Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Friday, May 29, 2015

The Physical Language of Action Movies

I was tagged into a conversation on G+ today about action movies and violence. It was a small circle conversation, so I'll refrain from giving names, but it was an interesting discussion about violence, maleness, and media. Obviously, those are things which are on everyone's minds since Mad Max: Fury Road is (depending on who's talking) the most feminist big budget film produced this century or a false prophet injecting acceptance of violence into feminist discourse.

I can't speak to that. I've not seen Mad Max and I probably won't until it's on DVD or streaming. Having a five year old and a wariness of expensive babysitters tends to curtail your movie options. Plus I just hate watching movies in theaters. I'm old and cranky. So this blog post isn't about this.

Instead, it's about the notion that violence is what action movies are about. I was tagged into the conversation because I wrote and am currently trading edits on ACTION MOVIE WORLD: FIRST BLOOD, an upcoming tabletop roleplaying game which will hopefully be out this year. My purpose with that game is to deconstruct what makes action movies of the genre's golden era (say 1980-1998, or roughly the VHS era) tick. Sometimes I write an article when I want to examine something, sometimes (rare) a blog post, every so often a game.

So here's my thesis: action movies aren't about violence. They are, of course, violent. Very violent. And that violence is very front and center. But rather than being about violence, what they're actually about is physical expression of emotions.

Think about action movies. Yes, anger turns into killing. But love and lust turn immediately into sex scenes. Friendships become about back pats, high fives, and surviving physical adversity together. Characters in action flicks yell and laugh louder than we do, because a big laugh or a loud yell are fundamentally physical acts.

The ramping up of the physicality in quick fashion is the trick. If the natural expression of feeling is physical in the world of action movies, going at a more traditionally dramatic pace is, by definition, unnatural. So you see action heroes behaving in really weird ways, like high fives turning into impromptu arm wrestling matches:



It strikes me that zeroing in on the violence of action movies misses a lot of interesting things. The scale of the violence seems like low-lying fruit when we talk about this type of movie. And, maybe counter-intuitively, I think the more low budget the action movie, the more honest and open this portrayal of physical emotion is. Deadly Prey isn't trying to subvert anything like maybe Mad Max or Alien are. It merely is, and that is is maybe ugly or funny or weird, but it's stripped down and lean. This is part of the reason why I love low budget and/or bad movies. You've got filmmakers and actors who aren't quite good enough to conceal their ids from the viewer.

There's definitely a discussion to be had about the maleness of action movies, their role as propaganda, whether they inure us to violence, etc. All of that is worthy. But I think that when we zero in on violence as the essential kernel of the genre, we're missing out on more interesting questions about how we express emotion and, maybe more importantly, how we wish we could express emotions in our dream worlds.
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Pure game talk: AMW is undergoing edits right now as we can. It will be published by Flatland Games, fine creators of Beyond the Wall and Other Adventures. Check the tags for past playtest documents and notes on the game's creation.

Wednesday, December 10, 2014

The Maturing of the One Ring - Songbook

Songs are a big part of fantasy literature, especially where Tolkien is concerned. Setting aside whether you like Tolkien's verse, a Middle-earth game must have rules for songs to be complete.

The problem is that RPGs have historically done a terrible job with songs. D&D set the tone early, with bards being relegated to bland buffbots. It wasn't that the rules for songs in D&D were uninteresting (though they were). It's that there was no interesting fiction attached to them. For repositories of oral lore, bards sure weren't encouraged to keep track of what their songs were about.

This has continued right up until the modern day. Songs give buffs (TOR does this; more in a moment) and that's it. You can track your songs or write something in-character about your adventures, but there are scant few hooks to get you to do so, just like in the old days.

TOR was in a similar boat. For being in a world where song is so important, the base rules relegate it to a social skill only. Rivendell fixes this and lashes it to the fiction.

The PCs can now write songs as a Fellowship activity. The process is simple: roll Song to compose it, with the success of the roll determining how difficult it is to actually sing. You then (and this is the important bit) log the details of the song in a communal songbook for reference throughout the campaign. The idea is to create a shared history through the songs the characters write. It's simple, and by no means does it have to be the emphasis of a campaign, but the mere existence of the songbook tells everyone at the table that songs are important.

Each song is of a particular type and the difficulty is altered during the writing, with Traditional and Thematic being harder to write, Elvish more difficult. The song types break down as: Traditional (tied to a specific culture, +2 difficulty for outsiders to sing), Thematic (cannot be sung outside a specific event, like meal-time or marching), or Elvish (harder to write but can be used more often).

So what are the benefits? Like most rules in TOR, there's a theme of leaning on and reinforcing your friendship in the song rules. The party can sing each song in the songbook once per adventure (twice for Elvish). If you succeed, you're Inspired, giving you two extra dice to spend on rolls for the duration of the adventure.

This can be game-changing in narrow circumstances, like a hairy combat roll, but it's not remotely overpowered. And this is exactly what it should be: a nice benefit without being too much, with a deep attachment to the fiction.

It's this attachment to the fiction that TOR does so well. Because the designers seem to think in terms of discrete and self-contained actions (a la a board game, as stated in the last edition of this quick look at Rivendell), they can drum up the "feel" of Middle-earth in very little text.

Saturday, December 6, 2014

The Maturing of The One Ring - Rivendell

I don't post much here. I'm a bad blogger. But I'm going to fire this up again in the next few days for something which is, compared to my last few posts oh so long ago, fairly trivial. Which is all good by me, since trivial means I'm having fun.

What's moved me is The One Ring, the pen and paper RPG for Tolkien's world put out by Cubicle 7. I'll spare the intro except to say that the tabletop RPGs put out for the license historically have been (and I'm being generous here) a little at odds with the spirit of Middle-earth as Tolkien imagined.

This wasn't really the fault of the creators of the two prior systems, MERP and Decipher's The Lord of the Rings Roleplaying Game. They came around at a time when design goals were different and it was both fine and good to plug a generic rules system into a setting. Decipher did better than MERP in this regard, but it was still lacking, while MERP put out remarkably in-depth setting books attached to a slightly stripped down Rolemaster, an explicitly generic fantasy system.

The One Ring is different. Every rule in the game has been very explicitly inspired by a piece of M-E fiction. It plays in an almost board game-esque fashion; by that I mean that there are distinct moves and phases to the game. This enhances the fiction, rather than detracts from it, by making each one of those moves and phases feel momentous. It's no surprise that the designer, Francesco Nepitello, is both a board game designer and inspired by the games of Greg Stafford, a man who also liked those deep dives into rules as a means of emphasizing specific actions in play.

This isn't really a review of TOR, though. It's not even really a review at all, even though it's going to read like one. TOR recently put out a new supplement called Rivendell. It opens up the game to Eriador and the titular vale of the elves. It also adds a lot of new rules which are elegant and mature.

I keep coming back to the word mature when I describe the book. It's the work of a team who have thought about every nook and cranny of where the rules came from and where they're going. They're remarkably well-thought out and clever, expressing the feel of M-E through hard rules text. The rules breathe in a way I don't know that I've seen many game texts do. And they're not complicated. Quite the contrary, they're mostly simple. But that's why it's so tight and interesting.

