I owe you an apology, dear readers. I was to the IICON convention, the Israeli
convention for geek culture, kinda like the Israeli Comicon. Unsurprisingly, it
took me some days to recuperate, to return to normal. Truth is, I was quite
sure that you won't even feel it, having prepared posts for the first two
convention days, but personal matters made me unable to cover the following
days (the last day of the convention and those days for breath-catching). So I'm
in a bit of a delay. For that, I apologize. I do hope that the posts from now
on will justify the wait.
And without much farther ado, let's move to the 14th movie in
the project, to the movie Martin. Martin
is an interesting case. It is not a bad movie per se, and even Romero called it
"my favorite movie", but for me, it just didn't work.
It is a movie about a person who is sure that he's a vampire, and who
challenges through his twisted take on vampirism the myth of the vampire. Parts
of these he does through the phone, talking with a radio DJ who understands
what great hit he has in his hands.
The movie is very art-housey in its feel, and that's where the problems
start to arise. You see, George Romero is a very talented director, and one
feels it, and he knows what he's doing. But it just doesn't work. I didn't feel
a thing for the character of Martin. I knew that I should have, but I just
couldn't. The movie is so filled with art-house tricks that it just loses
something in its way to glory.
Romero, and it might be strange to say, is just not Ingmar Bergman or
Pedro Almodovar who can make a very art-housey movie and it will still be communicative
enough for us to feel something for the characters, for the story. Romero isn't
talented enough for the task, although he sometimes can come close to that.
And most of us are Romero-level GMs and not Almodovar- or Bergman-level
GMs. It is not bad to be Romeros, but it does mean that we should know our
places. We don't have to try and challenge the usual narrative or the basic and
universal roles and tropes that make our RPGs. We don't have to conjure a
meeting between the PCs and the players every other game, or to go to the
meta-level game every time that we can. Truth is, most GMs can make wonders of
just the usual party going to the usual dungeon to kill the usual dragon. Hell,
I who finished a campaign with a meeting between PCs and players don't consider
myself able to conjure a meeting like that again. Sometimes, or maybe even all
the times, we just have to know our places, to know what we can achieve and
what we can't, what we can challenge and what we shouldn't.
We don't have to invent the wheel from scratch every time, or even every
other or third time. Usually, striving for a great experience, for a nice
evening of dragon-slaying, sometimes it is just enough.
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