Tuesday, October 18, 2016

October Horror Challenge: Vampyres (2015)

It is not often I get to watch a horror movie when they first come out. Let alone on the day they are released.  But this is my day today (tonight).  The remake of the notorious 1974  José Ramón Larraz cult classic Vampyres was released on video today.  To my knowledge, this never was released in the US in the theaters, just in Spain.  The movie was also filmed in Spain, though it is supposed to be set in England.

Marta Flich and Almudena León take on the roles of Fran and Miriam respectively. Now maybe it is just my nostalgia speaking, but I find the original actresses, Marianne Morris and Anulka Dziubinska, more attractive.

The movie starts out in a similar fashion to the original.  Our heroes (Fran and Miriam are the heroes right?)  Our new Harriet is a photographer and not a painter as in the original.

Also at nearly 70 Caroline Munro still looks good and having her in movie gives it an air of authenticity, it is too bad that her talents are wasted here.  She is a better actor than most of this cast.  Though to be 100% fair I am pretty sure that English is not their first language save for Munro.

The movie doesn't really get going in terms of our Vampyres till about 20 minutes in.  The dialog is very similar to the original as well. Sadly though many of the plot problems have also been retained. Not to say it is a scene by scene remake, there are some differences and some improvement.  The shower scene from the first movie has been replaced with a bath-tub and a Bathory-esque shower.

This Fran and Miriam are much crueler than in the original.  In the original film you got the feeling that two innocent women had been killed and cursed to come back as vampires.  These two new ones are just killers.  Plus Marianne Morris and Anulka Dziubinska had more on-screen chemistry than these two actresses.

One could almost, almost, see this as a sequel of sorts to the first.  The fact that history is repeating itself some 40 years later is just one of those things that happen when you have a lot of vampires around.

In the end, I didn't like it as much as the original, but again it is more to do I think with nostalgia for me and maybe giving the edge out to the 1974 version only because I first saw it at a very impressionable age.

On it's own merits the movie is still fun.  Plus when was the last time we had a good female vampire movie?  Feels like forever.  If you are a fan of the original then see this one too.

I could not help but notice that one of the production companies for this film is "The Other Side Films".
http://theothersidefilms.com/portfolio-items/vampyres


2016 Movie tally
Watched: 18
New: 13


Review: Chill 3rd Edition

Readers here will know of my love for Chill.  It was one of the first non-D&D games I ever played  and to this day I have a soft spot in my art for it.  So it was with great pleasure that I purchased the 3rd edition of Chill last year.
Chill may not be the grand-daddy of horror games (that really is Call of Cthulhu) but it is certainly early in the parentage of all horror games.  Chill was doing things with monsters in the 80s that White Wolf would later get so much credit for in the 90s. Unlike CoC, the characters of  Chill had reasons to believe that they could defeat the monster.  There was more hope in Chill.

So what can we say about this new edition?

Let's start with the basics. I am reviewing both the PDF and the Hardcover book.
The books are 288 pages with full-color covers and full-color interior art.  The art is great mixing in photographs with art for full creepy effect. This is the "real-world" only beset by monsters. The art has always been a central feature of Chill and this edition really has some great art.  Even my wife, who is not really a gamer, was looking at and said it looked cool.
The hardcover is a nice hefty tome that would also look good on the coffee table, but the real fun is when it is on the game table.
(Note: This is another book where I would have liked a cheaper "spiral-bound" copy to lay flat on table)
The PDF is fully bookmarked and comes with a printer-friendly character sheet.  Though I prefer the heavy art sheet because they look so good.

The Forward details a little history of Chill. Nothing new to longtime readers of my blog. This is followed by a comic.  This gives an example of the Chill world. It's not bad, but I usually skip over these sorts of things.  Besides, Chill and I are old friends.

Introduction is the obligatory "this is a roleplaying game" bit, but it also gives you a brief overview of the game system.