So that's why I've come to blog. I'm going to do some periodic short entries, each on a different bit of rules text in Rivendell to talk about why they're so interesting. I'm that jazzed about this one single, not even that thick game book. So let me start with a short one:

Rivendell as Land of Dreams

In Tolkien's text, there's a hazy, dreamy quality to Rivendell for everyone but the elves who live there. That exists in any of the elf-holds which he mentions, but Rivendell is almost a anthropomorphized character in its own right.

But that's hard to model in rules text. Hell, it's hard to describe with enough style that your players fully get it, no matter how good a GM you are.

Francesco leans on his board game background here. The GM is supposed to make very clear that characters visiting Rivendell have a choice, one which has benefits and drawbacks. It's very consciously made. The rules:

1) If you spend adventuring time in Rivendell, the Shadow rating of the characters is considered zero. (Shadow is the measure of how weighed down the heroes are by the ugliness happening in Middle-earth). Characters also heal from physical wounds at a much faster rate.

2) If you do the above, however, you only get 1 experience point that session. Period. If you were set to get 2, 4, or a dozen, it doesn't matter. You get 1. Because time is weird in Rivendell. It passes slowly. You get complacent. It's too wonderful to leave, especially when it's so ugly outside of it. You get lazy, basically.

And that's it. A lesser game might rely on the well-worn fantasy game trope of "make a willpower save to leave" or something equally blunt. Rivendell (the book) presents a firm choice, equal parts good and bad: stay here if you want, enjoy it while you do, but realize that you're risking your competency long-term.




Monday, September 23, 2013

It's been an age, hasn't it?

I've left this blog fallow for quite a long time. I think my last post was in June and even it wasn't very long. Status updates, though, are good for the people who found out about Before Iron and ACTION MOVIE WORLD: FIRST BLOOD through here.

Before Iron: This is still in limbo, despite my having been told that I could talk about it a year and a half ago. It is, I am assured, still a priority. I've received some good news on the Before Iron front from Stewart, but it's not the sort of thing I can share publicly.

It'll be out when it's out. I don't know when that is, but it's probably best to not think of it until I post firm news.

ACTION MOVIE WORLD: FIRST BLOOD: Always in caps. Always.

As far as I'm concerned, AMW is feature complete for testing. Not feature complete for release, of course, but for testing, absolutely. You can find the latest playtest docs here:

https://drive.google.com/folderview?id=0BxzKPjPAQ2CYcHBVY1hLX0pCMDQ&usp=sharing

The only reason I haven't been playtesting the hell out of this online (we've done some locally and it's gone swimmingly) is because Apocalypse World derived games are really tough to do properly without playbook pdfs to consult. There's something deliciously tactile about the *W experience, so doing it without those pdfs is both incomplete and lacks a certain ease of use.

The pdfs are slowly, ever so slowly, coming together. Work on them has been turned over to my brother and co-author on Before Iron. But he's started a new job at a new school, which slows things down, and I've started school again, been busy with other projects, and my daughter started preschool, which slows things down even further. Rest assured that our mutual breaks in the action are devoted to things like the playbook and script pdfs. I suspect testing will come in hardcore once the holidays roll around and everyone has some time off. I also suspect it might be ready for release by the end of Summer 14, though that is optimistic.

Release is already more or less settled. My brother and our friend (that's +Peter Williams and +John Cocking, respectively) have a company called Flatland Games which publishes a very nifty and well-regarded OSR titled Beyond the Wall and Other Adventures. AMW will be released there when it comes out.

Will there be a Kickstarter? That's unsure. Frankly, signing on with Flatland means that it's not strictly necessary; the infrastructure for printing on demand and having an awesome pdf are already there. That doesn't mean it won't happen, however; I like Kickstarter as a way of helping with lump sum payments to talent and getting the word out.

If we do go Kickstarter (and this is probably a topic for another post), it will be handled quite differently from many others. For one, it won't go to KS unless and until it's fully written. Since it's not necessary to have the operating capital a KS could offer to get it out in some form, I see no need to kickstart it and then write it over the next however many months. This is not least because I'm rotten at time management and I want precisely zero risk that it goes over my time allotment.

We also won't have any stretch goals as they've come to be thought of. It'll be very simple: more money means better art. Maybe there's a hardcover version. Maybe it's in color. The initial goal would be very modest, as well. I prefer things simple and streamlined as much as possible.

Geeky & Genki: I'm proud to be doing some entertainment writing over at Geeky & Genki. It's a bunch of cool folks I respect the hell out of doing podcasts and writing on all sorts of things. If anything's suffered because of my busy Fall, it's really G&G; I hope to write some more for them very soon (I already have my In the Heat of the Night cultural criticism magnum opus written in my head for Fall break).

Jacobin: Being a more or less lifelong socialist of one stripe or another, I've been very excited to be able to write for Jacobin (and by extension Salon) on geek culture. Jacobin is a magazine I really and truly respect, young as it is, and to have my name next to people like Eileen Jones, Bhaskar Sunkara, Connor Kilpatrick, Corey Robin, etc truly, sincerely blows my mind and humbles me.

If all goes well with the draft, I'll have a long read on the political economy of the video game industry in the next print issue. It should hilariously torpedo any hopes I may have had of returning to the video game industry (spoiler: I actually have no desire to return), but I hope it proves a thought-provoking read.

Anyway, keep an eye on here and follow me on G+ for updates. My next focus is AMW, AMW, AMW, at least once midterms are done.

Sunday, June 2, 2013

Another ACTION MOVIE WORLD: FIRST BLOOD Playtest Report

+Jonathan Reiter was awesome enough to do a playtest of AMW's current alpha rules. Feedback was good. It was very cool because I'm extremely into seeing what people do with the game when I'm not there. I know how I run the game and I know how to explain it. Those two things can cover a lot of holes. So it's always nice to see what happens when I'm not there.
Anyway, I've excised some of the specific feedback for readability, interest, and because I prefer to keep feedback notes (good and bad) in the design talk vault while it's in development. But the play report is below.

I GM'd a one-shot of +Ian Williams' Action Movie World: First Blood for five willing-ish test subjects. Here's what happened.

THE MEAN GREEN
Cast:
Brandt Sterling as AGENT JONAH STAIN
2Wack as OFFICER FORD ABRAMS
Chip Fistwell as DETECTIVE DRAKE TUNGSTEN
Jason Stacy as OFFICER ISAAC
Malory Pariso as OFFICER TILA MARTINEZ

Premise: Jonah Stain is an Irish INTERPOL cop on the case of a transatlantic human trafficking ring. Officer Ford Abrams is the NYPD wunderkind who is mere inches from finding Shadowsmith Sanderson, the head of the ring. Can Stain drive out the snakes on a St. Paddies' weekend in NYC?

Some key moments:
1. The Musclehead (Tila) is undercover with her partner in Vice, The Gunfighter (Isaac). They are infiltrating a strip club that is the front for the ring. Tila is the working girl to Isaac's pimp, and they are decked out in green sequined bikini and crushed velvet jacket respectively. They decide to bring in their informant, and a gunfight breaks out. Tila uses her boiled ham thighs to drag the informant out while Isaac provides slo-mo covering fire. "Next time," Tila says exasperated, "you get to wear the bikini."

2. Our Op (Jonah) is the lead. The Smartass (Ford), is driving. They are hot on the tail of Isaac and Tila's car, which is currently being flanked by two black Hayabusas, riders armed with TEC-9s. They shoot ahead of the chase via shortcut. While Ford t-bones one of the cycles into flames, Jonah throws his cane at the other rider. The riders falls roughly into a heap of garbage. Jonah stands over, uses the cane to flip open the visor, exposing his love interest, Katya, and her gorgeous flowing auburn locks. Smoldering looks are inevitably exchanged.

