While I've read the Great Gatsby a few times, it has been many years since my last reading. I would definitely not consider myself a scholar in any way, shape or form. I also have not seen the previous movie with Robert Redford in it so have no starting point to compare this one to.
I took my girlfriend to see it. Initially she didn't want to go. One of her friends specifically warned her away from it saying the only thing good about it was Leonardo's acting. However, she heard some music from the sound track and my girlfriend can easily tie the strength of a soundtrack to a movie. Not perhaps a good idea when judging films.
When arrived very early. She thought it started at 7:20 PM and it turns out that was 7:50 PM. Of course that means the movie didn't still till well after 8:00 PM thanks to the plethora of commercials the user is bombed with. Initially the crowd was very thin. I suspected it would stay that way with a new Star Trek movie, the hanging power of Iron Man 3, the new Fast and Furious Movie, and Will Smith's new flick in. I was wrong. By the time the movie was getting started proper, the only seats left were those directly in front. A fairly packed house. And one that for the most part, was very well behaved. I was pleasantly surprised. Normally you get a few fools in a public showing but the audience seemed enthralled.
For her, the movie was a disaster. She couldn't stand Gatsby himself. His language and manner just struck her as wrong. Mind you, she has read the book recently. She has seen the Redford version. She also was struck unaware by the numerous rap styling in the movie. It struck her a mighty discord to see the costumes and designs of a bygone era with such modern and distinct music being used. She actually fell asleep during part of it.
I suppose if you are a Gatsby purist, you may not enjoy the film.
I too was struck by the disharmony of the music and sights but that aspect was only in a small part of the movie and didn't ruin the whole of the cloth for me. The story, which tries very hard, to be a love story, of loss, or that unattainable object and perfection, is done well in my opinion even though the framing device feels a little heavy handed at times. If you are a fan of great scenery, of Leonard Dicaprio's acting, or just looking for some time to kill, the Great Gatsby might be for you.
I'll be discussing some specific spoilers from the movie below so if you wish to avoid those, read no further.
1. Character Motivation. There is a scene where Gatsby, living on a dirt farm, is starting at the sky and the wording is something like he makes himself into a better individual. He wills it to happen. He takes the actions necessary to do so. This drive for success, to be better than he is, is not something unique to Gatsby. Griffith, from the Berserk manga and anime, is a similar creature. One who is born with nothing and yet manages to work his way up among the highest peers of the land. When looking at a character's motivation, what brings them back to seek out loot? To risk life and limb? While for many OSR games, the money for ale and whores is a tempting bit, some may have something more in mind.
2. Social Structures: In many ways, Gatsby could be an adventurer. He engages in illegal activities to amass a fortune. He surrounds himself with items of great taste and importance. He holds onto his funds only through the continued use of illegal actions. His social circles include those who are reduced to those circles, and those who exploit them. The Sopranos dealt with this idea a bit too. That of 'old' or 'legitimate' money being inherently better than 'new' or 'found' money. Those in need often just go to those who have the money. In Japan part of the social turbulence in their history involves the rise of the merchant class and the end of wars requiring samurai. These social circles though, can be shifting because in some scenes, especially those in 'the wasteland', we see that society doesn't break down along racial lines, it breaks down along financial lines.
In the slums of your cities, do half orcs rub shoulders with half elves? Do humans dream of a better life in an elf empire? Do outcast dwarves handle work that no one else will because it's the only way of earning a living that doesn't involve a life of crime? In such low ranking housing, powerful individuals can spring forth because what do they have to lose?
3. Everyone loves a party. Getting characters together is one of the oldest headaches in the book. The bar is an old standby as adventurers flock to it like lighting to rods. But what if instead of a bar, the characters are invited to a massively sized mansion to meet a new benefactor? While the rest of the guests are among those who casually show up, in the among the great scenes, the music, the dancing, the alcohol and other intoxicants, the characters are actually invited. To secure their work though, they have to find their host. While doing so, they may come across numerous merchants, politicians and criminals of all social spheres who make themselves at home in the fine manor. Perhaps they stop a minor robbery before it becomes something more? Perhaps they come across a couple of different social spheres whose activities, were they known to others, could cause scandal. Would the players seek to profit directly through blackmail or hold it in their back pocket for future use or just consider it a favor? By changing and enlarging the initial meeting place of the start, the characters can have a much larger canvas to walk through.
4. Be different. When running a game, especially if it's a classic adventure, some game masters may have a dread in their stomach. They've run it so many times they don't know what to do anymore. They can run it in their sleep. Be bold. Put some different creatures in the adventure. Throw some different treasures in there. Move the secret rooms around. This can prevent those who may have played the adventure under other GMs from thinking they know everything and can provide a surprising amount of satisfaction in doing so.
There are some other bits in the movie that viewers could take. I've mentioned the use of catch phrases before such as the Hulk and his famous, "Hulk Smash". Gatsby has one here himself but he uses it so much, it's a reminder that a catchphrase should be used only during those special occasions like the good old SDF-1 and "Fire the Main Gun!"
Other points may be the scenery. Can you engage the players in descriptions of the area? Can you tell them how one statue stands above the center of the park and seems to judge everyone and everything with it's ceaseless vigilance? Can you explain that due to the mining in the community, that everything is often covered in a thin layer of black powder? Can you relate the heat of a hot summer day when there is no automatically grabbing some ice or a cold drink to cool down?
Gatsby may not be a faithful reproduction of the novel but it has its own merits and those looking for inspiration could do worse than enjoy it.
