08/10/2014

Threads- Giving the Victims a Face

I don't really know how to start this post. I'm pretty shocked and horrified, you see. I've just finished Threads, a TV-movie made in 1984, about how a single nuclear bomb hit may affect the UK. It's suffice to say that the movie is way too realistic to go unnoticed, unremarked, to let you leave it without the urge to cry. I don't know what else to tell about it, before delving into one of the far too many lessons to learn from it. Should I say that it is not your typical horror movie? That the movie chronicles a little more than 13 years in the characters' lives? That when it was made and first broadcasted this nuclear bombing incident was a possibility, that this movie had a chance to become a reality? That society just crumbles and one starts to somewhat envy the dead?
No, I wanna go to the lesson as quickly as possible, I want to just let it off of my mind. You see, the main reason for the movie's power is that we have feelings and empathy for the victims. We identify with them, we know their normal ways of lives, and they feel real. We also see how the bombing affects them. Them and not some random people, them and not some red-shirts. We get to know the people only to see them become the victims of the bombings.
The bombing itself occurs about 35-40 minutes into the movie. Up until that moment we got to know about 10 characters pretty-pretty well. We watched the Kemps banter, we watched the Suttons say their last goodbyes, and we watched the love story of Ruth and Jimmy who are going to have a baby and so decide to marry. And after we got to know them, the pain is so much stronger, so much more close to home.
But it is more than that. Because we know of people who feel for each other, we feel their fears for their loved ones. We feel for Mr. and Mrs. When they cry for not being able to save their children, but also we cry for them when they only fear it. We cry for Ruth who fears of her baby being deformed, and we hope for Ruth to find Jimmy when she goes out to try and find him.
We also see how they change, how they become quite monstrous themselves when they have to commit crimes in order to survive, how they change to the "dog-eat-dog" mentality. It's the feelings than we have for them that enable the movie to touch us on so many levels, on so many emotions (from the d'aaw in the beginning to the "oh-my-god" of the ending and all those feelings in the middle).
And we can also use it in our games. When we want the players to fear for a city, or to feel for a kingdom, we have to get the players and their characters to know the people there. To know and feel they human-ness in them. Bring those faces out and show them to the characters and to the players who play them, and when the city will be under threat, or when the country will be under a nuclear threat, the players and the characters will do their best.

How about you? What did you learn from this movie? And even more important, how did you feel afterwards?

07/10/2014

God Told Me To- Stop Worrying and Embrace the Good Enough

The streak had to be broken, right? My seventh movie in the project wasn't that good. It wasn't that bad also, but… it was okay. Just okay. Nothing spectacular, nothing to fancy about, nothing worth remembering from, one of those movies that you just watch and 5 seconds later you don't remember anything about it or from it. God Told Me To was a watch & forget nothing more and nothing less.
It is a movie about a cop who investigates a series of murders committed by unconnected and too ordinary men. Slowly but steadily he learns that there's far more to it than what meets the eye. Yeah, even the plot is a big cliché, but at least the director knows how to do it. ;-)
And after this movie I did learn something. I learned that not every session has to be perfect, or great. In order for those really great sessions to feel great, they have to feel unique, well above the rest in terms of their level and all. If the rest of the sessions are nice, good and enjoyable, the campaign is in good hands.
And for me, that was kinda new. I learned to accept bad days, or sessions that were almost perfect, but sessions that are just nice- that was inconceivable. I expected from each one of my sessions to be at the very least almost perfect. And the sessions just took too much energy from me, and there were days that I came from the sessions depressed because they didn't live to my expectations.
And I don't know, maybe it is just a certain stage in my GMing career that had to come. And yet, this movie ranked better than some perfect movies like Cronos. And it says that maybe, just maybe, sometimes a nice and no spectacular session is better than the most perfect session imaginable. Sometimes "nice" is just enough.

How about you? When did you learn this truth? And what did you think about this movie?

