The Alexandrian

Archive for the ‘Comics’ category

Re: Graphic Novel Collections

September 15th, 2024

Ultimate Spider-Man - Marvel Comics

Ultimate Spider-Man is really fun and delightful. I just finished reading Volume 1. You should check it out!

Let us now consider, for just a moment, a list of Ultimate Spider-Man collections that, with two exceptions (marked with an asterisk), are, as far as I can tell, currently in print:

Ultimate Spider-Man – Volume 1
Ultimate Comics Spider-Man – Volume 1
Ultimate Spider-Man – Volume 1
Ultimate Spider-Man – Volume 1
Ultimate Spider-Man – Volume 1*
Ultimate Spider-Man Ultimate Collection – Volume 1
Ultimate Spider-Man Collection*
Ultimate Spider-Man – Volume 1
Ultimate Spider-Man – Volume 1

Oh dear.

AN EXPLANATION

Let me see if I can explain this list.

Ultimate Spider-Man – Volume 1: This softcover collects the beginning of Brian Michael Bendis’ prodigious run on the book, collecting Vol. 1, Issues #1-7. All of the collections listed below are also written by Bendis (with one exception, which will be noted).

This softcover series continues with numbered volumes to Ultimate Spider-Man – Volume 22: Ultimatum (which, in some editions, is unnumbered). To continue the story you will then need to pop over to Ultimatum: Requiem.

Utimate Comics Spider-Man – Volume 1: This is the 23rd volume. It collects the first issues of Ultimate Spider-Man, Vol. 2, which was relaunched with a new #1 (but would later revert to the original numbering).

Ultimate Spider-Man – Volume 1: This is the 28th volume. It collects Ultimate Comics Spider-Man, Vol. 1 (which relaunched with a new #1 starring Miles Morales).

Yes, the collection called Ultimate Comics Spider-Man collects Ultimate Spider-Man, while the collection called Ultimate Spider-Man collects Ultimate Comics Spider-Man.

No, I’m not making this up.

If you follow this set of collections to its end, however, you’ll have a complete set of Bendis’ Ultimate Spider-Man comics.

However, this list does not include…

Ultimate Spider-Man – Volume 1: A hardcover edition of the original run, but it collects #1-13 instead of #1-7.

Ultimate Spider-Man – Volume 1*: A hardcover edition of the original run, but it collects #1-7.

Ultimate Spider-Man Ultimate Collection – Volume 1: A softcover edition of the original run, collecting #1-13.

Ultimate Spider-Man Collection*: An exclusive hardcover sold by Barnes & Noble, collecting #1-39.

Ultimate Spider-Man – Volume 1: An omnibus edition collecting #1-39.

Ultimate Spider-Man – Volume 1: This collects Vol. 3 #1-6, a new series by Jonathan Hickman with a completely different version of the character. (This is the one I was recommending above, although Bendis’ series is also excellent and well worth reading if you haven’t.)

A REFLECTION

Every so often, while digging through yet another Marvel/DC reading list to unravel the arcane lore of which book I need to read next and frantically cross-referencing ISBN numbers in a futile effort to make sure I’m not getting the wrong Wonder Woman (Volume 3), I imagine what it would be like if other series did this.

C.S. Lewis, writing the sixth Narnia book circa 1955 and thinking to himself, “This book also involves a lion, a witch, and the origin of the wardrobe. So let’s just call it The Lion, the Witch, and the Wardrobe again!”

And, of course, who can forget J.R.R. Tolkien’s legendary The Hobbit, which is the sequel to The Hobbit and also Volume 1 of The Lord of the Rings? (I don’t even know why you’re complaining about this! A real fan would obviously recognize that it’s about a completely different hobbit!)

Andy Weir is pleased to announce The Martian, the new book in the award-winning trilogy which began with The Martian and will conclude with The Martian.

Of course, I say this, but it’s not just Marvel and DC, right? They’re just the most cancerous examples. We’ve begun seeing this creep into other media, too: Tomb Raider. God of War. Halloween. Scream. Weezer albums titled Weezer.

It seems to be creeping into everything, doesn’t it? And is it a coincidence that so much of this is corporate-owned IP? Is it meant to baffle and confuse us? To reduce creation to consumption? To anonymize creators into a mass of undifferentiated product?

Of course, it feels like reboots, remakes, and re-adaptations aren’t the same thing, but it’s also true that when I say The Maltese Falcon, the film you’re thinking of almost certainly isn’t the original film adaptation.

