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Tagline: Life on Caprice is an incredibly strong book and absolutely essential to anyone interested in exploring a new world or keeping up on the cutting edge developments of the Heavy Gear universe. But behind its success there is a flaw — a flaw which must be corrected.

Heavy Gear: Life on Caprice - Dream Pod 9In 1995 Dream Pod 9 released the first edition of Heavy Gear. The game was set on the world of Terra Nova, a colony orbiting a distant star, in the cycle TN 1932 (6132 A.D.). The game consisted of two core books: The rulebook (containing both a roleplaying and a tactical system) and Life on Terra Nova (which described a setting of epic scope in copious and useful detail).

Over the next five years both of these books would see a much-improved second edition, and three additional volumes were also added to the core of the game: Crisis of Faith, Blood on the Wind, and Return to Cat’s Eye. Also known as “storyline books” these secondary core books would advance our knowledge of Terra Nova by nine cycles – taking us to TN 1941. Over the course of that time Terra Nova was wracked by an Interpolar War, and then suddenly faced with the knowledge that the fascist powers of Mother Earth were returning once more to conquer their world.

Confronted by this new threat, Terra Nova decided to respond in kind. At the end of Return to Cat’s Eye we learn that Terra Nova has launched a covert campaign against Caprice. Also known as the “Gate World”, Caprice has been subjugated by Terran forces, and represents the link between Earth and her “lost” colonies.

All of which opens the door to Life on Caprice: The most recent secondary core book for Heavy Gear and acting as the basic supplement describing the world of Caprice.

Life on Caprice, essentially, is the exact same type of book as Life on Terra Nova. This makes for a rather unique product – one which can be used as a supplement for existing Heavy Gear campaigns, or one which can be used as the basis for a whole campaign in its own right. Indeed, Life on Caprice comes so tantalizingly close to functioning as a completely separate entity from Life on Terra Nova that it becomes disappointing that the possibility was never realized.

First, let us understand that Life on Caprice is an incredibly strong product: Describing an alien world with startling precision and breadth. For those unfamiliar with the Heavy Gear universe, Caprice is a largely barren world – except for a deep trench gouged in the surface long ago where atmospheric pressure is high enough to support human life unaided. As a result, almost the entire population of the planet lives in Gomorrah – the city which chokes the trench from one end to the other with a population of 311 million. Colonized and controlled by corporations, the Capricians wage a silent battle against their Terran conquerors, who are using Caprice as a staging area for their invasions against the other colony worlds (including Terra Nova). While crafting an entire planet, the authors have not failed to provide all sorts of “gritty” detail that is immediately practical for the GM.

As I read through the book I literally began to seethe with the possibilities of adventure which are not only promised, but delivered. The aptest metaphor which occurred to me was that of a monument: Large and symbolic; yet also something real and tangible.

So let there be no doubt: Life on Caprice is a strong success that is an admirable addition to a wonderful game line.

Where it fails, however, is in the details. It is here, between the realm of the successes it achieves and the successes it should have achieved that Life on Caprice finds its strengths being chipped and whittled away.

For simplicity, let us compare Life on Caprice to Life on Terra Nova. Life on Terra Nova gives coverage to every single city-state and important settlement on the face of Terra Nova – a grand total of 80 different communities. The closest analogy to these on Caprice are the “Hubs” of Gomorrah – each of which is large enough to be a city in its own right. There are 72 of these on Caprice, but Life on Caprice only describes 11 of them. Thus, where Terra Nova was given a dynamic breadth which made the world seem to come to life even as you read through the book, all the facets of Caprician life become oddly focused through the one seventh of the planet’s Hubs which are actually described. When a character’s haunts are mentioned, they are always in these hubs. When a location is described, it is always within these hubs. When an important historical event took place, it is always within these hubs.

In the historical section in Life on Terra Nova we are told of Amanda Miyagama – important because she was the key player in establishing the Caprician Corporate Executive (CCE), a body which continues to function as Caprice’s government to this day. Why, then, is she not even mentioned in Life on Caprice?

In Life on Terra Nova dozens of influential people are described to us. In Life on Caprice we are given only 7 NPCs. Only four corporations. Only three Liberati clans. Again and again and again Life on Caprice finds itself damned not because it fails to give, but because it fails to give as much as we’ve come to expect from Dream Pod 9. Terra Nova seemed to have a legitimate life of its own, but that sense of life is lost in the all-too-narrow focus of Life on Caprice. Lang Regina is described in Life on Terra Nova because she is an important part of Terra Novan life; the fact that she ends up playing a major part in the peace effort following the Interpolar War seems to be simply a result of part in Terra Novan life that she plays. Qaid Henault, Captain of the Princess, on the other hand, is described in Life on Caprice because he plays a major role in the Black Talon program (which is, in turn, a major part of the Heavy Gear metaplot). Instead of feeling like a world which just happens to be involved in an interesting period in history, Caprice is described as a place whose primary function is be involved in the evolving metaplot.

