[New Release] Instant Antagonists: The Creepy Cottontail

I have a strange relationship with Lovecraft, because even though he’s all about “your mind can’t handle the horrible truth” I often obsess over think of all the things that could go wrong. What if the cultists were preventing Cthulhu from rising? What happens if the Necronomicon is read backward?

Or, as in this latest case of what-ifness… What happens if a particular Outer God screws up royally?

The latest addition to FR Press’s line of Instant Antagonists was born after I penned a particular sordid tale called “The Curse of the Yellow Rabbit.” I give you? The Creepy Cottontail. Incorporating reviews and feedback from the debut character in the series, you’ll find expanded content and plenty of systemless ways to infuse this horrible hare into your modern horror game.

Introducing a New Instant Antagonist

The Creepy Cottontail

Description

INSTANT ANTAGONISTS are systemless creatures or beings designed for use in existing modern supernatural/horror games. Many will be supernatural in nature; some will be (at least nominally) human. While one antagonist may be truly evil, others are simply selfish, immoral or may even be victims themselves.

Looking for a new twist on an old legend or trope? This product is a perfect addition to a GM’s modern horror game collection. The INSTANT ANTAGONISTS line offers details on each monster’s origins, powers and plenty of story hooks to include them in your campaign or evening’s session.

The Creepy Cottontail

At first glance, Queenie looks like any other cottontail — but is he? Come a little closer and see for yourself why this nefarious hare has cultists (and non-cultists alike) running around in circles.

Is an Outer God really trapped inside the body of a fluffy bunny rabbit? Will he enslave the minds of pet store owners everywhere? Or will The Creepy Cottontail entice a small town’s population to turn on each other in a bloody fight to the finish?

The Creepy Cottontail is one creature you can’t fall asleep to forget…

Click here to check out The Creepy Cottontail on RPGNow.com

Written by Monica Valentinelli. Edited by Matt M McElroy.

Girl Geek Week: The Story Behind “Games for Girls”

Girl Geek Week at mlvwrites.comEvery once in a while, you hear the obligatory: “Well, this would be a PERFECT game for girls…” I felt I could NOT have a Geek Girl Week and avoid the topic, so I’m going to dive in with both feet.

The truth of the matter is — neither men or women are idiots. Games “for girls” or games “for guys” can be played by either sex. Often, a game is adapted to fit the needs of a market. Business reasons, more than anything else, is what’s behind targeting a particular demographic with the idea that a particular game would sell better if it’s geared toward a particular niche. Yes, that pesky “bottom line” drives decisions and (love it or hate it) businesses need to do this in order to stay afloat. Sometimes the distinction between girl games and boy games is a lot clearer the younger you go, simply because the parents and the grandparents are normally the ones buying the games for their kids.

Almost all card games and board games have some information on them to help you figure out who it’s for. Chez Goth from Steve Jackson Games lists the number of players, playing time and recommended age groups. Here, this data doesn’t just help us figure out whether or not we want to buy a game, but it also gives us a clue that: “Hey, this game was designed for…” Does it have information on it that helps us make a decision to buy it for girls or boys or both? YES. The artwork on the box depicts cartoonish characters of both male and female goths. (The line on the back… His and Hearse… really cracks me up.) Whether or not we want to, the packaging will force us to make a subconscious decision about how we feel about a game. Doesn’t matter WHAT game it is, either.

Themes and artwork can distinguish whether or not a game is for girls or boys, and often you’ll find so-called early girly games full of fashion, horses and pastel colors. Grown women, on the other hand, play a variety of games in the crossword/Sudoku/etc. category, but there’s also a large (albeit and arguably quite invisible) demographic of female video gamers you rarely hear about. Part of this, in my opinion, is that there’s a stigma attached to playing games. The depiction of gamers as slackers who live in their parent’s basement really hurts the career-minded professional who likes to shoot up zombies every now and then. Add gender roles on top of that and you get the possibility of becoming a social outcast — just because you like to play a game. I’ve talked to MANY women gamers over the years who were afraid to bring forth their controllers, their dice, and their tables. They told me I was brave, and after experiencing some of the b.s. surrounding these stigmas myself, I can see why they thought that. Still, I yam who I yam who I yam.

[MONICA GEEK ALERT: Here’s the funny thing about that: the idea that gamers are lazy has roots in Puritanism. Ever here the expression Americans live to work and the rest of the world works to live? Yep, same thing. Study after study after study proves, though, that human beings are not mindless robots. We need time to play, to relax to increase our efficacy on the job and enrich our lives. Not to mention, more information is coming out that gaming is good for your brain — it keeps your mind active AND prevents Alzheimer’s!]

