Tokyo Vice
Written by an American who covered the crime beat for a
major Japanese newspaper for many years. It has some truly seamy stuff in it,
probably of more use to GMs doing a noir or more procedural game. It can get
dark at times and looks at aspects of Japanese life and criminal influence
either not covered or else glamorized in other media. The material can be
pretty awful and rough at times. I think it is most interesting as a
consideration of the way that journalists have to act as investigators. The
relationship of the police to the news reporters is complex- and worth
considering in terms of how players might have to work and care for NPC
contacts. There’s also the consideration of the author as a gaijin- an outsider
status he never overcomes despite many years of working in the country. For GMs
considering “fish out of water” details for PCs that might be useful fodder.
This book does deliver at least part of what it suggests-
with a listing history of various female superheroes from their first
appearance up through the modern day. His take feels fairly comprehensive until
we get closer to the modern day, at which point, with the explosion of titles
in the early 90’s, he ends up picking and choosing. There’s definitely a focus
on mainstream and popular characters, with few other indie or second tier
characters covered (Lady Death and a few others). Madrid does tie some insights
about the eras of these characters and their depictions as well as a
consideration of the double standard of treatment for them. However the result
is more anecdotal than analytical. I would have like to have seen some great
higher level consideration of the issues and how feminist theory relates to the
presentation. There’s some passing mention of most of these characters being
written by men (with Gail Simone shown as an exception), but less consideration
of what impact that has. Nor what impact the depiction of these heroines might
have in terms of male vs. female readership. Not a great resource unless you
really like superheroes and want some additional perspective.
Also, the book illustrates the need for a really good
editor- the repetition of words and phrases becomes especially irritating when
you listen to the audiobook version as I did.
Ready Player One
A decent novel, set in a dystopian future where everyone’s
involved in a massive VR game revolving around 1980’s culture. I enjoyed it,
though it was pretty light. I did like the contrast between the awful
pseudo-cyberpunky world and the VR landscape- governed heavily by concerns
about costs and economics. Worth reading for anyone planning on running a game
with a VR element- at least to consider how these kinds of things might get
played out at the table. How do you create stakes for the players in the
simulation setting? How do you connect that with their real selves?
Written by one of the senior editors at Cracked.com, I
enjoyed this, but not as much as I wanted to. I’d recommend it for anyone
running a modern horror or supernatural game. There’s definitely the feeling
that the main character may be caught in a horrible and sadistic GM’s campaign.
It has Lovecraftian elements, mixed together with a serious helping of William
S. Burroughs. I made my way through it, but I will admit to feeling a little
fatigue as I went along. There’s a sense of flippancy and speed which means the
book never feels like it has any heft. Not unlike Ready Player One above, it
feels like a book for the web generation. It never fully resonates with me- it
grabs me while I read it, but one I put it down, I detach from it. Still there
are some great bits it would be awesome to lift or borrow for a game.
The Way Hollywood Tells It: Story and Style in Modern Movies
An interesting deconstruction of structural elements in
films. I’ve talked before about how those techniques can be brought to bear ongamemastering. A chunk of the book considers the format of the studio system
and the economic and business issues involved- making those less useful. The
author’s at his best when he’s breaking down films and showing the multiple
readings possible. If you’re a cinephile, probably worth checking out.
The Time Traveler's Guide to Medieval England: A Handbook for Visitors
to the Fourteenth Century
Meh. I was a little disappointed that the title is more
metaphorical than literal. I does offer a nice “on the ground” approach to
describing the landscape. For GM’s running anything close to the period it will
be useful. It provides some nice details and descriptions which could easily be
picked up. Pretty readable; if you can find a cheap copy, pick it up.
I once created an entire years worth of plot based on what I read on the back of a book called 'Haters'. Couldn't even tell you who wrote the book. I just liked the concept enough to make it my own. because I've never read the book I have no idea if it was even similar, but it worked really well as inspiration and meant of any of my players had read it, it probably wouldn't matter.
ReplyDeleteI saw a brief blurb about Tokyo Vice elsewhere recently; that's one I want to check out.
ReplyDelete