Thursday, June 19, 2008

Indiana Jones and the Kingdom of the Crystal Skull: A review

At what point do pulp heroes become superheroes? Your answer is the fourth entry in the Indiana Jones franchise, Indiana Jones and the Kingdom of the Crystal Skull.

I try to turn off my inner skeptic when I watch films like Indiana Jones. Gritty realism is not why I like the franchise, and I love and appreciate Raiders of the Lost Ark and The Last Crusade. But when you have scenes in which:
  • Indiana Jones survives a nuclear blast by hiding inside a refrigerator
  • A boy befriends a tribe of monkeys, and swings with them through the vines of a jungle a-la Tarzan, then lands onto the back of a truck moving at high speed
  • A jeep plunges over a series of three waterfalls--the latter close to the height of Niagra falls--and all the passengers come away without a scratch

then you've officially taken the leap from the exciting, over-the-top action that defined the best films in the fanchise into the territory of sheer physics-defying ridiculousness. Director Steven Spielberg routinely crossed the lines of pulp conventions in the Crystal Skull, and in my opinion greatly dimished the film as a result. Instead of a quickening of my pulse, I found my eyes involuntary rolling in their sockets.

Perhaps the worst offender was the scene in which Marion, Indy's love interest from Raiders of the Lost Ark, deliberately and blindly drives a duck boat over a sheer cliff. The boat lands on a tree branch, which bends just enough to cushion the fall, and lands them safely on the ground. It was bat-shit insane on her part and completely unbelievable.

What's worse is that the movie didn't need these scenes. There were some other terrific chase sequences (the motorcycle chase at the beginning a prime example) that evoked the best moments from the original film. I enjoyed the well-placed nods to the first film (the Ark), and I also thought the Crystal Skull did a good job of painting the period (the 1950s) with broad, colorful strokes, including the music, the cars, the duck-bill haircuts, and the political atmosphere of the Red Scare and McCarthyism. There was some clever humor as well, including a chase in which Soviet KGB agents are blinded by a "Better Dead Than Red" banner being carried by a group of college students. In general, I thought the Russians, led by Cate Blanchett, were fine replacements for the Nazis from the earlier movies.

But it seemed as though Spielberg and George Lucas (writer) were intent on one-upping all the great chases and escapes from the past films with sheer implausibility and overuse of CGI. And the ending ... well, the "aliens" left me cold.

Overall, I walked out of the theatre at the end of the Crystal Skull with the same impression I had of the Star Wars prequels: They certainly ramped up the action and the effects, but removed the soul that the older films had. The Crystal Skull, with a few notable exceptions, left me with the same hollow feelings.

My rating: 2 1/2 out of 5 stars. Although I hate to admit it, the Crystal Skull is probably the worst film in the Indiana Jones franchise.

Saturday, June 14, 2008

Welcome to the Hall of Fire: My theoretical RPG/book store

I think it's every gamer's fantasy to own his or her own game store. For me, it's one of those idle "wouldn't that be cool" thoughts that creeps into my brain from time to time. Also, whenever I visit game stores, I can't help but think how much cooler I could make them, given enough time and money.

Unfortunately (or fortunately perhaps), I've learned just enough about the reality of store ownership to keep that fantasy in the land of daydreams. A guy in my current gaming group used to own his own store and, from everything he's told me, there's absolutely no glamour involved and even less profit. Plus there's long hours, shoplifting, and that smelly dude who spends the whole day hanging around without ever buying anything.

But despite my better judgement, I still think that, were I to ever hit the lottery, I'd open up my own role-playing/book selling sanctuary (after I returned from that six-month trip to Europe, Asia, and Australia). Flush with cash, I'd open up a paradise on earth for like-minded individuals who share my passion for RPGs, books, movies, and other nonsense.

Since this is an exercise in sheer make-believe, my theoretical game store would offer much more than just a clean, friendly environment with a wide selection of merchandise. I'd make it a fantasy-lovers paradise, an over-the-top den of merriment and madness like a modern day Shadizar. I kind of like the name The Hall of Fire, which is taken from the elven hall in Rivendell where stories are told, verses recited, songs sung, ale and wine drank, and past glories relived.

Here's what you'd might see in the Hall of Fire:

Fantasy/medieval architecture. I'd pay a mason to make the front of the building look like a medieval castle. Or maybe I'd just hire an architect to build a room-for-room replica of The (pre) Ruined Moathouse. The entrance hall could look like the entrance to Acererak's Tomb of Horrors and another wing would be a classic Viking mead-hall with a long fire pit running down the middle.

Armor, weapons on the walls: I'd have suits of armor on display and shields and crossed swords and spears on the wall. Just for show of course, but in case of a possible break-in I'd keep at least one axe razor sharp.

A clean bathroom. A must of course, and the toilet paper would be printed with Jack Chick tracts.

Role-playing games, and lots of 'em. Duh. However, unlike most hobby stores that only stock the latest version of D&D and perhaps Exalted or GURPS, I'd keep a copy of every role-playing game in and out of print I could on the shelves, from Runequest and Lords of Creation to Toon, Top Secret, Boot Hill, Chivalry and Sorcery, Star Frontiers, and Marvel Super Heroes. The Hall of Fire could double as a research library for RPG scholars by the time I was done stocking it.

Board games/wargames. Axis and Allies? Wooden Ships and Iron Men? Squad Leader? Revolt on Antares? Car Wars? Star Fleet Battles? Check, we've got them.

Miniatures. I love minis and wish I had the time to paint my old and small collection of lead, so with money and time no object I'd have thousands of minis for sale. And I'd hire these guys to paint them and conduct classes.

Organized trips: I'd organize bus trips to places like Higgins Armory and King Richard's Faire.

Books: Small, independent bookstores are a dying breed these days, so I'd do my part to keep fantasy, horror, and sci-fi titles alive. I'd have floor to ceiling shelves stocked full of Howard, Leiber, Tolkien, Lewis, Cornwell, Anderson, G.R.R. Martin, Moorcock, Vance, King, Poe, Lovecraft, and more. And I'd pay to get authors in for book signings.

Movies: I'd have films like Excalibur, Conan the Barbarian, Wizards, Dragonslayer, The Lord of the Rings, The Terminator, and more running on constant loops. Oh yeah, and Thundarr the Barbarian too.

No Magic: The Gathering. Offenders will have their cards tossed into the yawning black mouth of the Great Green Devil on the wall (a cleverly disguised incinerator).

