The Alexandrian

Tagline: A resource almost any GM of Sailor Moon should make every effort to get their hands on.

Sailor Moon: The Complete Book of Yoma, Volume 1 - Guardians of OrderThe Complete Book of Yoma: Volume 1 is the seventh Guardians of Order book I’ve reviewed for RPGNet (Big Eyes, Small Mouth; Big Robots, Cool Starships; The Sailor Moon Roleplaying Game and Resource Book; and the three Sailor Moon Character Diaries being the others). I continue to be impressed with their efforts, as the company steadily makes it way closer and closer to a hallowed inclusion on my “buy everything these guys do” list. The Complete Book of Yoma is a resource almost any GM of the Sailor Moon roleplaying game should make an effort to get their hands on.

WHAT’S IN THIS BOOK?

The Complete Book of Yoma basically has four primary features (in my mind, anyway):

COLOR SECTION: Let’s start with the glitz and the flash: In the center of the book you’ll find an eight page, full-color section printed on glossy paper. This section, like the plentiful use of art throughout the rest of the book, illustrates (yet again) the huge advantage which Guardians of Order has here: After all, if you’ve got a couple hundred animation stills to choose from, you can (and they do) provide four or five pictures of every single monster in the book without a second thought … because you’re not stuck having to pay the artists.

YOMA: The core of the book, of course, are the yoma themselves. I discuss these in a bit more detail below. (For those of you wondering, at this point, what the hell a “yoma” is, the answer can be found there.)

HOW TO USE YOMA: The first section of the book deals with how to handle the yoma in your campaign. A solid resource, it succinctly sums up the basic foundation on which these creatures exist – summarizing the standard formulas of the television show (and how to break them to make a better roleplaying campaign); who controls yoma and how; where yoma come from; general cosmology… the whole nine yards. The best part of this section, in my opinion, are the charts which statistically break down the yoma – by who controls them, what attacks destroyed them on the TV series, their type, and their gender.

RANDOM YOMA: This is actually a part of the first section of the book, but I’m spinning it off into its own section because I really liked it. Basically, Lindsey Ginou realizes that the yoma can be broadly classified in various ways (for example, there are the yoma who “charm people”). Thus you can, effectively, chart these – and once you’ve got the charts you might as well throw in some probability tables and get yourself some randomized yoma. The resulting charts can be used to actually randomly generate a yoma – or you can use the charts as a quick reference for designing your own basic yoma packages.

THE YOMA

Anyone with even a minimal amount of exposure to Sailor Moon will know that the basic structure of any given episode is simple: Sailor Moon and the Sailor Scouts face down a nasty magical creature. They are nearly defeated, but in the end they find the yoma’s weakness and defeat it. There’s also an arc structure to each season of the show (for example, during the entire course of the first season the Sailor Scouts are facing off against Queen Beryl.

So what’s a yoma? “Yoma” translates, roughly, in to English as “monster”. The Complete Book of Yoma: Volume 1 assembles and presents every single monster which the Sailor Scouts face down during the first two seasons of the show. (This includes the Cardians and the Droids, who are not, strictly speaking, yoma. But that’s just a technical distinction, and not all that important.)

Each yoma is given a full page description, and are arranged in the order they appear in the television series (thus the yoma from episode one appears first; the yoma from episode two appears second; and so forth).

Each yoma is described with: Their English and Japanese names, the name of the episode(s) they appeared in (English, Japanese, and translated Japanese), their type (defined in the introductory material), their master (who sent them), who defeated them in the show, and their final fate on the show.

Additionally, more lengthy passages are given describing their physical appearance, the significant events of their appearance(s), various points of interest, and (of course) their actual stats.

In case you missed it: With this information you (of course) get a standard monster manual entry for every yoma, but you also get a strategy section on how they can be defeated, and also adventure hooks on how to design a story around them.