Some adult games, like video games, are more apparent in terms of who their audience is. There are several video games I’ve tried to play but wound up putting down because the boob physics were so in-your-face I couldn’t get past them to enjoy the story or the action. *coughs* Bloodrayne *coughs* Other games, like the Final Fantasy franchise, appeal to me because I enjoy a good story. The emphasis on the relationship between the characters, coupled with the fanastical world building, really helps me get into a character. And, like I mentioned in my post about a character I most identify with, some of the games have strong, female characters.

Needless to say, this is why role-playing games are (and will always be) more friendly toward women. Your imagination is what drives the story at the table, so if your group is friendly toward women? Your game will probably be friendly toward women. Not only that, but game mechanics have improved so much, that the chances are excellent you’ll find a game you like. For a first game, I’d recommend picking up a tie-in product, just because it’s sometimes easier to dive into a role if you know the setting. I’d also recommend going to conventions, but that’s a whole ‘nother topic.

When it comes down to brass tacks, though, in order to be open-minded about anything, at any time, you have to look past the stereotypes. Those preconceived notions exist because that’s how humans categorize information. Getting past stupid assumptions takes time and energy that often makes people feel uncomfortable, because we often gravitate toward what we’re interested in and what others have encouraged us to be interested in. Take someone out of their comfort zone, and there’s always the possibility of change. For many people? Change is more frightening than death.

I’ll give you an example. I was intimidated by Magic: the Gathering. Frightened. To. Death. One? I’m a pretty competitive person when it comes to gaming and play to win. (Can we say min/maxer?) When I’m just learning, though, I hate being beaten to death with terms I don’t understand and precocious attitudes because I don’t feel like I’m part of the club. That didn’t happen with Magic, though. A few years ago, I was writing an article for [redacted] and managed to get quotes from the women at WOTC who talked about how many female champions there were. Wizards of the Coast has been nothing but nice and supportive to us at www.flamesrising.com, so when the opportunity came up to learn how to play Magic the Gathering at a convention? I took it. And… I beat the judge. And… I was invited to play in a weekly game. Right now, their open game sessions conflict with my schedule, but once my evenings are balanced I’m definitely going to play more often than I do.

I feel it is absolutely pointless to blame a company or a marketing team for “being wrong” about the demographic that they’re targeting. Businesses have data, they have experience, and they have financial numbers to support what they’re doing. The ONLY way games will change, is if our buying habits ALSO change AND we get more diverse game designers on staff.

So, if you’re sick of so-called “girl games,” then don’t buy them for yourself or as a gift! Try something new. Play demos. Go to conventions. If you’re unhappy with how a company designed a game, then contact them. Write letters. Talk to the designers. Find companies you want to support and which ones you won’t. You’d be surprised what is waiting for you out there: there’s a whole community of us that would LOVE to talk to you!

If you’re seriously interested in the hobby, getting involved is as simple as walking to your local game store. Or, if you’re anything like me — start freelancing and get on those design teams. ‘Cause I gotta tell you, there’s nothing more satisfying than being on the ground floor of a brand new game.

Thoughts? Comments? Questions? Leave ’em or weep!

The Games I’ve Been Playing

An avid gamer, I play a range of games usually for two reasons 1) have fun and 2) pick apart their design. While most of my design skills are focused on the hobby games industry at the moment, I still try to play a variety of games.

Sumoku by Blue Orange GamesBecause I wanted to branch out of the games I normally play, I picked up Sumoku by Blue Orange Games. Dubbed “pure adding fun,” it’s more like maddening math hells — but in a good way. Sumoku has a high production value, and by that I mean the pieces are molded well and the plastic isn’t painted, so it won’t flake off at some point. The mechanics are really simple and takes about ten seconds to learn. Basically, you roll a die to get your target number. Then you pull out a number of tiles according to how many players you have. (Yes, you can play solo, which is a nice feature.) After you have that done, you set up the tiles in a crossword puzzle-like arrangement, where each row is a multiple of your target number. The only thing is, you can’t repeat colors in the same row, which is where it can get pretty challenging.

I really like Sumoku because I don’t normally play with numbers that often and it gives me a chance to use different brain cells. Plus, it’s portable and all the pieces fit back into the bag. W00t!

For my Nintendo DS, I’ve been playing Super Hero Squad, but have gotten stuck on a boss battle which is maddening, maddening I tell you. The mechanics are pretty slick because you have to balance your teammate’s powers with playing the characters you enjoy. I laugh every time I play it – the one-liners are great! For traditional video games, I’m playing through Final Fantasy XIII once again as time allows. This game is really good if you don’t have the time to play through a continuous storyline. I royally screwed up the mini-game last time and for me to go back and play through all the difficult battles would have required hundreds of hours. Takes less time to start over and since I’ve already beaten the game, I know what happens. Just in time for the sequel. Heh, heh.