3. After Ford is kidnapped by the smugglers, everyone at his precinct falls apart a little bit. At the bodyless funeral, The Thesbian (Drake) tries to deliver a lifting soliloquy over Ford's presumed death. Unfortunately, despite the best effort of his NA sponsor, Jonah, Drake has fallen off the wagon. He harangues about how the department is filled with bastards and lectures the shocked crowd about the inevitability of violent death.

4. Isaac drives a shamrock diesel truck into a vacant party supply warehouse in Queens, burning tons and tons of goons and himself in the process. Pathos for Jonah who comes crashing in to the third floor through a skylight, assaulting goons with his cane. "And now you know why they call me Jonah Stain," he says economically, leaving behind a heap of bloodied bodies. Jonah tangles with Sanderson, and they both go out a window, leading to broken bones and Pulp Fiction limp chase. Meanwhile, Tila convinces Katya to get out of the ring through a released captive daughter, an emotional high for the flick.

5. A tank chase in the middle of the St. Patrick's Day parade, as Sanderson threatens the city with a dirty bomb strapped to Miss Delaware's chest.


It was super fun and people had a ton of fun. I initially thought it was going to be very hard work, because 5 players is a bit much for an AW game. But, it turned out fine.

Monday, May 6, 2013

ACTION MOVIE WORLD Actual Play Report


The first real playtest of ACTION MOVIE WORLD: FIRST BLOOD went extremely well. It certainly exceeded my expectations. A non-zero portion of that is that I was running it for guys that I have gamed with off and on (more off than on after my move to Raleigh) for well over twenty years, but it’s equally true that a non-zero portion of it is just that rough spots I was concerned with weren’t that big a deal.

This is pretty long (about 3500 words) but I want to make sure the first actual play report touches everything important in a little more detail than maybe I otherwise would. Even then, there are still spots which could use MORE detail, so ask questions about rules and where things are going.

The players were John, Peter, and Scott. It was decided at the outset that Peter would get to be the Lead in whatever movie was chosen as it was his birthday shindig that this was all taking place at. Right now, it’s pretty nebulous how Lead is determined; that’s something to firm up, for sure, but it was easy enough for the first test.

Peter opted to play The Yeller, a Reb Brown, screams all the time, beefy sort of actor. John went with The Pugilist and decided  to go a little slapsticky with his martial artist a la Jackie Chan. Scott went with The Gunfighter, a Chow Yun-Fat gun-fu type.

The actor names were as follows:
Peter: Chet Bradford (Yeller)
John: Jack Sprat (Pugilist)
Scott: Chip Kaiser (Gunfighter)

Once the playbooks and actor names were picked, the group chose their moves. Chet picked “Just Yell”, which allowed him to roll +Muscles instead of +Drama for certain scenes, and “Move, Move, Move”, a move which allows him to egg his companions on when speed is needed. Jack decided on “Go for the gut. He’s soft there”, a straight +1 Agility, and “Sting Like a Bee”, letting him roll +Agility instead of +Muscles in close combat. Finally, Chip decided to go for “Gun Ballet”, granting –area to any ranged weapon he uses, and “This Is My Gun”, giving him a +1 to all Stunt rolls while a ranged weapon is in his hand.

These are the actors. You can think of the actors as brands and these moves as calling cards of each particular actor. Using Chet as an example, we see an actor who delivers heavy emotional scenes by screaming his lines and who tends to rely on screaming at his costars to hurry up. So, quite a bit like Reb Brown, actually.

With the actor playbooks chosen, it was time to pick a genre of movie and see what we could come up with. Right now, I only have the Cop Movie and Barbarian Movie Scripts (movie playbooks) ready. I’ve got plenty in the pipeline, but if I set a bar of “all the Scripts are done” as a minimum for testing, then this thing is never going to get tested because, ho boy, it’s practically limitless.

The guys decided to go with the Cop Movie. I was pretty happy with this, since I’d done a one on one with the Barbarian Movie once before.

The first thing you do is sort out what sorts of relationships the characters have with one another. Starting with the Lead and going to his or her left, you roll on or pick from a chart (or make something up entirely) to see what the relationship is. It’s deliberately reminiscent of Fiasco; one of my favorite bits of Fiasco is the way that it forces you to think about what the relationships between the characters mean.

We determined that Chet’s character and Jack’s character had a cop-informant relationship. We knew that Chet was going to be the Lead in this film, so it was pretty easy to sort out which was which: Chet was the cop, Jack was the informant. Jack was next to roll and he ended up with a relationship of precinct buddies with Chip. Problem: we already established that Jack was going to be playing an informant in this film. Easy solution: Jack was an ex-cop, disgraced but still of use to the force as an informant from his new vantage point from the docks. Finally, Chip rolled to see his relationship with Chet and got a 12. They had both seen something terrible.

We paused here. We had a slowly coming into view picture of what the movie looked like. We knew it was a cop movie (duh), that Chet and Chip were cops who had witnessed something terrible, and that Dusty was an ex-cop (and ex-partner) of Chip’s who had fallen on hard times. Nice. Time to drill down more.
Before we went any further, I wanted names of the film characters the actors were playing. This isn’t the same as the actor’s names; actor’s names won’t change, while film character names will change each movie (yo, this is meta: you are a real person playing an actor playing a character). Chet decided to play Sgt. Lance Anger. Chip, his current partner, played Rob Collier. And Jack played poor Dusty, a man who left his last name and badge behind him.

With names done, we returned to the setting. What was this terrible thing that Lance and Rob had seen? After some discussion, it was decided that they saw a terribly mangled body with its fingers snipped neatly off at the site of a diamond heist. Some sort of message, but what did it mean? Going further, the precinct (it was also decided that it was set in Los Angeles) was in a tizzy about the ghastly crime. Dusty, our informant, was a drunk fisherman with his ear to the ground in the dockyards. He’d been implicated in a prior, years ago jewel heist, so some suspicion was coming his way.

Next up were the Script moves. Each player picks a move from the chosen Script, exactly the same as with their Actor playbooks. Script moves only last for the duration of the current movie, however; they’re tightly tied to the genre being portrayed, while Actor moves tend to be more general, pan-genre action moves (experience expenditures can make Script moves permanent, though). Lance went with “Supercop” (+1 all stunts), Dusty with “Corrupt Is As Corrupt Does” (can spend holds to get access to illicit goods), and Rob with “High Speed Chase” (a demon behind the wheel).

The characters  picked their gear (Lance Anger loved his nightstick, Dusty still had a stash of teargas grenades, and Rob Collier had his assault rifle) and then it was time for the final step: picking a villain. In this stage, the Director (me) gets to pick, though the players have veto power. Each Script comes with a list which you can pick from. The entries all have associated impulses, familiar to anyone who’s made a Front for Apocalypse World. I’d heard Dusty talking about drugs with his Script move, so I floated a drug kingpin; the group wasn’t too keen on that and floated the police chief being the big bad guy. I thought that sounded cool, so I named him (Brent McGillicutty) and off we went.