Music: I'd play a wide selection of heavy metal, and for a change of pace, different kinds of heavy metal. Iron Maiden, Judas Priest, Dio, and Blind Guardian would get heavy rotation.

Artwork: In and around the weapons I'd hang artwork by Frazetta, Vallejo, Alan Lee, and John Howe, plus I'd obtain permission to reproduce or buy the originals of all the classic D&D artwork (A Paladin in Hell, the PHB idol, the Magic Mouth, etc.) and place them in frames under glass. And I'd commission a talented artist to paint a giant picture of Orcus, too.

Guest speakers: I'd fly out big names like Mike Mentzer, Greg Stafford, Monte Cook, the guy from Grognardia, etc., to provide informative lectures on the history of RPGs, DMing advice, etc.

Book discussion group: I'd hold discussion groups on great fantasy titles like The Lord of the Rings, The Silmarillion, The Worm Ouroboros, The Broken Sword, The Once and Future King, and everything Robert E. Howard ever wrote.

Regular schedule of fun
In addition, I'd keep a regular schedule of games and other assorted nonsense. I'd run some games, play in others, and pay a stable of DMs a decent salary to keep the others going:

Monday: Wargame night. We'd wage World War II and then move on to history's other great conflicts at least once a week. Uniforms are encouraged, and I'd have films like Patton and The Longest Day playing in the background.

Tuesday: Dungeons and Dragons. Pick your poison--OD&D, basic, 1E, 2E, or the newer versions should you choose, I'd have them all. I myself would run that epic 1E campaign I've always wanted to try, culminating with Against the Giants/Drow/Demonweb series.

Pit-fighting Wednesday: I'd erect a shallow stone pit in the rear of the store, and, equipped with foam axes, swords, nets, tridents, shields, customers could go at it a-la the pit-fighting scene in Conan the Barbarian. This would be a great mid-week stress reliever for those sad souls still working the 9-5 shift :).

Thursday: Alternate game night. Those games of Pendragon, Call of Cthulhu, 007, or Runequest you've always wanted to play? This is your chance.

Friday night: Alefest, followed by a drunken session of D&D. Again, costumes encouraged (required?). Oh yeah, did I mention that I'd be acquiring a liquor license?

So what does your gamestore look like?

Wednesday, June 11, 2008

The magic of Moldvay

My gateway drug into the seductive hobby known as role-playing was the 1981 Basic D&D box set, as edited by the late, great, Tom Moldvay. For my money, page for page, this is still the best iteration of Dungeons and Dragons ever written.

I still own the same careworn copy of Moldvay basic that I bought back in 1981-82 or so. As I look at it now it remains a marvel of utility, organization, inspiration, and playability.

To begin with, Moldvay basic comprises a total of 64 pages. Take away the title page, foreward, and glossary, and you have a total of 60 pages. Heck, there are longer modules than this. By way of comparison, a single issue of Dungeon and Dragon magazine exceeded 100 pages towards the end of their run!

The rulebook is comprised of the following 8 sections:

Part 1: Introduction (2 pages)
Moldvay introduces what D&D is all about, how to use the book, and provides some basic D&D definitions.

Part 2: Player Character Information (10 pages)
Moldvay explains how to create a character, explains the character classes and their abilities, provides a simple list of arms and equipment, and adds an example of creating a player characer.

Part 3: Spells (4 pages)
A listing of cleric, magic user, and elf spells, as well as a brief description of how magic works.

Part 4: The Adventure (4 pages)
Moldvay explains how a party is organized, how to keep track of time in the dungeon, movement, traps, encumbrance, light, doors, and retainers, as well as how to award experience points.

Part 5: The Encounter (6 pages)
Moldvay describes monster reactions, combat sequence, saving throws, hand-to-hand vs. missile fire, morale, and adds a nice example of combat. It's a sobering look at how deadly and unforgiving low-level D&D can be: The hobgoblin attacking Fredrik rolls a 17, hitting Fredrik's Armor Class of 2, and scores 8 points of damage! Poor Fredrik had only 6 hit points, so he is killed. I'm also a fan of the morale rules in Moldvay: Why should every monster opt to fight to the death? The rules explain that you should check morale twice: After a side's first death in combat, and when half the monsters have been incapacitated. Monsters that successfully check morale twice will fight to the death. It's a simple, intuitive system resolved with an easy 2d6 roll against the monsters' morale score.

Part 6: Monsters (16 pages)
The longest section in the book is a listing of monsters, from acolyte to zombie.

Part 7: Treasure (6 pages)
Here is provided treasure types, general advice on how magic items work, and descriptions of items such as swords, potions, rings, scrolls, wands, gems, jewelry, and armor.

Part 8: Dungeon Master Information (10 pages)
Advice on how to choose a scenario, draw a map, and stock the dungeon. There's also a sample dungeon, the immortal Haunted Keep with its mysteriously vanished Rodemus family and band of goblin raiders that have taken up residence therein.

The last couple pages of the book include an afterward, a glossary, and inspirational source material. Several of my favorites are listed here, including Poul Anderson, T.H. White's The Once and Future King, and E.R. Eddison's The Worm Ouroboros. Moldvay was obviously a man of refined reading taste :).

In a hobby dominated by massive three-tome, 300-plus page core rules, it is shocking to see what Moldvay accomplished in so little space. Take a look at how short each of those chapters are (4 pages of spells!), and yet, they are all you need to learn

  • what roleplaying is
  • what D&D is
  • how to create a character
  • how to build a dungeon, and stock it with monsters and treasure
  • how to play the game, as both a player-character and a dungeon master

Frankly, it's an amazing feat of economy and clarity. Moldvay basic is playable, as-is, right out of the box. The character record sheet provided in the rules fits on a single side of a standard 7 1/2 x 11 sheet of paper. You can open up the rules, roll up a character in 3 minutes, and get started. I know because I did it and had a blast with it many, many years ago.


I'm also a big fan of the presentation, including the organization, writing, and the art. I even like the font! There's some great pieces in here by Erol Otus, Jeff Dee, James Roslof, and Bill Willingham. I've included a couple samples here. I'd prefer not to launch into a full-scale attack on 3E "dungeonpunk" art, but I do find the style of the art in Moldvay basic far, far more appealing. More than any other of its numerous strengths, this game is inspirational and just wants to be played.