And then there’s Shakespeare’s King Lear, the multiple editions of which I won’t be able to explain without multiple flowcharts and a 90-minute presentation.

But, honestly, I just want to read The Ultimate Spider-Man. (No, not that one. The other one.) And it just feels like it shouldn’t be this hard.

Captain Kirk, Padme Amidala, Captain America

If you’re a geek older than forty, one of the tough/weird adjustments you’ve had to make in your life is that there was a point where you could reasonably expect to at least sample every significant geek media release…

… and then you couldn’t.

In the ‘90s, for example, I could reasonably expect to watch every science fiction TV show and play every geeky board game.

Today you could dedicate every waking moment of your life and you still wouldn’t be able to do either of those things.

And this extends to movies, roleplaying games, video games… All of it.

At first you think, “I’m just getting old. If I was still young, I could stay on top of all this.”

But that ain’t it.

I lived through the transitions from “there are three channels on your dial” to cable television to the modern fire hydrant of content. Having a local channel become a Fox affiliate — a fourth network! whoa! — was a significant event in my life.

We talk about the “last Renaissance man” — the point at which it was no longer possible for a single person to meaningfully master all fields of human study. In the last forty years, we’ve passed a similar threshold in media.

Looking back across that watershed, an important thing to understand is that, because it was possible, there was a cultural pressure to actually do it. To be part of the geek scene, you needed to know — wanted to know! — the shibboleths.

Pre-1970ish, SF fans could read every major SF novel.

Pre-2005ish, SF fans could watch every major SF TV series.

But, like the proverbial lobster, we have been imperceptibly transitioned into a reality where that’s NOT possible. And, just like the lobster, this creates a lot of stress.

Some of it is self-imposed.

Some of it is external.

“You haven’t watched [insert show here]? I guess you’re not a real fan!”

The scene then fractures.

I can’t learn all of those shibboleths, so I’m going to focus on one specific slice of geek media and learn THOSE shibboleths: So anime becomes its own, increasingly separate fandom. And then there’s so much anime that it, too, fractures into sub-fandoms.

When this fracturing takes the form of excluding rather than focusing, it can turn toxic. This is usually draped in conspiracy rhetoric and/or bigotry: Women or black people or story gamers are trying to steal our fandom!

Now we’re starting to see the emergence of mega-franchises producing so much content that it’s not just a matter of not having time to read every science fiction novel; it’s that you only really have time to engage with this ONE, all-consuming media tentpole. (And maybe squeeze a few other things in around the edges.)

This creates a bizarre paradox: We have a prolificacy of media vast beyond the bounds of comprehension; a cornucopia that would stagger the imagination of, say, an SF fan in the ‘50s.

But, simultaneously, the consumption of any single individual person is increasingly homogenous.

In the late 2010’s, how many people had 50% or 80% or 100% of their trips to the cinema be exclusively MCU films?

There are antecedents to this. From 1990-ish, for example, Star Trek and Star Wars both produced enough tie-in fiction that if you fully engaged with it you would probably read little or nothing else. There was a time when you could casually read every Marvel comic… and then you couldn’t.

It’s just becoming more common.

And this creates an interesting challenge for the megacorps driving these mega-franchises. You can push more and more of the all-in-one, all-consuming fandom… but only up to a certain point.

Once you exceed a fan’s capacity to consume everything — to learn every shibboleth — then the fandom will either radically schism (possibly toxically so) or, worse yet (for the megacorp, anyway), abandon the franchise entirely.

Dungeons & Dragons is an interesting case study here.

Pre-1984, or thereabouts, you could buy and read every single official release for the game. Starting in 1984, the number of modules being published each year was becoming onerous, but pre-1989 even a moderately devoted fan could still easily engage the major releases.

After 1989, on the other hand, AD&D 2nd Edition’s release schedule became a firehose of content. (Even ignoring the 300+ tie-in novels and video games and comic books.) No one could keep up with it, so the fanbase schismed along natural fault lines (“I’m only going to buy Dark Sun books!”) or dropped out.

D&D 3rd Edition and 4th Edition tried to maintain a more sustainable pace of releases so that fans could at least afford to purchase the books, but the TYPE of material they primarily released (PC options) couldn’t be brought to the table fast enough, so fans would, once again, become saturated and then drop out. (This is the fatal flaw to using a supplement treadmill to support an RPG line.)