We opened in the precinct office. Chief McGillicutty had a hot tip that Dusty had some information regarding the diamond heist and mutilation; he asked Lance and Rob to head down there, since Rob had a relationship with Dusty dating back a decade. Lance had to go, too; he was Rob’s partner and the best cop on the force. (Peter really played the yelling aspect of things to the hilt; he would yell borderline incoherently at random times and kept it up for around three hours) The partners grabbed their squad car and headed down to the docks.

There was an obvious break in the action so it was time to jump cut over to Dusty. He had an old fishing boat which he lived on now. His cousin, Nick, was fixing the motor for him and was wrapping the job up as we cut over. Nick and Dusty exchanged some pleasantries, with Nick expressing concern for his well-being, when Lance and Rob pulled up. Nick and Dusty greeted the two cops and Nick excused himself, stating that he had his kids for the weekend.

The scene shifted to a bit of heavy pathos, with Rob assuring Dusty that he was a good cop caught in a bad situation, while Dusty, reticent to help, insisted he wasn’t. Lance decided he wasn’t interested in this and decided to convince Dusty to help by making an emotional connection. This is a +Drama roll and varies from the more direct manipulation roll in approach. The emotional connection move is about delivering a stirring speech of some sort and trying to elicit an emotion or memory.

Lance rolled and ended up with a 12; obviously a rousing success. At this point, we ran into a small rules snag. Lance was going to punch Dusty in the stomach to snap him out of it before delivering a speech about how he was still a cop at heart; Dusty decided that he wasn’t going to go along with that and wanted to resist. Lance’s narration was totally valid only as long as the target didn’t resist. He could’ve narrated it differently, with maybe just a speech and no physical contact. The second physical contact was initiated, Dusty had the option to resist and cause a fight to break out. This isn’t currently adjudicated in the rules and was just a judgment call on my part; I’m inclined to keep it that way, as this particular situation strikes me as somewhat rare.

I gave Lance a chance to change the move. He definitely wanted to, as his in-character intention was to snap Dusty out of it, not start a fight. Rob jumped in here and suggested that he stop the punch from behind before it was thrown; Lance thought that was a really good idea and agreed. So Rob stopped the punch, shouting that this wasn’t the way. Lance huffed and relented.

“You’re still on the force to me, Dusty! You’re still on the right team!”

Dusty relented and agreed to help. I asked Dusty what he knew, putting the decision in player hands. Dusty knew that the Pier One Gang (yes, that Pier One) was rumored to be involved in some heavy stuff. He used his “Corrupt Is As Corrupt Does” move from the Cop Movie Script to do this. It wasn’t a lot to go on, but it was something. Before the group could pull off, though, a cop car pulled up and out stepped officers Jane Lillard and Bob Thomas with a search warrant for the boat. Stand up cops and acquaintances of all three of the heroes. They presented the search warrant and said that Lance and Rob could certainly contribute.

Things took a weird turn here. For whatever reason, Lance and Rob decided to knock out the two searching cops. Dusty, for his part, wisely stayed out of it. We turned to some combat rolls, with punches thrown and pistol whippings galore. Dusty opted for a stunt move to get the hell out of there, tumbling over the side and into the water. Bob took a tumble down into the ship’s cabin, while Jane landed in the water. Dusty ended up dragging the unconscious Officer Lillard onto the deck; Rob searched her and found a crumpled note with the address for the Pier One scribbled on it. Lance, for his part, went to go question Bob down below. Bob was coming to when, out of the corner of his eye, Lance caught sight of an open briefcase of crisp, unmarked bills sitting on a table.

A series of accusations broke out between Lance, Rob, Dusty, and the still groggy Bob. A couple of read a person moves established that Bob wasn’t behind planting the money there. Only one person made sense: Dusty’s cousin, Nick the mechanic. Lance and Rob tried to talk Bob down from radioing in what, from their perspective, was a massive misunderstanding. That was obviously the persuade move and it was flubbed, badly. No dice: Bob was getting the still comatose Jane and radioing in backup. With no choice, the two beaten up cops were gently left on dock and the boat roared to life, course set for Pier One.

Rob decided to roll High Speed Chase, netting an 8; he opted to take a shortcut, but either he or the vehicle would take some damage. He narrated ducking between tugboats and eking every bit of speed out of the old boat, while I described the fishing gear getting knocked loose during a clip with one of the tugs. Not particularly crunchy, but it made for a cool narrative moment and was actually one of the most visually striking scenes when placed in my mind’s eye.

The heroes (I use the term loosely after the search warrant fiasco, but it’s also not entirely outside the source material) killed the motor as night fell and headed up to the Pier One warehouse. There’s no real stealth move, or acting under fire, so sneaking around unseen defaulted to a +Agility based stunt move. This brought up an interesting flow of play question: do I want AMW to be the sort of game in which a roll is needed by everyone to make what amounts to a group move or do I just defer to the most competent one? It felt more in keeping with the conversational tone to just ask for the one roll; that may be something I revisit, but it felt right last night.

Everyone climbed up to the top of the warehouse unseen, to a glass skylight. Peering down, they saw members of the Pier One gang unloading military grade weaponry from crates which had just arrived. Assault rifles, rocket launchers, grenades, land mines… the whole nine. And who did they see with Teeth (leader of the Pier One gang)? If you guessed Cousin Nick, you were right.

The climax was coming. Dusty decided this would be a good time to go for a Camaraderie move, a sort of abstracted move meant to revel in the friendship that most action movies have as a theme. You actually have a communal Camaraderie score, which goes up and down throughout the course of a movie. Before he did this, though, he decided to go for a killer one-liner move; one of the outcomes of a successful one-liner is a +1 to your Camaraderie score.

Dusty stated that it was “time to get a drop on these guys” as he prepped to toss out hi-fives before diving through the glass to kick some ass. Unfortunately, he missed his one-liner move. In this case, a miss taps into the meta, just a movie portion of AMW. The line elicited laughs mixed with groans at the table. In the movie, Dusty’s buddies were into it. But a miss on a one-liner meant the imaginary audience wasn’t into it; it fell flat. It was lame. It gave Dusty a -1 to his next move which was, of course, a Camaraderie move.

Dusty gave his hi-fives and everyone prepared to go in. He rolled the groups +Camaraderie (which was a 0; that’s where it starts in every film and it hadn’t been bumped up or down) with his -1 from the lame one-liner and missed. The consequences for a failed Camaraderie roll can be pretty dire. In this case, Dusty chose to have the Director make an immediate and very hard move against one of his compatriots (not him; important note).

Teeth glanced up and saw Rob at the edge of the skylight. The gangster whipped a grenade launcher out of his trench coat (the movie was set in 1992 so of course it was a trench coat) and took a blast at Rob. Rob’s body was shattered, near death. He coughed up blood as Lance grabbed him, swearing to return for him, asking him to hang on.

Lance and Dusty, tears in their eyes, jumped through the skylight. Dusty chucked tear gas down into the crowd via a successful stunt roll, opting to give the +1 forward the success granted to Lance. Lance put it to good use, diving right onto Teeth while Dusty handled Nick; Dusty nailed a combat move and opted to hit a whole ton of people in addition to disabling Nick.

The heroes handcuffed their quarry to the boat’s railing before running to the roof to check on Rob. Rob was definitely dying. When a supporting cast member dies, the actor gets two experience, while the surviving PCs gain the option to demand Vengeance; Vengeance is a hold which can be spent to gain a 10+ automatically on a move.