06/10/2014

Invasion of the Body Snatchers- When Knowledge Destroys the Fear

I think that by now it's three great films in a row, if I include this last movie I've seen. And I have to confess, I expected a lot more of the campy side of the genre in this project. I don't know, some of the names sound so campy, like Braindead (which was) and I Walked with a Zombie (which wasn't), but I guess that that's the beauty of it all, right? But today I watched, or should I say finally watched, the movie "Invasion of the Body Snatchers". True, it was the 1978 remake, but I haven't seen the original also (yeah, I know, shame on me). Anyway, let me just say that I was amazed.
To those who are like I was, this is a movie about a deputy health inspector of San Francisco who finds (with the help of one of his workers, and some accidents…) that some creature from space has come to Earth and it starts to spread in the city, creating duplicates of the townspeople. A lot of conformity and paranoia ensues. I didn't do it justice here, but honestly I didn't want to. You just have to watch it yourself.
The movie is great, and one truly becomes paranoid at a certain point (quite early, I must say), and some of the moments are just heartbreaking or utterly terrifying. But the first part of the movie is the most effective part of it, if you ask me.
You see, in the first part, all we have is a few crazy people, and the lead heroine, telling us that something is amiss (we also have a little feeling ourselves that something is amiss, but they pretty much dispute anything like that in the first hour of the film). We slowly begin to understand that there's something bigger in here, something far more horrifying than we thought, and the sense of conspiracy grows. We get the most effective fear of all- that the world itself is evil. As the film goes on, we start to get some info about how and what are those things that do the body-snatching job.
And that's the problem of the film. It shows us the monster, and it will ever be far less terrifying than what we have thought about. True, it gave us hope and then smashed it in the last scene of the film, but even so, it was less effective because at this stage we knew how those aliens work.
And that's a mistake that we can avoid in our games. In horror games, if you don't have to show and explain the monster- just don't! And if you have to explain it? It might be wiser to change the monster to something that you don't have to explain, that you don't have to describe. Because glimpses of something bad, just like we had in the first half of the movie, will be far scarier than any monster we can create ourselves, far more dread-inducing than what our players can devise. Because no one knows how to scare someone else than that someone and this person only needs some glimpses to get the engines to start rolling and to scare himself/herself.

And that's it for today. How about you? Have you watched this film? What did you think about it? And what did you learn from it?

05/10/2014

Cronos- Making the Curse Feel Like a Curse

There are those horror movies that you see and immediately forget, and there are those that you'll take with you onward and maybe even forever. Cronos is one of them. A debut feature film by Del Toro, yet you wouldn't feel that when watching it. It is made with so much thought, devotion and emotion that you can't find anything bad to say about it. It is one of those movies that one hardly could make any better.
It is a story of an old man, who owns an antique shop, and becomes a vampire. It is a story of the relationship between a young girl named Mercedes and her grandfather. It is a story of the fear of the death, of the price of eternity. It is a film about life and living. It is mostly sad, sometimes even a little bit terrifying. I can't find the words to describe this film, to do it justice, not in English nor in Hebrew. It is this good.
And to find something to learn from it is so hard and so easy, takes so much energy and so little an amount. Watch it because it is a good movie, and then watch it again to analyze it. I don't know what else to say.
Right… lesson! I think that the moment in which I understood that I was watching something unique was the bathroom scene, the scene in which our vampire drinks blood from the bathroom floor. It is so powerful, so sad, and so pitiful. From this scene I knew that I was in good hands.
And this scene can teach us something about our games. Quite a lot to teach, actually, but I'll focus on a single thing. In most personal horrors games, the characters are very powerful, very strong and tough, with a lot of magical power. They call this state of theirs a curse, but here it usually ends. This scene can remind us of what it means a cursed state. This vampiric state of his made him do so many heartbreaking things, from drinking the blood from the bathroom floor to almost drinking his granddaughter's blood. And this can happen in our games too.
It is not enough to describe the life taking moment, the enjoyment of the act. It is not enough to say "you bite him, his blood is drawn to your bloody, his heart starts to beat faster and faster, and then slowly picks down the pace. The blood starts to run day, but it doesn't matter, the feeling is wonderful, amazing, and good like you've never felt in your life, better than the feeling of seeing your first child born. And when he dies, and the feeling's gone, you know that you just want more." No, it is not enough, not even close to it. Because it doesn't feel like a sad thing, like a sad act. Maybe it's better to not do it both ways at the same time, but by reminding the players that this is a curse, we help to bring the horrors back. We help to make them want the pain away, the feeling gone, and the horror will use this moment to strike.
Because there's another type of personal horror, besides "oh, what have I done"? This other type of personal horror is so close to the known one, yet so different from it. It is the type of "oh, what did it make me do? To what state have I been drawn?" And by reminding the players that this state is a curse, we bring them closer to the second type's embrace.

How about you? Have you watched this movie? What did you think about it? And what have you learned from it?

04/10/2014

"I Walked with a Zombie"- The Power of the Voice over

Sometimes I start to think that maybe, just maybe, this genre isn't for me, that all those horror movies that I really like- it is all an accident and nothing more. And then comes a movie like this. I Walked with a Zombie might have a really bad name, but truth is that this is a descent movie, a good movie, even outside of the horror scope. It is even respectful for the minorities, considering that it's a 1943 movie, but even today it is far more respectful to the Voodoo than most movies today.
It is a movie about a nurse, who comes from Canada to an island in order to try and help to cure a woman who is in a coma. She tries her best, mainly because she's in love with that woman's husband. But the woman is far from being sick- she's a zombie, made like this because of a combination of voodooist magic and a desperate mother-in-low.
Like most Lewton movies, though, we don't really remember the director. Lewton's movies had such a distinctive style, and they were that good, that they surpassed the campy names given to the movies by the RKO studio executives.
But enough general movie talks, let's look at the movie, and especially what we can learn from it, shall we? For me, the main magic of the movie is the voice-overs in the beginning. They have dreamlike vibe to them, they're as mesmerizing as can be and they present has the character of Nurse Betsy Connell quickly and effectively. And I think that it can be useful in RPGs too.
Think about it for a sec- a scene has just ended, and before moving to the next scene, we have a break and one of the players gives a monologue, in voice over, showing what goes in his/her character's mind. Wouldn't it be wonderful? This opens to us a new world of possibilities for reflection scenes.
But it can be driven further that this- a character is facing a moral dilemma. Instead of just choosing, the player can do a voice-over, detailing the way that the character thinks, showcasing the thinking-machinations in the character's head. It can be used to explain changes of thinking, growth of characters and so much more.
I don't know, maybe I'm just optimistic, but if there is one thing that this movie showed me, is that it can be made in any stage of the game, and it carries so many benefits as a way to present characters, to showcase them, to create identification with them, to understand them. Most films during those times used voice-over to present motives, not to convey feelings, after all…