A great deal of care has gone into constructing the yoma so that they behave exactly as they do in the television series. Using the rules of the Sailor Moon roleplaying game and the stats as they are provided, you can recreate the events of the television series exactly as they appeared on the screen. Guaranteed. Nothing is more frustrating than picking up a licensed RPG only to discover that you can’t create characters who can do the same things the characters the license is based on. No such problem here.

CONCLUSION

Having read this book, I really can’t imagine running a Sailor Moon campaign without it. At the end of the day it does precisely what every supplement should do: It helps you run the game, without being absolutely necessary.

In other words: Sure, you can run Sailor Moon without owning this book. There is absolutely nothing here that you cannot create yourself using the core rulebook. But The Complete Book of Yoma makes you ask a simple question:

Why would you want to?

And that’s why you should buy it.

Style: 4
Substance: 4

Author: Lindsey Ginou
Company/Publisher: Guardians of Order
Cost: $17.95
Page Count: 90
ISBN: 1-894525-00-0

Originally Posted: 2000/04/06

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

Star Trek: Voyager

The writing is really bad.

This is the biggest problem. Voyager regularly deals up truly horrendous episodes at a pace roughly equivalent to the Original Series, but it doesn’t surround those episodes with the highs of TOS (which produced some of the best episodes of television ever made).

The acting on the show is also incredibly problematic. There are several performers who are just flat-out terrible. Others are crippled by the bad writing. The cast notably lacks the stellar talents like Shatner and Stewart: The best actor on the show is Robert Picardo, but it’s really difficult to run a show out of sickbay. (Which is why most of the series’ best moments come after the Doctor gets a portable holo-emitter and Jeri Ryan joins the cast.)

Coming back to the writing, though, we can also note that the writer’s room was burned out: The same basic team had produced hundreds of episodes of Star Trek at this point and they were just running out of ideas. There’s a lot of rehashed Trek fan-fiction taking the place of original science fiction ideas. (And if you peek behind the scenes, you’ll discover a surprisingly large number of rejected scripts from other series getting dumped into Voyager.)

Finally, the show embraced ideologies that were curiously antithetical to a lot of the futurism that the franchise had previously fanfared. For example, “Measure of a Man” is one of the most celebrated episodes in all of Trek, so it was weird to see so many episodes of Voyager endorsing Janeway’s position that the Doctor (and other forms of artificial life) weren’t actually sentient beings. Voyager is also where the Prime Directive reached bat-shit insanity.

What might have saved the show would have been to embrace the long-running story arc with meaningful continuity that its premise inherently promised. But meddling from above repeatedly prevented that from happening.

Nail in the coffin: The entire series hinges on Voyager being stranded in the Delta Quadrant. The writers accomplished that by making Janeway an asshole; misinterpreting the Prime Directive; and then executing a plan that makes no sense. (Put your bombs on a timer!) The entire series got off on the wrong foot and was based, ultimately, on some really stupid writing.

Self-Driving Car

I want a self-driving car so badly it hurts.

But there’s one frequent claim I often see from proponents of self-driving cars: That they’ll usher in an era of autonomous taxis which will cause the personal ownership of automobiles to drop off a cliff.

That’s possible. But I think it very unlikely. I think we’ll see a dramatic increase in the number of single-car families, but it won’t be because they’re ordering autonomous taxis (although they may from time to time). It will be because they’re able to time-share a single vehicle without needing to physically be in the same place.

The argument for autonomous taxis and the abandonment of personal vehicle ownership hinges on the appealingly simplistic vision of “cars waiting in parking lots”. Since each of us only need our cars for a narrow slice of each day, it would make more sense to essentially share vehicle time with other people. The economic logic of this will mean that using autonomous taxis will be so much cheaper than owning a vehicle that people won’t do it.

What this analysis ignores, unfortunately, is that a significant majority of vehicles are used to commute to and from work. And the majority of those commutes happen at the same time for the vast majority of people. The fleet size required to support those commuting needs will be large enough that the businesses involved won’t see any substantial economy from the communal model, which means the costs won’t be significantly lowered compared to owning your own vehicle.