The only two weaknesses I think that you can level at Molday basic D&D are the following:

1. It only goes from levels 1-3. My character is weak. I can't fight dragons and go toe-to-toe with demons. True, that, and for this argument I have no rejoinder. This boxed set is not made for epic, level-spanning campaigns. I would, however, add that, if you couple it with the 64-page Dave Cook edit of Expert (levels 4-14), the companion set to Moldvay, you probably have all the game you'll ever need in a total of 128 pages.

2. It's too basic. Where are the options ? The feats? The skills? Elves and dwarves are classes? And huh, three alignments? Well, this one is a matter of taste. As anyone who pokes around the internet knows, D&D has become divided into two camps--those who prefer their games with heavy crunch and tactical options galore, and those who like to "make stuff up" and let the DM sort it out. At the risk of fence-straddling I'm in a third camp, and frequently vacillate between both extremes. I currently play in a 3E game and enjoy the tactical, battlemat combats, but at other times I find the rules maddeningly and needlessly complex.

But if I had to choose one play style or the other at gunpoint, I'd take the magic that is Moldvay. Because, if I had to, I could make up my own rules and get my theoretical game to the preferred level of crunch. I prefer to think of Moldvay as a toolkit: Here is everything you need to build a house, including hammer, nails, and a saw. There's nothing to say that you can't put more tools in the box. It's a framework made for tinkering.

Moldvay says as much in Part 1: Introduction:

While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable--anything, that is, that the Dungeon Master or referee thinks should be changed.

Now that's my idea of options.

Here's a perfect example, courtesy of Trollsmyth, of what you can do with the rules: Shields Shall be Splintered! It's a simple fix that allows you to add "combat crunch" and a bit of realism into the rules, should you so desire. And you can add or cut rules as needed: The foundation upon which they are built is quite sound.

To quote the great Elvis Presley, Moldvay, "How Great Thou Art."

Saturday, June 7, 2008

Age of Conan: Big money for game companies, but (likely) not book publishers

So have you have you heard of Age of Conan (AoC)? This new computer game is quickly shaping up to be the next World of Warcraft (WoW), a massively popular online "role-playing" game in which you create heroic characters, explore fantastic worlds, fight, loot, and gain power. Inspired by Dungeons and Dragons and other pen-and-paper RPGs, AOC, WoW, and others of their ilk strive to incorporate the best parts of traditional tabletop games--the immersive aspect of assuming a character's role and exploring a detailed world--with the latest in computer graphics and player-to-player interface technology.

Although I don't play them, I can understand the allure of on-line fantasy RPGs. One of my gaming group admits to playing so much Everquest he became strung out on the game (earning it the nickname "Evercrack"). As a big fan of pen-and-paper RPGs it seems awfully appealing to have the opportunity to play anytime, without having to set a time and gather a group of friends together. All that's needed is a computer and the money to pay for a monthly subscription.

And on-line RPG fans are legion. Take a look at how successful AoC has already become:

Durham, USA - June 6th, 2008 - Funcom is proud to announce that Age of Conan will pass the astounding "One Million Copies Shipped" milestone, in less than three weeks after the launch of the game. Due to overwhelming demand Funcom's retail partner is now re-supplying retail boxes rapidly while also including new markets to the mix. As a result of the tremendous interest from gamers, Age of Conan has for the past few weeks been claiming number one spots on the sales charts across the western world - including the US, Germany, France and the UK - while receiving glowing review scores from gaming media.

In the US, Age of Conan has a strong # 1 chart position and is now moving past the 500.000 shipped mark. Meanwhile the attention for the game is growing across the globe, with over 8 million unique visitors from over 200 countries to the Age of Conan websites so far in 2008. The community surrounding the game is also growing fast, with over 800,000 signing up as members of the Clan of Conan fan club.


Source: Age of Conan website (and thanks to the REHcomicsgroup Web site for alerting me to the news).

I'm not here to debate the merits of online RPGing (hey, I pretend to be an elf in my D&D game, so that would be a severe case of the pot calling the kettle black), but rather to ask a more interesting question--whether or not AoC will expose more people to its source material, Robert E. Howard's Conan. That question sparked some lively debate on the REHcomicsgroup mailing list, with folks taking both sides. Some said yes, AoC will create a new legion of REH readers, while others said no.

As for me, while I'd like to think the answer is yes, my gut places me in the latter camp.

Why won't AoC inspire gamers to seek out the stories? Personally, I think it's because the two mediums are mutually exclusive. Computer RPGs are played for the experience--the combat, the choices, and the accumulation of power. They are not tools to fire the imagination, but are portals that allow for immediate player interaction and active engagement, be it virtual sword-play or puzzle-solving. Reading of course requires engagement, but it's of the mind, picturing events as they unfold on the written page. Reading and playing are fundamentally different mediums and experiences, and it's my belief that people choose to do them for vastly different reasons.

That's not to say that the same people can't enjoy both--I enjoy reading and pen-and-paper RPGing, for example--but one does not necessarily feed into the other. It's like comparing running and stamp-collecting--the two are on completely opposite ends of the entertainment spectrum.

Furthermore, history has not shown that successes in electronic media lead to a rise in reading. Wildly popular films like Spiderman and the X-Men have not led to growth in the circulation of those flagging comic book titles. More to the point, the Conan film franchise (Conan the Barbarian, Conan the Destroyer) did not create a groundswell to get REH's original stories reprinted.

Now, I'm sure there may be a handful of exceptions, a few youngsters who might gravitate towards a Conan book because of their exposure to AoC, but I suspect they will be very, very few. AoC gamers will instead move on to bigger and better computer games when AoC becomes passe', not the books.

Wednesday, June 4, 2008

The Worm Ouroboros: War goes ever, ever on

Warning--spoilers ahead

E.R. Eddison's The Worm Ouroboros is not an easy read. You cannot drink it whole and entire in a single draught; it must be sipped and savored like a complex wine, and (to continue the metaphor) its taste is an acquired one. But it is a marvel of fantasy, one of the all-time classics, and if you're a fan at all of the genre you owe it to yourself to at least give it a try. It has fallen in and out of print over the years, although you can buy it on Amazon (I myself have the 1967 Ballantine Books edition, pictured here).