I recently wrote (and feel compelled to repeat) that being truly excellent is a double-edged sword: On the one hand, of course, you’re excellent – and that comes with a lot of perks. On the other hand, though, you have set yourself a very high standard indeed – and a failure in the details suddenly becomes a notable offense.

And it is in the details that Life on Caprice fails; and it is in the details that Life on Caprice disappoints. On the larger scale I rejoice, because Life on Caprice is a success there. On this smaller, but no less important scale, though, I am depressed – because Life on Caprice could’ve, and should’ve, been so much more.

Consider this a message to Dream Pod 9: The 96 page books have failed. In producing books of this length you have been forced to sacrifice the fine hair’s breadth difference between being merely good and truly excellent. The true problem, though, lies in the next level: Left unchecked these problems will begin to cascade across the product line – information that was left uncovered in Life on Caprice will now have to be picked up in supplements further down the line. In turn, those supplements will be forced to sacrifice information in turn. Slowly, but surely, the shorter formats will increasingly weaken all of Dream Pod 9’s books.

By all means: Buy Life on Caprice. It is an incredibly strong book, and absolutely essential to anyone interested in exploring a new world or keeping up on the cutting edge developments of the Heavy Gear universe. But behind its success there is a flaw – a flaw which must be corrected.

Thanks are extended to M. Ramirez, Jeremy T. Fox, and Derek Guder for feedback during the process of writing this review.

Style: 4
Substance: 4

Author: Lucien Soulban (with Stuart Elle, Chris Hartford, Auden Reiter, and Marc-Alexandre Vezina)
Company/Publisher: Dream Pod 9
Cost: $18.95
Page Count: 96
ISBN: 1-896776-66-3

Originally Posted: 2000/07/07

The weak Canadian dollar in the late ’90s did really serious damage to both the Heavy Gear and Jovian Chronicles product lines. They had originally featured 148 and 160 page sourcebooks. When these were reduced to 96 pages and, later, 80 pages (literally chopping the books in half) the quality of the material necessarily suffered in what quickly became a cascading catastrophe (with the weaknesses of one sourcebook spilling over onto the next).

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Hapgood – Closing Weekend!

April 30th, 2015

Hapgood by Tom Stoppard - Directed by Justin Alexander

The amazingly awesome production of Hapgood that I directed is closing this weekend! You have just three more opportunities to catch Tom Stoppard’s beautiful blending of Cold War spy drama with Feynman-esque quantum mechanics!

Thursday 4/30, 7:30pm

Friday 5/1, 7:30pm (talkback after the show)

Saturday 5/2, 7:30pm

Facebook EventReserve Tickets!

Hapgood by Tom Stoppard - Directed by Justin Alexander

One of the two main plots in The Merchant of Venice, of course, revolves around the pound of flesh which Anthonio forfeits to Shylock when he fails to repay his bond. Although an Italian collection of stories entitled Il Pecorone is usually cited as the primary source of this plot (insofar as it most closely resembles the story in Shakespeare’s play), the truth is that there were dozens of variations of this story to be found and it’s likely that Shakespeare was familiar (or at least acquainted) with several of them. (There are even versions in which it is the Christian who is attempting to claim a pound of flesh from the Jew.)

One of these stories is Alexander Silvayn’s The Orator, which shares certain turns of phrase with The Merchant of Venice and contains one particular passage which highlights a potentially revealing continuity glitch in the play:

Neither am I to take that which he oweth me, but he is to deliver it me. And especially because no man knoweth better than he where the same may be spared to the least hurt of his person, for I might take it in such a place as he might thereby happen to lose his life. What a matter were it then if I should cut off his privy member, supposing that the same would altogether weigh a just pound?

Combined with the fact that Elizabethan playwrights often used “flesh” as a pun for “penis” (Shakespeare does it multiple times in Romeo & Juliet, for example), it certainly raises the question of exactly what Shylock means when he says “an equal pound of your fair flesh to be cut off and taken in what part of your body pleaseth me” (Act 1, Scene 3). The sexual pun that also evokes the castration imagery of circumcision certainly isn’t a slam dunk from a textual standpoint, but it is a legitimate option.

Of course, by the trial scene the nature of the bond has transformed. Instead of being taken from “what part of your body pleaseth me”, Portia describes the bond as allowing “a pound of flesh to be by him cut off nearest the merchant’s heart”.

This sort of continuity glitch is far from unusual in Shakespeare’s plays. (In fact, strict continuity is a modern bugaboo that Shakespeare often ignored in favor of the immediate needs of dramatic effectiveness.) But this particular glitch may be deliberate.

