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THE IMAGE IN THE MIRROR: THE IMPORTANCE OF SELF-REFLECTION (GM ADVICE)

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As a Game Master it is important to know what skills you bring to the table, to what your strengths are so you can make the best use of them. This is also importance for confidence. Like in any form of public presentation or speaking, uncertainty and nervousness by the GM can reduce the enjoyment of the other participants and cause them to become less engaged. So it is understandable that many GMs like to focus on what they do well and pay less attention to their weaknesses. However occasional self reflection on where you fall short can make running games easier in the long term. 


We all like to believe we are excellent Game Masters. I think most of us are excellent, because GMing involves a lot of hard work and prep. So any person who decides to helm a game, gets automatic credit from me as a player, simply because of the effort involved. It is also potentially embarrassing. You are laying out all your best ideas each week for your friends to pass judgment on. Still everyone has areas where they would like to improve. In my opinion the best way to approach this in gaming is to take it in small steps, dealing with one element at a time. 

It begins with an honest assessment of your GMing style. You want to ask yourself where you feel the least comfortable, that is usually where you'll find weaknesses. Sometimes these are not an issue. If you and your group don't like big dramatic speeches from NPCs, then it really isn't a problem if you haven't developed this much. On the other hand, if your group loves them, but you have difficulty delivering, then you might want to practice improving that skill. 

GM ATTRIBUTES
I am going to divide the game master skill set into some arbitrary categories just for the purpose of making discussion easier. There are any number of ways to slice this but these are areas I think you can take in turn to assess: 

System Mastery: I believe this is important if your a game master. Knowing the system you run matters because that affects the speed and flow of game play. I don't think every GM needs to be an encyclopedia of course. As long as you know enough to run the game smoothly and teach it to new players, that is enough. However I think it is something that should improve, not diminish, over the course of a campaign. If you find the latter occurring, or you find you just don't know the system well enough, here is my advice. 

Read the rule book at least twice all the way through (with the exception of sections that references chapters). Then before each game re-read the rules portion and the character creation portion. Because it comes up a lot, one thing I like to do, if the book has it, is re-read the combat section the morning of each game. After a while you won't need to read every last word, but may choose to focus on a particular area like the grappling rules or vehicle combat. 

Mastery of the the Material: This includes both setting and adventure material, whether home-brewed or published. This is equally important to system mastery. It slows down the game if you don't know the details of the setting or the names of your NPCs. It is easy to get lazy on this front so it is definitely worth evaluating where you are on this every so often. 

If you find you want to improve your master of material, I suggest begin with organization. If you are not organized, finding information during the game will quite difficult. So set up a proper binder, computer file or online method for organizing your campaign materials. 

Once things are organized make sure you review and evaluate what you have. Look for gaps so they don't come up during play. Even though it is all your own stuff, it is easy to forget what you've written, so re-read it once in a while. If you are running published material, then you ought to read and re-read until you are familiar with it. 

Performance: This can be further divided into many subgroups (voices, ad libbing, playing NPCs, description, etc). I think everybody has places they are strong and places they are weak here. I am weak on voices and on gathering steam. It usually takes me about 30 minutes to get into the flow of running a game and I am not especially fond of speaking with accents and the like. 

Some of performance includes natural talent, so there will be limits to what you can do. We can't all set the scene like James Earl Jones. Still I'm always surprised what a bit of hard work and practice can achieve. Anyone can make a Lamborghini go fast but if you can soup-up a jalopy to go fast that is truly impressive. 

Preparation: This is important and dovetails with mastery of material, but it is its own separate category as well. Really this is more about time you put in between games and how you use that time. It is also something that will fluctuate as you GM more. You may find you require less prep time as you gain experience, but you might also find yourself unable to prep as much as you like due to circumstances. The key here is to recognize what is realistic and work within those constraints. You definitely don't want to have prep time interfere with more important aspects of your life, but you also don't want to waste your players' time by not prepping enough. It is a balance. 

If you find you don't have enough time to prep, I suggest aiming for efficiency. A big help here is to write down what you absolutely need for the next session then work on those in order of importance. While listening to music during prep can be an inspiration for some it may also be a distraction that slows you down, so pay attention to the environment you prep in and remove anything that detracts from speedy prep. 

If you are simply not prepping enough because of lack of interest, it may be time to take a break from GMing and be a player for a while. 

Every so often, I find it helpful to take a break and just be a player. It really does help you see things from the other side and it can recharge your batteries a bit. Another reason I think this helps is it exposes you to someone else's GMing style, which can give you ideas for running your own games. 


So take a little time to examine your GMing practices. If you are happy with how you run games, then that is great and no need to work on anything. If there is something you'd like to improve, the above advice may be of use to you. 





WUXIA INSPIRATION: DRAGON SWAMP

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Wandering Heroes of Ogre Gate (WHOG) draws on a number of sources for inspiration. I watch a lot of wuxia movies and TV shows, and these have had a big influence not only on Ogre Gate, but on Sertorius and many of my d20 campaigns. I am hoping to share some of my favorite movies and shows in the genre here as we work on WHOG.

Note: I am writing these as a fan of the genre. I am not a movie expert or an expert in asian cinema. These are my own observations based on what I have learned by watching wuxia and kung fu movies, and by reading about them through interviews and books. But my knowledge is quite limited and I am an English speaker. So understand that my commentary comes from this perspective. 

This review contains many spoilers.

This is part of my Cheng Pei-pei review series. You can see my other reviews of her movies here: Come Drink With MeBrothers Five,The Lady Hermit, andThe Shadow Whip


INTRODUCTION
Dragon Swamp is unusual, even more so that The Shadow Whip, for a number of reasons.  The setting is highly atmospheric, bordering on fantasy or horror in terms of look and feel. Watching it one is reminded of old Hammer Studios sets, with its fog filled bogs and sound-stage wilderness. There is even a hint of Yoda's Dagobah here. This is wuxia done with heavy emphasis on the fantastic, with an adventurous plot revolving around the theft of a magic sword called the Jade Dragon (supposedly the same sword stolen by Jen/Jiaolong and Jade Fox in Crouching Tiger, Hidden Dragon). Youth preserving elixirs, Qi powered energy blasts and ancestral curses abound in Dragon Swamp. One of the most interesting aspects of the movie is Cheng Pei-pei plays two different roles, sharing screen time with herself. 

DRAGON SWAMP
Dragon Swamp was released by Shaw Brothers in 1969 and directed by Lo Wei. It is another movie pairing Cheng Pei-pei (Fan Ying and Qing-er) with Yueh Hua (Roaming Knight). It also stars Tung Li (Dragon Swamp Master), Lo Lieh (Yu Jiang), Wong Chung-Shun (Dachuan/Song Yue/White Faced General), Ku Feng (Master Song Junyi) and Lo Wei (Master Fan). Cinematography is by Wu Cho-Hua and Art Direction by Chan King-Sam.


The movie begins as Dachuan tries to flee from Lingshan Chunyang Taoist Temple after stealing the Jade Dragon Sword. The temples takes back the sword but he escapes with his eldest son, leaving his wife, Fan Ying, and their infant daughter, to face the consequences of his actions. Master Fan, leader of the Lingshan Sect, reveals that Dachuan is actually a man known as White-Faced General and accuses Fan Ying of aiding Dachuan to take the sword. According to Master Fan, Dachuan had stolen the sword three years prior, and remained with Fan Ying for three years in order to learn the temples' other secrets. Fan Ying pleads her innocence and it is unclear from the subtitles if she was tricked, ensorcelled or willingly helped Dachuan. Master Fan decides to follow the laws of his order and banish her to the Dragon Swamp for 20 years. He shows some compassion, giving her two daggers and a spell, as well as advice on how to survive, including telling her about the dangerous but capricious Dragon Swamp Master. He then says he will raise her daughter for her in the safety of the temple. We see Fan Ying depart by boat to Dragon Swamp and then the film flashes forward.

Twenty years later we see her daughter, Qing-er (who doesn't know about her mother Fan Ying) playfully practicing as instructed by her master. She returns to her fellow students in the temple as another thief (this one masked) once again takes the Jade Dragon Sword from the Jingang Pagoda. Master Fan announces the theft to his students, telling them of the swords bloody history (which according to the subtitles killed an incarnation of the Buddha), and saying that the blade will curse the family of anyone who takes it. He then instructs his students to depart and find the sword. 
Qing-er


We next see Qing-er in Zhennan, in a small town under the effective control of a man named Yu Jiang). Qing-er learns that Yu-Jiang is head of security and plans to host a feast that evening. Going to the feast, Qing-er meets another wandering warrior who simply calls himself Roaming Knight. They form an immediate connection as Qing-er falls under the suspicion of Yu-Jiang, who seems to recognize her. He has his men attack her and we are treated to an excellent tea house fight scene. Roaming Knight helps defend Qing-er who learns through an exchange that Yu-Jiang was the masked thief who stole the sword. Yu wounds Qing-er with the Jade Dragon, so Roaming Knight carries her away and escapes to the wilderness. 

As he treats her wounds, Roaming Knight says that Qing-er looks like his long lost love, a woman who left him for another man and disappeared twenty years ago. He wants to help her, and says that the Dragon Swamp Master is powerful enough to help her get the sword back. The two set off for the swamp, intending to ask the Master for assistance. 
Qing-er facing Yu Jiang and his men


The journey through the swamp is lots of fun, if riddled with questionable effects. There are enormous monitor lizards shown in the background, but you can see the screens these images are projected on to. They encounter sinking sand traps and aquatic monsters before they receive an audience with the Dragon Swamp Master, who is protected by an army of all female warriors. 

Dragon Swamp Master hears their case and promises to help. Roaming Knight is grateful and departs to continue his search for his lost love. After he leaves the Dragon Swamp Master is revealed to be Fan Ying dressed as a man. She uses a facial mask to hide her features and the hairs of a dragon to disguise her voice. By consuming dragon bladders for the past 20 years she has also kept her youth. While she doesn't tell Qing-er that she is her mother, Fan Ying clearly cares for her and says they should be sworn sisters. She also informs Qing-er that she killed the original Dragon Swamp Master years ago. Together they go back to Yu Jiang to take the sword (though Fan Ying disguises herself as the Dragon Swamp Master for the journey). 

I will say more about this later but it is worth mentioning here that Cheng Pei-pei does an excellent job playing two separate characters (though when she is dressed as Dragon Swamp Master another actor plays the role). The split screen is quite seamless and the mannerisms between both her roles are entirely different. 

When they reach Yu Jiang's estate, we get another impressive fight. When the underlings demand to know their attacker's identity Fan Ying as Dragon Swamp Master says "You'll piss your pants if I tell you my name." I don't know if this is an accurate translation of the original dialogue but the delivery had me laughing. It was a bold and humorous line.
Fan Ying and Qing-er


After beating, but not harming, Yu Jiang's men, they are invited to speak inside. There Yu Jiang proves eloquent but treacherous, refusing to give them the sword. After another fight, which features several fantastic wuxia powers, Fan Ying/Dragon Swamp Master subdues Yu with a technique I refer to as Gravity Palm, pulling him against his will and demanding he turn over the sword. Ju Jiang seems to relent, and bows to show his defeat, but this only unleashes a red plume of poison gas that afflicts Fan Ying. He then tells Fan Ying she only has 8 days to live, but Fan Ying strikes him in the face with her own poisoned darts, and informs him he has only five days to live, and will need to give her an antidote if he doesn't want to die. 

Yu Jiang seems to agree and says he will take her to his master, he also relinquishes the sword. Fan Ying gives the sword to Qing-er and tells her to go back to Lingshan Temple and return it to Master Fan. Reluctantly Qing-er agrees. Just before she leaves we see Yu Jiang whisper something to two of his men, who depart with devious looks in their eyes. 

On the road back to the temple Qing-er is sidetracked and led to believe the road ahead is closed by flooding, so she takes a shortcut and finds herself at an inn. The scene that unfolds clearly references the iconic inn fight from Come Drink With Me but is still quite well done. As Qing-er sits to take her meal, one by one, different masters come into the inn's tavern and give her intimidating stare. These are each men she encountered along her to the inn, so it is clear she has been set up. They attack and she kills and wounds several. Cornering the leader she demands to know who sent him, but he pleads that he is just a bandit and they mistook her for an easy target. She lets him go and he returns later than evening, stealing the sword from her room and leaving a fake one in its place. In the morning Qing-er knows immediate that the Jade Dragon has been stolen and demands the inn keeper tell her about the men who attacked her the night before, threatening to kill him if he doesn't talk. He has no useful information but she follows a set of wagon tracks to the villa of Master Song. 

Fan Ying is already in villa, as Yu Jiang's master is none other than Dachuan, now calling himself Song Yue and serves as an important underling to Master Song Junyi, leader of the Song Clan. It appears Dachuan has a plan to overthrow his master and control the 72 Clans. Fan Ying gives Yu Jiang the antidote but Dachuan refuses to give her one in exchange. She reveals her identity to him but he still refuses saying he must kill her since she knows the secret of his identity. 