I recently re-read The Worm Ouroboros for this review after a space of a few years, and, as was the case before, I had to slowly break my way into it. It's written with beautiful and ornate language from a bygone era, which has its charms and its drawbacks. More than once I had to go back and re-read archaic words and opaque sentences and paragraphs. But it's never ponderous, and once you have a feel for the language it becomes part of the journey, a wonderful tool of immersion into Eddison's act of creation.

And Eddison uses that language to fashion wonders. The Worm Ouroboros delivers you into a world of bright color and thunder, of larger than life landscapes, and of heroes and deeds beyond the abilities of ordinary men. Here are soaring mountains that blot out the sky; noble hippogriffs and savage mantichores; achingly lovely princesses; and heroes of epic proportions and heroic hearts. And, above all, here is war, full-scale bloody battles of annihilation on land and sea.

And yet The Worm Ouroboros has far more to offer than (a great) story. Eddison had a message to say and while it's not readily apparent, it is there, beneath the surface, revealed in its suggestive title, by its deliberate structure, and through the actions of one of its central characters--Lord Gro.

The story
The Worm Ouroboros tells the story of a great war between the Demons--the good guys, not actually "demons," but noble and and heroic men--and the Witches (not actual broomstick-riding women, but men, evil and warlike). Through the use of a powerful and dangerous spell, the King of Witchland (Gorice XII) ensnares Goldry Blusczo, the Demons' mighty champion, and imprisons him in a magical fortress. Two of the Demon lords embark on an epic quest to find him and bring him back, while the Witches use this opportunity to launch a full-scale war against Demonland. War and epic quest are intermingled.

Along the way we're treated to a number of memorable events and scenes. A handful of my favorites include:

Conjuring in the Iron Tower. Evil witch-king Gorice XII uses the black arts to summon a mighty spell and capture Goldry Blusczo. This is magic as I like it: Not safe and predictable, but wild and dangerous and chaotic. I don't think I've ever encountered a description of a summoning more dark and evocative than that in The Worm Ouroboros:

But the King pronounced not yet those words, pointing only to them in the book, for whoso speaketh those words in vain and out of season is lost. And now when the retorts and beakers with their several necks and tubes and the appurtenances thereof were set in order, and the unhallowed processes of fixation, conjunction, deflagration, putrefaction, and rubefication were nearing maturity, and the baleful star Antares standing by the astrolabe within a little of the meridian signified the instant approach of midnight, the King described on the floor with his conjuring rod three pentacles inclosed within a seven-pointed star, with the signs of Cancer and of Scorpio joined by certain runes. And in the midst of the star he limned the image of a green crab eating of the sun. And turning to the seventy-third page of his great black grammarie the King recited in a mighty voice words of hidden meaning, calling on the name that it is a sin to utter.

The battle with the mantichore. Two of the Demons greatest champions, Brandoch Daha and Lord Juss, do battle with a mantichore on the cliffs of the great mountain Koshtra Pivrarcha. And what a beast it is:

The shape of it was as a lion, but bigger and taller, the colour a dull red, and it had prickles lancing out behind, as of a porcupine; its face a man's face, if aught so hideous might be conceived of human kind, with staring eyeballs, low wrinkled brow, elephant ears, some wispy mangy likeness of a lion's mane, huge bony chaps, brown blood-stained gubber-tushes grinning betwixt bristly lips.

The Battle of Krothering Side. I'm a sucker for big battle scenes and this is a great one. Here's but a small sample of this epic clash between Demon and Witch, as told through the eyes of a survivor:

I scarce know what way the battle went, father. 'Twas like a meeting of streams in spate. I think they opened to us right and left to ease the shock. They that were before us went down like standing corn under a hailstorm. We wheeled both ways, some 'gainst their right that was thrown back toward the camp, the more part with my Lord Brandoch Daha to our own right. I was with these in the main battle. His highness rode a hot stirring horse very fierce and dogged; knee to knee with him went Styrkmir of Blackwood o' the one side and Tharmrod o' the other. Neither man nor horse might stand up before 'em, and they faring as in a maze now this way now that, amid the thrumbling and thrasting o' the footmen, heads and arms smitten off, men hewn in sunder from crown to belly, ay, to the saddle, riderless horses maddened, blood splashed up from the ground like the slush from a marsh.

The wrestling match of Goldry Bluszco and Gorice XI. Forget the WWF--within the pages of The Worm Ouroboros is a wrestling match to the death between the two strongest men alive. Eddison paints the match in words that bring to life the crash of the muscular bodies, the teetering balance as each strives to overthrow the other, the terrible strain and the brushes with death.

Lord Gro
Like the Norse sagas from which it derives inspiration, Eddison portrays his characters using their actions and words, not their thoughts or motivations. They are mythical heroes, larger than life, and not conflicted with doubts and uncertainties, but driven by great passions, honor, and warrior spirit. In other words, if you're looking for character studies, look elsewhere.

And yet The Worm Ouroboros also features the conflicted, philosophical, and thoroughly modern Lord Gro, an exile from another country who casts his lot in with the Witches, later defects to the Demons, then rejoins the Witches at story's end. I can't help but think that Gro=Eddison, or at least is the individual with whom Eddision most readily identifies, since he is the most fully realized character in the novel. In the midst of all the savage warfare, Gro in a memorable passage steps back and questions the entire conflict--and the very nature of competition itself:

"Surely," he said, "the great mountains of the world are a present remedy if men did but know it against our modern discontent and ambitions. In the hills is wisdom's font. They are deep in time. They know the ways of the sun and the wind, the lightning's fiery feet, the frost that shattereth, the rain that shroudeth, the snow that putteth about their nakedness a softer coverlet than fine lawn: which if their large philosophy question not if it be a bridal sheet or a shroud, hath not this unpolicied calm his justification ever in the returning year, and is it not an instance to laugh our carefulness out of fashion? of us, little children of the dust, children of a day, who with so many burdens do burden us with taking thought and with fears and desires and devious schemings of the mind, so that we wax old before our time and fall weary ere the brief day be spent and one reaping-hook gather us home at last for all our pains."

Notably it is Gro, the anti-soldier, who sees the clearest.

War as glory and horror
Eddison wrote The Worm Ouroboros in 1922, just four years after the bloody conclusion of World War I. Unlike the stories of his contemporary J.R.R. Tolkien, Eddison glorifies war as a grand stage upon which heroes achieve great deeds and carve out their legacies.