If you are familiar at all with Chill then the system here is very familiar.  Percentage dice roll, roll under a target number. This number is usually a function of attributes, skills, and edges or drawbacks. Rolling doubles "33" or "55" is a really good or a really bad thing, depending on whether or not it was under the score you needed. The more you roll under the better.  This gives the game a different feel than most. There feels like there is more randomness (even though there isn't) and more drama (and there is).  This is a crunchy "cinematic" game. IF there can be such a thing.
There are simple, pass/fail tests, and tests that have levels of success.
There are also Tokens that can be used that represent tempory states. These are used in a similar fashion to other games "drama points" but have a more game-mechanical focus here.

I like that this information is right upfront and read first. It sets the tone for the game to come.

Chapter 1 deals with Character Creation. This is important because Chill is a character focused game.  In some games you fight monsters because they have the treasure and XP.  In Chill you fight the monsters because ever since you were a child you saw ghosts. You thought they were harmless till one of them killed your older brother...
There three character creation options. First pick a pre-made character, many are provided. Secondly you could pick a template such as "Anthropologist", "Detective" or "Thief" and modify them.  I expect to see more templates in future books.  Third, is of course, roll up your own character.  Roll up your attributes, skills and pick any Edges or Drawbacks you want.
Note to players of the 1st and 2nd editions. There are some changes here.  Among other things the Luck attribute is gone.

There is a discipline known as "the Art" that gives some characters a magical edge, but don't expect to play someone of Harry Dresden's ability here.  This is more Sam & Dean Winchester levels.  Which is perfect in my mind.

Chapter 2 covers SAVE.  SAVE or the Societas Albae Viae Eternitata, or The Eternal Society of
the White Way, named for their dedication to the good “white” force and opposition to the evil “dark” force.  SAVE is a central focus of Chill and all characters are considered to belong to it.  There is a lot of history here, both in the game world and in the real world.  There are even subtle nods to the history of the game itself here. "1990: Going Dark" is as much about SAVE as it is the Chill game itself.  "1998: The Renaissance of the Art" reflects also the growing popularity again of modern paranormal fiction in books, TV and movies.  For me I'd also add in some failed attempts at getting SAVE up an running again to parallel the failed attempt of Chill 3.0.  I love how the communications SAVE sends out adapt to the times. Hand written letters give way to typewriters to early emails to modern texting and chat software.  While the system maybe the heart of Chill, this is the soul.

Chapter 3 is dedicated to The Art, or is simple language Magic.  Given here are the different schools of the art and their disciplines.  While Chill 3rd Ed has more Player Character magic than the previous versions, the characters are still not going to be at the levels of say "Mage" or "WitchCraft" RPGs.  But this is fine really. These are supposed to be normal humans for the most part.  Also unlike CoC the Art here is mostly harmless. Note I say mostly, there are still dangers and magic always has a price.

Chapter 4 covers the Game System.  This details the material from the Introduction.  If you have played Chill before you will find a lot here that is familiar and somethings that are completely new.  There are plenty of good working examples.  This is the clearest version of the Chill rules to date.

Chapter 5 is for the Chill Master. This covers how to run the game, setting the mood and tone of the games.  If you have played any horror game before there is a lot here that is familiar, but there is also plenty that is new.  My own 2 cents here: Don't run Chill like you would run D&D or even Call of Cthulhu.  This game has it's own feel to it. Yes the stories you tell and the adventures you run can be done under a variety of systems and ways. To get the most out of Chill, play it like Chill.

Chapter 6 is a favorite of mine, Creatures of the Unknown. I will admit that when I picked up my copy at Gen Con last year I turned right to this chapter first to see if all my old favorites made the cut for the new edition.  Not all of them did, but there are plenty of old faves and new monsters here to keep any CM busy. The "Mean Old Neighbor Lady" is now properly a Hag, but most of the Vampires made it over including the "North American Vampire" and it's representative Jackson Jammer.
This chapter also includes the monster version of the Art, the Evil Way.