D&D 5th Edition, on the other hand, initially dialed back the pace of releases and focused more heavily on adventure material (which is more consumable; you play the adventure and then you need a new adventure). The result is that even casual fans didn’t feel disconnected from the shibboleths or incapable of consuming the content: “Strahd” and “Dragon Heist” and “Auril” and “Baldur’s Gate” were all recognizable references to the vast majority of the fandom.

In the last couple of years, however, the pace of D&D 5th Edition releases has increased, the shibboleths are beginning to slip, and there are clear signs that the fanbase is fracturing. (Which is probably not great news going into a new edition.)

The Marvel Cinematic Universe is having a similar problem: Yes, the slip in quality (precipitated by a brain drain of all the major creators) is a contributing factor, but the more fundamental systemic problem is that the amount of material being released increased to a point where even people who wanted to keep up with it all couldn’t. The result? Fans, particularly casual fans, started checking out.

And, as the MCU demonstrates, the more you create the impression that “everything is important” and that a fan needs to “watch everything” in order to keep up, the more dramatic your crash will be the instant you pass the threshold at which fans can no longer do that: They won’t just dramatically scale back their engagement. They’ll drop out completely.

So if you’re running a mega-franchise, what’s the solution?

It basically boils down to releasing material at a pace that your audience can consume it.

That sounds simple, but it’s shockingly easier to succumb to temptation, ramp up your release schedule, and break the whole thing. Partly because modern capitalism / greed demands perpetual growth. Partly because your loudest and most hardcore fans will happily consumer FAR MORE than the majority of your audience, and if you heed their call they’ll be all that’s left in the burnt out husk of a once vibrant community. And partly because creating stuff is fun, and as your resources grow the allure of creating even more stuff — stuff you couldn’t have dreamed of creating just a few years ago! — can prove overwhelming. There’s also likely more and more people involved in the mega-franchise as it grows, and it will become increasingly difficult for that not to fuel an exponential pattern of growth.

Now, let’s flip it around: You’re a fan of a mega-franchise and it’s growing past your capacity to “keep up.” What can you do?

Broadly speaking, you’ll either need to let the franchise go or you’ll have to figure out how to change the way you engage with the franchise so that the “consume all” credo of collectorism doesn’t rob your joy.

That might be identifying some subset of the franchise (creators, characters, specific settings, etc.) that you’re most interested in. (Although be warned that the worst mega-franchises will make this difficult by constantly disrupting every segment of the fandom with “events.”) It might be withdrawing from new releases and just enjoying the stuff you love. (Were you really enjoying everything the mega-franchise was offering? Or were you buying some of that stuff just out of a sense of obligation?) Or it might be finding some new way of engaging with your fandom, perhaps by creating fan art or fan-fiction or Youtube videos, in a way that makes you more than just a passive consumer and gives you greater power to make your fandom what you want it to be.

And, of course, the best time to start figuring this out is BEFORE the franchise has become all-consuming in your life and knocked out all of your other interests and hobbies.

Go to Part 1

Zot! #1 - Scott McCloudScott McCloud is better known these days for Understanding Comics, one of the greatest books ever written about art and the creative process; a towering achievement which laid bare the heart of the comic book medium.

(You may have seen me previously discuss Understanding Comics here, here, here, or here.)

Before he created Understanding Comics, however, McCloud created Zot!, one of the greatest superhero comics ever written. The first ten issues of Zot! – the so-called “color issues”, because the rest of the series transitioned into twenty-six black-and-white issues – are a must-read superhero / science fiction epic. And it’s here that we find our third scenario structure challenge.

At the heart of Zot! is the Key:

Zot! - The Key - Scott McCloud

Not quite a McGuffin according to my stuffy, traditionalist definition of the term, although largely indistinguishable from such for the first six or seven issues of the story, and close enough for our Zot! - The Doorway at the Edge of the Universe - Scott McCloudpurposes in any case. The Key is a holy relic held sacred by the people of Sirius IV and said to be capable of opening the Doorway at the Edge of the Universe.

The Key has also been stolen.

As the series begins, Zot chases the Key (or, more accurately, the trail of people looking for the Key) through an interdimensional portal to our Earth. There he meets Jenny, and through a series of hijinks they end up forming a small team of unlikely heroes who are pursuing the Key.

But they aren’t alone. In addition to the original owners and the thief, now that the Key is out in the open a whole bunch of factions have become interested in acquiring it. The first few issues of Zot! each have a procedural heart to them, in fact, with Zot needing to deal with some different crazy foe who wants the Key for themselves.