But underneath this simple portayal lurks a more conflicted reality of war. After the great Battle of Krothering Side in which the Demons drive the Witches out of Demonland and the tide of war turns, Arnod, a warrior who fought with the Demons, tells the story of the battle to his family in the gorgeous rays of the setting sun. Eddison, who uses the landscape of his world to convey moods, drops the image of an ugly cloud that looks like a battered sword into the midst of the glorious sunset (emphasis mine). It's a subtle but important reminder of the ugliness and monstrosity that is war:

A faint breeze rippled the foliage of the oakwoods of Tivarandardale. The sun was down behind the stately Thornbacks, and the whole sky from bourne to bourne was alight with the sunset glory. Dappled clouds, with sky showing here and there between, covered the heavens, save in the west where a great archway of clear air opened between clouds and earth: air of an azure that seemed to burn, so pure it was, so deep, so charged with warmth: not the harsh blue of noon-day nor the sumptuous deep eastern blue of approaching night, but a bright heavenly blue bordering on green, deep, tender, and delicate as the spirit of evening. Athwart the midst of that window of the west a blade of cloud, hard-edged and jagged with teeth coloured as of live coals and dead, fiery and iron-dark in turn, stretched like a battered sword. The clouds above the arch were pale rose: the zenith like black opal, dark blue and thunderous gray dappled with fire.

The Worm Ouroboros
Eddison's book derives its curious title from a mythical, culture-spanning serpent/dragon named Ouroboros that swallows its own tail. Ouroboros appears in Norse mythology in the form of the serpent Jormungandr, a monstrous creature that circles the world and grasps its own tail in its teeth. In the Norse myths Thor kills Jormungandr during the last great battle (Ragnarok), but is himself slain by the venom spewing from the great wound. Ragnarok is the ultimate expression of this cyclical pattern, as it results in the destruction of the norse gods, their enemies, and the world itself, followed by a rebirth. Thus, the worm is both a symbol of the pattern of life and death and rebirth, or, in this case, eternal warfare.

The much-discussed ending of The Worm Ouroboros conforms to and continues that pattern. The Demons have achieved complete victory with their foes, the Witches, all slain. But instead of thanking the Gods for the great triumph and its promise of peace, the Demons instead long for the return of their vanquished and slain opponents. Lord Juss of the Demons is granted a wish from the magical Queen Sophonisba, and asks of the Gods:

Would they might give us our good gift, that should be youth for ever, and war; and unwaning strength and skill in arms. Would they might but give us our great enemies alive and whole again. For better it were we should run hazard again of utter destruction, than thus live out our lives like cattle fattening for the slaughter, or like silly garden plants.

Eddison does not pronounce any judgements upon the Demons, so we do not know whether this endless cycle of war continues because men desire it due to pride, or foolishness, or vainglory, or because warfare is inherent in our nature. All that is known is that the gods grant the Demons' wish and the cycle begins again: the worm has swallowed its tail, the other tale continues, and the war--the great war--will go on and on.

I have included a few passages of Eddison's unique prose, but should you wish to sample more you can actually read The Worm Ouroboros in its entirety here: http://www.sacred-texts.com/ring/two/index.htm

Thursday, May 29, 2008

The glory that was The Savage Sword of Conan

As a kid I used to take weekly walks to a local comic shop to blow my allowance. It was there in this dusty, creaky old store on the edge of the town common that I first discovered The Savage Sword of Conan.

At that time I was a fan of a handful of Marvel superhero titles, including Captain America and The Avengers, primarily, with a smattering of Fantastic Four, Hulk, and Thor thrown in. But one day I stumbled across a rare find: An unmarked cardboard box on the floor of the store, with two rows of a strange magazine standing unbagged and upright therein. I lifted out an issue and looked at the cover, which depicted a muscular hero swinging a bloodied axe, battling a horde of ghouls, skeletons, pirates, and a wizard, while a scantily-clad, voluptuous blonde woman looked on in amazement and desire.

It was SSOC 16, the cover of which I've included here. I knew the name of Conan from the movies and from references in popular culture, but this was something different: A magazine both dangerous and adult, with unfathomable alien articles and lots of text to go with stunning black and white artwork by John Buscema and Alfredo Alcala. I bought it right then and there, paying the princely sum of $2, and put in the bag with the other handful of titles I purchased that day.

When I got home I was treated to the first part of The People of the Black Circle, described in the magazine as follows: In the vast, mysterious subcontinent that is Vendhya, Conan the Cimmerian battles to save an ancient throne from the most fearsome wizards of the Hyborian Age. Next to the splash art was an evocative page with which I'd soon become intimately familiar, and one that still evokes a feeling of excitement and adventure: the famous excerpt from The Nemedian Chronicles ("Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the sons of Aryas, there was an age undreamed of..."), along with a map of the Hyborian Age of Conan, circa 10,000 B.C.

Also in the issue were:
  • A Probable Outline of Conan's Career (by popular demand!), a reprint of a classic Robert E. Howard essay from Weird Tales detailing Conan's timeline;
  • A Portfolio of Robert E. Howard, illustrations of Conan, Kull, and Red Sonja by seven artists;
  • Fire and Slaughter, the fifth chapter of Howard's saga of prehistoric civilization (circa 9,500 B.C.);
  • Worms of the Earth (at last!), a story of Bran Mak Morn, king of the Picts, who battles against the invading Romans with the hordes of Hell on his side!; and
  • Swords and Scrolls, the letters page, featuring a lengthy letter from Yasmina, flower of the dawn and thief in the night, a belly dancer (accompanied with a semi-revealing photo) who attended a comic book convention dressed as Conan's love-interest Yasmina.

Needless to say I was hooked, drawn into a world in which all the men were mighty of limb; the women full of hip and breast; where magic was wild and unpredictable and to be feared, the province of madmen; where ancient, vine-choked cities lay in the heart of foreboding forests, to be plundered only by those foolish or brave enough and trained in the art of the sword. Conan was my guide in this wondrous Age of Hyboria and I lived vicariously through his adventures. Over the coming months I would return to the store again and again, buying a couple of SSOC titles each time for $1 or $2 apiece. I read the remainder of The People of the Black Circle (issues 17-19) one-by-one like a highly anticipated serial, then moved on to buy #5, 6, 13, 21, 23-27, 29-31, 33-38, 40-50, 55-59, 61, 63-64, 67, 69, 75-76, 78, 80, 81-82, 84, 92, 94, 95, 97, and 100. I know the exact numbers because I still have them all and cannot bear to part with them, and probably never will. I have too many memories wrapped up in these magazines, and owe them a debt for the hundreds of hours of enjoyment they delivered. Later on I would go on to buy many more SSOC titles in the mid-upper 100's.