Qing-er arrives at the gates of the Song compound and there she also meets Master Song (who knows nothing of the theft) traveling with Roaming Knight (still looking for his lost love). She tells them what happened and they go inside the villa with her to confront Dachuan. We get a splendid battle that ends with Roaming Knight being mortally wounded and Master Song being driven into a locked hall with some of his remaining loyal men. During the battle Roaming Knight sees Fan Ying and she tells him that Qing-er is her daughter. Qing-er escapes with Roaming Knight to treat his wounds, but he is dying. Before he passes he reveals that Fan Ying is her mother and Dachuan her father. As Qing-er weeps over the body of her lost friend, one of her temple brothers happens upon her and agrees to help her take on Dachuan. Before setting out he sends a messenger bird to inform their master. 
Qing-er and Roaming Knight


Back in the Song Villa, Dachuan is planning his rise to power and has placed Fan Ying in a dungeon. Yu Jiang hears her cries of pain from the poison and feels pity for her. He then goes to Dachuan, who seems to acknowledge him as his son, and requests that they give her the antidote and let her go. Dachuan is reluctant but says he will consider it after Fan Ying gets the seal of the Songs for him (which is contained in the hall holding Master Song Junyi). They set fire to the hall and Yu retrieves the seal. Qing-er fights her way to the dungeon and rescues her mother. 

Just as Dachuan's plans are about to succeed, Master Fan arrives and blasts the mastermind with a Qi strike, causing him to caught up blood. As he lay dying, Qing-er arrives with Fan Ying and they learn that Yu Jiang is her eldest son (taken 20 years ago). Dachuan gives Fan Ying the antidote, appears remorseful and asks her to protect Yu Jiang. Fan Ying begs asks her master to show mercy, but he banishes her son to Dragon Swamp for 20 years, and tells the mother and daughter to return together to the temple. 

A SPECTACULAR ADVENTURE
There are some strong swordplay scenes in the movie, particularly the first one during Yu Jiang's feast and the fight between Qing-er and the bandits at the Inn. Swamp Dragon also mixes in plenty of magical wuxia powers, like energy blasts, air gliding and more. It is definitely a treat in this respect and it keeps a very steady, energetic pace. The fight choreography isn't quite at the level of Lady Hermit, but it is still quite good. 

However this more than just a series of fights strung together loosely by plot, it is a story of redemption and family, as well as a great fantasy adventure. The sets and locations immerse you in another world. Fan Ying's Dragon Swamp lair is a subterranean paradise. The Lingshan Temple feels like something out of Raiders of the Lost Ark, complete with a booby trapped pagoda. On that level this is a highly engrossing film. 

Some of the effects are poor. Part of that is what was available at the time, some of that is a product of execution. It is all forgivable, and at times even adds to the movie. However the split screen is done well, and the wirework isn't too shabby. 

Particularly worthy of praise is Cheng Pei-pei's performance as both mother and daughter. You really believe these are two different characters. There was no need for willful suspension of disbelief as her movements, mannerisms, and voice capture distinct personalities. 

There are also many touching moments in Dragon Swamp. The relationship between Qing-er and Fan Ying is done well, with plenty of sentimentality. The death of Roaming Knight is effective and the redemption of Dachuan is poignant. 

For gaming this movie has a ton of stuff. Between the swamp and pagoda alone there is lots to incorporate into a game. The character backgrounds would all serve great for NPC material (even PC material). The conflict between Master Song and Dachuan, also would work well as a campaign backdrop. 

I highly recommend Dragon Swamp. It is one of the better Cheng Pei-pei movies in my series of reviews. It is an especially good choice for someone not as familiar with the genre, but who likes fantasy or adventure films. 

One note of caution: like some of the other Cheng Pei-pei movies I will be reviewing soon, Dragon Swamp is difficult to find these days. Not only is it hard to locate but the only copies I have ever seen have all been in formats like region 3 (which is difficult to play on an American DVD player) or even video disc. This is made worse by the fact that collectors are largely the ones acquiring copies, so prices can rise. 


While I could not find any clips, this trailer of the movie gives an idea what to expect: 




Let it tumble...but come prepared

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I am working on a wuxia in RPGs article for theRPGsite so today is going to be brief entry as that is taking up much of my extra time. Last night I was thinking about what trips me up most as a GM. I think the thing that disrupts my performance the most isn't players avoiding things I might have planned for, it is when they approach the things I have planned from a completely unexpected angle. I've found the best reaction to is be adaptive, shake some of the prep from your mind and allow things to move organically. 

I like to go into a game session with a strategy, having actual notes and material on hand, but also having a game plan for things that are likely to come up. For example, in my Wandering Heroes of Ogre Gate session I knew that one of my NPCs would be looking to discuss some concerns about the Sect alliances and about his daughter marrying one of the PCs. So I had a simple not to this effect on a bullet pointed list, among other such reminders for different characters and events, to consult and keep in mind during play. Personally I just find that sort of thing useful, in case I grow a little forgetful. But the problem with it, is my mind can get too focused on what I have written, and forget all of the unwritten possibilities. 

I look at it a bit like an athlete going into an event. You have a game plan, you have some notion of what you'll do should X,Y or Z occur, but those are just hypotheticals, once you are in the moment, you have to deal with whatever is in front of you, and make the best choice for that moment. 

It is just like that when you are GMing. You can explore the hypotheticals before the game, you can plan some notes and have an idea where things are going, but if you don't see the possibilities as things are unfolding because you are thinking about what you had planned, you miss out. 

So let things unfold. Allow the dice to tumble as they will and an interesting campaign will emerge. 

WUXIA INSPIRATION: GOLDEN SWALLOW

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Wandering Heroes of Ogre Gate (WHOG) draws on a number of sources for inspiration. I watch a lot of wuxia movies and TV shows, and these have had a big influence not only on Ogre Gate, but on Sertorius and many of my d20 campaigns. I am hoping to share some of my favorite movies and shows in the genre here as we work on WHOG.

Note: I am writing these as a fan of the genre. I am not a movie expert or an expert in asian cinema. These are my own observations based on what I have learned by watching wuxia and kung fu movies, and by reading about them through interviews and books. But my knowledge is quite limited and I am an English speaker. So understand that my commentary comes from this perspective. 

This review contains many spoilers.

This is part of my Cheng Pei-pei review series. You can see my other reviews of her movies here: Come Drink With MeBrothers Five,The Lady Hermit,The Shadow Whip, and Dragon Swamp 


The Sequel that Wasn't
I am conflicted when it comes to Golden Swallow. On the one hand, it is a great movie in its own right and Jimmy Wang gives a wonderful performance as the lead actor. On the other hand, this is something of a sequel to Come Drink With Me, but it relegates Cheng Pei-pei's character, Golden Swallow, to a secondary role. It is a film about both Golden Swallow and her lover Silver Roc but mainly it is concerned with the exploits of the latter. 

It is hard not to wish the movie gave more screen time and allowed better development of Golden Swallow. While Cheng Pei-pei does regard Golden Swallow as having the best writing of any Chang Cheh movie, in an interview she gives the impression that he oversimplified female characters, saying "He thought he knew women really well....He would tell me to have my hair down. And the way that he shot Wang Yu looking at me was very sweet. But usually girls were just there as girls." There is definitely a noticeable shift in how the character Golden Swallow is presented in this film versus King Hu's Come Drink With Me. She feels almost like a different person here, or at the very least like a person inhabiting a different world from the first movie. 

Sill despite these quibbles, I like Golden Swallow and the exceedingly violent and bloody final scene makes this a classic. 



Golden Swallow
Golden Swallow was released in 1968 by Shaw Brothers Studio and directed by Chang Cheh. It stars Jimmy Wang (Silver Roc), Cheng Pei-pei (Golden Swallow), and Lo Lieh (Golden Whip). 

Golden Swallow is a tale of love, justice and revenge. A love triangle in which the key protagonist, Silver Roc, nearly drags his allies to ruin on a ruthless quest to rid the world of iniquity. He leaps at his foes like a soaring bird and slices with an elegant gentlemen sword but is dark and brooding, seemingly incapable of forming real connections with other people.  

His opponent in love is Golden Whip, a noble and kindhearted warrior who seems to lack the killer instinct necessary to survive the martial world. He wields a bian, sometimes called the hard whip, a sort of long bludgeoning weapon with a pointy end that can be used to stab.

The object of their affection is Golden Swallow. She provides a mean between the two, capable of killing without remorse when necessary but never going beyond what the situation demands. Golden Swallow provides a middle ground between Silver Roc's ruthlessness and Golden Whip's compassion. She carries two small blades, parrying blows with one and killing with the other.

Silver Roc studied under the same master as Golden Swallow. He was an orphan, whose entire family was killed by bandits. He survived the attack but his face is stamped with a crude scar from one of the killer's sword blades. As a student he was quiet and formed a bond with only one other disciple: Golden Swallow. However the others admired him for his martial talents and he was the only one among them to master their Sifu's deadly attack "The Roc's Coup de grace", in which he leaps at his foes and kills them with a deadly flourish. At the time he was known only as Little Roc. But he left his master suddenly and without any explanation to the other students, taking several of Golden Swallow's swallow darts before departing. 

Silver Roc performing Roc's Coup de Grace
At the start of the movie, Silver Roc hatches a desperate plan to see Golden Swallow once more. He travels the land, butchering every villain and evil sect he can find, leaving one of Golden Swallow's swallow darts at the scene to implicate her. While a more stable man like Golden Whip might use conventional methods, like talking to Golden Swallow and exchanging martial arts techniques, Silver Roc is complicated and clearly bent on a path of self destruction. You get the impression this is no mere romantic gesture, but a final plea before he is consumed by is own mindless desire for revenge. 

He also is a loner and spends most of his time going from one brothel to the next. His favorite is Li Chun Yuan Brothel where he is especially close to a woman named Mei-niang. Between butcherings, we get to see the swordsman unwind and drink himself into a stupor, when he unfurls some poetic verse about his lonely wanderings and his desire to see Golden Swallow again: "With sword I travel alone. The Roc soars high into the clouds. The land is vast, but where is my home? Oh Swallow, where are you nestling?"

This is a particularly effective scene because they superimpose the the poem and its characters over a silhouette of a landscape and the figure of Silver Roc. It is somewhat melodramatic but works very well. However it isn't long before Silver Roc is back on the road, cutting down evildoers. 
Silver Roc

And the path he carves here is especially brutal. We get one scene after another of Silver Roc effortlessly slicing through dozens of bandits, culminating in a fabulous attack on the Golden Dragon headquarters. The Golden Dragons are vicious, murdering innocent people and their families, and then cutting out the hearts of enemies and quartering their own men when they fail to follow orders. It is clear from the very moment you see them, these are bad people. Yet as Silver Roc cuts them down, one questions if his sadism is greater than theirs. He burns the place down and leaves another swallow dart at the scene.  

As this unfolds, Golden Swallow is living in a mountain valley with Golden Whip, where they train together. They meet one of Golden Whip's martial brothers, Flying Fox. He brings news of the deadly hero Silver Roc and his exploits murdering thugs and bandits. Golden Swallow wonders if this Silver Roc could be her old classmate Little Roc. 
Golden Whip, Golden Swallow and Flying Fox

As they are walk through the wilderness the three are ambushed by Iron Face, Liu Chong, Double Blade and Fan Len. They were all wronged in some way by Silver Roc's actions, and because he left the swallow pin at each scene, they've come to Golden Swallow to settle the grudge. Golden Swallow and Golden Whip both make short work of them, but Flying Fox is wounded in the fight and they bring him back to their valley to recuperate. It is obvious after the battle that Golden Whip considers Golden Swallow too eager to kill, and she regards his hesitancy to do so as a possible weakness. 

Back in the valley, Golden Swallow is convinced that Silver Roc is behind everything, and that this is his way of trying to see her again. After they treat Flying Fox of his injuries, Golden Swallow leaves to deal with Silver Roc on her own, however Golden Whip follows after her. 

Meanwhile, Silver Roc hears the cries of a grieving mother from his brothel window and is informed that her husband was murdered and her son forced to commit suicide by the two Master Cao's who wanted the family's land. This fills Silver Roc with rage and he goes after the men, finding the first Cao easily before setting out for a tea house where he believes the other to be. 
Silver Roc Burning the Golden Dragons

On the road Golden Swallow is attacked by a group of thugs who have united under the new head of Golden Dragon, Poison Dragon Wang to seek vengeance against her. She fends them off and manages to escape. Somehow Golden Whip manages to find Silver Roc first and arrives at the Tea House just after the hero has rendered justice and killed the second Master Cao. Silver Roc stands over one of Cao's men, who pleads for his life, and his first strike against the man is parried by Golden Whip who encourages him to show mercy. Still in a fury, Silver Roc slices the man's throat.

There the two have a cold stand-off and exchange of words. Golden Whip takes exception to Silver Roc's cruelty but it is clear that this is really about jealousy. They agree to a duel when Golden Swallow arrives and tries to dissuade them. Both are insistent on fighting, however when Golden Swallow tells them that she is now being hunted by a newly united criminal underworld, Silver Roc promises to deal with them for her first. 

Silver Roc makes his way to find Poison Dragon Wang, again slicing his way through henchmen who fall before his sword like blades of grass. Golden Swallow and Golden Whip give pursuit but are always one step behind, picking off his scraps as they try to catch up. After facing a group of guards called The Five Heroes, Silver Roc faces against Poison Dragon Wang in a ruined tomb. There he is about to kill Wang when Golden Swallow and Golden Whip arrive. A wounded henchmen tries to strike Swallow and Silver Roc's efforts to protect her give Poison Dragon Wang an opportunity to escape. Once again Silver Roc gives chase and the other two return to their valley home. 