One of the key distinctions drawn between Jews and Christians by Elizabethan theologians focused, perhaps unsurprisingly, on the matter of circumcision. While the Jews believed in a physical circumcision marking their covenant with God, the Christians made a metaphorical circumcision of their hearts (as described by Paul). Thus, by shifting the pound of flesh from Anthonio’s “privy member” to his Christian heart, Shakespeare is shifting from one sort of circumcision to the other. More than that, Shylock’s surgery takes a metaphorical Christian ritual and turns it into a literal Jewish ritual, while simultaneously allowing him to take from Anthonio the very thing which makes him Christian. (Consider, too, that Anthonio in this same scene is given a long speech explicitly calling out the hardness of Shylock’s “Jewish heart”, emphasizing this Elizabethan distinction between Jew and Christian.)

The ritualized nature of Shylock’s intended murder of Anthonio is now obvious. What’s particularly compelling about it, however, is that it is ritualized through the legal system; i.e., through the system of laws which defines the nation. In combination with the religious elements inherent in the circumcision imagery, Shakespeare successfully unifies all of the societal disruptions personified by “the Jew” in Elizabethan consciousness into the Jewish boogeyman of ritualized murder.

The poetic justice of Shylock’s punishment also becomes clear as the full importance of the “pound of flesh” is revealed. Shylock’s forced conversion is often viewed by modern readers and commentators as a needless cruelty, and its harshness is not tempered when one learns that it is a creation unique to Shakespeare’s version of the story. But Shylock was not threatening merely Anthonio’s life; he was threatening to take from him his Christianity. In the giving of justice, therefore, it lies with Anthonio to now “better the instruction” (in Shylock’s words) and “hoist him by his own petard” (in Hamlet’s). As Shylock tried to unmake Anthonio as a Christian, so his punishment is to be unmade as a Jew.

Originally posted on December 4th, 2010.

Tagline: Strong potential makes this product that you might want to take a look at; but the execution leaves much to be desired.

Vampire: The Dark Ages - Fountains of Bright Crimson - White WolfIn the year 1099 the First Crusaders came to the gates of the holy city of Jerusalem. They were surprised by the lack of resistance with which they had been met, but as they entered the city they were seized by a strange and furious madness. In their rage they began to slaughter the townspeople. For weeks the streets ran red, and their bloodlust did not stop until every man, woman, and child who lived within the city had been cut down.

That much is true. It is a recorded event of history and – as the authors of this book say – the historical butchers who committed these savage deeds needed no mystical fiends to drive them to this… They brought their own monsters with them.

But in the world of Vampire: The Dark Age these events took an ominous turn: As Jerusalem clotted on its own blood, crimson streams ran down into the secret caverns beneath the city… and its scent reached even the ancient burial place of Malkav. The Antediluvian stirred in his sleep, and reached out with his mind – driving the Crusaders to ever more bloody deeds, but also corrupting the minds of the Cainites who had come with them. As the Weeks of Blood (as they were known) came to an end, not a single vampire who had accompanied the Crusaders remained in the ancient city… they had vanished without a trace.

Now it is a hundred years later, in the year 1197… and mad Cainites screaming of blood have emerged from the catacombs, while the fountains of Jerusalem run crimson. Malkav stirs in his sleep once more, and the city of Jerusalem hangs in the balance.

FOUNTAINS OF BRIGHT CRIMSON

Perhaps you won’t agree with me, but I think that’s an absolutely fantastic premise for an adventure. The author has found a historical event which resonates with themes of the occult, and then mixed it seamlessly into the mythology which has been crafted around Vampire: The Dark Age.

Unfortunately, from this point out, the adventure deteriorates rapidly. To sum up the plot quickly: The PCs are approached by Bernardus, who is concerned with recent acts of infernalism. He tricks the PCs into killing diablerist Tremere, and then uses that to blackmail them into investigating the appearance of a raving mad Cainite wearing the livery of the First Crusaders. After investigating the PCs will discover that this Cainite, along with four others, were inhabited by shards of Malkav’s spirit. Unless they can free them properly, Malkav will wake and Jerusalem will be plunged into blood once more. Meanwhile, a vengeful Muslim Cainite is pursuing these Crusaders in a quest of vengeance for their acts of murder a century ago; and the local Baali are trying to pry from them the location of Malkav’s body for their own nefarious purposes. Eventually, though, everything turns out okay in the end.

For starters, this is a rather weak delivery on the promises of an adventure of epic scope. The actual consequences of Malkav’s awakening are totally left in the hands of the GM and are only supposed to come into effect if the PCs utterly fail in their mission. Thus the richest tones of mythological possibility are left untapped, as is any sense of true urgency in the PCs actions.