In addition, I also purchased a huge run of Conan Saga out of the same box. Conan Saga was great because it was cheap and contained classic reprints of SSOC as well as Conan the Barbarian and Savage Tales. For as little as 75 cents each I scored issues 1-13, plus 16-30, 32-42, 46-52, and 54. The value of these magazines had no meaning for me at the time, only the stories they contained.

The now-defunct SSOC was--and remains--a terrific swords-and-sorcery magazine. I prefer the term magazine when referring to SSOC (1974-1995) because it can't rightly be called a comic book, which to me implies a safe, bubblegum adventure story for kids. I don't know how many comic books contain actual articles (reprints of Robert E. Howard articles from Weird Tales), detailed and scholarly book reviews (of Howard collections), or eye-popping photograph spreads (of bikini-clad Red Sonja lookalikes). Savage Sword had all these and more.

Soon SSOC and Conan Saga became an obsession. I liked them because they contained self-contained adventures (a few had stories that spanned more than issue). You didn't have to invest a ton of time and money following a long story arc like you did with traditional comics. Each magazine was its own entity, with a great swashbuckling adventure that started and concluded right there.

The scantily-clad women and decapitations were great, too, but most of all SSOC stood out for its great cover and interior art, and also for having terrific writing and amazing stories. I'm sure the X-men and Batman had some good writers working for them in those days, but SSOC had Robert E. Howard (until his tales ran out). Advantage? SSOC.

Sadly, both the comic book store and SSOC are long gone, but the memories (and my back issues) remain. And I have SSOC to thank for awakening me to Howard's actual stories themselves, which will likely be the subject of another post. In fact, this might in the end be its greatest legacy: I firmly believe that, in addition to the Lancer/Ace Conan paperbacks of the 1960s/1970s, SSOC and its brethren introduced a new generation of fans to Howard that might not otherwise have ever read of the mighty-thewed barbarian.

Tuesday, May 27, 2008

Del Toro, Jackson talk The Hobbit

Okay, so I'm a day late and a dollar short on this one (blame the long weekend and a lack of internet access), but the WetaHolics Web site recently posted a transcription of a series of Q&As that fans and Weta staff asked of director Guillermo del Toro and producer Peter Jackson regarding the forthcoming film adaptation of The Hobbit. You can find the complete transcript here. Thanks to Trollsmyth for tipping me off to this event.

Following are some highlights from the transcript and my own thoughts on the exchange (note that I'm dropping my comments into the Q&A; I unfortunately was not part of the dialogue :).

WetaHost: Peter: What was it about Guillermo that made you feel he was the right guy to continue on the saga of Middle-earth? Are the two of you on the same page for the vision, direction, and style that these movies will have? If the two of you disagree on a point, who wins out?

Peter Jackson: I'll talk more about this in a later question, but watching his films, he has respect for fantasy. He understands it, he's not frightened by it. Guillermo also understands character, and how the power of any movie is almost always linked to how closely we empathize with characters within the story. His work shows great care and love for the main characters he creates. He also has supreme confidence with design, and visual effects. So many film makers are scared of visual effects - which is no crime, but tough if you're doing one of these movies! If we disagree, the director has to win, because you should never force a director to shoot something they don't believe in. But we're both reasonably practical and ego-free, and I believe that if we disagree, we both have the ability to express our differing theorys - state our case, like lawyers - and between us, work out what's best for the movie.

Me: I'm glad that Jackson is giving Del Toro plenty of freedom on The Hobbit. Movies are definitely one of those mediums in which too many cooks can spoil the broth, and create a watered-down, safe, boring product. However, I'm also glad that Jackson will be providing a fair amout of input.

Eriol: So what age rating are you aiming at?
Peter Jackson: Hi Eriol - the rating will be the same as the Trilogy, PG13 on both movies
Guillermo del Toro: An intense PG-13...

Me: Exactly as I had expected. Surprisingly, many across the internet were expecting a PG-children's film, but with the success of The Lord of the Rings, I knew that there was no way New Line and Jackson were going to mess with the audience or the formula.

WetaHost: In the Hobbit book, we have talking trolls and the Eagles and Smaug talks as well, however in the LOTR Trilogy, trolls did no more than grunt, Fellbeasts screamed, and the Eagles, who were meant to talk, just stayed silent. How much will the portayle of such animals change in the Hobbit?

Guillermo del Toro: I think it should be done exactly as in the book- the “talking beast” motif has to exist already to allow for that great character that is Smaug. It is far more jarring to have a linear movie and then – out of the blue – a talking Dragon.

Me: My confidence in del Toro is rising. More Tolkien=better product (see The Lord of the Rings films, which were at their best when they hewed closest to the source material).

WetaHost: Hi. Do you intend to play this one by the Book (The Hobbit that is) and make it a very light childrens tale on film, or do you plan to stick with the much darker treatment- in keeping with the LotR films - particularly the latter ones. My personal preference would be for the latter - cannot see how eg. the Rivendell Elves could regress from their nobility in LotR to those "...Tra-la-la-la...." singing versions which were in teh Hobbit Book. Thank you.

Guillermo del Toro: We’ll see about the “Tra-la-la-" later- but the book, I believe, in echoing the “loss of innocence” England experienced after WWI, is a passage form innocence to a darker, more somber state- The visual / thematic progression should reflect that in the camera style, color palette, textural choices, etc.

Peter Jackson: As I said earlier, I personally feel that The Hobbit can, and should have a different tone. The "tone" of these stories shouldn't be defined by the pressure our characters were under in LOTR. The world is a different place at the time of the Hobbit. The shadow is not so dark. However, what should stay the same is the reality of Middle-earth, and the integrity we bring to it as film makers.

Me: I like this decision too. As I've mentioned in past posts, The Hobbit is certainly lighter in spirit than The Lord of the Rings, but the difference is most pronounced at the outset of the story. Over the course of The Hobbit a tonal shift occurs which moves the tale into a darker, more complex, adult story. Tolkien later stated that he would have written it with the same voice he employed in LOTR, given a second chance, so I have no quarrel here.

Merlkir: Any ideas about the talking wargs? the wargs in hobbit are remarkably different from the "hyena" ones in the LOTR movies..