Zot! - Dekko - Scott McCloud

This includes Dekko, a Machiavellian machine who believes that the Doorway – a product of technology which predates all technology – is the “final ascendancy of Man’s perfect art and the end of Man’s greatest flaw: Himself.”

There are also the De-Evolutionaries, who believe that humanity would be better off if it went “back to the trees” (and use de-evolutionary guns to turn people into chimps to make that literally happen). They want the Key because passing through the Doorway will legitimize their crazed religion.

Zot! - De-Evolutionaries - Scott McCloud

Where the story becomes truly special, however, is when these different factions begin collapsing back into themselves; interacting with each other, forming and breaking alliances with each other, and developing complicated and rich relationships with each other (and with the object of their desire).

McGUFFIN KEEP-AWAY

This scenario shares a lot in common with the Race to the Prize that we analyzed last week: A target object of value with multiple factions competing for its ultimate possession. The key difference (pun intended) is that rather than being the ultimate goal of the scenario, in Zot! the McGuffin is in play and actively shifting possession over and over again.

In the case of Zot! the initial scenario hook is that the item has been stolen. But you can just as easily have the McGuffin secured and instead have the initial scenario hook be the need to steal the item, which then initiates the McGuffin Keep-Away. To some extent the distinction is merely one of perception, however, since the structure ultimately boils down to “X currently has the item, who can take it from them?” The “original owner” of the item is just the one currently in possession of it.

This keep-away dynamic makes the scenario more difficult to design and run. Without the clue trail of the treasure hunt, creating a through-line for the scenario becomes more complex. It also becomes trickier to clearly set up rivalries and the competition between teams, because in the default mode there’s no sequence of events that needs to be achieved before snatching the prize. And as soon as somebody (whether it’s the PCs or somebody else) snatches the prize, they’ll be in the wind.

Okay, so what makes this scenario work?

1. Create X number of factions seeking the McGuffin, in a process that will be fairly similar to that used for Race to the Prize.

Zot! features a couple of interesting variants here. First, there are a number of proxies who end up shifting their alliances (or, at least, which faction they are currently working with) several times throughout the narrative. Second, there are entire secret factions which are using other factions as a front for their own activities. The character of Prince Drufus, for example, notably ends up Zot! - Prince Drufus - Scott McCloudas both. In fact, he frequently ends up working with the PCs (Zot, Jenny, and their friends) – sometimes because their goals are in accord; sometimes unaware that they are not; and sometimes despite the fact that he knows they are not.

In this, Zot! also highlights the value of giving the factions distinct ideologies which nevertheless overlap with each other. Let’s call these Venn diagram alliances: It’s a powerful technique because the points of commonality will drive the factions to work together, while the points of difference will create conflicts within those alliances which will eventually rip them apart. Remember that this includes the PCs! And, furthermore, remember that you, as the GM, don’t need to determine what the PCs’ agenda will be. These types of ideologically complex environments are great specifically because they force the players to make tough, meaningful choices.

One easy format for these ideologies are characters who desire the same outcome but disagree about how it should be accomplished. (And, inversely, those who desire different outcomes but currently agree on the necessity of a particular course of action.)

2. The keep-away. For each faction, you’ll want to know what tactics they use to steal the McGuffin (stealth, force, etc.) and, if they succeed in obtaining the item, what tactics they’ll use to secure Zot! - Assault on Castle Dekko - Scott McCloudit. Often this can be improvised during actual play, but if you’re unsure about improvising this sort of thing then prep exactly how each team will operate and what they will do (particularly when it comes to securing the item). And, of course, some of these elements will require prep for maximum effectiveness.

Dekko, for example, retreats to his fortress of Castle Dekko for defense. Another thief uses technological camouflage to hide in plain sight. Prince Drufus has a squad of attack robots at his command. The methods and resources you can design here – both mobile and static – are pretty much limitless, and you’ll want to try to vary things between factions. If everybody is just a squad of goons who then retreats to a fortified position, the scenario will become considerably less interesting.

3. The method to find the item. This is the dynamic that’s tricky to get right, but on which the whole scenario structure really depends. Because, as noted before, if somebody can grab the item and then just trivially disappear, the scenario just doesn’t work.

Zot! addresses this problem by giving the Key a unique radiation signature which can, with some expertise and knowledge, be used to track its general location. This includes tracking it to different planets and also into other dimensions, so there really is no way to escape and take the Key “off the board” (so to speak).