Later Golden Swallow tries to find Silver Roc by going to different brothels. At one of them she runs into Flying Fox, a long-standing patron of such establishments, and he tells her that Silver Roc sees a girl name Mei-niang at Li Chun Yuan Brothel. She goes there and the two spend the night together after drinking and talking. Though she asked him not to go to his duel with Golden Whip, the date and time are already made for the next day and he departs in the middle of the night to meet his fate. 
Golden Swallow and Silver Roc meet again

The next morning, Mei-niang and Golden Swallow try to track Silver Roc down to stop the duel. They are followed by a Poison Dragon Wang, who plans to use the duel to his advantage and kill Golden Swallow and Silver Roc. He is intercepted by Flying Fox, who buys some time for his friends but dies in the effort. 

As all the characters converge on the duel, where the two men have already been fighting for some time, Silver Roc is distracted by the presence of Poison Dragon Wang and leaps over Golden Whip to stab him. As he does, Golden Whip's bian is accidentally split and drives into Silver Roc's belly, wounding him mortally. He does manage to kill Poison Dragon Wang but he loses a lot of blood and knows he is going to die. 
Golden Swallow

Golden Swallow tells Silver Roc that she loves him, and he asks Golden Whip to take her away so she doesn't see him die. Instead he stays in the company of Mei-Niang (who he doesn't love) as he fades. 

Just when it looks like we have arrived at the melancholy ending, Silver Roc hears the sound of marching, of Poison Dragon Wang's troops arriving. Determined to die a hero, he faces them all, taking arrows and swords, whip lashes and hooks but defeating them in the end. He stands triumphant over his enemies and declares that he "still reigns as supreme swordsman." 

Silver Roc on his way to face Poison Dragon Wang
Golden Swallow buries him in the mountain valley, where she intends to stay the rest of her life. Golden Whip leaves and says he will never see her again, but gives his cabin to Mei-niang, who also seems intent on residing by Silver Roc's gravesite. 


Blood and Spirit


This movie is exceptionally bloody and particularly ruthless in how it depicts violence. There are two scenes where characters cut open their own belly just to prove their honesty and loyalty. The movie is filled with images like this. Still there is an underlying elegance to the fight choreography, particularly with Jimmy Wang's Silver Roc, who flies through the air with flowing white sleeves and slashes like a dervish. 

Jimmy Wang is rather lean, so this style works for his physique. His face is hard, but his body is like a dancer's. He dashes and whirls his way to victory and carries himself with a lightness that is believable in its deadliness. 

There are several standout scenes. Unfortunately Cheng Pei-pei doesn't get as much fight time in this one. She is mainly on the edge of the film. Even Lo Lieh, who has third billing really, gets some of the better swordplay scenes. This is definitely one of the disappointments of the movie. 
Golden Whip

The scenes that work mainly focus on Jimmy Wang, and the crowning jewel of Golden Swallow is his final battle against Poison Dragon's men. It is so bloody it borders on the ridiculous but it still manages to ring true. Already dying, Jimmy Wang's Silver Roc is impaled with four swords, down to the very hilts, wounded by countless arrows and stabbed a number of times, but still stands and fends off his opponents. The scene plays like a crucifixion and has a lot of emotional weight because of its bloodiness. For me, it is the visual depiction of the martial art notion of indomitable spirit. Siver Roc is a character who simply refuses to lose, who refuses to die until he has won.
Silver Roc as the supreme swordsman
 
I do recommend Golden Swallow, though I think it is not the best Cheng Pei-pei vehicle. If you want to see a film with her in a more prominent role, I would suggest Come Drink with Me or Lady Hermit. However Jimmy Wang is a tremendous actor and you won't be disappointed by Golden Swallow if you go in not expecting a straight sequel of Come Drink With Me


HOW TO RUN A WUXIA CAMPAIGN

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I wrote an article for theRPGsite on how to run a wuxia campaign. It explains what the wuxia genre is and talks about finding the ideal system. Also discusses how to organize and manage your adventures. Here is a link to the article: How to run a wuxia campaign 

WUXIA INSPIRATION: THE GOLDEN SWORD

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Wandering Heroes of Ogre Gate (WHOG) draws on a number of sources for inspiration. I watch a lot of wuxia movies and TV shows, and these have had a big influence not only on Ogre Gate, but on Sertorius and many of my d20 campaigns. I am hoping to share some of my favorite movies and shows in the genre here as we work on WHOG.

Note: I am writing these as a fan of the genre. I am not a movie expert or an expert in asian cinema. These are my own observations based on what I have learned by watching wuxia and kung fu movies, and by reading about them through interviews and books. But my knowledge is quite limited and I am an English speaker. So understand that my commentary comes from this perspective. 

This review contains many spoilers.

This is part of my Cheng Pei-pei review series. You can see my other reviews of her movies here: Come Drink With Me, Golden SwallowBrothers Five,The Lady Hermit,The Shadow Whipand Dragon Swamp 


Introduction
The Golden Sword was released in 1969 by Shaw Brothers Studio and directed by Lo Wei. It stars Cheng Pei-pei (Jin-Feng), Kao Yuen (Bai Yu-Lung), Wang Lai (Lung Xin-Zi), Lo Wie (Bai Chun-Tung) and Wong Chung-Shun (Saintly Swordsman Luke). Action direction by Sammo Hung and Simon Chui Yee-Ang. 

I saw The Golden Sword for the first time right before doing this review and I think it might just possibly be my favorite Cheng Pei-pei. At the very least The Golden Sword sits right beside Lady Hermit and Come Drink With Me. It has also greatly added to my admiration for Low Wei as a director, who also directed The Shadow Whip and Dragon Swamp. Like those movies movies The Golden Sword puts much of its focus on story and has an adventurous quality. Lo Wei seems to make good use of Cheng Pei-pei's talents beyond wielding a sword. For example we are treated to her singing and dancing skills during a music number at the Beggar Sect camp. 

In Golden Sword Lo Wei also delivers romance, secret societies and a vast span of landscapes. It is a film where you get to witness characters develop over years. There is a mystery at the heart of the Golden Sword, and from the very first scene I was intrigued by it, finding myself eager to know the contents of a mysterious box delivered to a great master. The mystery only deepened and the box once open led to more questions I wanted answered. But following the characters over their years long journey through, the answer was worth being patient for. 



The Golden Sword 
The film opens at the Golden Sword Lodge on a stormy night, where two mysterious masked riders approach and demand to see Chief Bai Chun-Tung. When the Chief's men ask for further information, they are simply given a small box and told that Chief Bai will know who they are. With a foreboding look, he walks outside and and joins the riders, saying to his men "don't wait for me" as they take him away. 

Seven years later we are at a meeting of the 36 schools and they are about to elect Chief Ng as his successor after seven years of fruitless searching for their lost master Bai. Chief Ng promises to honor the memory of Chief Bai when his son, Bai Yu-Lung requests permission to go search for his father for three years. The Chief admires Yu-lung's dutifulness toward his father and grants permission. 

Yu-lung travels west, beyond the frontier and into a small mountain community where corruption reigns. By this time he has already been on the road for two years. He meets a young beggar named Jin-Feng who he mistakes for a young boy. Like many movies in this genre, simply donning a cap and wearing plain clothes is enough for women to pass as men. Worried for her safety, he gives Jin-Feng some food and later invites her to his room. Concerned about decorum, Jin-Feng is reluctant but eventually sleeps on the floor and evades joining him in the bed by claiming to have lice. 
Jin-Feng as beggar

That night a gang of thugs led by a man named Black Demon, accuse Bai of stealing silver they were going to transport for a trio of men called The Three Cripples. Black Demon works for Chief Yao, who regularly transports money for corrupt officials in the region. As a fight break out, Jin-Feng reveals she was the thief, and then massacres the Three Cripples. She leaves saying if Chief Yao wants to confront her about the silver he can meet her at Happy Pass. Bai asks the innkeeper where this Happy Pass is, and he says it can be anywhere, as it is the camp of the Beggar Sect. 

Jin-Feng goes back to Happy Pass and joins her fellow beggars at their camp. It seems she is the daughter of the leader, Beggar Chief An (though this might not be an actual blood relationship, it is unclear from the subtitles). Jin-Feng changes into female attire and tells Beggar Chief's wife that she is expecting a visitor. Bai arrives shortly after and they throw a celebration for him, complete with a full musical number. 
Jin-Feng in beggar camp

Chief Yao arrives in the camp the next day, demanding his silver, and Beggar Chief An playfully refuses, claiming he has spent all the money so there is nothing left to give him. Jin-Feng tells the chief that if he wants his silver, she is the one who took it. They fight and she kills him, quite brutally, leading to a battle between beggar sect and Chief Yao's men. The beggars easily defeat the chief's forces and after, as Bai is about to depart to continue his search for his father, Jin-Feng offers to go with him. 

They spend the next year searching together but fail to find Bai's father. Returning to the Golden Swords, Bai and Jin-Feng marry, attended by Chief Ng, Beggar Chief, and Keeper Pang, as well as numerous other guests. The next morning a mysterious iron box arrives as a wedding gift. Too heavy to lift, when they open it, it reveals a smaller box inside, followed by another, then another. The final box contains the Golden Sword of Bai's father. 

As soon as the sword is revealed two masked riders reach the lodge and demand Bai come with them. Bai, Jin-Feng and the rest of the wedding guests try to fight off the riders but their martial skills are too great and they take Bai with them (though not without losing a horse). When Keeper Pang inspects the horse's body he finds an emblem and tells the others it is the seal of Dragon Palace, a place people have only heard whispers about. Pang informs them that Dragon Palace is real and to be feared. In a major twist, he removes his face, which was just a mask, and the others recognize him as a man who disappeared thirty years ago called Saintly Swordsman Luke. According to Swordsman Luke he was trapped in the Palace but escaped, meeting Bai's father in the process, and both changed their identities. Jin-Feng convinces Swordsman Luke to take her to the palace to rescue Bai. 
Keeper Pang reveals he is Saintly Swordsman Luke

On their way they find Red Leaf Valley, Swordsman Luke tells Jin-Feng the tale of his journey to Dragon Palace to learn their superior techniques, that they have severe laws and are ruled by women. After fighting their 7th Lady in Red Leaf Valley,  Luke was sentenced to a lifetime of labor at the palace for trespassing. Bai's father was just a cowherd who saved found a young woman poisoned by a snake. He sucked the venom from her wound and as a reward she took him back to the Palace, taught him her techniques and married him. She was also the master of Dragon Palace: Lung Xin-Zi. However Dragon Palace has a strict rule that all first born males be killed. So Bai's father took his son and fled, meeting Luke and helping him in his escape. 

7th Lady of Dragon Palace easily defeating Luke 
After telling her his story, a strange mood descends on the Red Leaf Valley and Luke panics, flashing back to his time in hard labor. He flees and Jin-Feng vows to find Bai on her own. Eventually she finds a lady of the palace who offers to help, but informs her that Bai has already left. 

As Jin-Feng and Luke were trying to rescue Bai, he had already made his escape and found his way back to the lodge. There he finds everyone has been paralyzed so releases their pressure points to learn that they are under threat from Dragon Palace. A woman called the Executor arrives and her lackeys bring in Saintly Swordsman Luke. She plans to kill him but Bai obstructs her, finding himself on the receiving end of powerful internal energy techniques. A masked woman in black swoops in and rescues Bai, taking him back to Red Leaf Valley to reunite with Jin-Feng. His rescuer is Lung Xin-Zi, who is trying to protect her son, but says according to Dragon Palace law, even the Master must abide by their rules, so she can't do so openly. She tells Bai that his father is alive and was sentenced to 10 years labor, which has almost elapsed. She blesses the marriage and promises to abolish the laws that have torn their family apart. 
Lung Xin-Zi

At a dramatic ceremony she says she wants the laws abolished and asks the executor to inform the sect how that can be done. Pointing to a massive rock with the laws engraved on it, the executioner tells the women of Dragon Palace that the the laws can only be abolished by the blood of the master. They plead with their leader not to sacrifice herself, but she stands atop the rock and strikes own chest, releasing a flow of blood onto the stone inscription. 

The next scene is Bai, his father and Jin-Feng walking up the steps to the rock to pay their respects to Lung Xin-Zi's memory. 

A Mystery within a Mystery
The Swordplay is all very good but this isn't a wuxia film that is only about the fights (again, Sammo Hung was one of the action directors). There is a dense and epic story here, and that is what matters more than the fighting. Still it has some truly great scenes in this department. There is a playful exchange when Bai first goes to the tavern in the mountain village, where he fends off his attackers with chop sticks as they try to take his roasted chicken. Cheng Pei-pei's fight with the Three Cripples ends suddenly with their deaths, and this works well. You are expecting a longer fight but she beats them in under ten moves. In most of Cheng Pei-pei's swordplay scenes she easily outmaneuvers her foes and delivers stunningly lethal strikes. Her battle with Chief Yao is particularly gruesome and stark in this regard. Notably, she goes to rescue Bai from the Dragon Palace, not the reverse. And he is ultimately saved by his mother, rather than his father. 
Jin-Feng facing Chief Yao's men


More than the swordplay, it is the mystery of Dragon Palace that drives Golden Sword. And it is a deep riddle. This secret and widely feared organization is led by women and enforces its laws with great cruelty. In Dragon Swamp, Lo Wei also had a secret society of female warriors, but that one was a force for good. This is the inverse, with a society of women who punish men and live by a code that demands blood. 