Finally, we end with Kickstarter backers.

Chill 3rd Edition is a great game and an improvement in pretty much every way over it's predecessors.  The book is great to look at, great to read and easier to play.  While parts of Chill still feel like they are stuck in the 80s or 90s in terms of tone and game design, there is enough new material here and enough refinements to bring this game into the 21st century.   Will it repalce Chill 1st Ed and 2nd ed in my heart?  No, I don't think it will.  Will it replace Chill 1st Ed and 2nd Ed on my game table?  Absolutely!  I'll use these rules from now on and supplement older material until Growling Door gets around to replacing them.  Though I have my doubts they will replace Chill Vampires in my heart!

Time I think to dust off my "Spirit of '76" game.


Full disclosure:  All links are affiliate links. I bought both the PDF and Hardcopies of this game.  No free copies were given and no reviews were solicited.

Monday, October 17, 2016

Kick Start Your WEEK: Monstrous Monday Edition

Today let's Kickstart Your Week and have out Monstrous Monday all in one.

Up on Kickstarter is Monsters - A Sourcebook for Chill Third Edition Horror RPG.

Spend any time here and you know there are two things I REALLY love.  The Chill RPG and Monster books.
This gives me both in one great book.


https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr

The new Chill is a joy to read and it is visually stunning.  I am expecting no less from this book.  A quick look at the art also assures me this will be the case.

Chill Vampires remains one of my most favorite sourcebooks to this day.  If this book is half as good as that, then it is well worth the price.

Sunday, October 16, 2016

October Horror Movie Challenge: Under the Skin (2013)

Under the Skin is a 2013 art film with sci-fi and horror overtones.  The film is notable for starring Scarlett Johansson. She spends the first few scenes completely nude and most of the movie with little to no lines.

The movie deals with an alien (ScarJo) who seduces men and lures them to her home in Scotland. Here she strips while walking, having them do same where they slowing disappear into the floor.  Later we see what happens to them.  Their organs are sucked out of their skin leaving only their still living skin.

As the movie (slowly) progresses ScarJo (none of the characters have names) begins to act more and more human.

The movie is very arty and there are some very obvious nods to 2001: A Space Oddeysey.  Of course, there is another movie people have been comparing it too; Lifeforce.  Like Lifeforce this movie features an alien woman walking around, mostly nude, and killing men.  Though the aliens of Lifeforce are mostly vampires (based on Colin Wilson's "The Space Vampires") this alien, as far as I can tell is something different.

There are some genuinely scary moments but not as many as I thought there should be.  


2016 Movie tally
Watched: 17
New: 12


Saturday, October 15, 2016

October Horror Movie Challenge: Victor Frankenstein (2015)

Every year it seems I get to watch a new Daniel Radcliffe horror movie.  This year it was Victor Frankenstein.  It's not a bad flick either.
It's a retelling of the Frankenstein story.  Well, not the book really, but the movies.

It has lots of call outs and Easter-eggs to other Frankenstein movies.
Daniel Radcliffe's makeup at the beginning of this reminded me a lot of the very first Frankenstein movie ever made.
"People will never remember the man, only the monster."
Loved the little Frankenstine-Frankenstein nod.
"It's alive?" "It's alive!"
Flat head. Bolts in the neck.
Victor shouting "You are not alive" instead of the expected "It's alive!" when the monster is walking.

Much better than I thought it would be.


2016 Movie tally
Watched: 16
New: 11


Friday, October 14, 2016

October Horror Movie Challenge: The Black Hole (1979)

The Black Hole is a movie that scared the crap out of me when I first saw it.  Granted I was 10 and it was at a drive-in theater.

I saw it again on VHS about 20 years ago and then again this past weekend with my wife and son.

Connor: "This is boring and not scary at all. I knew the 'robots' were people from the start. He didn't have an materials to make robots."

