Saturday, 29 January 2011

Winter Raffle - The Results

OK, fifteen prizes and fifteen lucky winning tickets to announce.

Together we raised £75.00 for Winston's Wish! Based locally, Winston's Wish are a national charity who help bereaved children, young people and families struggling with the death of a family member or loved one. I'm proud to be able to support them, even in this small way.


So without further a do, here are the prize winning tickets in the order they were drawn starting with the runners up prizes.

TEN RUNNERS UP PRIZES
a comic book pack from the box
The winning tickets are: 13, 126, 87, 2, 125, 14, 71, 91, 80 and 81

FIFTH PRIZE
The Dark Knight poker set
The winning ticket is 31

FOURTH PRIZE
Black Butler artbook
The winning ticket is 49

THIRD PRIZE
two Blackest Night figures
(Nekron and Black Lantern Batman)
The winning ticket is 134

SECOND PRIZE
set of four Blackest Night figures
(Nekron, Black Lantern Batman, Black Lantern Deadman and Black Lantern Hawkman)
The winning ticket is 106

And finally, the grand prize taken from my own personal collection...

FIRST PRIZE
the silver Iron Man helmet
The winning ticket is 96

Congratulations to everyone who won and commiserations to everyone else. Thank you for supporting Proud Lion in our efforts to raise money and awareness for this local charity.

Please come in and collect your prizes over the course of the next few weeks. You will ideally need to bring your ticket for proof, but I do have a record of the surnames of each of the winning tickets so I can help to match them up if you have lost your ticket.

Any prizes unclaimed by Free Comic Book Day on Saturday 7th May will be entered in to a redraw using all the remaining tickets so hang on to your tickets till then, you never know!

Thanks again everyone, have a great weekend.

The Reluctant Geek - Here Be Dragons

So if you are one of the three faithful readers who has waded through my modest blog offerings thus far, then you might be forgiven for assuming that there is nothing particularly ‘reluctant’ about my geekdom at all. Passionate defences of comic books and computer games probably don’t scream “I am cool and urban and mainstream innit.” But bear with me, because this week things are going to get geekier still. I’m going to talk about (hushed tones) RPGs.

It still feels slightly like something that should remain a dirty little secret, but a few years ago I began playing Dungeons and Dragons regularly with a group of friends. It was an introduction to a strange world of 20-sided dice, wizards and stats for everything from ambidexterity to fortitude to who-can-make-the-most-cups-of-tea-ability. (OK, I made the last one up.)

The reams of complicated data involved in creating, developing and modifying a character would make a devilishly sneaky way of tricking children into doing Maths. But as a grown-up, I was both skeptical and slightly bewildered. Luckily, my friends showed real life fortitude in nudging me in the right direction, and shaking their heads indulgently when I insisted on referring to some of our early monsters as “baby lizard dragon things”. (Apparently, the technical term is “Kobolds”!)


I know this is the point where I am supposed to reveal my gradual conversion to the wonders of the game, but honestly, D&D never gripped me. The tedium of the constant dice throwing and adding up of points can be rather trying when you’re a control freak, and I was tempted more than once to throw a diva-style strop when the rolls didn’t go my way. It was equally tempting to try to wipe the smiles off the faces of those little plastic figures with their mindless adherence to the goddess of chance.

Anger management issues aside, what D&D did do for me was open my eyes to how much fun the more freeform elements of role playing can be. I was never that interested in choosing which specialist skill to use to squish the latest troll with, but I did like talking through how to convince the pretty bar wench to tell us the village gossip, or tricking an elderly wizard into helping us kill some goblins.

So from the supremely geeky, stat-driven world of D&D, I began to roleplay in some other games. Games that were driven by story and player decisions. Games where your actions had greater consequences than your dice rolls. And games where an ability to talk your way out of a situation mattered more than arbitrary points on a sheet.

And honestly, I kinda liked it. Creating a character and then being given by your GM a context for that character to exist is the best kind of collaborative storytelling, and as far as ways to spend an evening go, it’s got to be more creatively rich than watching Hollyoaks. Another of Proud Lion’s wise bloggers pointed out recently that immersion is, quite literally, the aim of the game. And the wonderful thing about immersion is that by its very definition, it takes you out of the humdrum of real life for a while and presents you with a whole new world. A world that might be dangerous, or beautiful, or morally equivocal. But always a world that makes you think.


On a less lofty note though I would, if confronted, also argue that RPGs actually make for a pretty sociable hobby. Not perhaps the best environment for dieting since it seems to be some unwritten rule that playing an elf, or exploring space, or ghost hunting in London are all activities best undertaken whilst jacked up on sugar. But a rather lovely way to find out more about your friends, or to get to know acquaintances better.

