The Alexandrian

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

Mist Shrouded Road

A couple rules of thumb I use for crafting evocative scene descriptions as a GM:

THREE OF FIVE: Think about your five senses. Try to include three of them in each description. Sight is a gimme and a Taste will rarely apply, so that means picking a couple out of Hearing, Smell, and Touch. Remember that you don’t actually have to touch something in order to intuit what it might feel like if you did. Touch can also include things like wind and temperature.

TWO COOL DETAILS: Try to include two irrelevant-but-cool details. These are details that aren’t necessary for the encounter/room to function, but are still cool. It’s the broken cuckoo clock in the corner; the slightly noxious odor with no identifiable source; the graffiti scrawled on the wall; the bio-luminescent fungus; etc.

THREE-BY-THREE: Delta’s 1-2-(3)-Infinity talks about psychological research demonstrating that repeating something three times takes up the same space in our brains as repeating something infinitely. Thus, once you’ve hit the third item in a sequence, any additional items in that sequence are redundant.

Extrapolating from this, for minor scenes you can describe three things each with a single detail. At that point, you’ve filled up the “infinity queue” in your players’ brains and their imaginations, predicting the pattern, will impulsively fill in the finer details of the scene you’ve evoked. For “epic” descriptions, use the full three-by-three: Describe three different elements with three details each.

KEEP IT PITHY: On a similar note, lengthy descriptions are not how you achieve immersion. What you want are a handful of evocative images that the players can perform an act of closure upon to realize the scene in their own minds. This not only prevents them from “tuning out” a long description, the act of closure itself will draw them into and immerse them in the game world — they become, as Scott McCloud described under different circumstances in Understanding Comics, silent partners in the creation of the world, and thus become both invested in it and captured by it.

Understanding Comics - Scott McCloud

DESCRIPTION DOESN’T END: The legacy of boxed text indoctrinates a lot of GMs with the idea that you describe the environment up front and then, from that point forward, the players are just taking actions within the pre-established environment. But that’s an artificial dynamic. Instead, details of the setting can continue flowing through the description of that action: The crunch of broken glass beneath their feet as they move across the room. The coppery smell of blood as they draw near the corpse. The sudden chill from the wind whipping in through the shattered window.

Like most rules of thumb, of course, none of these should be treated like straitjackets.

This is an updated and expanded version of a tip that originally appeared in 2011.

Call of Cthulhu (5th Edition Revised) - System Cheat Sheet

(click here for PDF)

Although this cheat sheet has been specifically designed for the Revised 5th Edition of Call of Cthulhu (because that is the version which I use), it should serve just as well with the original 5th Edition and 6th Edition because the changes between those editions are essentially inconsequential. (The only reason I don’t use 6th Edition is because (a) I already own 5th Edition, (b) I like the cover painting for the revised 5th Edition better, and (c) I find the 6th Edition rulebook virtually illegible because of the fonts used.) It can also probably be used nigh-seamlessly with 2nd, 3rd, and 4th Editions, as the mechanical changes from those editions to 5th Edition are limited, if I recall correctly, to a very minor revision of the skill list and some changes to character creation mechanics (which don’t affect these cheat sheets). The change from 1st Edition (which I do not own) to 2nd Edition reputedly includes a rather major change to the magic system, so this cheat sheet will probably be of less worth to anyone still running a 1st Edition campaign.

It is quite likely that I will end up producing a version of this cheat sheet for 7th Edition (which contains a greater number of mechanical changes), especially as I have recently won a complete set of the 7th Edition rulebooks as a prize for a Novus Ordo Seclorum advancement event at Gen Con this year. However, I believe that this cheat sheet will nevertheless have an enduring value because I know that here are a great number of Keepers who are continuing their pre-7th Edition campaigns with no intention of shifting to the new edition.

If you’re not familiar with these system cheat sheets, you should know that the goal is to summarize all the rules of the game – from basic resolution to the spot rules for actions, combat, firearms, injury, and the like. It’s a great way to get a grip on a new system, introducing new players to the game, and providing a long-term resource for both GM and players. (For more information on the methods I use for prepping these sheets, click here.)