Zot! - Drufus and His Robots - Scott McCloud

Eventually, however, someone figures out how to cloak this radiation signal. This forces the other factions interested in the Key to intuit what the current holder of the key will use it for (i.e., opening the Doorway at the Edge of the Universe), allowing them to once again zone in on it (i.e., put the Doorway under surveillance and security).

Relying on this kind of intuition can be a little risky when it comes to RPG scenario design (since you can’t control exactly what your players will think of or when they’ll think of it), so for a more robust scenario you’ll want to use the Three Clue Rule. Remember that your clues can include intelligence from other factions that have made the intuitive leap. (“It looks like Indiana Jones is heading for Moscow. He must know something we don’t, let’s follow him.”) The web of alliances between factions can also allow you to become proactive here by having other players approach the PCs with an offer to work together (or simply slip them information they feel will be to their advantage).

The more general realization to make here is that this method of discovery very easily collapses into a chokepoint, and like any chokepoint it becomes a potential weak spot at which the scenario can break. If, for example, you design the scenario so that the PCs need to make a test in order to detect the Key’s radiation and they fail that test, that can very easily turn into the PCs having no idea what to do next.

So you want to avoid that chokepoint. In many ways you can think of this as the default action of the scenario (if the PCs have no idea what to do next, they can attempt to find the current location of the item). You’ll either want to make that default action automatic (so that failure isn’t possible), make it meaningfully repeatable (so that there’s a cost to failure, but you can always try again; a partial success test is another way of accomplishing this); or multiply it (so that if one method fails, the PCs can try another method; this would be a variant of the Three Clue Rule).

4. An endgame, usually in the form of an ultimate goal to be achieved with the item – delivering it somewhere, using it for something, preventing others from using it for a certain amount of time, or maybe just figuring out how to definitively destroy it or hide it so that other factions can’t use it. (This last point, of course, flies in the face of #3, so it should require significant effort of some sort in order to achieve this, giving other factions plenty of time to interfere before the endgame is truly achieved.)

Without some form of definitive endgame, the scenario will never end: The McGuffin will just continue being endlessly passed around. That’s not necessarily a bad thing, but what it usually means is a growing sense of frustration and futility as the scenario chews up its inherent interest but continues hanging around without any satisfactory resolution.

One variant to look at here is a PC-specific endgame: The great game surrounding the McGuffin continues, but the PCs have accomplished whatever their goal regarding the McGuffin is and are content to exit on their own terms.

SIMPLIFY THE STRUCTURE

Zot! is big and it’s complicated. The scope is multidimensional and multiplanetary, with time travel complicating things even further and the fates of entire worlds at stake. Rather than immediately tackling something of this scale, it might behoove us to take our scenario structure out for a test drive with something a little more modest.

The Maltese FalconLet’s try this: The Maltese Falcon has, at long last, been found. Its value is immense, but particularly so to the practitioners of the ancient rites of magick, who know its true purpose. It has been placed as a lot in highly exclusive, black market auction that takes place aboard a small, ultra-luxury cruise ship on the high seas.

This premise allows us to further control the scope of the scenario: Barring extraordinary efforts, the action will be confined to the ship until it comes back into port. Neither the PCs nor anybody else will be able to vanish as soon as they’ve stolen the Falcon.

In addition to deck plans for the ship (which you can probably find online), you’ll also want to prep:

1. The factions involved. This will include the current owner of the Falcon and the security team for Penumbral Holdings, the mysterious organization behind the black market auction. Let’s also toss in a couple of sorcerous sects plus a team of mundanes (who just want the Falcon for its jewels and are way out of their depth here).

2. For the keep-away, you’ll want to prep the initial auction-related security protecting the Falcon. Maybe the PCs are the first ones to steal it, maybe they’re not. Either way, you’ll want that initial condition.

3. For the next step, we need to take a step back and think about how we want to organize our prep for this boat. I’m going to argue that we can prep the week at sea as a big social event, using the party planning scenario structure. Parties are usually short affairs, but the structure can easily be expanded to multiple events over several days. Nick Bate and I did something similar for the second part of the Quantronic Heat mini-campaign for Infinity.