One thing I really liked about the Golden Sword is the wide variety of settings. It isn't a martial arts movie that hangs out at the same villa for two hours. We go from villa to wilderness, to snowy village, to beggar camp, to many places along the red before reaching Red Leaf Valley and Dragon Palace itself. It coursed over these environments like a tour. 
Bai fencing with chopsticks


For gamers I think I'd recommend this over all the other Cheng Pei-pei movies. There is just too much here to pull for a game. I found myself taking notes to use for future sessions as I watched. You could easily take this movie and turn it into three or four adventures. 

The trailer below gives a good idea of the kind of swordplay and story to expect.




KEVIN CRAWFORD INTERVIEW

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Kevin Crawford, author of Spears of the Dawn, Stars Without Number and Scarlet Heroes, was kind enough to let me interview him. Here is what he had to say: 
Scarlet Heroes cover by Eric Lofgren

BD: You have worked on of Old School RPGs, including Spears of the Dawn and Stars Without Number. What does OSR mean to you and why are you drawn to that type of design?

KC: I consider myself an "OSR publisher" in a purely pragmatic sense. It's a label that conveys a clear message to my audience: "If you get this thing, you can use it with a lot of things you already have." While a lot of other great games have come along over the years, literally millions of people know how to play an old version of D&D. Even people who don't especially care for it can understand the mechanics well enough to translate them into their own preferred system. It's the closest thing the hobby has to a lingua franca.

I find this useful because my games aren't normally about mechanical innovation, barring exceptions like Scarlet Heroes. I'm not really trying to find a better way to fight an orc or swing from a chandelier. Instead, my games are about providing the GM and players with the right framework for accomplishing certain things- sandbox sci-fi, or free-roaming post-apocalyptic play, or African-flavored classic adventuring, or whatever else the book is trying to do. For that, I need a solid, reliable game system that can be understood and remixed easily by my readers. Old-school mechanics work perfectly for that.

BD: Your current project is Scarlet Heroes, can you tell us a little bit about it?

KC: For Scarlet Heroes, the premise is simple. It's a game meant for a GM and just one or two players, for those times when you can't get a full group together or want to introduce a particular friend or family member to the hobby. It allows you to use existing old-school adventures and content, and you can even run your own favorite OSR games using Scarlet Heroes' system to allow for lone adventurers with a halfway-decent chance of survival. Aside from the mechanical core, it also includes a self-contained write-up of my Red Tide campaign setting, sixty adventure tags for building your own content, and a sheaf of resources for running the game in GM-less solo adventure mode.

BD: What is the Red Tide Setting and how does it relate to Scarlet Heroes?

KC: The Red Tide campaign setting is one I built several years ago to support a campaign that eventually ran from D&D 3.5 to 4th edition. I had a huge number of players for it, and players being who they are, they wanted a wide variety of concepts. As a consequence, I had to build a setting that could support that kind of variety. The result was the Red Tide world.

In a nutshell, it's a post-apocalyptic fantasy world where the nations of the world were forced to flee for refuge to a remote archipelago of islands. The remnants of dozens of different nations now find themselves pressed together, fighting the local Shou tribes for land and survival, while others seek to explore yet-untouched islands in the chain and find the resources and room the exiles need to live. The main island is balkanized into several major city-states, some of whom are almost in a state of war, while others are hard-pressed by the Shou and their own troubles. It's been three hundred years since the exiles first arrived in the Isles and the first flush of panicked cooperation is now starting to break down into mutual suspicion and hostilities. Worse still, the apocalypse that devoured the rest of the world is now starting to extend its tendrils to the Isles, and the exiles have no better idea how to deal with it now than they did then. The PCs are heroes in this land, there to either make things better for a suffering domain or make things much more enjoyable for themselves.

BD: What were you major sources of inspiration while working on Scarlet Heroes?

KC: Classic pulp sword & sorcery. The PCs of Scarlet Heroes are really mini-Conans even at first level. The idea is that they should be capable of the same feats and deal with the same dangers that we see pulp S&S protagonists handle even early on in their development. Evil wizards, jeweled temptresses, inordinate drinking, and the swift loss of large amounts of plunder all needed to play a role in the game.

BD: Scarlet Heroes is designed for the solo-adventure, with one player and one GM; how is it different from other attempts at this in the past? How did you approach it from a design stand-point?

KC: The chief difference is that Scarlet Heroes is seamlessly compatible with your existing old-school material. You don't need to rewrite adventures, or change stats, or even rework a character's sheet. The only thing that changes is how you read and use the numbers. The most important core mechanic is how damage dice are read.

In Scarlet Heroes, when you roll a damage die, you add whatever bonuses would normally apply and then compare the results to a scale. On a 1, you do no damage. On a 2-5, you do one point. On a 6-9, you do two points, and on a 10+, you do four points. Heroes subtract this damage from their hit points. Everyone else subtracts it _from their hit dice_. If a PC does enough damage to kill a target, they can spend the rest of it on any other victim in reach that their attack roll would've hit. In addition, every hero gets a "Fray die" which they can use once per round, even if they use their action to do something else. The Fray die represents their casual blows, passing strokes, minor zots of arcane force, or other heroic fisticuffs. Fighters get 1d8, clerics and thieves get 1d6, and magic-users get 1d4. This Fray die always does damage, but the injury it does can only be applied to monsters of equal or fewer hit dice than the hero's level, save that magic-users can zot foes of any level.

As a example, you can grab a generic 1st level fighter from your OSR game of choice. He's got 13 Strength, a 1d8 sword, 7 hit points, and he's fighting a pack of six 1 HD orcs. In most OSR games, that fighter's probably going to get chopped to kibble in short order. With Scarlet Heroes, however, things work differently.

First, he's a hero, so he always wins initiative. He rolls his Fray die and gets a 4, for one point of damage. He applies it against an orc, who dies automatically from the mighty backhand of a gauntleted fist. He then rolls an attack, hitting and rolling a modified 7 on his damage die, doing two points of damage and butchering another two hit dice worth of orcs. The panicked orcs then stab him three times, rolling 1, 4, an 6 for their damage rolls. Lights out for the hero? No, because those rolls end up doing zero, one, and two points of damage, leaving the fighter with 4 hit points left. Another round of butchery and the one remaining orc vainly attempts to flee before being brought down by the Fray die's representation of a hurled knife. The fighter then uses Scarlet Heroes' first aid rule to bind up two hit points of his wounds and soldiers on with 6 hit points remaining, ready to deal with the other perils of the adventure.

BD: In your opinion what is the biggest challenge to solo play?

KC: The speed of play. With a conventional table of four PCs, a GM has time to catch their breath. Even simple decisions usually need a few seconds of conversation among the players, and choices have a certain kind of momentum. The tacit dynamics discourage sudden and drastic changes of focus, and even players who aren't entirely sold on a course of action will usually play along with the majority of the group. These factors add up to a certain amount of warning and prep time for the GM even while the game is underway.

It doesn't work that way with a single player. There's no need for conferring with other players and no tacit social contract to go in a particular direction. If they want to do something, they can just do it, and they usually do. Single-PC gaming moves _fast_ compared to a group, and a GM needs to be properly supported by the system if they're going to be able to cope with that. They need a simple, familiar system, game content they're comfortable with, and enough structure that they can build out ad-hoc content when the player takes one of their inevitable zags into the unknown.

BD: Were there any surprises in playtesting?

KC: Not really, no. It's one of the main advantages of sticking with such a battle-tested game system. Even in the places where it's 'broken', people have had plenty of time to decide whether they can deal with those bits or not. Any weird edge-case situations were discovered thirty years ago and argued to death online during the Clinton administration.

The only fine-tuning that was needed was with the damage die scaling, which I originally had at 0/1/2 progression. I added the 4-point damage result when it turned out that two-handed weapon fighters and huge monsters needed more teeth.

BD: Scarlet Heroes is meant to be a stand-alone game but can also work with other OSR systems. How easy is it to fit mechanics of Scarlet Heroes to other old school games?

KC: It's trivially simple. Just use your game system of choice, but read the damage dice the Scarlet Heroes way. You can optionally bring aboard the Scarlet Heroes saving throw rolls and trait checks if you like. And as usual with my books, the adventure-creation and resource sections of the book are system-neutral and can be used regardless of the game you're running.

BD: What are Traits in Scarlet Heroes?

KC: A replacement for skills and class proficiencies. Each one is simply a label chosen by the player- "Former Mine Slave", "Unnaturally Persuasive", "Many Tong Friends", with a rating of 1 to 3. Whenever you try to do something that someone with that trait would be good at, you roll 2d8 and add your Trait and the most relevant ability modifier. If you beat the task's difficulty, you succeed, and if roll under, then things somehow go wrong or get complicated- because heroes do not normally just flatly fail at a task.

Traits take the place of racial and class proficiencies. Are halflings sneaky? They've got Halfling Stealth: 1. Are dwarves good at coping underground? They've got Dwarven Senses: 1. Is your hero a thief with a specialty in tomb plundering? She's got Tomb Raider: 3. Traits normally run only to a maximum of 3, but the special ability of the thief class is their ability to exceed this limit. A high-level thief who focuses their advancement exclusively on their specialty can eventually start throwing such huge bonuses at it that only magical opposition has any chance of slowing them down.

BD: In what other ways does Scarlet Heroes stand apart from standard OSR game systems?

KC: The adventure tags, really. People who've played my Stars Without Number or Other Dust games have seen the idea before. You have a set of basic trope labels, such as "Corrupt Magistrates" or "Buried Treasure", each providing a list of friends, enemies, places, things, and complications that fit that trope. You then pick two, grab some components out of them, and synthesize them together- so you have a corrupt local judge who's also digging for the treasure of a man he unjustly had executed, and his victim's vengeful daughter is looking for help to uncover his malfeasance.

The GMless gaming section is also a novelty in OSR games. It's a set of oracles, tables, and procedures to let a lone player take their hero through urban, dungeon, or wilderness adventures, generating events and using the oracles and their own choices to answer questions about the specifics.

BD: You did a Kickstarter for Scarlet Heroes, and it exceeded the funding goal by a considerable amount; why do you think it received such a positive response? 

KC: Two factors were most important, I suspect. First, I have a very large audience willing to listen to me. At the time, I had more than sixteen thousand people willing to take my email on DTRPG's mailing list, and this number has doubled since then. People know what kind of material they're going to get when they buy Sine Nomine books. They're going to get OSR content involving a lot of system-neutral GM helps and campaign material, with an emphasis on sandbox gaming and easy content prep. A lot of people want that and they're willing to drop ten bucks to get immediate access to a PDF.

The second factor was a proven track record of delivery. My first Kickstarter for Spears of the Dawn delivered a month early. With Scarlet Heroes, I had print copies shipping less than a month after the Kickstart ended. The goal of my Kickstarters is to deliver a product, and that means getting the project straight before I go to the public for money. I spend a very large amount of time and effort on my Kickstart project management, and I don't pull the trigger on the campaign until everything is already checked out and in motion.

BD: Now that the Kickstarter for Scarlet Heroes  has been successfully funded, what can people expect now?

KC: I've relaxed since then with a pair of smaller works, both for Stars Without Number: Dead Names gives a GM tools for building vanished or decayed alien races, with their ruins and enigmatic artifacts, and Engines of Babylon is a gear supplement with rules for vehicle construction and slower-than-light starships. But now it's time to turn to bigger projects, so I'm trying to finish up Silent Legions for an autumn Kickstarter.

Silent Legions is a modern Lovecraftian sandbox horror game that's fully compatible with Stars Without Number. The twist to Silent Legions is that it's Lovecraftian, but it doesn't involve the classic Mythos monsters and gods. Instead, it provides the GM with the tools and frameworks for creating their own Mythos. They build their own gods, cults, sorcerers, nefarious artifacts, and hideous monsters. Cthulhu's great, but there are already plenty of books that have handled him, and there's no reason to put out another. Instead, a GM can build their own homebrew abominations and restore a certain sense of mystery to an investigation.

Aside from the homebrew Mythos aspects, it's also built to support sandbox-style horror gaming. Instead of the classic premise of a sequence of adventures doled out to the PCs, the GM creates a region, seeds it with points of horrific interest, attaches hooks to them, and then unleashes the PCs on the setting. They choose the places that interest them, and the GM uses the tools in the book to expand the basic seeds into full horror adventures during the downtime between sessions. The GM advances plots and events as the campaign progresses, and the ultimate fate of the area is up to the heroes and their choices.


Needless to say, these tools need a lot of polish and tuning before they're going to be ready for public release, but I'm still hope to get it all written in time to Kickstart it in October or November.