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

I generally keep a copy of my system cheat sheets behind my GM screen for quick reference and I also place a half dozen copies in the center of the table for the players to grab as needed. The information included is meant to be as comprehensive as possible; although rulebooks are also available, my goal is to minimize the amount of time people spend referencing the rulebook: Finding something in 6 pages of cheat sheet is a much faster process than paging through a 400 page rulebook. And, once you’ve found it, processing the streamlined information on the cheat sheet will (hopefully) also be quicker.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1 – Basic Mechanics: Because Call of Cthulhu is, at its heart, a pretty simplistic game (roll percentile dice and compare to a skill), this core reference sheet also includes the basic mechanics for Combat (including Injury).

Page 2 – Spot Rules for Combat: I find that a lot of Call of Cthulhu Keepers and players tend to forget that the system actually does have quite a few advanced options (which it refers to as spot rules, such as Spot Rules for Firearms). There’s a lot more gritty mechanical options that can be leveraged than you might realize if you’ve primarily experienced the game at the fairly ubiquitous tables which use a more casual approach to things.

Page 3 – Spot Rules for Skills: All the niggling little guidelines hidden away in the skill chapter are pulled out here for quick reference.

Page 4 – Sanity Rules: I find it interesting that these are always referred to as Sanity mechanics when it would seem more appropriate to refer to them as the Insanity mechanics.

Page 5 – Mythos Tomes and Magic: Pretty much what it says on the tin.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

I usually use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. In this case, however, I have not actually used these cheat sheets in conjunction with a GM screen (as the sessions I’ve been running have been conducive to a more intimate space), so I’ve only used the stapled packets. However, I’d recommend placing the Spot Rules for Skills behind the Spot Rules for Combat, as I feel they’re the rules least likely to be used frequently and also least likely to benefit from being taken in at a glance.

Call of Cthulhu (5.6 Edition)

The Strange: Strange Revelations - Bruce R. CordellA couple years ago I reviewed Weird Discoveries, a collection of ten “Instant Adventures” for Numenera using an innovative scenario format featuring:

  • Two page description of the scenario’s background and initial hook.
  • Two page spread that has “everything you need to run the adventure”.
  • Two pages of additional details that can be used to flesh out the scenario.

The general idea being that the GM will be able to pick up one of these scenarios, rapidly familiarize themselves with it, and be able to run it with confidence in roughly the same amount of time that it takes for the players to familiarize themselves with some pregenerated characters (which are also included in the book). Basically, you lower the threshold for spending the evening playing an RPG to that of a board game: You can propose it off-the-cuff and be playing it 15 minutes later. And since I’ve been preaching the virtues of open tables and the importance of getting RPGs back to memetically viral and easily shared experience they were in the early days of D&D, that’s obviously right up my alley.

Last year, Monte Cook Games released Strange Revelations, which basically took the exact same concept and applied it to The Strange, their other major game line. I did not immediately read through it because, at the time, there was a plan in place for me to actually play in a campaign where the GM was going to use these scenarios. Those plans fell through, unfortunately, but now I’m in a position where I’m running a campaign of The Strange and I’m naturally tapping Strange Revelations as a resource for scenarios.

INSTANT ADVENTURES: THE VERDICT

Since 2015, I’ve actually spent a considerable amount of time interacting with MCG’s Instant Adventure format under a variety of use-types: Using them as one-shots, incorporating them into ongoing campaigns, running them at conventions, using them with and without prep, etc.

Unfortunately, the more time I spend with them, the less I like them.

Part of the problem, I think, is that the basic structure of the format is a limitation: It only really works with certain kinds of adventures. Unfortunately, it’s become a one-size-fits-all format for Monte Cook Games, and so they end up trying to cram every type of adventure into the format. (This is something I talk about in the Art of the Key: When you become a slave to your format instead of using the format and structure that’s appropriate for the specific content you’re creating it never ends well.)

There also seem to be some systemic problems with the specific execution of the format. These prominently include:

Keys. As discussed at length in my original review of Weird Discoveries, the Instant Adventure format uses Keys to highlight essential elements for the scenario — either some crucial item or clue without which the scenario cannot be resolved. But rather than simply include these Keys in the scenario, they are optionally coded into different scenes or locations using an icon which refers back to a table on a different page that describes what the Keys are.

The most immediate problem is that by putting literally the most crucial information on a different page, MCG fundamentally sabotages the entire concept of the central two page spread being the only thing you need to look at during play.