Esoterrorists Cover ArtFor hobby games, on the other hand, we’ve been playing short adventures and running them in three-or-four session rotations. Over the past couple of months, we played an adventure for Esoterrorists, which was written and designed by Robin Laws. One of the big selling points for me, is the character creation process. (EASY!) We were investigating grisly murders and a bizarre summoning. After that, our team voted to switch over to Savage Worlds. (I ALMOST misstyped that as Savage Words.) Each week we’ve been focusing on a different style of play and I’ve found the initiative system turns combat into a much, more epic event — regardless of whether or not we’re playing pulp or not. Next week we’re going to break out the Savage Worlds Adventure Deck and I’m curious to see how those gaming enhancements will work out.

Once Origins Game Fair is over and done with, we’ll start playtesting an adventure I’m working on for Trail of Cthulhu, which was designed by Ken Hite. I’ve also got a list of games to play and help review for FlamesRising.com, some of which are higher on the priority list than others. Not to mention, it’s looking like I’ll be playing Magic: the Gathering here shortly, too.

The nice thing about gaming, is that there’s always something new to play and it’s a great way to do something with other people that doesn’t require eating or drinking. Less filling and good for my head. Win, win!

Diving into Tron: Legacy

I went to see Tron: Legacy in the theatre and recently rented it, too. I mentioned earlier I picked up the soundtrack and, if I haven’t already said so, admire the depth and breadth of Jeff Bridges‘ acting abilities. (Incidentally, he’s also done quite a bit of charity work and founded the End Hunger Initiative.)

For me, a soundtrack can really make or break a film. I had issues with The Transporter because the music didn’t jive well. Sound is always what I focus on, and it’s something that really stands out to me. The sound and choreography is what made the film for me, because Tron: Legacy isn’t a movie so much as it is a performance piece.

Having played Kingdom Hearts and Kingdom Hearts: II, Tron was pretty fresh in my mind. (Each game has a story embedded within it, that allows you to play in that world.) A lot of critics mentioned that the movie focused on the special effects and the action moreso than the human part of the story. I agree to some extent, but I also feel that the attention to philosophy overshadowed the character relationships. In some ways, I would classify this as an “epic” science fiction film, much in the same way that The Matrix wound up being.

In defense of the film, I feel there was no other way this movie could have been produced because there are several challenges that had to have been addressed. First, you have the problem of revisiting cutting edge technology that was portrayed at a time when special effects weren’t as advanced as they are now. You need a reason — within the story — for the world to have evolved. I felt this was handled well, so no problem there. Second, you have the challenge of treating Kevin Flynn’s character. What did he do inside the grid for that amount of time? Did he go insane? No, he focused on meditation so he wouldn’t. In some ways, his philosophical nature is completely justified. Again, problem solved.

Where it gets more complex, is when you start adding those relationships between father and son, son and love interest, student and teacher, teacher and creation, creation and world, etc. The way those relationships are portrayed doesn’t always come down to the actor. (I should note that I felt the casting was extremely well done.) For me, the script would have been stronger if Olivia didn’t exist, but at the same time, I enjoyed having a female character in the movie and expanding the world a bit, so I can understand why that was necessary. It leaves more room for sequels and the continuation of the story.

To sum up, I agree with the critics that there was a lot of focus on the shiny. But I also think that with the advances in technology and the volume of expansive films out there, we (e.g. the audience) is getting a lot more critical. My only hope is that Disney continues to venture into the science fiction and fantasy film making territories. There’s a lot of room for exploration and growth in the genres and I enjoy some of the more recent films they made. So, despite its flaws, I liked Tron: Legacy and would definitely see it again.

A Character I Most Identify With (Or Wish I Was)

Yuna from Final Fantasy XToday I’m talking about a character again. This time, I’m naming a character I most identify with (or wish I was).

This task is a huge challenge for me, because one of the characters I really admire doesn’t come from a book. She comes from a video game. When I was a lot younger, I used to identify with characters more often — especially in high school when I read many coming-of-age novels. Now, though, it takes a lot for me to immerse myself in a character. I find there’s no better way for me to do that than through an RPG-style game or by watching a television series like Buffy: the Vampire Slayer or Doctor Who.

For the character I most identify with, I would have to say that honor goes to Yuna. It’s no secret I’m a huge fan of Final Fantasy, nor that I enjoy watching anime or delving into Asian mythology. The illustration pictured here comes from Wikipedia to help you see what Yuna looked like during Final Fantasy X, before her character transformation in Final Fantasy X-2.

Yuna starts out by doing what is expected of her, no matter how much it hurts her or puts herself down. In the beginning, she is resigned to her fate. Through the course of the story, she finds her own voice through the support of her friends and the love of one of her guardians. The journey she takes transforms her from a passive female character to a strong one. Not only does she deal with tragedy, but she turns down the hand of a man she doesn’t love, watches her lover die, and fights back regardless of the odds. She is the character who never, ever gives up.

It is Yuna’s persistence and perseverance I greatly admire. Her travels aren’t easy, but with the help of her lover and her friends, she sees her task all the way through to the end.

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