Showing posts with label western. Show all posts
Showing posts with label western. Show all posts

Friday, June 28, 2013

Best Movie About Role-playing: Westworld

Guide to role-playing
Back in the early 70's there was a small explosion of some true to genre science fiction films that Hollywood was cranking out, no doubt due to the success of 2001: A Space Odyssey, and The Planet of the Apes (which spawned four sequels).  Films like Death Race 2000, The Omega Man, Silent Running, Soilent Green, Logan's Run, Rollerball and many others.  These were true Science Fiction stories, and like all good true science fiction, posed questions about man's relationship to himself, the universe and machines.  All of this was shattered in 1977 when Star Wars, a science fantasy film, rolled over the genre like a Jawa Sandcrawler.

One of those early 70's sci-films was called Westworld a film about a resort that, for one thousand dollars a day, you can live out your fantasies in one of three fully-immersive environments, Medievalworld, Romanworld and Westworld.  The movie was written and directed by Michael Crichton (Jurassic Park, Andromeda Strain) and introduced his 'theme-park horror story'.  The twist is that all the other participants in these 'worlds' with the exception of the guests, are robots.  Of course "Nothing can go wrong".

So what does this have to do with Role-playing?

Westworld has all the elements and is a perfect analogy of a role-playing game.  Spoilers ahead, so if you need to go watch the movie do so now.

Players and PC rolled into one
The move starts with two guests, played by James Brolin and Richard Benjamin, head to Westworld to live out their fantasy of living a real wild west experience.  Brolin had been to Westworld once before (the experienced role-player), for Benjamin, however, this was his first experience (a role-player newbie).  Once they don their western garb provided by the resort Brolin kinda helps Benjamin through the ropes of getting into this role of a fantasy experience.  Benjamin has a hard time of 'letting go' and getting into the fantasy.

Bad-ass NPC
Their first stop, like any good role players, is the saloon.  Here they run into the antagonist of Westworld, the Gunslinger played by Yul Brenner who challenges Benjamin.  Here it's great to watch Benjamin's character, a Yuppie from Chicago, attempting to get into this fantasy role of cowboy and finally guns down Brenner.

Once the two friends loosen up to this 'new' fantasy world they do what any good role-players do; they start drinking, whorin' and shooting up the town.

Six-Gun's Enough!
It's really great how the first two-thirds of the movie parallels the general path of most players actions in role-playing games.  With a free open 'world' the first things that happens is that players, get drunk, whore around and cause trouble in the towns they visit.  A great point to note here is that after Brolin and Benjamin kill the sheriff in a jail-break, the role of sheriff of taken over by none other than Dick VanPatten, another guest with thick  glasses (totally out of place in the western scene) bumbling about.  A great visual of players entering these archetypical roles and projecting personae onto their characters.  In Medievalworld, the guest there hits on the queen and voluptuous wench while eating and drinking to his delight of a no-consequence world.

Keep in mind here, the guests are having sex with robots.

Hitting on the tavern robot ..er.. wench
The robots in the town are all the NPCs that the players (the stars of the story) run into. They are there only for the guests (players) interaction with their stereotypical roles and dialogue and simple purpose - to add life and color to the guest's (player's) experience of the world.

Your Game Master's brain
The robots are controlled by a master control center that represents the Game Master.  Here they re-program the robots on the fly to adapt to the guest's (player's) actions; altering their preconceived 'storylines' to please the guests (players), but also tossing in pre-programed events such as the bar-fight.  All fantasy RPG tropes are visited here.  Note that GMing on the fly is displayed by the technicians of master control, allowing the guests (players) to do what they desire but reacting to it and keeping it contained within the 'safe' notions of the control center (GM).

The guests (players) revel in their fantasies as there are no true consequences to their actions.  Killing NPCs, sleeping around, breaking the laws, the guest loose themselves in these actions but their feet are still rooted in their real world.  It's quite well captured this dual existence of the player and the PC.