With that knowledge in our pocket, we can now consider the method to find the Falcon. For the sake of argument, let’s say we’re running this scenario with Fantasy Flight’s Genesys system. In that case, we might look at something like this:

  • You need to achieve X number of successes over any number of checks in order to figure out who currently has the Falcon. Primary checks would focus on social interactions with the other factions onboard. Investigating where the item was stolen from could also contribute additional successes. (Alternative methods might also include sorcerous divinations.)
  • Advantages on these checks can be used to determine aspects of how the item is currently being secured (guards, security measures, etc.).
  • Disadvantages or Despair might alert one or more of the other factions about the PCs and their intentions. Or attract the attention of Penumbral Holdings’ security team.

4. Our endgame here is simplified by the constrained premise we’ve used: When the ship makes landfall, whoever is currently holding the Falcon will most likely be able to vanish without a trace. The goal of the PCs is to be the one holding the Falcon when the clock runs out.

A possible wrinkle on our endgame is a simple question: Why would Penumbral Holdings put the ship into dock if the Falcon is still missing?

The primary explanation might be exigent circumstances: There may be people onboard that Penumbral Holdings can’t afford to piss off. Or the sorcerous wards preventing teleportation might expire at the end of the week no matter what. Or the true nature of members of Penumbral Holdings prevents them from remaining on the material plane of existence for more than a week.

Alternatively, this might become part of the action: Those holding the Falcon (including the PCs) may need to hijack the ship and bring it into port so that they can make good their escape. Or there’s a rendezvous craft that’s going to arrive at such-and-such a time.

RUNNING THE KEEP-AWAY

The spine of our Maltese Falcon scenario is the social event, advice for which can be found in the original Party Planning article. For the factions, you’ll probably want to prep progressions like those we discussed last week in Race for the Prize.

The social event spine is really a crutch of sorts, giving you a firmer structure to fall back on and build the McGuffin Keep-Away on top of. In its absence, you should be able to just keep spinning events forward through a combination of your faction progressions and responding to the PCs’ actions.

The first issue of Zot! for example, could be framed as the GM triggering the following progressions / faction features:

  • THIEF: Attempts to use an interdimensional portal to hide the Key on Our Earth.
  • SIRIUS IV: Successfully tracks the Key [locating it on Our Earth] and dispatches a robot kill squad to its location.
  • [At this point, the PCs – who have been keeping an eye on the Sirius IV faction – track the robot kill squad to Our Earth and destroy it. They also find the Key and choose to turn it over to the proper authorities in the form of the CPZP.]
  • THIEF: Checks his hiding place. [Finding the Key missing, he tracks it.]
  • THIEF: Uses a stealthed robot to steal the Key.
  • DE-EVOLUTIONARIES: Track the Key and brazenly attack [the CPZP council meeting].
  • [The PCs fail to detect the Key being stolen and fight a big battle with the De-Evoluationaries.]

The linear nature of this, mirroring the structure of the original story, may be deceptive. So consider how the GM can trigger the exact same progressions but end up with a completely different result based on the actions of the PCs:

  • THIEF: Attempts to use an interdimensional portal to hide the Key on Our Earth.
  • SIRIUS IV: Successfully tracks the Key [locating it on Our Earth] and dispatches a robot kill squad to its location.
  • [At this point, the PCs – who have been keeping an eye on the Sirius IV faction – track the robot kill squad to Our Earth. They fight, but lose. The robot kill squad captures the Key, but the PCs aren’t aware of this fact. The PCs regroup and pursue the robot kill squad.]
  • THIEF: Checks his hiding place. [Finding the Key missing, he tracks it.]
  • [PCs arrive back at the home base of the robot kill squad and continue their surveillance. The Sirius IV faction leaders, learning that the robot squad has secured the key, board a shuttle and begin flying towards the compound.]
  • THIEF: Uses a stealthed robot to steal the Key.
  • [PCs don’t spot the thief’s robot sneaking into the Sirius IV compound.]
  • DE-EVOLUTIONARIES: Track the Key and brazenly attack [the Sirius IV robot compound].
  • [The PCs notice the stealthed robot sneaking back out of the compound in the chaos. They attack that robot as the Sirius IV shuttle arrives onsite. The Sirius IV representatives spot the PCs, but are ambushed by De-Evolutionaries as they move to intercept. The PCs destroy the thief’s robot and take the key back. Taking the ruined remnants of the robot back to Zot’s Uncle Max, they use it to identify the thief.]

In actual play, what you’ll generally end up with is a cluster of raid (when the PCs go to steal the McGuffin) and siege (when the PCs have the item and need to protect it) scenarios. The more the factions interact with each other, the more crazed these scenarios will become.