If you’re looking for what the tack-on effects of autonomous vehicles will be, my prediction is the second great suburban sprawl: When commuting means napping or watching TV or reading or working or otherwise being entertained/productive, the commuting times people will be willing to accept will increase significantly. That’ll push development further out from the city centers.

 

As with the other ASR scripts prepared for the Complete Readings of William Shakespeare, the full script presents the complete play. The conflated script, on the other hand, is what we use in actual performance. The conflated script is uncut, but does contain the role conflation which allows us to perform plays which have 30-50 roles with casts of 10-15 actors.

MERCHANT OF VENICE – FULL SCRIPT

MERCHANT OF VENICE – CONFLATED SCRIPT

The textual history of The Merchant of Venice, while paling in comparison to the tangle of Hamlet, is nevertheless something of a muddle. The confusion in this case arises almost entirely from the relationship between the First Quarto and Second Quarto of the play, both of which, according to the title pages, were printed in 1600:

Editors studying both of these quartos noted that the text we now refer to as the Second Quarto (Q2) appeared to be a superior text in that it corrected several errors found in the First Quarto (Q1). Two theories were postulated to explain the relationship between the texts: First, that Q1 was published first and, when the book went back to press for Q2, errors were corrected. (Possibly a fresh print run was ordered because of the errors.) Second, that Q2 was published first and, when it sold out, a new print run was either hastily ordered, typeset from Q2, or both (introducing fresh errors).

(In order to maximize the confusion, the Q2 -> Q1 version of the theory proved most popular and so, for a very long time, the texts were actually referred to using the opposite numbers: The text we now refer to as Q1 was called Q2; the text we now refer to as Q1 was Q2.)

As it happens, neither of these theories were true.

The truth was ferreted out in the early 20th century by Alfred W. Pollard, W.W. Greg, and William J. Neidig. In 1619, the publishers William Jaggard and Thomas Pavier printed new editions of 10 Shakespeare plays. For reasons which are not entirely clear, but which probably have a lot to do with the fact that they didn’t actually have legal right to publish all of these plays, Jaggard and Pavier printed many of these books with false title sheets claiming earlier publication dates and different publishers.

You can see where this is going: The Q2 of The Merchant of Venice was, in fact, one of the books published as part of the “False Folio” or “Pavier Quartos” (as these volumes have come to be known).

Once the truth came out, the textual history of The Merchant of Venice became a lot easier to figure out: Q1 had been published in 1600 (from either an authorial draft or a scribal copy); Q2 had been published in 1619 (from Q1); and the First Folio text had been published in 1623 (most likely from Q1, but including additional stage directions suggesting the copy may have been used as a theatrical prompt book).

LEGACY OF THE PAVIER QUARTOS

Intriguingly, the Pavier Quartos may have been responsible for the First Folio getting published. William Jaggard, responsible for printing the Pavier Quartos, was contracted just two years later to begin work on the folio. But why would you select a printer who had just attempted (or succeeded?) in pirating Shakespeare’s work?

Possibly because Jaggard had one of the few print shops capable of handling a book of the First Folio’s size. But also possibly because people who wanted to see Shakespeare’s works back in print didn’t care if Jaggard was ripping off somebody who owned the printing rights to a play but hadn’t done anything with it for nearly two decades. (For example, J. Heyes owned the printing rights to The Merchant of Venice… but it hadn’t been reprinted since 1600.)

The Pavier Quartos were also likely the first attempt to publish a collected edition of Shakespeare’s work. (One theory is that the works were released as separate volumes only after the project collapsed. All of the title sheets, for example, were printed at the same time.) Although Ben Jonson’s complete works had been published as a folio volume in 1616, attempts to collect the works of other playwrights had failed (and would continue to fail until Shakespeare’s First Folio was published in 1623). In fact, it may have been the exact same people coordinating both attempts.