I have to concur. There are some frightening elements and the story really is a mad scientist in an old, maybe haunted castle.  Even the images of hell make this more horror in space than sci-fi.

The version I watched looked fantastic, but that doesn't make up for some glaring errors in this movie.  I remember back when I was 9 thinking the robots should not have psychic powers and I still think that.


2016 Movie tally
Watched: 15
New: 10


Review: Special Edition - Paternoster Investigations

I imagine that one day in the not too distant past, like 2015 or some exotic time like that Andrew Peregrine (Victoriana 2nd ed) and Walt Ciechanowski (Victoriana 3rd ed) were sitting on tops of the mounds of money that Cubicle 7 makes and discussing how they could get in on some of the Doctor Who fun.  They spoke to Dave Chapman (who was sitting on top of an equally obscene pile of cash) and convinced him to let them do a Victorian era book for the Doctor Who game.
The result is Doctor Who - Paternoster Investigations.

This book is a source guide to the Doctor Who universe's Victorian England.  The Doctor has been here many times and he is seriously running the risk of running into himself more often here than in 21st Century England.

The book is 128 pages, full color and done in the new "12th Doctor" trade dress.  The main conceit of the book revolves around the Paternoster Gang which includes Silurian warrior, Madame Vastra, her maid turned lover turned wife Jenny Flint, and Sontaran Commander turned nurse turned man-servant Strax.  I have featured Vastra and Jenny many times on my blog and worked out my own stats for them for the Doctor Who RPG and for Ghosts of Albion.  I have not bothered to see if my stats and the official stats are similar though.

This is a GREAT book, not just for the Doctor Who game but for Victorian games in general.
You will not see the depth of talking about Victorian times here as you would with the author's Victoriana books, but there is still plenty here.

The book breaks down into expected sections.
First, we have a chapter on the Victorian world and how it works.  This includes a bit of history, culture and important happenings.  There is also a section on how this all exist in the Doctor Who universe.

The second chapter/section is devoted to the specifics of the Doctor Who version of this time. This features a "driving" geography of London (useful for anygame) and some personalities that can be interacted with.  A pause while I point out how pleased I am to see "Alice Shield" AKA Ashildr AKA "Me" from the ninth season of Doctor Who.  No,  we never saw her in Victorian times, but we know from her accounts that she was there.  We even get a first generation version of Torchwood.
A++ to both Gentlemen Authors for putting together such a fun chapter for the game.

Third, we get to Victorian Adventures which is exactly what is says on the tin.  So many great ideas here.  I could not help but feel a little Victoriana entering here.  The jewels in this chapter are of course the descriptions of the PPaternoster Investigations Gang, the "Further Adventures of Jackson Lake" (the Man Who Would Be Lord) and my absolute favorite, Jago and Litefoot Investigations.  Right there is worth the price of the book alone.

The fourth section moves into what they call the Paternoster Campaign.
Ok let's push pause for a sec.  One of the big issues of Doctor Who, any Doctor Who RPG, is playing without the Doctor or Other Timelords.  UNIT helps this a little, Torchwood does it a little better, but the Paternoster Gang does it the best.  With this structure you may never need, or even may never want, to use a Time Lord in your game again. This details setting up and running your investigative teams or using one of the ones from the book.

The final chapter, "A Study in Flax" is an adventure for your Victorian investigative team.

The final pages are various characters from different Victorian episodes of Doctor Who.  Included are Vastra, Jenny, Strax, Jackson Lake, Rosita "Rose" Farisi, Henry Gordon Jago (!), Prof. Litefoot (!), another version of Clara, and Victoria Waterfield.

Who should get this? Everyone!
Seriously though, if you enjoyed the Vastra/Jenny episodes of the 11th and 12th Doctors, the 4th Doctor classic "Talons of Weng-Chiang" or it's spin off "Jago and Litefoot", then this is for you.
If you love Victorian games, then this is for you.
If you love the Doctor Who game, then this is for you.

Just buy it. You'll love it.