The death scene was great. Rob asked Lance to make sure his family was okay before reaching into his pocket with his last breath; he handed Lance adoption papers for a puppy he was going to get for his wife for their anniversary, along with a photo of said puppy. Then he was gone. Lance and Dusty swore vengeance before returning to the boat.

Once back on the boat, a few more emotional connection and manipulation moves had Teeth admitting that Chief McGillicutty had been behind the operation and that most of the police force was corrupt, while Nick repented and, for family ties, agreed to help out where he could. Sirens were heard.

One of the current holes is what to do with players of dead characters. I opted to try my current first option, which is to assign control of an NPC (starting with the main villain) to such players. Scott (Rob’s player) took over for Chief McGillicutty. I still set the scene as I would for most other NPC centered situations, but I granted Scott a lot of leeway in terms of how McGillicutty acted and spoke.

While McGillicutty and the cops were on their way for a final showdown, we cooked up a quick montage of the heroes and Nick setting a trap. Nick, being a mechanic, wired what was basically a gigantic powder with explosives (action movie logic, don’t ask). Dusty hid in his boat with a rocket launcher. Lance hid out at the door of the warehouse.

I loosely set the scene for Scott so he knew, generally, how to proceed with Chief McGillicutty. I narrated an army of cops pulling up, with him at the lead. He rolled with it, describing the chief getting out of the car with his bullhorn and doing a classic “give yourselves up” line. Lance shouted that he wanted to talk to McGillicutty, one on one, inside the warehouse. McGillicutty shouted back that he agreed, but remained by his car, motioning for the police to surround the warehouse.

Dusty figured this was his chance and he shot his shiny new rocket launcher at the now separated McGillicutty. An intersection of two rules occurred with this. One, the main villain has plot immunity from everyone but the Lead; only the Lead can kill him. Two, Dusty failed the roll. Badly. I sort of cheated here and shouldn’t have (though this did lead to an interesting potential rules change). McGillicutty caught a glimpse of Dusty in the boat and pulled his pistol, shooting poor Dusty between the eyes.

Lance lost it at this point and invoked his Vengeance move. The warehouse blew as Lance jumped out of the blast radius, propelled forward in a mega-tackle of McGillicutty (10+ on his stunt move from Vengeance). Lance bellowed that he was taking the chief in legally. It was time to fist fight. McGillicutty squirmed free after clocking Lance with an elbow to the temple. I gave Scott the option of how to react; McGillicutty ran like hell. Lance took this opportunity to hop in a squad car and run the erstwhile smuggling mastermind down.

The movie closed with credits rolling and wailing guitars. Lance was on the boat, heading out to sea. “I’ve seen enough of the city. It gets to you,” he said. “Time to try my luck out there. On the bay.” The sun was setting and a red sheen on the water paved the way for Lance Anger’s next adventures.

Wednesday, March 27, 2013

ACTION MOVIE WORLD: FIRST BLOOD March Progress

The playtest documents are done. More or less. I've discovered that Google Drive's formatting is awful when it comes to bulleted lists, but that's okay for an alpha document. I'll shape it up for the next pass.

So, what's it look like?

Structurally, not much has changed. The work was in getting the details in there for a playable document of some sort. There are some things which need to be firmed up, but that's why it's an alpha. I definitely need to detail how a movie is expected to play out, but I also want to see what people do with it now. Plus, I need to run it several times on Hangout or something to help guide me on how I communicate that.

One interesting thing cropped up which reminded me a bit of Pendragon and, by extension, Before Iron. Obviously these are two different styles of gaming, but in both AMW and Pendragon you know how things end.

In Pendragon, this is specific: you know that Uther will beget Arthur, that Lancelot will betray him, that Mordred will slay Arthur, and that the dying Arthur will sail off on his little boat to his little imaginary island and everything sucks.

In AMW, this is more general. The good guy wins in an American action flick. He or she (it's almost always a "he", but I'm very into being gender inclusive in this project, even if the movies aren't; the Cynthia Rothrocks of the world deserve no less) is going to kill or capture the bad guy, get the love interest, and ride off into the sunset.

How do you make this interesting? It's not going to be for everyone. I've had players balk at the notion that they weren't going to wield Excalibur (I mean, you can play Pendragon that way, but I don't find it interesting so I didn't run it that way) or rule Britain. Others (most) thrived on it.

Pendragon took the tack that your knights were equal to the greats but different. The big stories were there as backdrop, but the stories of the PCs were running in parallel. So, no, you were never going to get Excalibur, but you might get Farfar the Axe of Jormungandr in Fairy Land or whatever. You might go to the Battle of Badon knowing that, in the larger narrative, Arthur is guaranteed to win. Which is lame, maybe, until you consider that what's not guaranteed is your PC's survival or glory.

In AMW, by contrast, one character is designated as the Lead. This rotates and you can't do it a second time until everyone else has had a crack at it. The Lead essentially has plot immunity. He or she can't die and is guaranteed to eventually kill the bad guy. I say "eventually" because the Lead absolutely can be beaten up, set back, and generally screwed with to make it hard. But the Lead can't lose.

The supporting cast, of course, can and probably should lose. I offer a mechanical carrot of 2 XP if a supporting character dies in the movie (which really isn't terribly punitive, since you just come back for the next movie), but even there, broad leeway is given to those characters in how and when they die. What drama demands comes first, mechanical doodads and notions of balance/fairness come second.

I like Vincent Baker's maxim that a roleplaying game is a conversation. If I didn't, I probably wouldn't have latched onto Apocalypse World as tightly as I have. So AMW is a conversation, too, but it's shaped differently than AW's conversation. What's going on is that we know how the conversation in each movie in AMW begins and how it ends, but we don't know what it looks like. We don't know how the AMW heroes know each other. We don't know where they are. We don't know how the big villain gets his or her comeuppance or even why it's deserved. That's what you determine in-game.

Interestingly, I feel that this overlaps with another AW engine project I've been testing, +Nathan Paoletta's World Wide Wrestling. It is, as you can probably guess, a pro wrestling game. Pro wrestling matches are scripted (what? NO!) and Nathan's been cooking up ways to acknowledge that while giving the players control of how things look. He's doing a good job of it so far, but I imagine it's challenging; at the least, it's challenging for me.

I'm going into this knowing that this is going to be completely uninteresting to some people. I'm totally okay with that! As my father-in-law says, it wouldn't do for everyone to like the same things. I do think that, because of this difference in what the conversations are like, it's important to be up front about the expectations and zero in on conveying how the conversation should ideally look once the blanks begin to get colored in.

That's really the most challenging part of the project. I'm mostly happy with the playbooks and Scripts. I'm generally happy with most of the moves, though I feel like there's a bit too much overlap in some of their outcomes. It's making sure a movie "looks" like a movie that's tricky.

Thursday, November 29, 2012

Gonzo Journalism and Exploitation Cinema


We're drastically reworking Gonzo in the coming months. I'm actually pretty excited about the system changes we're going to be going with, though it's going to end up putting the whole endeavor on the back burner for a few reasons I won't go into (nothing bad; just coordination and other projects and such).

As it is, there's an awful lot of Gonzo already written. One of the bits is a long essay that I penned on Gonzo journalism, exploitation cinema, the history of both, and why they fit together. Bret helped out with some of the genre write ups in the movie discussion.