Guillermo del Toro: Absolutely: they will be different from the Hyena ones established in the Trilogy- they will be faithful to the creatures in the book and will be redesigned accordingly.

Me: So far, del Toro is batting 1.000. Wargs should be wolf-ish, albeit larger and more menacing and a bit more bestial. The wargs from LOTR (the films) were certainly nasty, but they weren't very wolf-like.

WetaHost: I always thought creating Gollum would pose a great artisic challenge to the artists whose job it would be to adapt the Lord of the Rings. With the Hobbit I believe Smaug will pose one of the great challenges. Now we have all seen dragons in movies. But for the Hobbit I personally am excepting nothing less than unbelievable . Were will you go for inspiration? What styles will the art dirction look at? Personally I can see a lot being done with the setting from Pan's Labyrinth. Thank you and good luck to you all.

Guillermo del Toro: This is a big one-- Allow me to quote form my random responses at Onering.net… I am a big Dragon fan. I've said it before- And I was fortunate enough to be born a Dragon in the Chinese Horocope... And although its always impossible to agree on the "greatest" of anything, I bring forth these two as the main film contenders for that title: Eyvind Earle / Disney's Maleficent dragon ( a triumph of elegance of color and design) and Vermitrax Pejorative from Dragonslayer. In my opinion, every other design has borrowed heavily from these two. I plan to create something new and groundbreaking. Smaug should not be "the Dragon in the Hobbit movie" as if it was just "another" creature in a Bestiary. Smaug should be "The DRAGON" for all movies past and present. The shadow he cast and the greed he comes to embody- the "need to own" casts its long shadow and creates a thematic / dramatic continuity of sorts that articulates the story throughout- In that respect, Smaug the CHARACTER is as important, if not more important, than the design. The character will emerge form the writing- and in that the Magnificent arrogance, intelligence, sophistication and greed of Smaug shine through- In fact, Thorin's greed is a thematic extension of this and Bilbo's "Letting go" and his noble switching of sides when the dwarves prove to be in the wrong is its conceptual counterpart (that is a hard one to get through, Bilbo's heroism is a quiet, moral one) and the thematic thread reaches its climax in the Bilbo / Thorin death bed scene.

Anyway, back to Smaug: One of the main mistakes with talking dragons is to shape the mouth like a snub Simian one in order to achieve a dubious lip-synch. .. A point which eluded me particularly in Eragon, since their link is a psychic one. To me, Smaug is the perfect example of a great creature defined by its look and design, yes, but also, very importantly, by his movement and -One little hint- its environment - Think about it... the way he is scaled, moves and is lit, limited or enhanced by his location, weather conditions, light conditions, time of the year, etc. That's all I can say without spoilers but, if you keep this curious little summary you'll realize several years form now that those things I had in my mind ever since doodling the character as a kid had solidified waaay before starting the shoot of the film. A big tool is also how and when he is fully revealed. I could give you specifics- beat-by-beat in fact (I'm geeking out to do it), but... I will say no more in order to save you from ruthless spoilerage (we have a few years to go, you know...?) and increased anxiety. Let me, however, say that this is actually one of the points I feel most enthusiastic about. As to his voice- well, each reader has a Smaug voice in his / her head, just like you always do when "hearing" a great character in a book. I have mine... and it will be revealed in time...

Me: del Toro is the man--dropping a Vermithrax reference into the interview was totally unexpected and very cool. Dragonslayer is one of the best fantasy movies to emerge from the 1980's and that decade's pile of wildly awful and great fantasy films, and Verithrax remains my favorite wyrm put to film. If The Hobbit can improve on him we'll be in for some great scenes, indeed. More to the point: It is nice to hear del Toro put into words that he's drawing on Dragonslayer for some degree of inspiration and is chomping at the bit to get his vision on film.

WetaHost: Hello Mr. Jackson and Mr. Del Toro! Thank you very much for this time. My question is one that I think you will hear alot of from many of us...from what material will you pulling the second movie from? I know it'll be great with you two on board, but I am mighty curious. I am a huge fan of both of you and I look foward to more Tolkien films!

Guillermo del Toro: The idea is to find a compelling way to join THE HOBBIT and FELLOWSHIP and enhance the 5 films both visually an in their Cosmology. There’s omissions and material enough in the available, licensed material to attempt this. The agreement is, however, that the second film must be relevant and emotionally strong enough to be brought to life but that we must try and contain the HOBBIT in a single film.

Peter Jackson: I'm really looking forward to developing Film Two. It gives us a freedom that we haven't really had on our Tolkien journey. Some of you may well say that's a good thing of course! The Hobbit is interesting in how Tolkien created a feeling of dangerous events unfolding, which preoccupy Gandalf. There's an awful lot of incident that happens during that 60 year gap. At this stage, we're not imagining a film that literally covers 60 years, like a bio-pic or documentary. We would figure out what happens during that 60 years, and choose one short section of time to drop in and dramatise for the screen. I'm really interested in how it effects The Hobbit - do we show what happens to Gandalf during his trips away? We'll see. We may well have seeds for Film Two that we'll subtly sow during The Hobbit.

Me: Pretty much a non-answer to my biggest question. Film two could be a great and worthy addition to the series, or frankly, it could veer into disaster. Without a strong, central narrative from Tolkien to draw upon, I fear that the latter is more likely. And no offense to del Toro, Jackson, or the other wonderful writers on this project, but Tolkien is the wellspring from which your movies--and financial and artistic success--flow. Again, the best parts of the LOTR films were straight from or closely aligned with Tolkien. The handful of failures--shield surfing, Aragorn over the cliff, etc.--were deviations.

WetaHost: Considering that you're stretching The Hobbit into 2 movies can we assume that Beorn will be featured and will not be given the Tom Bombadil treatment?

Guillermo del Toro: I may be in the minority, but I absolutely LOVE Beorn and I intend to feature him in the films. BTW I also like TB quite a bit…

Me: Okay, back to the good. I love Beorn too, and it sounds like he'll be in the films--unless Jackson and Boyens rip the decision from del Toro's hands.

WetaHost: I'd comment on the awesomeness of director choice, but I'm sure that gets old. Concerning The Hobbit and the numerous Dwarves, I was wondering if all of them are going to find their way into the film. In Lord of the Rings, you had 9 in the Fellowship, but you had three movies to flesh them out. In the Hobbit, you have 13 Dwarves and one film to throw them all in. I'm definitely hoping to see all 13 make their way in, but what are you doing about this?