BEYOND THE DOORWAY

Our use of the Maltese Falcon in our hypothetical scenario already points the way towards the Dashiell Hammet novel and John Ford movie as another example of this scenario structure in other media. As with Zot!, the scenario begins with the McGuffin already in keep-away mode. (You could also interpret that back story of The Maltese Falcon – with various treasure seekers attempting to trace the Falcon’s trail – as a Race to the Prize scenario, the conclusion of which then bounces directly into a McGuffin Keep-Away scenario).

Casablanca

Another Humphrey Bogart film to consider is Casablanca, in which the letters of transit function as the McGuffin. The thing to note here is that even though the McGuffin DOESN’T change hands repeatedly, the narrative remains interesting. So don’t feel as if you need to force the item to bounce around amongst your various factions: It’s perfectly okay if it settles into the hands of the PCs (or some other faction). As other factions come to barter with (or threaten) the controlling party, the drama will continue to flow.

Crouching Tiger, Hidden Dragon - Ang Lee

Crouching Tiger, Hidden Dragon is an interesting example to break down. There are fewer factions, but a larger number of rogue agents pursuing independent goals within the arena defined by the McGuffin Keep-Away. Consider, too, that the McGuffin in this case – the Green Destiny sword –  has a specific utility which is useful for the keep-away itself. This not only creates an interesting transition of advantage as the McGuffin bounces around, but also encourages the faction currently controlling the item to use it, often creating large, clear paths for the other factions to follow.

Go to Challenge #4

The End of Watchmen

November 29th, 2016

Watchmen

I really enjoyed Zach Snyder’s Watchmen movie. I felt that, despite the limitations of its form and the flaws in its creation, it still managed to capture many of the things that were amazing about the original work. (And the opening tableau is jaw-droppingly awesome.)

But he totally prat-falled when it came to the ending.

“I did it thirty-five minutes ago.”

First, the plan from the original story shifts from framing aliens humans will never find but would be able to at least hypothetically defend themselves against (as evidenced by the fact they just made a mistake in their invasion plans) to framing a guy who humans absolutely, positively cannot defend themselves against (as demonstrated by the fact he just casually destroyed two major cities) and who is going to live on Mars. This fundamentally changes the tone of the plan from “humanity will come together to face a common foe” to “humanity will behave itself or the angry god will come back to punish us”.

More importantly, Snyder screws up the execution. What makes the line haunting in the comic book is that you linger in a moment of stillness and silence; the reader basically joined Rorschach and Nite-Owl standing in a stunned silence as the horrible implications of that simple, casually spoken statement. (I’ve also always read the line as being delivered the same way someone might say, “I picked up the groceries today.” But I recognize that that’s idiosyncratic.)

Snyder doesn’t give you that moment. He doesn’t let the meaning of the words settle over you. He doesn’t give your imagination a moment to catch up to the rest of your brain and go, “HOLY SHIT!” Instead he:

  • Cuts away from Ozymandias just before he says the line to a reaction shot of Rorschach and Nite-Owl.
  • Has the camera in motion.
  • Has the score rise to a crescendo.
  • Hard cuts away from the line to immediately show what happened 35 minutes ago.

The entire effect is to anticipate (and thus undercut) the line; and then place the emphasis on the action to follow instead of the line itself.

All of that, by itself, would completely ruin the effectiveness of the line. (Which is why you never see anybody quoting the line who hasn’t read it in the comic book: In the movie, it’s simply not quotable.)

He also rewrites the line. The first of these (changing “Republic serial villain” to “comic book villain”) is largely irrelevant to the current discussion (although it does needlessly remove nuance; one of the major points in Watchmen is that in a world where superheroes actually exist, they aren’t perfect heroes — it isn’t the Marvel universe where the Marvel comics are actually published; it’s a universe where superhero comics didn’t exist). But the crucial change is from:

  • “I did it thirty-five minutes ago.”

to:

  • “I triggered it thirty-five minutes ago.”

And the semantic shift, though subtle, is not insignificant. If you trigger something, you have set it in motion (which inherently means you could still stop it). If you did something, on the other hand, then it’s done. This, too, effectively undercuts the ability for the finality of the line to land.

If I was teaching a class in film editing, I would cue this up along with the special editions of the Star Wars movies as examples of how subtle the difference in editing is between a great film and a mediocre one.