How about you? Have you considered using voice-overs in your games? How did it go? And what else have you learned from this movie?

03/10/2014

Flesh for Frankenstein- Twisting what's Known

Some horror movies are scary, and some serve as some kind of a dark and twisted mirror for our lives, for our culture. Flesh for Frankenstein is one of those movies, yet it is so campy that I almost missed that; it is so gory that I almost threw the DVD out of the window (which is bad, 'cause it's a library copy). Yet, it does have certain merits to it, if (yet again) you look hard enough.
It is yet another strange spin on the story of Dr. Frankenstein and his unnamed creation, but it is taken to an almost Rocky Horror's extreme: The Baron creates the monster to join his earlier creation, "a female zombie", in order to create "a new human race". It adds to that a lot of very dark humor, much gore and sex. It also has the infamous line: " To know death, Otto, you have to fuck life... in the gall bladder!" Yeah, that's the movie we're talking about.
But still, there is something to learn from this movie, right? Rrrrrrright…
It's quite hard to find something in there, you know, social commentary, gore and sex aside. But we can learn from it something, though, or I wouldn't be writing this piece. And what I've learned is that one of the greatest ways to surprise the audience is to build a story on something that they know quite well, and then to twist and spin it until it is *almost* unrecognizable.
The almost is the most important part- if it is too similar, we won't be surprising anyone as we don't have enough playing space. Too different, though, and it will feel completely new and thus we won't be able to utilize the prior knowledge.
When one treats a story this way, the audience gets to feel a unique kind of experience: the surprise to see how different the events turned out to be change, with the anticipation to see those changes. That's the power of the Campaign Comics, for example, and utilizing it to our games can prove this much successful also.
Think about the possibilities of having an evil Snow White and a good Queen Regina, think about the character of the prince who climbed to wake the sleeping beauty- he's a necrophilia character, to a certain respect, and by utilizing it we get the whole relationship that our culture has with those characters.

And that's it for this movie, at least from me. How about you? What did you learn from this movie? Or did you use a twisted twist like this in one of your games? How did it go?

02/10/2014

Braindead- When Death Becomes Boring

Another day- another movie. Or something like that, at the very least. Braindead is a bad movie. It should have stayed dead, never becoming alive or even close to that. It is a campy movie drawn to the extreme, and today it's a cult movie, because its director is Peter Jackson. Yeah, that Peter Jackson. It doesn't make it any better as a film, or as a horror film. It's just bad.
It's a movie about a 25 years old virgin, who lives with his mother, and tries to start a relationship with a woman named Paquita. The mother is bitten by a rat, and becomes a zombie, thus starting to infect the entire city. If I made a mistake somewhere about the movie's plot, it doesn't matter, and it doesn't survive any kind of scrutiny. Actually, I'm not even sure that it survives a brain shut-down.
But I promised a lesson for each movie, and this one is no exception. Because, if you'll look pretty hard, and try with all of your heart, you might accidently find something positively to learn from it, like what I've found: That death is kinda boring.
Think about it this way: it is true that if the mom would have just died, I wouldn't have spent these 100 minutes almost cursing this idea of mine, to take this challenge. But you know what? Death is boring. If the mom would have just died, we wouldn't have this movie. And bad as it is, without it we wouldn't have the Lord of the Rings film trilogy, and that's a shame.
So, what can I say? Death is boring, death is not scary that much. Try instead to make the characters suffer, try instead to ensure that the NPCs suffer, and then let them blame it on the PCs. And that's actually, a pretty good lesson. After all, it is far more interesting to have an NPC say to a PC "I lost everything because of you, and now I want you to repay for my loses" than to have this same NPC just die.
And maybe, just maybe, you can get the PC to kill this NPC and go the personal horror route. Or maybe I'm just exaggerating at this point. I don't know anymore, this movie messed with my head way too much.
And that's it for me with this movie. I do hope that at the very least you've enjoyed this post.
How about you? Did you find something else in the movie? Did you use something like along the lines of this lesson in one of your games? How did it go?