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To learn more about Scarlet Heroes visit the Sine Nomine Publishing website

FASHIONS AND TRENDS IN GAME DESIGN

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I see a lot of statements about game design that treat it as technology, where there is objective improvement over time, or at the very least people talk in terms of "good design" versus "bad design". I think there are some things that can be pointed to as clear improvements and that you can talk about the quality of design. At the same time, I think mostly what people are describing when they invoke these things are trends rather than objectively better or worse approaches. I see game design a bit more like music than tech, mostly there are fashions or preferences that change over time, though there are also important changes in technique and approach that can be called improvements (the latter happens much less frequently than the former). 


Rather than talk abstractly about this let me give an example of what what I mean. People will sometimes say things like "this mechanic allows for undramatic deaths in the game and therefore it is bad design", "this mechanic involves three steps rather than one, so it is bad design", or "this mechanic creates something outside genre expectations so it is bad". These are not good arguments. The first one could be bad design if the game was meant to avoid undramatic deaths, but the argument begins by assuming a certain set of preferences that not all games or gamers need to share. The second may or may not be a good argument, depending on how much you sacrifice for the simplification and what your goals happen to be. The third claim only matters if you are concerned about genre fidelity and just because something like Conan is a source of inspiration for a game that doesn't mean you want to follow all of Howard's conventions in terms of outcomes and internal physics. 

Here is an an example outside of RPGs, in many modern boardgames it is simply taken for granted that systems where players can be eliminated from play for the remainder of the game, or where players can be crushed so badly early on they have virtually no hope of recovery, are instances of bad design because they are not "fun". I accept that this is a trend, that many people enjoy games that protect players from being removed from play and from boredom. But I do not accept that this is an objectively better approach than games that allow for such things. It is a trend. It is a fashion. 

That isn't bad. There is nothing wrong with the trend. But it is definitely a trend and could change over time. Personally I don't like playing these sorts of games. I would take something like Axis and Allies, Risk or Samurai Sword over games like Puerto Rico any day of the week. I see why people like Puerto Rico and why they like modern Eurogame design (it certainly fills a demand). I just don't care for it myself and I know a lot of folks who feel similarly. I find the possibility of elimination increases my overall enthusiasm and excitement. True in a game where you fall behind and get bored watching others dominate the table, that can be painful when it happens to you...but knowing that is a possible consequence of play keeps me much more engaged and interested than if I am always assured a fighting chance. 

Now some trends are permanent trends, some are passing. It may be that we don't see a game like risk take the hobby by storm for another two or three hundred years. More likely, people will become too familiar with the Eurogame trend and there will be another shift. It could be in a completely unexpected direction or it could look back at games that presently seem "unfun" but get viewed in a different light. This happens in all mediums. 

Again, look at music. After the 80s, for years people shied away from twin guitar harmonies and rising staccato as grunge replaced what came before. The 1980s music had a baroque quality to it. There was complexity but also a strong formula. The 90s felt like a reaction against that, a desire to simplify and get back to something less predictable. We had the grunge era and it reverberated for some time, but then people once agains started drawing on the 80s. It would have been a mistake to discount twin guitar harmonies as bad music. Certainly I don't expect to see it used to the extent it was in the 80s any time soon, but it was a perfectly legitimate musical tool. 

None of this is meant to discount approaches in game design that favor the current trends. It is useful to participate in trends because that is a good indication of what your audience expects and where it is going. The peril is in mistaking trends for permanent rules of what constitutes good design. 

Presently it seems we are in a period where things have been moving more and more toward simplicity and streamlining. My own games tend to be simple and streamlined. I have enjoyed simple and streamlined games for ages now. But everything has a trade-off. And more and more, I find myself missing complexity, missing roundabout or multi-stepped solutions that give you more precise results. For all its strengths, simplicity does have its drawbacks. 

So I think it is important to understand, that you are always in the middle of a trend. This can make it hard to see things clearly. And often it is the ones who see the trend, sense its faults, and break away from it, that create something truly new and interesting. Sometimes they do this by looking to fashions that have long been out of style, then refit them for a new context, sometimes they go in a wild and unexpected direction. Mistaking fashion and trends for progress can limit our potential as designers and players. 




WUXIA INSPIRATION: THE THUNDERING SWORD

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Wandering Heroes of Ogre Gate (WHOG) draws on a number of sources for inspiration. I watch a lot of wuxia movies and TV shows, and these have had a big influence not only on Ogre Gate, but on Sertorius and many of my d20 campaigns. I am hoping to share some of my favorite movies and shows in the genre here as we work on WHOG.

Note: I am writing these as a fan of the genre. I am not a movie expert or an expert in asian cinema. These are my own observations based on what I have learned by watching wuxia and kung fu movies, and by reading about them through interviews and books. But my knowledge is quite limited and I am an English speaker. So understand that my commentary comes from this perspective. 

This review contains many spoilers.

This is part of my Cheng Pei-pei review series. You can see my other reviews of her movies here: Come Drink With MeGolden SwallowBrothers Five,The Lady Hermit,The Shadow Whip, The Golden Sword and Dragon Swamp 


Introduction
Like my last Cheng Pei-pei film, this is one I hadn't seen until reviewing it. I watched it last night and was unaware until about a quarter of the way through that The Thundering Sword is based on The Heaven Sword and Dragon Sabre, a Louis Cha (Jin Yong) novel that has been made into many movies and series over the years. They took a lot of liberties with the storyline, pretty much focusing on the early part of the story and condensing everything into that portion of it. 

This is a movie that deals with martial sects and the division of them into "orthodox" and "unorthodox" (sometimes labeled "good sects" and "evil sects"). The names of the sects and their characters seem to have been shuffled and tweaked to suit the adaptation, but Cheng Pei-pei's character, So Jiau Jiau, belongs to an unorthodox sect and is the daughter of their rather ruthless chief, So Shing Fung. Her character begins as ruthless as her father, killing with little reason and taking what she wants. But she falls in love with a member of the orthodox Baiyun Temple Sect and is slowly redeemed during the course of the film. I found So Jiau Jiau quite different from other roles I've seen Cheng Pei-pei in from this period, a little more vicious and cruel. 

The Thundering Sword was released in 1967 by Shaw Brothers and directed by Hsu Cheng-hung. It starts Cheng Pei-pei (So Jiau Jiau), Chang Yi (Yu Chien Wan), Lo Lieh (Chiang Kwan Yuan) and Shu Pei-pei (Gin Hsia). It also stars Fang Mian (Chief So Shing Fung) and Wu ma (Chief Wang).


The Thundering Sword

The Master of Baiyan comes out of seclusion
This is Heaven Sword and Dragon Sabre, truncated and condensed to fit one hour and thirty minutes. The story opens at Baiyun Mountain Temple where the master has been in isolation for three months, contemplating how to deal with the threat of The Thundering Sword. According to the master, so long as it exists, sects of the martial world will fight to obtain it and use it against one another. He says it will shatter the other two precious swords and cause great disasters that will end with the earth being cracked. He sends two of his disciples, Yu Chien Wan and Chiang Kwan Yuan, to go forth and find the sword. 
So Chau-wu cripples Chiang Kwan

The Baiyuan Mountain Temple sect is peaceful and orthodox, they believe in using violence to further peace and do not kill lightly. Both Yu Chien and Chiang Kwan adhere to this principle but their lives intersect with So Jiau Jiau who belongs to a less discriminating sect that is trying to find the Thundering Sword. First she meets Yu Chien, who witnesses her attacked by bandits. She fends them off with ease, slaughtering each one without mercy. Yu Chien admonishes her lightly and encourage her to only kill when necessary. He inquires about the Thundering Sword and she claims to have no knowledge of it. They part ways but it is clear that she has fallen in love with Yu Chien. 
Cheng Pei-pei as So Jiau Jiau

Chiang Kwan encounters her after he finds and removes the Thundering Sword from a booby trapped tomb. She steals the sword with her whip and hits him with poisoned darts. After he succumbs to the toxin and passes out, she realizes he is a martial brother of Yu Chien and attempts to save him by masquerading as Yu Chien and hiring the Yue Escort agency to take him back to Baiyun Temple. On the way they meet So Chau-wu, So Jaiu Jaiu's brother and the son of the Wu Du Clan chief. The chief's son and his men attack the Escort caravan, driving them off. Believing Chiang Kwan knows the the Thundering Sword's location So Chau-wu interrogates him and cripples his body when he refuses to talk. 

So Jaiu Jaiu learns about the Yue agency failure and goes to their headquarters to kill them all. Dressed again as Yu Chien, she slaughters everyone, leaving only one man alive (though gravely wounded). After the massacre  and So Jiau Jaiu's departure from the scene, the real Yu Chien happens by and tries to help. However the remaining members of Yue Escort agency return and accuse him of killing their brothers. He flees and during his flight once again meets with Jiau Jiau. 

Chief Wang
Jaiu Jaiu offers to give Yu Chien the Thundering Sword and takes him to Wu Du Clan's compound while  her father (the chief) is away. There one of the head chief's underlings, Chief Wang, has temporary authority over the sect and the master's seal. In an amusing scene, Jaiu Jaiu attempts to deflect Wang's suspicions as she hides Yu Chien in her bed and feigns illness. She eventually seems to succeed and gives Yu Chien the sword. They attempt to leave together but Chief Wang tracks them down and uses poison to knock them out. 

At this point a bold and aggressive wandering swordsman (who I assume is loosely based on the character Golden Haired Lion King from Heaven Sword and Dragon Sabre) appears from out of nowhere and saves the two, but takes the sword. Even though he takes the Thundering Sword for himself, the wandering swordsman develops a rapport with Jaiu Jaiu and Yu Chien, offering to act as a go between for their marriage. 

The Yue Escort Agency
Because they need both the permission of both their masters to marry, they go to Baiyun Mountain Temple first. There Jaiu Jaiu must confront her first misdeed of poisoning Chiang Kwan (which ndirectly caused his maiming). While Chiang Kwan himself is prepared to forgive her and keep it a secret, his fiancé Gin Hsia overhears and tries to kill Jiau Jiau. She fails but informs their master who demands that Jiau Jiau be brought before him. In a confrontation with Yu Chien, Gin Hsia tells him to kill Jiau Jiau as retribution for the maiming of Chiang Kwan. He refuses and the two flee to Wu Du Clan headquarters. 

There, Jiau Jiau's second crime follows her, as the Yue Escort agency comes to her father asking for justice. They want Yu Chien executed. To avoid causing trouble, Yu Chien leaves but is ambushed by Yue, drugged and brought to Baiyan Temple where his master is expected to help render a verdict. In the meantime, Jiau Jiau's brother has found another Thundering Sword. It becomes unclear which one is real and which is the fake. 
Jiau Jiau swallows poison

At Mount Baiyan Temple, they are preparing to execute Yu Chien when Jiau Jiau intervenes and takes responsibility for her actions. The wandering swordsman also arrives to defend them, but it is too late as she has taken poison to punish herself for her crimes. When her brother arrives with his father, he has a duel with the swordsman to see which weapon is the true Thundering Sword. As the swords clash together they break and crack the ground. The master of Baiyun Mountain announces that the martial world will no longer feud over the sword and seems satisfied. 

As a last request, Jiau Jiau asks to be married to Yu Chien and her wish is granted. Perhaps moved by his sister's actions, So Chau-wu cuts off his own leg before Chiang Kwan and declares that they are even. 

In the final moments of the film, Yu Chien and Jiau Jiau have their wedding ceremony and she gives a prolonged farewell as she dies. 


Sword and Melodrama

So Chau-wu looking for the Thundering Sword
I have seen and heard a lot of complaints about the fight choreography. While some of it definitely falls a bit short, some of it is quite good. In particular the massacre at the Yue Escort compound stands out as smooth, flowing and elegant. There are not a lot of fight scenes in The Thundering Sword though and there is certainly much more emphasis on the melodrama. If you want more solid sword play, there are better movies like Lady Hermit and Come Drink With Me. But I don't think I share some of the consensus that what little swordplay that does occur in The Thundering Sword is wholly unimpressive. There simply isn't much of it to go around, so you have fewer moments that shine. 

This is a melodrama, which wasn't uncommon in much of the earlier wuxia (you also see plenty of this in more recent wuxia television series). The basic focus is on the redemptive arc of Cheng Pei-pei's character So Jaiu Jaiu. It is a classic situation of personal desires and wants being impeded by the codes, alliances and grudges of the martial world. In the end her character willingly pays the ultimate price for her crimes to save her husband's life and restore peace in the Jianghu. 
Yu Chien wrongfully condemmend


While some of the plot points and twists feel a bit out of the blue, they make more sense if you know the Heaven Sword and Dragon Sabre story. For example, while it seems like they just inserted a duplicate sword midway through for little reason other than lengthening the plot, this actually fits the source material and is a very important piece of the backstory. The problem is, that is difficult to convey in a one hour and thirty minute time frame. 

For gaming there is actually a lot here. The trapped tomb, the two swords that fulfill a sort of prophecy, and the feuding sects all make for great adventure material. This isn't the best version for the story to go to for that, but there is still a lot to pull from the film. 