But the more insidious problem, as I’ve discovered, is that good scenario design is not in the generic; it is in the specific. Figuring out how information flows to the players during a mystery, for example, is a key difference between a good mystery scenario and a mediocre one. By genericizing the core elements of the scenario, the Instant Adventures format lends itself to mushy, generic scenarios that are, as a result, largely forgettable.

Bad Cartography: Inexplicably, many of the two-page spreads consist of sketchy, vague maps that have keyed content “associated” with them by having arrows pointing at semi-random locations on them. Strange Revelations is slightly better in this regard than Weird Discoveries, but it’s still frequently problematic. For example, here’s the map from one adventure paired with the graphical handout depicting what it’s supposedly mapping:

The Strange: Strange Revelations - Alien Spaceship Map

Confusing Graphical Handouts: This ties into another problem with the book. It includes 10 pages of pictorial handouts — referred to as “Show ‘Ems” — that are designed for the GM to hand to the players. I absolutely love pictorial handouts. The problem is that I would classify the majority of these as being functionally unusable. They do things like:

  • Depict things which don’t match the text of the adventure (like the spaceship above).
  • Include random characters who don’t appear in the text of the adventure. (Are they meant to be the PCs?)
  • Spoil surprises. (For example, there’s one scenario where the PCs are supposed to get attacked by bad guys after arriving onsite… except the Show ‘Em depicting the site shows the bad guys standing there waiting for the PCs. I ended up photoshopping them out in order to use the picture.)

To be fair, many of these problems have afflicted pictorial handouts since The Tomb of Horrors first pioneered the form. But I nevertheless remain disappointed every time I see these get fumbled (partly because I always get so excited at the prospect of it being done right).

GM Intrusion Misuse: For some reason, MCG’s Instant Adventures frequently describe scenario-crucial events as “GM Intrusions”. (Possibly because the format doesn’t include any other way to key this content in some cases?) The problem is that, in the Cypher System, players can use XP to negate GM Intrusions. (See The Art of GM Instrusions.) So what these scenarios basically end up saying is, “Offer your players the opportunity to spend 1 XP to NOT receive the clue they need to solve the mystery.”

Too Short: Probably the most significant problem, however, is when the struggle to cram material into the two page spread causes a scenario to come up short. Literally. There are simply too many examples of Instant Adventures that are supposed to fill an evening of gaming or a 4 hour convention slot which consist of only 3-4 brief scenes. For example, there’s a scenario in Strange Revelations which consists of:

  • Seeing a wall with a symbol spray-painted on it.
  • Talking to an NPC.
  • Talking to a second NPC.
  • Being ambushed by a single NPC.
  • A final fight vs. a single NPC.

Maybe your mileage varies. But for me, that might fill a couple hours of game play.

WHY YOU MIGHT STILL BUY IT

… if you’re a big fan of The Strange.

I’m not sure whether Strange Revelations suffers more regularly from these systemic failures than the scenarios in Weird Discoveries, or if I’ve just gotten more sensitive to these problems as a result of running face-first into them so many times. If it’s the former, I suspect it’s because Strange Revelations is so often struggling to force material that’s not really appropriate for the format into the format. Cordell does some very clever things trying to make the format work, but it’s clear that he’s got some really cool ideas for scenarios that are just being hamstrung by the necessity of making them work (or sort-of work) as Instant Adventures.

And it’s that “cool idea” factor that is why, ultimately, I found value in this book and suspect that you might find value, too: Above all else, Strange Revelations gives you 10 separate scenarios for $24.99 (or $10 in PDF). At as little as $1 per scenario, it can have a lot of rough edges and still be worth the effort sanding down the edges. At the moment it looks as if, with near certainty, I’ll be using at least 8-9 of these scenarios at my gaming table (with various amounts of tender loving care), and in my experience that’s a pretty good hit rate for a scenario anthology.

It’s just incredibly frustrating to see an idea with so much potential greatness as the Instant Adventures so consistently come up just short of achieving that greatness. It’s also frustrating to see that MCG has apparently decided to produce ALL of its scenario content in the form of Instant Adventures, which severely limits the scope of the scenario support they’re capable of offering for some absolutely fantastic games.

Bottom line for me: If Bruce R. Cordell offered another collection of 10 scenarios for The Strange, I would scarcely hesitate before dropping $10 on them.

Style: 4
Substance: 3

Author: Bruce R. Cordell
Publisher: Monte Cook Games
Print Cost: $24.99
PDF Cost: $9.99
Page Count: 96
ISBN: 978-1939979439

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