This may never make it to the final Gonzo cut. I think it's good, but there's also something self-indulgent about it. You probably don't need ANY of this to play what will be a rules-lite game. But I wrote it, all 10k words of it (minus quotes), and it kind of kills me to think that 10k words could just disappear into the ether. So, here... maybe it'll be a good read, get you stoked about the eventual Gonzo release, or otherwise prove interesting.




Gonzo journalism arose as an offshoot of New Journalism, a term which didn't come into being until 1973 but which referred to interpretive and literary, rather than traditionally dispassionate, reporting. The idea behind New Journalism, as typified by people like Tom Wolfe, was to create a novel out of facts, blurring the stylistic line between fiction and nonfiction. The end result was ideally a nonfiction book which read like a novel.

Where gonzo differed from Wolfe's New Journalism was primarily in scale. Gonzo journalists ventured into caricature, a way of setting themselves apart from the status quo in the most obvious ways which they could: drinking heavily, using hard drugs, swearing like sailors. Sex, drugs, and rock n roll. This seems, on its surface, rather passe to 21st century eyes. Drugs? Drink? Sex? All in a normal college weekend. But this was a different time. Smoking marijuana, softest of the illegal drugs, in the middle decades of the 20th century was a political statement on the part of a generation, a blanket fuck you to their parents, with their 50s morals, segregation, and Vietnam.

It was edgy and intense. Yes, it could be (and usually was!) wacky, but the modern usage (particularly used by gamers) of gonzo as over the top, cartoon action and zany situations isn't what is meant in this case. Gonzo journalism was, underneath the drugs and outlandish humor, deathly serious. It was political. It was a way of examining very real things in very real ways, satirical or roundabout though they might be.

Hunter S. Thompson


Hunter S. Thompson, the creator of gonzo journalism and one of the giants of 20th century American writing, took this to an extreme level. The idea was to insert yourself into the story, becoming both character and narrator, and to drop all pretense of objectivity. To paraphrase Thompson, sometimes you have to stop being objective in order to figure out what the truth is. This "reporter as actor" motif was taken further by Thompson's massive drug use. By using drugs so openly and often, the line between truth and fiction which New Journalism exploited was further smudged. The reader was left to figure out whether a given stunt or situation was real, a soberly concocted lie, or a drug-induced hallucination neither true or false.

Hell's Angels: The Strange and Terrible Saga of the Outlaw Motorcycle Gangs was Thompson's first foray into what he would eventually call gonzo. Thompson was approached by The Nation to write about the archetypal motorcycle gang. There was increasing overlap between the gangs and the nascent hippie culture; the public was paying attention and wanted to know what to make of biker culture. Thompson inserted himself into the Hell's Angels, befriending several members, including the gang's notorious founder, Sonny Barger, in the course of his writing. While veering closer to traditional (though not remotely objective) journalism, the book's warm critical reception bought Thompson just enough cache to veer into truly uncharted territory. He would do this with an article about the Kentucy Derby for Scanlon's Monthly, a short-lived magazine based in San Francisco.

In The Kentucky Derby Is Decadent and Depraved, Thompson and his good friend (the two didn't know each other before the Derby article), artist Ralph Steadman, did a report on the Kentucky Derby as spectacle, concentrating on the people in the stands rather than the race. He wrote it drunk and exhausted, ripping the pages from his notebook and mailing them off as he finished. What emerged was a bizarre, taut examination of American class politics, with upper-class hedonism ruling in the stands. The piece was packed with subjectivity and outright falsehoods about the crowd's behavior, both of which aimed to offer up symbolic truth over objective reality; this theme comes up again and again with Thompson, specifically, and gonzo journalism, generally.

Armed with good reviews, Thompson jumped to what are inarguably his two finest works: Fear and Loathing in Las Vegas and Fear and Loathing on the Campaign Trail '72. The former would become widely regarded as one of the best novels of the second half of the 20th century; the latter one of the most important pieces of political literature.

Fear and Loathing in Las Vegas was Thompson at the height of his literary genius. Ostensibly a loosely organized work about two buddies doing drugs on the way to cover a law enforcement convention, the narrative served as a means for Thompson to grapple with the slow demise of the counter-culture. You can see a profound disappointment with how things turned out; while it's never quite stated openly, there's a constant wondering if the only thing that people took away from the 60s was a love of drugs. You can also see the disdain for the culture of his parents' generation, expressed (paradoxically) in the wanton drug use of his alter ego, Raoul Duke. It was an in your face way of showing disregard for prevailing cultural norms, which then looped right back into the wondering about the role drugs played in the fall of the counter-culture. The city of Las Vegas became a grotesque stand-in for America as a whole, with Duke and his companion wandering it in a haze, strangers in a strange land, outsiders to what everyone else considered good and worthwhile.

By the time of Las Vegas' publication in 1971, that counter-culture, so near and dear to Thompson's heart, was in full retreat. The "real" hippies of San Francisco had fled to the counties, leaving a mess of drug addicts wandering Haight Street. Nixon had won and looked poised to win again. Vietnam still dragged on but the fury against it was largely spent. For the most part, even the most ardent had exhausted themselves into near surrender. For Thompson, there was a terrible wistfulness for his generation's glory days, only recently in the past. The most famous passage from Las Vegas illustrates this. Referred to as the wave speech, it captures all of Thompson's sad nostalgia for the recent past:

      "Strange memories on this nervous night in Las Vegas. Five years later? Six? It seems like a lifetime, or at least a Main Era—the kind of peak that never comes again. San Francisco in the middle sixties was a very special time and place to be a part of. Maybe it meant something. Maybe not, in the long run… but no explanation, no mix of words or music or memories can touch that sense of knowing that you were there and alive in that corner of time and the world. Whatever it meant.…
      History is hard to know, because of all the hired bullshit, but even without being sure of "history" it seems entirely reasonable to think that every now and then the energy of a whole generation comes to a head in a long fine flash, for reasons that nobody really understands at the time—and which never explain, in retrospect, what actually happened.
      My central memory of that time seems to hang on one or five or maybe forty nights—or very early mornings—when I left the Fillmore half-crazy and, instead of going home, aimed the big 650 Lightning across the Bay Bridge at a hundred miles an hour wearing L. L. Bean shorts and a Butte sheepherder's jacket… booming through the Treasure Island tunnel at the lights of Oakland and Berkeley and Richmond, not quite sure which turn-off to take when I got to the other end (always stalling at the toll-gate, too twisted to find neutral while I fumbled for change)… but being absolutely certain that no matter which way I went I would come to a place where people were just as high and wild as I was: No doubt at all about that…
      There was madness in any direction, at any hour. If not across the Bay, then up the Golden Gate or down 101 to Los Altos or La Honda.… You could strike sparks anywhere. There was a fantastic universal sense that whatever we were doing was right, that we were winning.…
And that, I think, was the handle—that sense of inevitable victory over the forces of Old and Evil. Not in any mean or military sense; we didn’t need that. Our energy would simply prevail. There was no point in fighting—on our side or theirs. We had all the momentum; we were riding the crest of a high and beautiful wave.…
      So now, less than five years later, you can go up on a steep hill in Las Vegas and look West, and with the right kind of eyes you can almost see the high-water mark—that place where the wave finally broke and rolled back."