Or even if that isn’t true, the publication efforts around the Pavier Quartos did have the effect of concentrating the printing rights of many Shakespeare plays into Jaggard’s control. Without that first step, the final collection of printing rights which allowed the First Folio to exist at all might not have been possible.

The truth is that we will probably never have the facts necessary to untangle what, exactly, was going on in 1619. But the few documentary trails which remain paint a delightfully convoluted picture of intrigue, conspiracy, and literary piracy.

LEGACY OF THE MOBY SHAKESPEARE

The muddled textual history of The Merchant of Venice, however, does highlight a modern oddity of Shakespeare’s plays.

If you search the internet for a Shakespeare play, you’ll find versions of it scattered around on hundreds of different sites. But virtually all of these texts are derived from the Moby Shakespeare.

The Moby Project is a collection of public domain lexical resources, many of which are now mirrored by Project Gutenberg. In 1995, the Moby Project released an ASCII text version of the Complete Works of William Shakespeare. This text, in turn, was derived from the 1866 Globe Shakespeare. The Globe Shakespeare was selected because (a) it was in the public domain and (b) it served as a standard reference document for Shakespearean studies for more than 100 years due to its immense popularity. (For example, its line numbering was used by the Norton Facsimile Edition of the plays, which means it’s still the standard line numbering used in virtually all scholastic papers.)

But the Globe Shakespeare naturally couldn’t benefit from any of the advances in scholastic techniques or bibliographic knowledge in the 150 years since it was published. And therefore the Moby Shakespeare didn’t benefit from them. And because the Moby Shakespeare is now all-pervasive on the internet, it’s having the interesting effect of rolling back decades of scholastic research.

Take The Merchant of Venice, for example: When the Globe Shakespeare was published, it was believed that Q2 was the most accurate of the original source texts in representing Shakespeare’s original text. We now know beyond a shadow of a doubt that this isn’t true, but we don’t have time machines, so the Moby Shakespeare (based on the Globe Shakespeare based on Q2) is simply wrong.

SEE ALSO

TEXTUAL PRACTICES

Source Text: First Quarto (1600)

1. Emendations from First Folio in <diamond brackets>.
2. Original emendations in [square brackets].
3. Speech headings silently regularized.
4. Names which appear in ALL CAPITALS in stage directions have also been regularized.
5. Spelling has been modernized.
6. Punctuations has been silently emended (in minimalist fashion).
7. The characters of “Salanio”, “Solanio”, “Salarino”, and “Salerio” have been corrected and regularized.

Originally posted on December 1st, 2010.

Tagline: Power Kill questions some of the unspoken assumptions behind our entertainment in a pithy, biting, and utterly provocactive way.

Power Kill - John Tynes - Hogshead PublishingHogshead Publishing has, in my mind at least, successfully exploded without ever letting us hear the bang. As of this writing they are producing Warhammer Fantasy Roleplaying, SLA Industries, and the developing New Style line of RPGs (including Baron Munchausen, Puppetland, and Violence). If you haven’t heard of these, it is quite possible that you’ve been dead for the last two years.

(FYI: It’s March of 2000. Check with friends and families if you’re missing time. Besides temporary death, you may have also been abducted by aliens or the Illuminati or both. If this is the case, you’ve never heard of me, and I’ve never heard of you.)

But I digress.

POWER KILL

Unspoken assumptions. Unquestioned premises. Unexamined beliefs.

There are things we hold to be such basic truths that we never stop to ask ourselves why we believe them – or to entertain the conjecture that it might be possible to believe in a contrary point of view. Often this poses no problem, but every so often you’ll find yourself in a heated argument with someone and neither one of you will quite be able to figure out why the other one isn’t “seeing commonsense”. Nine times out of ten it’s because you and your opponent are working from different premises – premises so intrinsic to the way you think about life that you don’t even hesitate to consider them.