Thundering Sword does have its flaws. Some of the edits feel abrupt and I suspect it might be a bit confusing if you are not already familiar with Heaven Sword and Dragon Sabre. I was familiar enough with that storyline that it wasn't a problem to follow but I don't know how the movie would play for someone who hasn't seen a more complete adaptation of the story. I might advise watching one of the television versions of Heaven Sword and Dragon Sabre before viewing The Thundering Sword. This is a soaring melodrama with infrequent but occasionally elegant swordplay scenes. I recommend this but cautiously. It feels dated and it is heavy on the sentimentality (though not always in a bad way). Some of the action sequences are nice, some less so. 

BANSHEE TREE AND WUXIA INSPIRATION

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It is game day so this will be a brief update. 

Our module, Beneath the Banshee Tree is almost ready, I expect it will be available this week (and it will be free). It is a 69 page mystery adventure set in the city of Talyr. While the module is 100% free, we still worked very hard on it and I think it is one of our best adventures. I will issue an announcement when it becomes available. 

In the meantime, I consolidated all of my Wuxia Inspiration reviews and you can find them HERE. Hopefully I didn't miss any. I've quite enjoyed writing the wuuxia reviews and you can expect at least one more in the Cheng Pei-pei series before I cover some newer material (further Cheng Pei-pei reviews will depend on me tracking down some of her harder to find movies like the Jade Raksha). 


BENEATH THE BANSHEE TREE PREVIEW

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Beneath the Banshee Tree, our first free module for Sertorius, is ready. It should be available in PDF quite soon. Today I want to give a brief preview of the Banshee Tree mystery adventure and talk about its contents. 

As we promised, Sertorius will be supported with free supplements. Beneath the Banshee Tree is an investigative module where the players explore the city of Talyr for clues to hunt down a malignant presence. We have a passion for mystery adventures (most of our modules for Terror Network were investigative in nature) and we thought it would be an ideal structure to bring to Sertorius as an introduction for people new to the system and setting. 

More than an adventure
I believe very strongly that the best modules are one part adventure and one part setting supplement. With that in mind we included a lot of information on the city of Talyr in this book, enough that you could easily ignore the actual mystery and just use that material alone for a regular urban campaign. There is a chapter dedicated to the city of Talyr, it describes the local culture, important power groups like criminal organizations and provides details on key places in the city. The book also contains a map of a Talyr and a regional map. 


A great mystery
The mystery adventure has a unique structure that will cause a few surprises for even the GM. The players can freely search for clues and interview suspects as they navigate the politics of Talyr and work to gain favor with the king. They also face a deadly threat which could turn its claws on them if they don't solve the mystery in time. 

A terrifying villain (or two)
At the heart of every great mystery is a villain and the Beneath the Banshee Tree is no exception here. There is a chapter dedicated to the villain and thorough descriptions of all the villain's accomplices. 

Characters, characters, characters....
While hunting for clues is important, one of the main sources of information in any good mystery is the cast of characters. Beneath the Banshee Tree has thirteen major characters fully described with stats and motives. The PCs can gain clues by interrogating them and find useful allies among their ranks if they are clever. 


Clearly presented clues
The areas of investigation are all clearly organized and the clues arranged in an easy to find format for the GM. 




A bit of horror
The players will face supernatural horrors as they unravel the heart of the mystery. The module not only provides a useful introduction to the setting, it also demonstrates the dangers of spell casting and highlights how spells can be used to achieve terrible ends. 

I am personally quite proud of this module and pleased we are able to offer it at no cost to gamers. Even if you are not a Sertorius GM, this module can easily be adapted to any fantasy setting. Feel free to check it out and decide how good it is for yourself when it becomes available in the coming days. 

ORCS OF THE NORTH: GRU BLOOD

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We continued our efforts to capture a member of the Caelcori in an ambush at a false Inn. The events leading up to the current situation are described in this entry: Audience with Ozias. *Characters present were:

-Enos Ozihel (my character), an Orc who worships Ozias.

-Festus, a Halfling from the Shahr Republic who has business in the North (incorrectly identified in the last entry as Shillek*).

-Aetos, an Orc Tribesman who died, became a Ghoul and was then blessed by Ozias of service and made into a vampire.

-Ah-Sri, a Hasri raised by Humans in Ronia.

-Mogar, Orc devotee of Ozias (incorrectly identified previously as Varia*)

-Poro, a Kobold tradesmen. 

-Orto Turanus, a one-armed Orc scholar from Caelum. 

Aetos continued to drain the Gru of blood. The Gru cast a spell called Blind Hatred, causing him to burn red with rage and obscure his own vision, but imparting tremendous power that made him hard to wound. We continued our attacks on the Gru as Aetos drained him, but we heard a voice outside demanding our surrender. We hadn't planned on more than one Caelcori showing up and were taken completely off guard by this development. 

A haze of magical fear settled upon the Inn and one by one we succumbed to it. It affects were not overpowering but did cloud our judgment. Festus went to the window and spotted a large wolf starring from the woods. As he did so the door burst open and an Ogre came crashing in. Ah-Sri threw an alchemical smoke elixir at the doorway causing the place to fill with clouds of dark vapor. Enos launched some arrows at the giant creature. Mogar also cast Blind Hatred, and went into his own frenzy, driving the Ogre back through the door. Poro cast Splintering of Yaum but failed and was overcome by his magic. He still split into four versions of himself, but they went mad, attacking anything in sight. The energy warped his body and mind causing him to grow an additional head. 

We eventually managed to control the situation, with Festus using Doom Hammer (a spell that creates a glowing two-handed maul) to finish off the Gru, allowing Aetos to make it his thrall. As the Gru died, he fed it his own blood. Our information indicated it would rise as a vampire under Aetos' control in a few days or so (of course we were not certain if our information was accurate). 

Outside the doorway Mogar and Festus continued fighting against the Ogre and found themselves taking arrows from an Orc that flashed in and out of existence (we still are not sure what power it was using). Festus again let his Doom Hammer fly against the Ogre and killed it. That caused the wolf and our mysterious archer to flee.

Enos decided to try to raise the Ogre as a zombie servant using Spirit Bind. However he failed his casting and it unleashed an Angry Spirit on the party. The spirit wailed, causing everyone to burst into flames. Thankfully Mogar cast Baal-Shillek's Spinning blade and destroyed the spirit. Enos then used his Heal spell to help those afflicted by the fire. 

The party then headed North back toward Neoda but stopped along the way in a village to raise the thrall of Aetos. Seeing opportunity and being high priests of Ozias, the party told the villagers that a miracle was about to happen, that the Vessel of Ozias was preparing to raise a special servant and that any who offered their blood would be blessed by the god. This proved useful as it allowed the two vampires to feed without killing anyone. 

After we raised the Gru from the dead as a vampire thrall, we asked it about the Caelcori and learned that they knew of our plan to ambush one of their members, so sent several of their order to the Inn. When we inquired further it stated that they had learned this from a source close to us who wrote a note. 

We then rested before resuming our journey to Neoda. 

*Note I was operating off of incorrect notes when I created this list and have updated the character names and descriptions accordingly. 


BENEATH THE BANSHEE TREE IS AVAILABLE

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Beneath the Banshee Tree is available for free now. Check it out here: Beneath the Banshee Tree

Beneath the Banshee Tree is an investigative city adventure for the Sertorius roleplaying game. 
Powerful spellcasters called Sertori come from every corner of Gamandria to the mountain city of Talyr , answering the king’s call for new talent to fill important offices. However his invitation attracts someone with sinister motives who exploits the abundance of magic to enact an unthinkable scheme. After a series of mysterious events the players are recruited to solve the puzzle and weed out the evil presence in Talyr. But it is a race against time as they hunt for clues and try to piece them together before something terrible unfolds.
This 69 page investigative module comes with an adventure, several detailed NPCs, a city map, a full description of the city of Talyr, and a unique investigative structure that makes for a different experience each time you play.  
For use with the Sertorius rulebook by Bedrock Games.

WUXIA INSPIRATION: RAW COURAGE

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Wandering Heroes of Ogre Gate (WHOG) draws on a number of sources for inspiration. I watch a lot of wuxia movies and TV shows, and these have had a big influence not only on Ogre Gate, but on Sertorius and many of my d20 campaigns. I am hoping to share some of my favorite movies and shows in the genre here as we work on WHOG.

Note: I am writing these as a fan of the genre. I am not a movie expert or an expert in asian cinema. These are my own observations based on what I have learned by watching wuxia and kung fu movies, and by reading about them through interviews and books. But my knowledge is quite limited and I am an English speaker. So understand that my commentary comes from this perspective. 

This review contains many spoilers.

This is part of my Cheng Pei-pei review series. You can see my other reviews of her movies here: Come Drink With MeGolden SwallowBrothers Five,The Lady Hermit,The Shadow WhipThe Golden Sword, The Thundering Sword and Dragon Swamp 


Introduction
I don't think Lo Wei gets his due sometimes. That seems to be changing somewhat in recent years and hopefully continues. While no King Hu, his movies always seem to hit the right notes for me and Raw Courage is no exception. The film is a highly entertaining adventure, that has a steady pace and well done fight choreography featuring a large number of combatants. But the story itself is also engaging and epic. It draws on the familiar, a quest to save the true heir to the imperial throne, and it executes it well, using starkly drawn characters to make you care about the outcome. Above all I think the pacing is exceptional. In wuxia, where there is the need to weave story and combat, that can be tricky. I found this had exactly the right mixture of swordplay, storyline, humor and drama.

It is also a simple tale and the the whole thing feels like it orbits around this simplicity. While I have seen some criticisms of the simple plot structure and the sometimes redundant plot elements, I watched it twice in a row to see if my initial impression was flawed and I came away greatly appreciating the simple approach it takes. 

Raw Courage
Raw Courage was released in 1969 by Shaw Brothers Studio. It was directed by Lo Wei, with action choreography by Little Unicorn and Simon Chui Yee-Ang. The film stars Cheng Pei-pei (Xiuyi), Yueh Hua (Zhou), Ng Fung (Zhenxiong), Tien Feng (Yancang), Poon Oi-Lun (Huajiao), Lee Sau-Kei (Old Monster), Ou-Yang Sha-Fei (Mrs. Bai) and Yeung Chi-Hing (Old Beggar). 
Emperor Jianwen hands his son to Shangguan


The film opens with the fall of Nanjing and Emperor Jianwen, second ruler of the Ming Dynasty following a conspiracy by the Prince of Yan (who becomes The Yongle Emperor). As his city is taken, Emperor Jianwen passes his infant son to Hero Shangguan of the Black Dragon Society and asks him to keep the child safe. Calmly the emperor awaits his doom and instructs his remaining loyal ministers to flee for their lives. 

Some time later the Prince of Yan has become The Yongle Emperor and is consolidating his hold on power using a group of warriors led by Yancang to enforce his will in the martial world. The group (briefly called The East Sea Gang in the subtitles), under the direction of emperor's chief Eunuch, goes to Black Dragon headquarters following rumors that the former Emperor's son is hiding there. They promise Chief Shangguan wealth and power if he simply hands over the child. Shangguan rebukes them and tells the guests to leave. Yancang's right hand, Huajiao, reprimands the chief, saying he should fear the consequences if he refuses. Shangguan's daughter, Xiuyi becomes furious at this and demands they conduct themselves politely. 

As Yancang's prepare to leave through the courtyard, Huajiao lights off a signal (a sort of hand held firework) which alerts soldiers surrounding the Black Dragon Society to attack. A huge battle ensues and it is unclear who will win, when Huajiao hits Chief Shangguan with one of her poison darts, forcing him to retreat with his daughter and his senior disciple, Jin Zhenxiong. They hide in secret passages below the headquarters, where Chief Yancang tells Xiuyi to leave him behind as he is dying, go to his sister and take Emperor Jianwen's son to safety with his brother and their counterpart in Quanzhou, The White Dragons. Initially Xiuyi refuses, wanting to stay and fight to the death beside her father but he tells her to do so would be unfilial and unpatriotic, then kicks her aside as Zhenxiong presses her to leave and perform her father's final request. This is a tear-filled scene that works really well and gives us a sense of the main characters' virtues and loyalties.  
Chief Shangguan Poisoned by Huajiao's Dart


Xiuyi and Zhenxiong make their way to the child. After handing them the baby and the former Emperor's seal, Xiuyi's aunt commits suicide because she knows her presence will just slow them down and put the prince in danger. They depart but are attacked by soldiers as they try to make their escape to the south. During the fight a beggar in a tree leaps down and comes to their aid, helping them drive their attackers off. After the fight their savior tells them simply to call him Old Beggar. Upon hearing that they plan to head south to find the White Dragons, Old Beggar says they are too unskilled to make it on their own, and that they should go to a nearby city and meet Mrs. Bai who will instruct the hero Zhou Feiyun to help them. Stealing one of the soldier's horses they head south.
Farmer (Zhou), Xiuyi and Zhenxiong 

On their way they stop at a small cabin in the wilderness. There they meet a bumbling farmer who offers to share his table with them for the evening and serves them some of the most delicious looking stewed goat meat to appear on film. It was actually striking how enticing the meal looked, and that is a rarity in some of these older wuxia movies. The farmer is kind and timid, and cowers when Zhenxiong demands he give them his clothes (which they need to disguise themselves in the next city). As they take the clothing off his back, the farmer asks why they repaid his kindness with such cruelty and Xiuyi offers an apology. Zhenxiong says he will trade him their horse for the clothes, which doesn't satisfy the farmer, but it is the only deal on the table. 