And on that warm and fuzzy note, I’m off to dig out my D20…

Kate Townshend is patient zero all over again.

Thursday, 27 January 2011

New Beginnings - Daredevil Reborn #1

If you read my review of Shadowland then you know I valued it, a title that brought back my love of Daredevil. It makes sense that I would be looking forward to Daredevil Reborn.

Once again written by Andy Diggle, it really is opening up to be the “Whatever Happened to Matt Murdock?” of the Marvel Universe. As a continuation of his fall from grace it works well as we now see the broken Murdock quite literally searching for himself in the desert. There is a real feeling that he has tried to shed his old skin and is trying to shape his own redemption plan without even knowing what it looks like. In this respect I especially liked the cover art because although it has no direct relevance to the story, I felt it’s symbolism was almost iconic in itself. Daredevil IS dead and let us not forget that his successor, the Black Panther, has already draped himself with the 'Man Without Fear” mantle.


This opens the playing field for Diggle to roam wherever he wants and I’m expecting big things from the creative freedom it leaves him.

The story - as the first part of the mini series - is a tad basic, but instead of weighing it down with intricate plot details it explores the underlying tone that WE all know who this lone wanderer is. We all know he could easily fight his way out of the mid-issue situations he finds himself in, but the key point is he didn’t. His inner struggle continues until finally his sense of justice snaps him back by the end of the issue. A fantastic hook for readers and a great teaser to lead you into the next issue. Bizarrely I found myself thinking of Judge Dredd and justice out in the wasteland.

As said before the story is a new beginning point for everyone - reader, writer and in particular artist. The linework and colouring is completely different to the dark shadowy depths of Shadowland. The general page has a lighter muted tone surrounds Murdoch, giving the sense of vagueness that he is feeling now that he has become - in essence - a drifter. The linework itself is bolder with less detail outside of your focus meaning you are drawn specifically to characters and items that you need to see.

Most important is the actual use of shadow. In the sunny desert where shade is a luxury it would be easy to use this as a scenic prop. Instead it has been used as a fantastic tool to give the reader a great sense of apprehension towards the locals of this close knit town. Through the use of shadow, you lose their eye contact. Ironically this is something that the blind Matt Murdock wouldn’t even bat an eyelid at.

This is a great issue for anyone to pick up as it has a multitude of layers. New readers may be put off by its apparent basic persona but read it again and there is more depth to be found. Seasoned readers should see a lot more too and the hook for future issues is there, giving great promise to the next step of what Daredevil could be.

Matt Puddy was in a desert, walking along in the sand when all of a sudden he looked down and saw a tortoise...

Wednesday, 26 January 2011

Big Game Hunting - Arsenic, Writing and Gaming - It All Equals Immersion

There’s one universal truth when it comes to writing, gaming or designing games. Unless the setting and the elements in the setting are believable, people are going to ask too many questions, ruin their immersion and ultimately dislike what you've done. If you've encountered gamers like me, you’ll know that the first thing they do is jump - from a great height - onto something that’s probably not a plot point and run with it like it was a big juicy bone.

What’s worse is I know that people do it, so I deliberately build my games so that if there happens to be someone interested in doing that, there’s plenty to keep them amused. It’s not exactly the ‘Black Book of Making Sure Your Players are Immersed’ but like many other game designers, I spend my time writing to ensure that the people playing have fun.

Recently, NASA announced that they’d discovered a bacterial life form that could grow in arsenic. Phosphorous is chemically very close in structure to arsenic and it is one of the six ‘building blocks’ of life as we know it: carbon, hydrogen, nitrogen, oxygen, phosphorus and sulphur. A key part in the chains of DNA and RNA is made up of phosphorous. The most amazing part of all of this is despite the fact that arsenic is poisonous to life forms, that there are actually life forms growing out of it, changing the biological perspective of how the ‘building blocks’ of life can be formed.


No more silicone based life forms for us, oh no.

In writing, gaming and probably design, it’s crucial to understand how things work in your environment. In writing, you don’t need to let people discover it themselves – as the story unfolds you can introduce and explain as much as you need for your readers to gain immersion. In gaming, having ‘rules’ to explain what you’re talking about or aiming at is enough to give people immersion - in the case of anyone designing and setting up a world, as long as you've got rules for it, then anything goes.


But I’ll be honest – had someone wandered in and said, "I’ve evaluated the alien, it seems he’s made of arsenic," my first thought would be, "OMG! Aliens! Acid blood!" and my second thought would be, "Man, even being around him - if he sweats - we’re dead!"

And that leads to – does he have a space suit? Can we bodge one for him? What do we do with him?

And suddenly we’re immersed in the game - the story, and it’s all good.

Next week, D Kai Wilson-Viola will talk about planning an RPG campaign from a writer's perspective.