Random roles really begin to start messing up everyone's
preconceived ideas of the session.
But here comes the third act.  Here the guests (players) and the control center techs (the GM) are surprised at what happens next.  And what happens next is the unexpected.  Here the random dice rolls take over and surprise both groups of participants creating this fantasy experience.  Within the movie, the robots start acting on their own and begin killing the guests.  In game terms, the random dice start rolling events and actions that neither player or GM were expecting.  Here the movie rolls into unexpected territory - unplanned and deadly.  The guests (players) begin reacting uncertainly for their lives, the techs (GM) does their best to roll with what's happening trying their best to regain control of their 'game'.

At this point enough reality seeps into the fantasy world to make it interesting, thrilling and deadly.  It is here that the lone survivor, Benjamin being relentlessly perused by the Gunslinger, runs 'off map' and into the other 'worlds'.  It is here that he gets his $1000 a day role-playing value!

I saw this movie when I was a kid and Brenner's emotionless robotic Gunslinger scared the crap outta me.  Watching this movie now, sure things seem dated but in a retro fun way, but watching this with the eye of a role-player was a revelation.  The movie is a perfect parallel to the RPG experience and worth spending an hour and a half watching.  If any movie needs a modern reboot, this is the one.

Never trust a robot to do a man's job.



Tuesday, May 21, 2013

Go Fer Yer Gun! New Character Class: Widow

Continuing my two women only classes for Go Fer Yer Gun! by Simon Washbourn and put out by Beyond Belief Games.  As written, the rules define ten character classes; the Brave, Doctor, Drifter, Gunslinger, Maverick, Mountain Man, Muckraker, Preacher, Scout, Wrangler and the Wandering Monk optional class.

Though the west was quite the rough and tough setting and "no place for a woman", women played a big role in establishing the foundations of America's Manifest Destiny.  Though the classes mentioned above can be played by a women as equally as a man, there were two roles common in the western milieu that come up time and time again and were strictly the realm of the tough western woman;  that would be the whore and the widow.  I've added these two classes to my upcoming Go Fer Yer Gun game.

Widow

Whether they lost their husbands during the war between the states, on the plains defending their homestead, to sickness and disease or to some gunslinger, the women of the west had to learn to carry on.  They had to learn to run the ranch and deal with the rowdy ranch-hands, deal with shady and unscrupulous land barons and bankers seeking easy 'prey', they had to learn to defend themselves and they're children from Indians, bandits, and unwanted advances.  In other words, they had to fight to be respected as equals among the wild men of the frontier. And fight they did and often won - on their own terms.  These women were no shrinking violets. They were strong women in a untamed country carving out their destinies with a fervor no less intense than their male counterparts. 

Abilities

Heal (Int):  The power of a women in the west to be a care-taker was not overlooked.  A women can  prevent further blood loss.  With a successful check d3 hit points are restored.  A failed check staunches a wound and returns victim to 1 hp from zero or below.  (See GFYG! pg. 11)

Care & Attention:  If this women spends at least an hour a day tending the wounds the victim, she will add an addition hit point recovery to what the patient already gains from bed rest.  (See GFYG! pg. 11)

Literate (Int):  The widow is able to read and write and is literate in any language she can speak (See GFYG! page 10)

Writing (Int): The widow can write of her adventures in a journal and can sell her story as an article to a magazine or newspaper. (See GFYG! pg 21; writing & article)

Exalt (Cha):  The widow can inspire companions and listeners by her virtue allowing them to surpass their normal level of performance.  This is done with an inspired speech about lawfulness (or unlawfullness), courage and grit.  With a successful check, her allies gain a +2 on any action requiring an attribute check. (See GFYG! pg 22)

Listen:  (Wis):  Always alert, the widow can eavesdrop on  conversations even in noisy environments.

Widow Stats

Prime Attribute: Charisma or Intelligence (player's choice)
Hit Die: d6
Weapons: stingy pistol, pocket pistol, medium pistol, Carbine
Abilities: Heal, Care & Attention, Literate, Writing, Exalt, Listen
Starting Cash: 3d6x10 plus a horse and buggy
Experience point table: A

Level progression table (see Doctor)