Showing posts with label Social Limits. Show all posts
Showing posts with label Social Limits. Show all posts
Sunday, June 2, 2013
Tuesday, January 17, 2012
The Hammer by K. J. Parker
While I found the Hammer didn't involve a lot of material in terms of fighting, combat, or other standards of fantasy role playing games, there is still plenty of rich material to mine.
The first thing to review, is base campaign assumptions. In this setting, Gig, the third son of the noble exiled family, has no expectations on him that are standard. If the family was not exiled, he would have been sent off to the priesthood because the eldest stands to inherit, the second is a back up so to speak, and the third... well, he's extra and even historically, they were often sent off to the church. What happens in noble families in the setting you're using? Are they given command of legions that they are no qualified for? Are they made heads of guilds through marriage? Do they form unique organizations like Pathfinders?
In that vein though, what happens with other people? Teuccer, a young lady from the mainland, fresh to the colony island, wants to be a doctor. Back on the mainland, that would never happen because it wasn't a woman's place. In her new home though, while some may consider her eccentric, they trust her abilities and treat her like the specialist she is. In some ways though, this is part of what Dungeons and Dragons has suffered a little from.
I don't want to say that the game is politically correct, but when looking at most eras of history, things are hard for the common man. Slavery is a common occurrence. Strength of law is enforced by actual strength. Women in many instances, are limited in what jobs they can take. They face real social barriers and have real hindrances.
By being so modern in its outlook, Dungeons and Dragons takes away some of that potential struggle. Now if your game is all about going into the dungeons and collecting the loot, that is appropriate. After all, you don't want to make it more difficult for one player than you do another in terms of buying equipment and getting solutions that the other players have.
But if its about role playing struggles and every one is the same and everyone has the same benefits and the same flexibility, then you might want to look at some of the old social limits. This includes something like looking at the wearing of certain colors, the use of weaponry outside of the nobility. One of the ideas that the old d20 Excaliber book mentioned as a role playing bit was that only knights could use swords. This didn't prevent other social status characters from making fighters, but they would be known by others weapons. Indeed, some weapons are distinctively peasant in nature or not meant for the higher ranking soldiers.
Another aspect of the colony life, is whose paying for it? Is there a single organization that pays for the people to move there? To pay for the people to live there? what are the obligations of the people who live there? In The Hammer, the colonist are expected to turn off a certain amount of beef in exchange for the necessary tools for living like nails, hammers, hoes, clothing and other farming tools. The isolation of the setting means that often the characters have to make due with what they have. In this book, there is 'the Company', but we don't find out too much about them in this book. Considering I'm reading another book by the same author called, 'The Company', it wouldn't surprise me if that some how all tied in together.
The Hammer is a book that is filled with characters breaking their standard background roles and fighting against the limitations imposed on them from society. It is worth reading to see how island life might cause innovation among the least likely people.
The first thing to review, is base campaign assumptions. In this setting, Gig, the third son of the noble exiled family, has no expectations on him that are standard. If the family was not exiled, he would have been sent off to the priesthood because the eldest stands to inherit, the second is a back up so to speak, and the third... well, he's extra and even historically, they were often sent off to the church. What happens in noble families in the setting you're using? Are they given command of legions that they are no qualified for? Are they made heads of guilds through marriage? Do they form unique organizations like Pathfinders?
In that vein though, what happens with other people? Teuccer, a young lady from the mainland, fresh to the colony island, wants to be a doctor. Back on the mainland, that would never happen because it wasn't a woman's place. In her new home though, while some may consider her eccentric, they trust her abilities and treat her like the specialist she is. In some ways though, this is part of what Dungeons and Dragons has suffered a little from.
I don't want to say that the game is politically correct, but when looking at most eras of history, things are hard for the common man. Slavery is a common occurrence. Strength of law is enforced by actual strength. Women in many instances, are limited in what jobs they can take. They face real social barriers and have real hindrances.
By being so modern in its outlook, Dungeons and Dragons takes away some of that potential struggle. Now if your game is all about going into the dungeons and collecting the loot, that is appropriate. After all, you don't want to make it more difficult for one player than you do another in terms of buying equipment and getting solutions that the other players have.
But if its about role playing struggles and every one is the same and everyone has the same benefits and the same flexibility, then you might want to look at some of the old social limits. This includes something like looking at the wearing of certain colors, the use of weaponry outside of the nobility. One of the ideas that the old d20 Excaliber book mentioned as a role playing bit was that only knights could use swords. This didn't prevent other social status characters from making fighters, but they would be known by others weapons. Indeed, some weapons are distinctively peasant in nature or not meant for the higher ranking soldiers.
Another aspect of the colony life, is whose paying for it? Is there a single organization that pays for the people to move there? To pay for the people to live there? what are the obligations of the people who live there? In The Hammer, the colonist are expected to turn off a certain amount of beef in exchange for the necessary tools for living like nails, hammers, hoes, clothing and other farming tools. The isolation of the setting means that often the characters have to make due with what they have. In this book, there is 'the Company', but we don't find out too much about them in this book. Considering I'm reading another book by the same author called, 'The Company', it wouldn't surprise me if that some how all tied in together.
The Hammer is a book that is filled with characters breaking their standard background roles and fighting against the limitations imposed on them from society. It is worth reading to see how island life might cause innovation among the least likely people.
Labels:
Campaign Design,
K. J. Parker,
Social Limits,
The Hammer
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