A common example: Almost everyone believes that “murder” is an immoral activity – and they do so at such a basic level that they never really stop to ask themselves why murder is immoral, or even what murder is. Often this doesn’t pose any problems (no one really wonders whether or not Charles Manson was a murderer), but at the points where common belief frays (for example, do soldiers commit murder in war?) conflicts can arise without either party ever realizing where the true dissent lies.

This concept of unexamined premises can crop up pretty much anywhere – not just in debates about moral absolutes. Which, for those of you who are thinking I’ve gone completely off my rocker, brings us around to John Tynes’ Power Kill.

Power Kill is a “roleplaying metagame”, designed as an extra “layer of ‘game’ that you add to whatever Normal Roleplaying Game (NRG) you are currently playing”. In three short, hard-hitting pages it is a pithy assessment and satire of some of the unexamined beliefs which go into your common roleplaying session.

Basically it works like this: Everyone creates a “Power Kill Character” (PKC). There are no rules associated with this – just pick a name, gender, “race”, and background for the PKC (the setting is modern day Earth). You then “play” Power Kill in brief sessions before and after your normal roleplaying session.

In the session before play the GM (known in Power Kill as the “Counselor”) asks a few probing questions of the character played in the “NRG”. For example, “How many times a month do you find yourself in genuinely life-threatening situations?” These are filed in the PKC’s patient record, and play begins.

In the closing session the player assumes the role of the PKC. The Counselor spends a few brief moments describing the events of the roleplaying session in it’s real world context. For example, if the game session consisted of going into a dungeon and killing all of the monsters, then the Counselor explains that PKCs entered a low-rent tenement building inhabited primarily by ethnic minorities. “Moving methodically from room to room, the PKCs murdered the residents and took readily portable valuables such as cash, illegal drugs, and jewelry.” Once this summary is completed, the Counselor will again ask the PKC the standard set of Power Kill questions.

The Counselor should then analyze the two sets of questionnaires – comparing the assumptions of the PKC with the assumptions of the NRG character. Evidence that the answers of the NRG are closer to the PKC than to the delusional NRG personality are a good sign – it indicates that the schizophrenic PKC is beginning to associate more closely with reality.

“If the PKC refuses to refute the character in the NRG, continued therapy is required. If the PKC refutes the NRG character, but the player does not refute the PKC, continued therapy is recommended but not required.”

WHAT SHOULD YOU THINK OF ALL THIS?

There are two common refrains to the reviews and discussions concerning Power Kill that I’ve seen:

1. That Tynes is “biting the hand that feeds him” by criticizing the roleplaying industry as it exists. Worse yet, that Tynes is a woeful hypocrite. After all, just look at Delta Green — isn’t that exactly the type of game he’s criticizing in Power Kill?

2. That Tynes’ analysis of the roleplaying industry is “right on” – that any conscionable member of the hobby should reform their game-playing style in accordance with Power Kill’s criticisms.

Both of these suffer, I think, from a basic misconception of what Tynes is attempting to accomplish with Power Kill. The work, in my opinion, functions at two distinct levels – one simple, one complex:

At its more basic level, Power Kill is a rather humorous satire of some of the more recent trends in the roleplaying industry. A mock serious tone, bizarre and unusual acronyms and titles for the common roles of GM and player – the whole nine yards.

At its more complex level, however, Power Kill is an elegant (and, to a certain extent, eloquent) attempt to rip away the unquestioned exterior of the premises we bring to the table with us every time we sit down to a session of roleplaying. Why do our forms of entertainment basically consist of various forms of “crime fantasies”? “What is the source of our FAE [Fun And Excitement] anyway?” Why do we do these things with our spare time?

As he says in the summary at the end of the game: “Power Kill is meant to suggest a few answers. Or at least, to ask a few questions.”

I don’t think Tynes is, necessarily, saying that what we do in a typical roleplaying session is wrong – I think he merely wants to make us aware of what we do in a typical roleplaying session. Is this really what we want to be doing? If so, why? If not, why not? And even if we like what we’re doing now, are there other options we haven’t tried?