Guillermo del Toro: Tolkien wrote 13 dwarves and I intend to use 13 dwarves. I am, in fact, thrilled to keep them all and have them be distinguishable and affecting as characters. Much of the drama and emotion in the last third of the book and film will come from them.

Me: This may seem like a minor issue, but I'm glad that del Toro will be retaining all 13 dwarves. It's going to be difficult to write in 13 short, stumpy men early into the script and make them unique and accessible to the audience, and it would probably be easy to cut the number down to a manageable 6 or 7. But again, more Tolkien=better (keep repeating that mantra).

WetaHost: My question is, when Del Toro has acknowledged his disdain for Hobbits and "sword and sandals" fantasy, how can he do justice to the movie? Why can't Peter direct it himself after The Lovely Bones? He can direct these 2 movies and then direct the 3rd Tintin movie.

Guillermo del Toro: Okay- If by “Sword and Sandal” you mean “Sword and Sorcery” I stand by the general lines of my statement in 2006. But allow me to reproduce the following paragraph from ONERING.net and expand it- Since the age of 4 I became an avid reader and collector of books; manuscripts, pamphlets, first editions, small press or worn-down paperbacks... they all find a home at my library which has grown so cumbersome and obtrusive that I had to move to a separate home from the family one... For many decades my main area of interest has been horror fiction: Algernon Blackwood, Arthur Machen, MR James, LeFanu, etc and classic Fairy tales and literature about the engines of Myth: unabridged Grimm, Andersen, Wilde, Bettelheim, Tatar, etc.

Now and then I indulge in Science Fiction (not hardware oriented but more humanistic things) and thus I count Bradbury, Ellison, Sturgeon and Matheson amongst my favorites. My area of interest gets much narrower when we deal with another genre... the genre that is shelved under Fantasy. As a youngster I read Moorcock, Clark Ashton Smith, Lord Dunsany, Lloyd Alexander, Fritz Leiber, Marcel Schwob, RE Howard and a few others.

Nevertheless I was never propelled into an aleatory addiction to sub-genres like Sword & Sorcery or indiscriminate fantasies about magical this or that- Like any other genre or subgenre there's a great abundance that makes it hard to discern when a new "trilogy" or "chronicle" comes from as genuine a place as Tolkien's or derives from genuine fervor -religious or otherwise- like C.S. Lewis' did. But here I am now: reading like a madman to catch up with a whole new land, a continent of sorts- a Cosmology created by brilliant philologist turned Shaman. As if he grasped an existing universe outside our Platonic cave, Tolkien channels an entire world, weaving expertly from myth and lore. The oustanding virtue is that all this scholarly erudition doesn't reduce his tales to mere Taxidermy. He achieves an Alchemy all of his own: he writes new life in the freshly sculpted clay of his creatures.

I have, through the years become familiar with the very roots of Tolkien's myths and the roots of Fafhrd or Elric or Hyperborea and many a time I have relished the intricate ways in which demonic wolves, shape-shifter and spindly-limbed pale warriors can be woven into those many tales that become, at the end, the single tale, the single saga- that of what is immortal in us all. In creating Pan's Labyrinth I drank deep of the most rigid form of Fairy Lore and tried to contextualize the main recurrent motifs in an instinctive rhyme between the world of fantasy and the delusions of War and Politics (the grown man's way of playing make-believe) and in re-reading THE HOBBIT just recently I was quite moved by discovering, through Bilbo's eyes the illusory nature of possession, the sins of hoarding and the banality of war- whether in the Western Front or at a Valley in Middle Earth. Lonely is the mountain indeed.

When that statement was made- at different times during PANS LABYRINTH’s promotion, many a time I made the distinctive call to say that although I had not read Tolkien outside THE HOBBIT I had been fascinated by the Trilogy films. A statement that I already had the chance to make in 2005 when PJ, Fran and I met about HALO. So, no, generally I am NOT a “Sword and Sorcery” guy or a “Fantasy” guy- By the same token, I'm not a sci-fi guy but I would make a film based on Ellison in a second- or on Sturgeon or Bradbury or Matheson. I'm not into Barbarians with swords but i would kill to tackle Fafhrd and Grey Mouse... and so on and so forth... I'm a believer but not a Dogmatic.

Allow me to put a final, finer point to our discussion. The aesthetics of HELLBOY II are completely Pop and color-saturated, much more comic book / modern than I would ever use in THE HOBBIT but- I spend two years creating a world of Fairies, Elves, Trolls, etc Two Years. A career / creative decision that precedes any inkling of THE HOBBIT. I wrote the script years before I met with PJ or Fran. In other words I dedicated the last 6 years of my career (between PL and HBII) to create Fantastical world inhabited by Fairies, Fauns, Ogres, Trolls, Elves, etc In that respect- I guess I am a Fantasy guy when the particular world appeals to me. Back in the Jurassic Period (1992 / 1993) when CRONOS won the Critic’s Week at Cannes I was referred to as an “art house guy”- I followed that with a giant cockroach movie that proved successful enough to spawn two sequels and allow me to co-finance THE DEVILS BACKBONE which send me back to being an “art house guy”. Then I did BLADE II and people thought of me as an “Action guy”- PJ went through a similar mercurial career with HEAVENLY CREATURES, BAD TASTE, DEAD ALIVE, etc I squirm away from a tag and I hope I can avoid being just a “Fantasy guy” after PL, HBII and H… I do the tales I love (regardless of what shelf Barnes & Noble classifies the book under) and I love the HOBBIT. I love it enough to give it half a decade of my life and move half a world away to do it.

Me: Another big question I wanted answered, and I'm glad that del Toro took it on, even if his answer is not completely satisfying (and a bit prepared). I think I know where he's coming from--he's not a "sword and sorcery" fan, but rather a supporter of stories with resonance and meaning regardless of the forms they take. I respect that, even though I don't like when folks try to place themselves above particular genres. You don't have to read every derivative series ever written (Dennis McKiernan, I'm looking at you) in order to be a fantasy fan, but there's also no shame in respecting the fantasy genre as a place where terrific authors have worked, great stories are told, and lasting myths are made. I think he mostly did that here.

Summation: Del Toro won some major points with me in this interview and my faith in The Hobbit has been re-energized.