It actually reminds me of the story told by the scriptwriters for Casablanca. That film was infamously being rewritten basically up until the last day of shooting, and they had just written the famous ending to the film the day before it was filmed. (“Round up the usual suspects.”) So the director films it, it gets edited, and then they call the writers to tell them that the ending isn’t working. So the writers head over to the studio and they discover that they’re basically trying to do it in one take, “Major Strasser has been shot.” (looks at Rick) “Round up the usual suspects.”

And the writers say, “No, no, no. You have to say, ‘Major Strasser has been shot.’ And then cut to Rick. And then cut to Renault. And then cut to Rick. And then cut back for, ‘Round up the usual suspects.'” You have to see the thought. And so they recut the scene and, of course, it’s a classic.

THE SOUND OF SILENCE

Since I’m talking about this, I’d also like to delve a little deeper into what makes the original Moore/Gibbons storytelling in this moment so utterly compelling.

Look at the composition of the full page:

Watchmen - I Did It Thirty-Five Minutes Ago

It consists of three panels, each taking up the full width of the page. (You can click any of these images to see them at a larger size.)

The first panel, of course, contains the definitive quote. The fact that it takes up a full page width causes the perceived moment to extend in the reader’s mind.

The second panel is a completely silent reaction shot of Rorschach and Nite Owl. Their faces are completely blank in shock; like they’ve been hit in the face with a two-by-four. Notably, the panel is framed to show a bank of clocks in the background. The current time in New York is shown as being one minute to midnight: Which is where the Doomsday Clock has been for the entire comic. Snyder tries to do the same thing, but (a) puts the reaction shot before the revelation and (b) makes the metaphor literal by showing the actual countdown clocks of the operation at 00:00 (which also means he cuts away from the moment).

The third panel shows a street in New York. Utterly silent. It is, in fact, the fourth page in a row which has the final, page-wide panel depict that New York street:

Watchmen - Destruction of New York

The previous instances had Ozymandias talking over them in captions; but this one does not — it further extends the moment of silence that persists in that room between Ozymandias, Rorschach, and Nite Owl. And it simultaneously reveals that all those shots of New York you were seeing were, in fact, in the past… which inevitably leads you to imagine the destruction which is about to happen.

And then you turn the page and there it is. But you still don’t actually see a giant explosion. You see people react to it. And then you see them vaporized by it:

Watchmen - Destruction of New York

It’s absolutely brilliant visual storytelling in every single way.

Snyder, of course, goes for the disaster porn instead.

A Very Brief Review of Chobits

September 2nd, 2016

Chobits - CLAMPChobits is the story of a young boy who discovers a robotic girl (a chobit) in a garbage pile, takes it home, and turns her on. It quickly becomes apparent that this is no ordinary chobit, and a great deal of mystery builds up around the chobit’s true identity and the strange abilities she appears to possess. Along the way, CLAMP kind of flirts with commenting on the objectification of women (but seems to mostly just use that as an excuse to objectify them). The central enigma and the flirtation with deeper commentary on the “fan service” of modern manga kept me reading until the end and then… Well, let me just tell you.

REALLY SERIOUS SPOILERS

This is the truth behind the great engima of Chobits:

We discover that Chi — the chobit discovered by our protagonist — was created by a pair of computer scientists who wanted to create a fully sentient AI, and they think of her as their daughter. One day, however, Chi realizes that she wants to experience true love. So she comes up with a foolproof plan to do that:

“I will give myself amnesia and enter a comatose state. I want you to throw my comatose body on a trash pile and hope that my one true love finds my unconscious body there.”

I… umm… Wow. Okay. That’s really stupid.

Not done yet, though, because then her mother says: “We wanted our daughter to find true love, so after she went into a coma and couldn’t consent, we reprogrammed her so that if her first boyfriend didn’t marry her she would not only commit suicide but murder every other android on the planet.”

Guys, that’s not really a great plan, I think–

“Also, we specifically made our daughter so that she could fall in love with someone. But then we designed her body with an off switch in her vagina so that if she did fall in love with someone and then they had sex, it would delete her entire brain and functionally murder her.”

What. The. Fuck. Is. Wrong. With. You?

And just as you’re reeling from the big reveal that this entire story is about the secrets kept by some phenomenally fucked up people, they follow it up with: “Why did you call them chobits? Why not just call them robots?”

“Oh, because we didn’t want them to be bound by the Three Laws of Robotics.”

Because, obviously, that’s how the Three Laws of Robotics work: You just name something a robot and the Holy Spirit of Asimov fills their corporeal form and binds them forevermore by the Three Laws.

Fuck off, CLAMP.

GRADE: D

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