Awhile back, on one of the many discussion lists I participate on, someone asked the group why we all loved the work of Tynes so much. What makes his stuff so special? There were many answers – “his talent”, “his evocative settings”, “immense creativity”, “he’s a genius”, etc. (all of which are true) – but after giving it some thought I responded with an answer something like this:

Tynes doesn’t just write roleplaying games, he understands them.

We had been recently discussing his unfinished Stargate RPG (the notes for which you can find on his website, Revland), and I blundered on to point out the way in which Tynes was instantly capable of spotting the gaming potential in the Stargate universe, to target that potential, and then begin to design a game around it which accented, highlighted, and improved upon that potential.

The original questioner then asked me how Tynes did this. At the time I thought about it, but I couldn’t come up with an answer. After re-reading Power Kill a few times, though, I think I’ve finally figured it out:

Tynes doesn’t have any unspoken assumptions when it comes to roleplaying games.

Ultimately, I believe, Tynes is very self-aware. He doesn’t just let himself assume something — he asks himself why he holds that assumption, whether it’s a good assumption, what strengths that assumption has, and what strengths other options have (and in what contexts those strengths would manifest themselves).

Let me give you an example: One of the quickest ways to start a fruitless flame war in a roleplaying discussion group is to say one of two things – “Diceless games aren’t really roleplaying!” or “Dice ruin storytelling!”

The reason this will lead to a fruitless flame war (even if the original statement is made in a non-provocative fashion, rather than the belligerent tones presented here) is that you will very quickly have the two sides of this argument (the pro-diceless and the pro-diced) square off against each other – neither one ever really asking themselves what the relative merits and weaknesses of the two mechanical options are.

The real truth – and the truth Tynes, I think, understands – is that neither side holds the ultimate truth. For some things, dice is the better option. For others, diceless. If you move beyond your simple belief that, for example, “diceless games aren’t really roleplaying” to the question of why you think dice are essential for roleplaying (usually dealing with making the experience a “game” or introducing the “random factor” into the equation) you’ve made a good deal of progress.

If you take the next step and ask yourself: What about games which don’t use dice – can’t we base a roleplaying game in those traditions, too? What about situations where randomness isn’t necessarily an important component (or even a situation where randomness would be a downright substandard choice)? Well, at that point you’re on the verge of making some important breakthroughs (Baron Munchausen, Puppetland, and Amber being some key examples of innovative designs which have come about by such questioning).

I’ve been discussing rule systems, but this applies equally to world building, plotting, adventure design, character design, and pretty much anything else. You just have to learn to ask the right questions.

And I think, at the end of the day, that’s what the message of Power Kill really is: Asking the right questions, and seeing where the answers take you.

Or, at least, that’s the conclusion it’s questions took me to. Your answers might lead you somewhere else entirely.

Which is the whole point.

Style: 4
Substance: 4

Author: John Tynes
Company/Publisher: Hogshead Publishing, Ltd.
Cost: $5.95
Page Count: n/a
ISBN: 1-899749-20-9

Originally Posted: 1999/10/23

[ Note: Power Kill is packaged back-to-back with Tynes’ Puppetland game. Rather than do both games the disservice of attempting to review them together, I am instead going to review them separately. The page count listed for Power Kill is for Power Kill alone; the price is the cost of both games together. The review of Puppetland can be found here. ]

It was really fascinating re-reading this review nearly 15 years after I wrote it. There’s that section in the middle of it where I’m struggling to express the insight I had about Tynes’ fan-brewed Stargate game: Add ten years to those thoughts and you get my (hopefully much clearer and more useful) series discussing Game Structures.

Upon further consideration, I’m forced to conclude that this is probably one of the five best reviews I ever wrote. (Although that feels like a bit of a cheat because so much of it was prompted by the superb quality of Tynes’ work.)

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

 

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