Xiuyi and Zhenxiong arrive in the next city, where they must pass through the gates posing as local farmers. Just as are passing through, after having sweet talked the guards, the baby cries and the alert is raised. However the farmer they had robbed also arrives at the gates and creates a ruckus, screaming that he has just been robbed. This disturbance allows the heroes to escape and find their way to Mrs. Bai. They follow Old Beggars instructions but are intercepted by a singing beggar on their way to the address at Muzi Alley who warns them through song that a trap lays ahead. They ignore his instructions and are are attacked, causing the beggar (who we later learn is Little Beggar) to flee. 
Xuiyi


After a difficult fight they manage to break away, and Little Beggar points them toward an alley way, which they duck into. He then points their pursuers in the opposite direction and takes them to Mrs. Bai's current residence (Mrs. Bai is played quite convincingly by Ou-Yang Sha-Fei). There they meet Mrs. Bai's niece, Nui Nui and are told that the new emperor had her evicted. She wants revenge and agrees to help. 

Back in the city, Yancang and his men interrogate the farmer, learning that his assailants were carrying a baby. They release him and he goes to Mrs. Bai's house where he is revealed to be Zhou Faiyun. Xiuyi and Zhenxiong apologize for taking his clothes and he accepts with good humor, then says he will help escort them to the White Dragons. 

Mrs. Bai, LIttle Beggar and Nui Nui escort them to the edge of the city, where the newly formed trio departs for their next check point. The Emperor has set up a number of these and they are an important part of the plot, where the heroes have to pass through several narrow areas that are heavily guarded in order to reach their destination in the south. 

Mrs. Bai then instructs Little Beggar to retrieve his master (Old Beggar) and returns to her home with Nui Nui. There they encounter Yancang and his men, who were having Zhou Faiyun followed. We don't actually see the fight, but when Old Beggar and Little Beggar arrive after, they find Mrs. Bai dead and Nui Nui seriously injured. This was an effective decision in my opinion, because I imagined all kinds of scenarios where the great Mrs. Bai faces off with Yancang, Huajiao and the others. It also lent weight to Mrs. Bai's death. 
Mrs. Bai and Nui Nui face Yancang


Xiuyi, Zhou and Zhenxiong arrive at their next check point, trying to masquerade as mourners for their mother (which I thought was an interesting choice since it mirrors Bai's death, something they haven't learned about yet). Again they almost make it trough but a dog catches the baby's scent and the alarm is sounded. A massive skirmish unfolds with dozens of participants. The heroes easily fend off their opponents now that they've added Zhou to their ranks, and the guards back off, with their commander summoning Yancang because he knows the trio is too powerful for his men to handle on their own. 

The three heroes take shelter in a cave, as it rains. Zhou convinces them they should press through the rain to get a lead over their pursuers. Pointing out that Yancang and his men will likely take shelter from the rain as well. It takes some convincing but they eventually relent. At this point, it is clear there is a love triangle emerging between Zhou, Xiuyi and Zhenxiong, with the latter becoming increasingly jealous. 

Some time later, the baby comes down with a fever and Zhenxiong reprimands Zhou for talking them into traveling through the stormy weather. Zhou takes them to Doctor Ko, in the next city. Unfortunately Doctor Ko and his wife are crafty and working with the new Emperor. The Doctor betrays the heroes and Yancang arrives with his thugs at the doctor's residence for a marvelous swordplay scene.

At doctor Ko's, the heroes fighting skills prove superior, so much so that Yancang and his men decide to ask Huajiao's master, Old Monster, to help them. This is classic wuxia where skill level is absolute and in the face of a greater opponent you must either improve your own kung fu or find a stronger ally. 

Yancang and Huajiao ply Old Monster with drink, food and women, offering to let him marry Xiuyi if he helps them. Old Monster is a blue faced master with heavy appetites and no moral scruples. He is the perfect counter part to Old Beggar. Convinced by their offers, Old Monster agrees to work with them and they plan to ambush the heroes at an upcoming dragon dance festival in one of the cities on their way south. It is not immediately clear from the subtitles why his face is blue, but he does mention living in a cave so it could have to do with that (or there is an assumption in the genre I am simply missing and will say more about this below).
Old Monster


After they flee from the battle at doctor Ko's, Xiuyi, Zhenxiong and Zhou happen upon a cabin deep in the snowy mountains. The residence have all been slaughtered and left naked. When Xiuyi asks Zhou who did it, he simply says "It is wartime, this is unavoidable." At the cabin the heroes get a much needed respite and we see the jealousy between Zhenxiong and Zhou reach a peak, as it becomes clear Xuiyi is falling for the latter.

When the snow clears, the group continues on and arrives at the festival where they disguise themselves and talk their way into being part of the dragon dance parade. During the celebration, Yancang, Old Monster, Huajiao and their men attack the parade and the heroes flee. They nearly make their escape but Yancang guards an important pass, so Zhou creates a distraction allowing the other two to make it through. 
Trio in Disguise

In a grueling battle with dozens of men and the three evil warriors, Zhou is nearly defeated by Old Monsters, whose Kung Fu is too powerful for him, and he plunges off a cliff, leading the villains to believe him dead. 

Expecting to rendezvous with Zhou in a nearby forest, Zhenxiong and Xiuyi wait and wonder whether he is still alive. Zhenxiong confesses his love for Xiuyi who gently redirects him, saying she is promised to fulfill her father's will. This seems only to fill Zhenxiong with undo optimism. Zhou then arrives and tells them he survived a fall down the cliff when his clothes caught on a branch. 
Standing before Siwen of the White Dragons

Finally they make it to the temple of the White Dragons, Xiuyi exchanges a secret signal and gets an audience with her uncle's nephew, Siwen. In the audience she shows him her Black Dragon seal, which combines with the White Dragon Seal to form a key. Siwen's mood changes and he laughs. It becomes clear he may have evil intentions as he tells them to give him the baby and imperial seal. When they inform him they were instructed to hand the child to her Uncle directly, he says that the Uncle died. Siwen is now head of the White Dragons and plans to become emperor himself. He demands they give him the child and imperial seal. When they refuse, the White Dragons swarm and attack at the directions of Siwen. 

This is one of the best fight scenes in the movie and I will go into more detail about it below. In the end, the heroes survive and Zhou kills Siwen. They take the key from him and use it to open an underground lair that reveals a massive horde of treasure. 



In the lair, the three argue over what course to take next. Zhou suggests they raise a rebellion using Xiuyi as the leader and figurehead. Zhenxiong seems tired and worn down, wanting to give up. The exchange clearly has more to do with their affection for Xiuyi than their situation and results in a duel between the two men. Zhou wins but spares Zhenxiong as Yancang and his men arrive in the lair. 
Old Beggar Arrives to Defeat Old Monster


When the two sides clash, it is obvious the heroes can't beat the kung fu of Old Monster. Zhenxiong is impaled against a rock and it seems the other two will be next when Old Beggar arrives with Nui Nui and Little Beggar, reversing the tide. The two great masters face off, and Old Beggar spears Old Monster in the back with his staff, killing him. They then cut down Yancang, Huajiao and the rest. 

After the battle they thank Old Beggar, who apologizes to Zhou for giving him such a dangerous mission. They decide the best course of action is to take the child north to King Ling of Nancheng, who has a reputation for bravery. The film ends with them in a caravan heading to King Ling. 

Epic Wuxia
Raw Courage is an epic adventure with large scale combat and wide range of locations. Like The Golden Sword, the film spans great distance, and treats the viewer to wilderness, city and snowy mountains. I think it has all the elements of a great Wuxia movie. 

This is is a wuxia movie that has all the trappings of the genre and for that reason resembles a full wuxia television series more than some of films. I think this is largely because it has all the major stock characters. Old Beggar, Mrs. Bai, Nui Nui, Little Beggar, Zhou, Xiuyi and Zhenxiong feel like a complete team or family. And they area balanced out, to some degree by counterparts in the East Sea Gang. It is not perfectly symmetrical but it still seems to be the intention. 

There is a lot of mirroring in the movie actually, not just between the main heroes and villains but between scenes and between organizations like the Black Dragons and White Dragons, or characters like the good emperor and the Yongle Emperor. I think this was intuitional. One interesting contrast is the difference between Xiuyi who is filial and obeys her father's orders and Siwen who follows the letter but not the spirit of uncles' wishes (it is a bit unclear from the subtitles in my version if this is his uncle or his father). 

There is also plenty of humor sprinkled throughout Raw Courage. One of my favorite scenes is when Little Beggar tries to warn them through song about the trap set by their enemies at Mrs. Bai's former address. Lo Wei makes good use of music in his movies, and in each of the Cheng Pei-pei films I've reviewed that he has directed there has been at least one musical performance. This one was striking in its wit and its use of rhythm. 

The battles are large scale with lots of fighters involved. This can appear chaotic, and certainly the movie lacks the precision of Lady Hermit or Come Drink with Me, but it is still well done. In some ways I like these kinds of swordplay scenes better than those with fewer participants because the broader frame gives you the complete picture of peoples' movements. Again if you pay attention to stuff like footwork, it is still quite impressive in my view. In terms of aesthetics it doesn't appear as stylistic, but still quite athletic. This isn't the pinnacle of wuxia swordplay but it also isn't as weak as I've seen some folks say. I found much of the combat captivating.
White Dragons Circle the Heroes

Also because of the large scale fight scenes, it makes excellent use of the mass choreography. Particularly in the battle between the trio and the White Dragons, where the enemies are a swirl of white surrounding the heroes, then at the command of Siwen, encircling them individually like schools of fish in the ocean. I've seen things like this in later movies, but I believe this is one of the earlier films I've ever seen this sort of movement in and it was enchanting to watch. It was a beautifully organized scene. 

This is also a movie where it is clear you are dealing with wuxia heroes who are so skilled they can defeat dozens of troops on their own. This is firmly entrenched in the assumptions of the genre, where powerful heroes stand apart and are the artillery of bigger political players. So it isn't enough to have 10,000 guys, The Yongle Emperor needs powerful men and women like Tancang and Huajiao to stop the heroes. 

In terms of gaming this has a lot. Hiding a prince from usurpers and escorting him to safety is a standard trope in fantasy RPGs and so much of this would work for that sort of campaign. The hidden lairs, the characters, and all the rest just scream RPG to me. So I highly recommend Raw Courage for gamers on the look out for inspiration. 

In the end, I think this is a very strong movie, quite well done. 


THE TRAVESTY OF EVIL CAMPAIGNS

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trav·es·ty \ˈtra-və-stē\
n. pl. trav·es·ties    
1. An exaggerated or grotesque imitation, such as a parody of a literary work.   
2. A debased or grotesque likeness: a travesty of justice.  
3. A literary or artistic burlesque of a serious subject.

A couple of years ago we released an interesting alternate history game called Servants of Gaius, which was set in 38 AD and put a bit of a twist on the history of Caligula's reign. In our version Caligula is not mad, not evil, but is actually becoming a god. This was meant to be a playful take on a dark chapter in real world history, something distant enough I didn't think others would fail to see the humor. What I discovered after its release is people fell into two camps, those who thought it was clever and fun, and those who were repulsed by the idea of a historical madman being lionized (even if it was done for humor's sake). I can certainly respect people taking issue with that kind of evil being inverted into something good. Personally it never bothered me, but I would never challenge someone who doesn't want to play Servants of Gaius for that reason. 

A few years before we released Gaius, we put out a mafia RPG called Crime Network. Now in Servants of Gaius, while we redrew a villain into a hero, the characters were still assumed to be good guys. But in Crime Network, the characters are mobsters, thugs and street criminals; basically the bad guys. Again some people loved it, but some people wanted nothing to do with a game where characters participate in street crime and murder. This I also understood and respected. After all, when someone asked me if they could play terrorists in our counter-terrorism RPG Terror Network, I was troubled by the idea. So I have lines I just don't want to cross in games too. Still I would like to explain why I love evil campaigns. Why I have more fun being a bad guy, more fun when my players are the bad guys, than I do playing the hero. 

The reason is to me is simple: these campaigns are not truly evil, not in the sense most people think. Such campaigns are travesties of evil, they are darkly humorous parodies of villains and bad guys seen on screen. It isn't played straight. Now this kind of comedy isn't for everyone but I find with some gamers, it resonates. 

I grew up in a largely Italian American household. My grandfather could speak Italian, my aunts fought over the best way to make tomato sauce, and they all watched mafia movies, treating each outrageous mob hit as a punchline. If you watch mafia movies in general, there is a sense of humor running through them, where death and murder are all made a little easier to accept by lacing them with wit. There is a reason Joe Pesci's character is the one everybody remembers from Goodfellas, he embodied the brutality and humor of the genre. You see this in The Sopranos as well. They don't treat every act of murder this way but it is a recurring theme in mafia media. I think the reason for it is simple: the mobsters are the stars, they are the main characters and it would be incredibly hard to watch if you didn't add the layer of comedy to distance the audience from the wickedness of their behavior. 

This isn't unique to Italian Americans or to Mafia movies, that is just where it comes from with me. But the point is, I grew up with an appreciation for dark humor. I always liked villains the best. And again, if you watch a lot of horror movies, villains often seduce the audience with their sense of humor. Hannibal Lector is horrifically evil, yet some of his best lines are dry one-liners played for laughs. 


