actually being able to play the concept.

  • Hack the security cameras to scope out the interior of the building you’re raiding? Can’t do it.
  • Hack the security guard’s cellphone to track her movement? Impossible!
  • Play R2-D2 in a Star Wars game and hack an electronic lock? No way. Pull out your lockpicks!
  • Hack the rigging ports on the pursuit car to seize control of it? Obviously no one would want you to remotely seize control of a vehicle, so they would build a perfect security system that was completely unhackable, and therefore you can’t hack it.

(That last rationalization seems to crop up a lot. It’s like saying that obviously no one would want you to poke them with a sword; ergo it’s impossible to hit someone who’s wearing full plate.)

Quibble here and there with the plausibility of some of these scenarios in particular settings, but I’ve seen this behavior even in settings and games which include mechanics for handling these specific types of hacks! What I’m talking about is a systemic pattern of behavior in which the hacker basically can’t do their thing. It’s the equivalent of finding an antimagic field everywhere you go in a D&D game, except that I’ve found it to be a peculiarly ubiquitous attitude.

Of course, flat out denial isn’t the only way this manifests: Setting disproportionately high difficulty numbers or using roll to failure techniques are probably the most common versions, actually.

I’ve found this particularly pernicious in many convention scenarios: The designers of the game want to show off its breadth, so they include a hacker archetype pregen. But the volunteer GM running the scenario subscribes to the doctrine of Thou Shalt Not Hack, so the pregen is a trap and the person picking it finds themselves sidelined for four hours.

The worst case scenario is, sadly, one of my favorite games: Eclipse Phase. Wanting to show off everything that’s possible in this cool, kitchen sink transhuman setting, the designers regularly include an infomorph pregen: A character without a body who exists only as a digital construct and can only take actions through the Mesh network.

Combine that with a GM who doesn’t allow any meaningful action to take place through the Mesh network (which I’ve seen happen either first- or second-hand in no less than four convention scenarios) and you have a character who literally can’t do anything.

Many of these GMs don’t seem to be consciously aware of what they’re doing, so you’ll even find them saying things during character creation like, “Who wants to be hacker?” I used to hear that and think, “Okay! This guy is going to actually let me hack!” But, oddly, no. They recognize on a conscious level that a team of cyberpunk characters is supposed to have a hacker, but when it comes to actual play the hacker nevertheless finds themselves stymied at every turn.

EMBRACING THE HACK

Infinity the Roleplaying Game

I suspect part of the problem here is that a lot of GMs reflexively cling to the modes of play they learned running D&D dungeon crawls. Their expectation for how a facility raid is supposed to play out features people physically sneaking around and getting ambushed by security guards, and the hacker’s attempt to grab the security cameras disrupts that expectation. Their vision of the game world (inaccurately) doesn’t include hacking, so the hacker’s solution to any given problem comes out of left field, and the GM reflexively shuts it down.

This is, obviously, a form of railroading: A preconceived idea of not just how a specific problem is meant to be solved, but a broad preconception of how entire classes of problems are supposed to be solved.

So the solution to this problem is relatively simple: Don’t do that.

Conversely, however, hacking shouldn’t be a magic button that can trivially solve all problems. When that happens, it creates a spotlight problem where the hacker upstages every other character and flattens the challenges presented by the scenario.

To counteract this problem, there are a couple things the GM should do. First, check the potential consequences a hacker faces: They should be comparable to those faced by other types of action. (Just as the hacker should not find it impossible to hack an automated car; the hacker themselves should not benefit from a foolproof firewall.) Second, check your vectors: Make sure that “solving” the scenario requires a multi-step resolution and, importantly, make sure that hacking can’t be used to trivially solve all the vectors.

The most obvious example of this is, “I can’t hack that system until you plug in my remote router!” But it can become an easy trap to always design scenarios in which the team does a bunch of stuff and “unlocks” the hacker so that the hacker can then win the day. Look at ways in which hacks are invaluable at the beginning and in the middle of scenarios.

Also remember that you don’t always need to lock these things in: Players hot-swapping in vectors you’d never thought of to solve their problems is what makes the game fun. Generally speaking, the rest of the group will find ways to advocate for plans which feature the strengths of their own characters if you give them the chance. You can encourage that by creating scenarios which require multiple problems to be resolved simultaneously. Also experiment with using hard scene framing techniques to move the action “onsite”, which will discourage the players from lingering in remote “planning” sequences where the hacker (and only the hacker) is capable of taking direction action.

Infinity the Roleplaying Game

Go to Part 5: Not Knowing the Rules

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