Hot on the heels of Las Vegas came Fear and Loathing on the Campaign Trail '72, a campaign journal done for Rolling Stone. It was, for the time, a remarkably hi-tech venture; Rolling Stone gave Thompson access to a new-fangled device called a fax machine, which he lugged around with him in order to just barely meet his deadlines for each dispatch.

Since Nixon was obviously going to win the Republican nomination, Thompson followed around the Democratic contenders almost exclusively. No event was too small, no nuance too subtle for Thompson to skip over. He revealed himself as a remarkably astute observer of the political process in '72, realizing that George McGovern (a dark horse candidate and eventual Democratic nominee) was likely to win well before anyone else did.

'72 has Thompson savaging the traditional Democratic establishment as personified by Edmund Muskie and Hubert Humphrey, the two men most likely to be nominated when the campaign kicked off. He reserved special ire for Muskie, famously accusing him of doing hallucinogenic drugs before his speeches in order to counteract his soporific manner of engaging the crowds. Humphrey, who, it should be noted, was the man who eloquently demanded a civil rights plank in the party platform in 1948, is portrayed as indistinguishable from Nixon. In 1972, Vietnam still trumped everything for the New Left and Humphrey was still too hawkish compared to McGovern.

The book is, like most of Thompson's works, at least as much about the author as it is the subject. Here we can watch Thompson start out skeptical of the whole sordid process, only to see him become enthused by McGovern (they became lifelong friends) almost despite himself, before ending with the despair at McGovern's landslide defeat, leaving him exhausted and demoralized. Thompson serves as a familiar figure on the American left: the man who is almost pathologically disappointed in both the process and his fellow citizens but keeps tilting at windmills to offer something, whether policy or political awakening, which might change what he feels is the country's disastrous course. He never does, the despair is compounded, and yet he keeps going, alternately cynical and hopeful.

McGovern's defeat was a terrible blow to what remained of Thompson's optimism. The disappointment in his generation and refusal to accept the world of the squares on display in Las Vegas gives way, after '72, to bitterness. He also simply aged. Drugs and drinking take a toll and it gets worse as you age. He was accused of not evolving, of descending into self-parody, of playing the role of media gadfly instead of driving things forward.

Thompson almost never calls out his generational fellows out directly. There's always a Nixon or a Reagan or a Bush to deflect the blame, to keep him from truly giving up hope. Instead, what you see is a hardened cynicism and constant reminders that how things ended up weren't set in stone. That paradox, the man who fights and the man who wants to sit back and laugh at all the jerks out there, remains unresolved throughout his career, driving his later writing. There were flashes of brilliance, to be sure, and he was always prolific enough that the dedicated Thompson fan could find plenty to be happy with. But there was never the killer book, never another Las Vegas or '72. There's a grand irony that Thompson arguably peaked and declined in precisely the same fashion that his generation did.

Gonzo and Deeper Meaning


One of the things gonzo journalism does is play with the nature of reality. Through hyperbole or outright lying about events, the best gonzo journalists show truth by getting beneath the veneer of square society erected to cover the truth up. It comes up again and again, sometimes very subtly.

Thompson was a master of this, largely owing to his superior writing skills. The entire Kentucky Derby article, through his use of hyperbole and outright falsehood, served as an examination of the behavior and motivations of the largely upper middle class crowd. They were revealed as drunks, perverts, and brawlers, as at the mercy of their base natures as any poor prole on the outside, if not more. The absurdity of covering the Derby while the newspaper headlines screamed about Vietnam escalation and dead soldiers was also a feature. By the end, Thompson and Steadman realize that they, in their drunken rampage through their hotel and in the stands, were every bit as bad as their subjects. There was truth there in some of the personal events, but Thompson mangled and twisted them in order to tell a tale of human nature and what's truly important.

The most infamous example of Thompson's toying with the distinction between reality and truth was in Fear and Loathing on the Campaign Trail '72. Thompson hated Edmund Muskie, Senator from Maine and early frontrunner for the Democratic nomination, finding him everything wrong with the New Deal Democrats. He was stuffy, awkward, painfully square, a war hawk, and weirdly uncomfortable around minorities. He was, after Nixon, the ultimate Dad candidate, the worst blandness of the War Generation rolled up in a neatly wrapped package. Indeed, for the remaining true believers of the New Left, the differences between Muskie and Nixon (and Humphrey, for that matter) were completely negligible.

Thompson mentioned in one of the dispatches that Muskie was addicted to ibogaine, an obscure hallucinogen from West Africa. In the article, he writes:

      "I immediately recognized The Ibogaine Effect — from Muskie's tearful breakdown on the flatbed truck in New Hampshire, the delusions and altered thinking that characterized his campaign in Florida, and finally the condition of "total rage" that gripped him in Wisconsin.
      There was no doubt about it: The Man from Maine had turned to massive doses of Ibogaine as a last resort. The only remaining question was "when did he start?" But nobody could answer this one, and I was not able to press the candidate himself for an answer because I was permanently barred from the Muskie campaign after that incident on the "Sunshine Special" in Florida … and that scene makes far more sense now than it did at the time. Muskie has always taken pride in his ability to deal with hecklers; he has frequently challenged them, calling them up to the stage in front of big crowds and then forcing the poor bastards to debate with him in a blaze of TV lights.
      But there was none of that in Florida. When the Boohoo began grabbing at his legs and screaming for more gin, Big Ed went all to pieces … which gave rise to speculation. among reporters familiar with his campaign style in '68 and '70, that Muskie was not himself. It was noted, among other things, that he had developed a tendency to roll his eyes wildly during TV interviews, that his thought patterns had become strangely fragmented, and that not even his closest advisors could predict when he might suddenly spiral off into babbling rages, or neocomatose funks.
      In restrospect, however, it is easy to see why Muskie fell apart on that caboose platform in the Miami train station. There he was — far gone in a bad Ibogaine frenzy — suddenly shoved out in a rainstorm to face a sullen crowd and some kind of snarling lunatic going for his legs while he tried to explain why he was "the only Democrat who can beat Nixon."
      It is entirely conceivable — given the known effects of Ibogaine — that Muskie's brain was almost paralyzed by hallucinations at the time; that he looked out at that crowd and saw gila monsters instead of people, and that his mind snapped completely when he felt something large and apparently vicious clawing at his legs. We can only speculate on this, because those in a position to know have flatly refused to comment on rumors concerning the Senator's disastrous experiments with Ibogaine. I tried to find the Brazilian doctor on election Bight in Milwaukee, but by the time the polls closed he was long gone. One of the hired bimbos in Milwaukee's Holiday Inn headquarters said a man with fresh welts on his head had been dragged out the side door and put on a bus to Chicago, but we were never able to confirm this… .
      This was patently absurd. Muskie had probably never sniffed a joint, much less pounded psychotropic drugs. The media missed the absurdity, with some outlets picking it up and running with it. Muskie was enraged, complaining to the mainstream press. The senator was revealed as peevish and overly sensitive; the media as obsessed with a scoop and unable to discern fiction from non-fiction. The notorious ibogaine story wasn't real; what it revealed about the press and, especially, Muskie was true. To prove the truth, Muskie would withdraw after (probably) crying on television about a Nixon planted story that he had referred to French-Canadians as Canucks, an admittedly dirty trick but certainly small potatoes for a man who aimed to have control of the Button."

Thompson's reply, made years later? "I never said he was (taking ibogaine), I said there was a rumor in Milwaukeee that he was. Which was true, and I started the rumor in Milwaukee. If you read that carefully, I’m a very accurate journalist."