But that just begins to scratch the surface of where this adventure falls down flat…

PLOT AS STRAIGHT AS A HIGHWAY IN ARIZONA

For starters, this adventure is so linear it makes my teeth cringe. And to make matters worse, there’s no way I could keep a group of PCs on this railroad track, even if I wanted to. Repeatedly the author puts the hypothetical player group into a situation where all common sense tells them to go one direction, and then simply tells the GM that the players “have no choice” but to do something completely different.

For example: The PCs are summoned to Jerusalem by Bernardus for the fake mission of hunting down infernalists. The author notes that “it should be obvious that the whole thing is a poorly-conceived ruse”; but then tells us that the PCs will want to help Bernardus anyway because “they risk the possibility of demonic powers destroying the most sacred city on earth – while they’re standing in the middle of it”. Admittedly, if my PCs actually believed there were infernalists (weak assumption if they already suspect Bernardus is lying) and they were good guys (another assumption) then it’s conceivable they might decide to hang around. Otherwise it’s far more likely they’re just going to take off.

For example: At another point in the adventure the only reason the PCs can’t just pick up and leave is because they’ve been tricked into killing the Tremere. Even though there are no witnesses, the PCs have to stay, because they are “in too deep.” Garbage! The most logical course of action for the PCs at this point is not to go back to Bernardus and subject themselves to blackmail (as the author instructs us to encourage them to do), but to get the hell out of town.

For example: At several points in the adventure the skill checks of NPCs are predetermined to fail.

For example: At one point in the adventure the PCs need to cross an underground river. If the fall into the river, we are told that they are automatically swept away and may (if they’re lucky) reappear thousands of miles outside of Jerusalem where the river emerges into the light of day. Then, later on in the exact same scene, an NPC is allowed to jump into the river and re-emerge at his leisure whenever he feels like it.

For example: At one point the PCs are, I swear to god, given the blood Malkav with absolutely no strings attached. The blood is described as having wondrous powers, and is necessary to complete the adventure the way it is written. Yet again, though, I am struck by the fact that the PCs have absolutely no connection to this adventure at all – and therefore their most logical course of action at this point is to skip town with this amazing gift they have been given.

For example: The entire middle of the adventure consists of the PCs randomly visiting places which, for the most part, they have absolutely no reason to visit.

INCONSISTENCIES

The lack of logic doesn’t end with the means by which the GM is supposed to keep the PCs wandering down the path which has been laid for them: The world itself is apparently rendered in a Matrix plagued with software glitches.

For example: Bernardus, who is supposed to trick the PCs into believing a string of absolutely absurd lies, is described as “guileless” in his character description. Huh?

For example: A large part of the adventure takes place beneath the surface of Jerusalem… but if the PCs go “too far” in their explorations of the caverns they will automatically become lost and never be seen again.

For example: Unless the PCs follow a very particular and specific course through the adventure, they will only encounter the Muslim Cainite assassin once – and then he will never be seen again (even though he is supposed to be the primary opponent of the PCs during the course of the adventure). However, if the PCs do follow that particular course of action there is a good chance that the Muslim Cainite assassin will successfully kill the one and only link they have to the end of the adventure.

FINALLY…

There’s a degree of false advertising involved in this product. Although repeatedly described as a “standalone” product (separate from Jerusalem at Night and other Vampire: The Dark Ages supplements), at several points in the text important NPCs are referenced merely in the form of names – without any supporting detail. Either this is a crucial design flaw, or these NPCs are described elsewhere in the product line.

CONCLUSION

The basic concepts on which Fountains of Bright Crimson are incredibly powerful – and might well be worth $8 just to take a peek at. However, to successfully use this adventure would require some extensive fixes – and to successfully use the concept to its full potential would require a massive restructuring. This one doesn’t come recommended from me.

Style: 3
Substance: 1

Author: Ree Soesbee
Company/Publisher: White Wolf
Cost: $7.95
Page Count: 32
ISBN: 1-56504-270-0

Originally Posted: 1999/10/23

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Hagpood by Tom Stoppard - Question Session with Red Current

RedCurrent has posted an interview with me discussing Hapgood, the play by Tom Stoppard that I just finished directing for Six Elements Theater. Check it out!

Then you can come check out the show. There’s a performance tonight, a matinee tomorrow, and three more shows next weekend:

Saturday 4/25 7:30pm

Sunday 4/26, 3:00pm (talkback)

Thursday 4/30, 7:30pm

Friday 5/1. 7:30pm (talkback)

Saturday, 5/2, 7:30pm

Facebook EventReserve Tickets!

Note the talkback performances: I’ll be in attendance for those and the joining the cast afterwards for a Q&A session.

Hapgood by Tom Stoppard - Directed by Justin Alexander

I’ll be seeing you…

 


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