I approach evil campaigns in much the same way and so do my players. When they play ruthless mobsters, they're hamming it up and giving their best impressions of Robert De Niro or Fredo Corleone. And even thought they are doing horrible things, it is all done with schtick and wisecracks. 

I love evil campaigns because they let you play someone truly over the top. There is certainly something to be said for the paladin who saves humanity at great personal sacrifice, but frankly I would rather play a guy like Gary Oldman's corrupt agent in The Professional. These are just incredible characters to explore. They aren't better than the paladin, they are not a bigger challenge, they are just more fun for me. 

Another reason for my love of this stuff is I can draw a clear line between playing a character in a game and real life. I see a lot of people bristle at evil games, or even in debates about alignment, because I think they find this line is more blurred. Respectfully I have to disagree here. I think one of the things that really hurt the hobby in its infancy was the notion that the line between fantasy and reality was muddled, that playing a sorcerer meant you would be drawn into real world sorcery, that playing a character who worships the god of snow meant you'd start sacrificing animals at solstice. These notions were incorrect then, when they were used to cast D&D as an evil game, and they are incorrect now when people use them to attack evil campaigns or even alignment systems. For me, I can play an evil character who worships an evil god and does evil things, without it altering my own beliefs. My character's thoughts and actions are not expressions of my real moral principles, nor do they have an affect upon them. 

Again, this isn't for everyone. I completely understand that. If folks dislike evil campaigns, that is fine. For me it is a great way to spend an afternoon with some friends and it provides lots of opportunity dark humor. Personally I don't see anything wrong with an evil campaign. 

CHENG PEI-PEI REVIEWS

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We have some big things going on at Bedrock and hopefully some exciting news soon, so sadly haven't had time for a proper blog entry in the past couple of days. Hopefully we will get back on track over the weekend. In the meantime I thought it would be nice to consolidate all my Cheng Pei-pei reviews into a single post. 
Cheng Pei-pei in Legendary Amazons


For those who haven't been following the Wuxia Inspiration articles, I started doing reviews of movies starring Cheng Pei-pei. She is a phenomenal actress and is a notable wuxia star from the 60s and 70s known as the "Queen of Swords". She has also starred in a number of more recent wuxia movies, including Crouching Tiger, Hidden Dragon (as Jade Fox) and Legendary Amazons (as She Saihua). But she isn't just a wuxia actress, Cheng Pei-pei appeared in comedies like Flirting Scholar and in the modern drama, Lilting. I've been strictly reviewing her wuxia movies, but her other roles are also definitely worth checking out. 

Here are the Cheng Pei-pei films I've reviewed so far. I still hope to add this list as time goes on but further reviews may require finding harder to obtain films like Jade Raksha. 

Come Drink With Me
Golden Swallow
Brothers Five
The Lady Hermit
The Shadow Whip
The Golden Sword
The Thundering Sword 
Dragon Swamp
Raw Courage

WHAT IS A ROLE-PLAYING GAME

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Illustration by Jackie Musto
for The Guide to Aegyptus
We haven't included a 'What is a Role-playing Game' section in any of of our products since Terror Network and Crime Network. There are several reasons for this. Mainly it is because we assume folks buying our products are already seasoned gamers who have little to no interest in our definition of roleplaying. The other reason is I am not overly fond of defining roleplaying for other people. I don't mind describing it to those who have never gamed before, but I am not interested in establishing a definition that tells others how they should play. So we have simply avoided the issue by not including a definition in our rulebooks. I think this has been a mistake and in future we will resume with a standard 'What is a Role-playing Game' entry. 

It occurred to me while I was discussing one of our games with someone who hasn't played an RPG that every rulebook needs explain what roleplaying means. Now, role-playing and its definition is actually something of a hot topic and there are plenty of arguments and flamewars over how it ought to be defined. I really have no interest in that. Personally I don't want to limit my gaming experience or the experience of others because of partisans on either side. Those are discussions people can have down the road as they learn more about the hobby. I am just interested in giving people a small launching point to start play, some indication of what it actually means to play an RPG so those who haven't know how to proceed. 

In that spirit, I went back and reviewed our 'What is a Role-playing Game' entry from Terror Network. Here is what is said: 
Terror Network is a pen and paper role-playing game—a form of interactive story telling equipped with a rules system to resolve conflict. A role playing game is played by a group of players and a Game Master (GM). If you are a player, you create and control a character called a player character (PCs). If you are a Game Master, you create and control the plot and setting. The plot is the scenario that the GM presents to the players. Think of the plot as a story from a book, movie, or television program, except as a player, you control one of the main characters (your PC). The setting is the world your PCs inhabit. Like the real world, the setting is governed by laws (game mechanics) and filled with other people called non-player characters (NPCs). The GM controls all the NPCs in the setting. The Game Master also functions like a referee, deciding which rules apply to a given situation. When players decide what actions their PCs take, the GM tells them what kind of rolls to make to determine their success.
We wrote this before we were even aware that online "story" and "plot" were regarded asloaded terms and part of an ongoing debate over the purpose of roleplaying. I still have no interest in that debate, I do understand why some may see those words as misleading if readers take them too literally, but I also think they help make the concept immediately understandable. We would certainly alter how we define RPGs in any upcoming book, because I think we are at a different place now. Still I don't think we will be offering a definition meant for those who are invested in internet debates about RPGs. Instead it will be meant for those who may not know what an RPG is yet and just need something to grab onto in order to understand it. Saying an RPG is like being a character in a movie, is a fairly easy way to convey the idea (though there is always the danger folks get too hung up on the analogy). 

To me a Roleplaying game gives you a chance to be someone else and exist in virtually anyplace. You can inhabit the figures of history and fend off plots of intrigue against great emperors, you can chase drug lords through the streets of New York as a modern day cop, you can ride a dragon into war and fend off the hordes who follow the Ice Lich in a world that only exists in your collective imagination. There is drama there, there is story and there is a world you go to that feels real. Now folks can debate what that all means and how you achieve it, but that really isn't what interests me. I'm not worried about the role of the GM, or what mechanics should be employed or ignored and to what end. I'm interested in playing a character and feeling like I am someplace else really exciting and new. 

That is what roleplaying means to me. I still don't know what our next "What is a role-playing game" section will look like. Will be contemplating it further. 

What does role-playing mean to you? 





WHO IS MISSY?

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We finally have new Doctor Who episodes after nearly a year (and really it's been over a year since we had a regular season). I am sure everyone has their own opinions of the new Doctor and Deep Breath. I was thrilled to be watching Doctor Who again, and while I don't think we quite have a sense of what Capaldi's Doctor will be like, I found Deep Breath entertaining and a good start to the new series. It was a bit sluggish at the start, but I think that may be a good thing because overall this episode had a lot more breathing room than more recent ones (it feels like a move away from the whole condensed storytelling thing
while I've enjoyed all the Smith episodes, I do feel the pacing has been a bit too fast lately). I am curious what others think so feel free to share your love, hatred, or indifference in the comments section. 

What I really want to know is the identity of Missy. This is the woman who seemed to revive the half-face clockwork man at the end of the episode and informed him he had reached "the promised land". I am in the dark as much as anyone (in fact probably more in the dark than some of the real obsessive fans) but I have a few guesses.

The first possibility I thought was she is a future version or an alternate version of Clara. Missy did call the Doctor her boyfriend, and this is the episode where the Doctor emphatically stated "I am not your boyfriend" so there seems to be a possible connection there. Given the fact that Clara exists across the Timelord's timeline, this could be any of those versions of her. It seems likely she is the woman who gave Clara the Doctor's number, so there is that as well. She could also simply be Clara in the future, or in the future in another body or state (with Doctor Who you never know). Maybe things get very bad between Clara and the Doctor and in this is the future outcome.

The next possibility I thought of was this is Madame de Pompadour. There is clearly a connection between the clockwork men in The Girl in the Fireplace and the clockwork men in Deep Breath. But when the Doctor last saw Madame de Pompadour he had promised to show her a star and then returned after she died. Just before that she had seen into the Doctor's mind and knew what he knew. So with all that knowledge, it is entirely possible she came up with some clever way to meet him again after her death. She had quite a few years to work on a solution after the Doctor left. And it is also more than a little possible she has been changed for the worse by this process. Plus she does have valid reason for carrying some resentment towards him (though her letter in the end of The Girl in the Fireplace doesn't suggest resentment to me). 

Obviously River Song is another possibility but if it were her, I'd expect she'd call the Doctor her husband, not her boyfriend. She could also be Tasha Lem, but I think she is actually River Song, so again, I would expect her to call him her husband. Though I could always be wrong about Lem's identity. 

I've heard some folks say maybe it is the Master or even the TARDIS. I have to admit, neither of these occurred to me while watching, but some have pointed out that Missy, could be a shortened version of Mistress, which is a female Master. That seems pretty tight in terms of the name. I could also see the Master calling the Doctor his (I suppose in this case her) boyfriend for any number of reasons (most likely because he finds the idea amusing now that he is a woman---if Missy is in fact the Master). Something tells me though it isn't the Master. I suppose it could be the TARDIS. That feels a little strange. When the TARDIS did take human form she was certainly a bit off, but Missy seems a lot more sinister. 

It is also possible Missy is an older character from the original series. 

What are your theories on the identity of Missy?  

THE HEART OF ATROXIS

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We are planning another free module for Sertorius called The Heart of Atroxis. This will be based on material in our Orcs of the North Campaign and will be an adventure set on a lost island filled with giants, trolls, kobolds and more. It begins with a simple quest to retrieve two ancient crowns from a ancient ruin buried in frozen wastes but turns into a potentially endless exploration of the island itself as players learn more about the local tribes, ruins and history. It is also a chance to explore the Orc cultures of the North. Whether the players are orcs or not, they can still participate in the adventure, since Malka the King of Atroxis is happy to work with any willing Sertori. 

We are still hammering out all the details so things could change after this announcement. Presently we are expanding the details of one of the Northern Islands and creating a full hex map suitable for exploration. We are tying the history of the island in with the rest of the setting but giving it its own unique place with some surprising details buried in its past. In addition to the exploration aspect there will be political elements to the module as the characters choices potentially have consequences for Atroxis itself. We don't yet know the length of the module (with PDFs we are not as committed to a specific size from the outset of a project). Most likely it will be in the 70-100 pages range with about five chapters and two appendices. 

We will reveal more as the module develops. 

THE HEART OF ATROXIS: DEVELOPING THE IDEA

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I've been busy working on the upcoming module The Heart of Atroxis and I've also been putting the finishing touches on the first Book of the Archon, so there hasn't been as much time for blog entries as I would like (but don't worry I have a dual review of The 14 Amazons coming up). Today I am going to briefly talk about how we begin developing a module. 

Usually the idea starts at the table, with something Bill or I run. In the case of The Heart of Atroxis, it began as a campaign Bill has been running set in the far reaches of the north, where remote orc tribes are starting to rise. The Orcs in our setting are predominantly civilized, so these orcs are something of an exception. They exist on the periphery of a powerful Orc empire and until recently were of little note. About fifty years ago a local chieftain named Malka united the tribes with the support of a powerful lich god named Ozias. This religion swept over the northern Orc tribes and Malka became their king. 

I think Bill was just intrigued by a society that worships a lich and is at ease with undeath so he set the campaign there. Whatever his reason, he started the campaign off with a great adventure where the party was sent by Malka to a newly discovered island with rumors of two powerful crowns buried beneath the ice. Malka had already sent men to the island in advance of us and we were to go with his daughter there to retrieve them. When we arrived we found a land inhabited by giant tribes, trolls and other nasty things. In addition to finding the crowns, we allied with some of the local giant tribes and formed an agreement with some that our king would give them land if they came and fought against the Caelum Empire. We were not authorized to make such a promise but it seemed like something Malka would approve of. 

So this was the start of the module. When Bill ran it he had to decide which island on the map to use. You can see in the image above that there are quite a few options, but it was narrowed down to two. 

After we had our island and after Bill ran us through the adventure, I was able to step in and contribute. Bill's original island was meant for something less extensive than what we ended up aiming for. There were kernels of everything in that first adventure but parts of it never got explored and Bill would have only developed it if we had stayed and done so. 

First we took the history of the island that Bill had developed and reworked it to make sure it was as seamless with the rest of the setting as possible. We also populated the island based on the history we developed and how things had appeared in Bill's adventure. 

The map above uses 100 mile hexes. We needed to get something more granular so we printed out the map with 30 mile hexes and started placing things. To the right you see an early attempt. Once we had this fleshed out, we had someone make a proper hex map for us, this time switching to 5 mile hexes (which fit our goals more). 

While I can't yet show the new map, I can say it is starting to look quite nice. It is done in a traditional style and works for the exploratory nature of The Heart of Atroxis. 

I don't want to give anything away, because much of the content is GM-only kind of stuff, but we are really excited about this adventure. It explores the ancient history of the setting from a completely new point of view and is shaping up to be a marvelous venue. While Bill already ran it as an adventure in our campaign, it has evolved considerably from the original idea. It also is going to require a bit of play testing. 

I will share more details in the coming weeks. 


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