This reality versus truth motif should ideally play a significant role in a game of Gonzo. Between the drug usage by the characters inherent in the setting and the bad movie villains, there's ample space to distort reality in order to reveal a Thompson style truth. Keep it subtle; the game shouldn't be a political polemic, by any means, but toy with what's real and what's not in order to let the cynicism and the political views of the time seep through.

A good example is our playtest scenario, in which the characters are tasked with following the local mayor to a national mayor's convention. If the mayor has an image of a squeaky clean family man when he leaves and the game ends up showing that he's a coke fiend in league with virgin sacrificing cultists, then all the right buttons have been hit. The real (nice guy mayor) versus the true (drug-addicted politician murderer) has been set out in the game and it's all weird enough that, were it published in Rolling Stone, a reader would end up scratching his head.

Gonzo's Evolution


While nobody did it like Thompson, gonzo journalism didn't stop with him. The self-insertion of author into story waned, as did the worst drug use, but the use of language, hyperbole, and style came to permeate independent journalism. This accelerated with the advent of the internet, as bloggers and citizen journalists struck out on their own without corporate restrictions and a copy editor lurking with every submitted story. Gonzo journalism, as imagined in the early 70s, morphed into a general style guide: swearing, cynicism, muckracking, drug references, sex. If the initial approach, as pioneered by Thompson, has all but disappeared in the 21st century as corporate media has closed off most avenues to political access, it's become so pervasive in the general tone of independent journalism that it can't be considered anything but a massive victory for Thompson and his lesser co-stars. Even the squares are swearing lividly at their representatives on Facebook these days.

The new style arguably reached its apex with The Exile (subsequently The Exiled, once Vladimir Putin booted them out of the country), an online magazine formed by a group of ex-pat gonzo journalists for the primary purpose of examining Boris Yeltsin's decadent, crazy, after the fall Russia. Led by Mark Ames and Matt Taibbi, they did as many drugs and hit as many whorehouses as they possibly could. Not everything was a hit (particularly, they flirted with borderline grotesque levels of misogyny on occasion) but, at their best, they rivaled Thompson's palpable contempt for those in power. They went on for years until they finally began to burn out; Ames still plugs along at The Exiled, with several other modern gonzo luminaries like Yasha Levine, while Matt Taibbi writes for Rolling Stone and has become downright respectable. These guys all do more straight muckracking journalism with a heavy dose of the transgressive, rather than Thompson's more literary style, but they're direct descendants of the master of the form.

Even the author as character still crops up every now and again. In 2011, Ian Murphy of The Buffalo Beast infamously posed as billionaire David Koch in a call to Scott Walker, the union busting governor of Wisconsin. Hilariously, Walker couldn't tell it wasn't the real David Koch, despite Murphy dropping any number of clues. The reality? David Koch wasn't really calling. The truth? Walker was revealed as a groveling, none too bright worshiper of the sort of money and power Koch could supply. Of all the gonzo journalism practiced from the Reagan administration on, including that of Thompson, nothing else has come as close to matching the brilliance of the Fear and Loathing era master as this one stunt did.

Late night television, networks like Comedy Central, blogs, news story comments… gonzo style is everywhere. More than being ubiquitous, it's practically become the default style of expressive writing for going on two generations of Americans. In that sense, Thompson is the most influential American writer in a century, with gonzo journalism the most influential genre. The genie, made of raw cynicism and impolitic language, can never be put back in the bottle.

Grindhouse Cinema


Ask most anyone and the 1970s will be pointed to as one of the best decades, if not the best, for quality film making in history. The Godfather and The Godfather II, Raging Bull, Taxi Driver, The French Connection, Patton, Chinatown, Apocalypse Now, Star Wars, Jaws… Scorsese, Coppola, Allen, Forman, Kubrick, Fellini… it would take up an entire book of its own to list the legendary actors who either got their starts or hit their peaks in this decade.

But there was another genre of filmmaking which was in the shadows of this fertile period of global filmmaking, particularly in America. This was called grindhouse cinema, after the seedy, low rent cinemas which played host to the style. While not strictly the same thing as exploitation cinema, the two became mostly synonymous; Gonzo uses the two terms interchangeably.

Grindhouse was a sort of carnival barker style of filmmaking, with directors and screenwriters playing up lurid sex and graphic violence to sell tickets to a curious public. It was the spirit of the freak show which animated the small studios churning out grindhouse films and the men hawking tickets outside the dingy theaters on 42nd Street. Whatever the outer limit of what could be shown in a licensed theater, grindhouse theater was there. The films weren't always devoid of artistic merit, just most of the time.

More interesting than whether a given film was worthwhile or not (and there actually were worthwhile films) was what these movies said about the culture around them. Paraphrasing John Landis in the great documentary, American Grindhouse, movies are always reactionary, reflective of what's going on in the wider culture, and never a catalyst for change on their own. With grindhouse by definition being shocking or prurient, an observer can trace the specific fixations and anxieties going on in a culture by examining the subject matter and techniques of the films.

While drawing spiritually from the long legacy of the American carnival, the direct forerunner of exploitation cinema was mainstream Hollywood of the late 1920s to mid 1930s. These years fall between the invention of the talky and the imposition of the Motion Picture Production Code, or Hays Code. The Code was a long list of guidelines regarding sex, violence, swearing, and religion which was aimed at quashing Hollywood's reputation as a lawless den of vice.

Known as Pre-Code Hollywood, those years between 1928 and 1934 were anything goes when it came to making movies. The calculus was simple: sex and violence sold tickets, sold tickets meant more money, so movies had sex and violence. Outright pornography was still taboo, and prevailing social norms were still staid enough to prevent too much gore, but the movies of the Pre-Code era were rife with innuendo and edgy situations. Once those situations began to spill into real life, with a rash of early deaths and scandals, the big studios decided to impose their own guidelines on what could be portrayed in their product.

Once the Code was implemented, high profile movies became squeaky clean and safe. The desire to see things you weren't supposed to on the big screen didn't go anywhere, however. It migrated to the grindhouse. To get around the regulations, grindhouse theaters began to show movies which were marketed as educational. Films about sex education and live birth became popular, with the film roll outs become events in their own right, featuring live speakers before the films.

The Code was loosened considerably in the mid-50s and big budget movies started dealing with previously taboo subjects. Grindhouse theaters increasingly began to rely on burlesque shows to make ends meet and, in the late 1950s, a huge boom in nudist movies after non-sexual nudity was ruled by the courts to be legally depictable. The nudist movies were all very mundane and boring, showing naked people hanging out at camps or playing sports, but they brought paying customers in to see the bare flesh on display.

The 1950s also saw low budget exploitation flicks go mainstream. Monster movies became huge business, with aliens and giant animals stomping across the screen. Movies centering on teenagers, newly affluent and self-possessing, became even more popular than monster movies. The teenager movies revolved around things like cars, local gangs, conflict with the older generation, dating… when the two genres were combined, studios like American International Pictures (giants of the B-movie and exploitation sets) made good, fast money. Drive-in theaters catered to the young crowd and the seedy grindhouse theaters took another big hit.

Things reached an equilibrium, with the low-budget fare devoured by teenagers crowding out earlier, more adult exploitation cinema, until the mid-1960s. The theater owners dealing in verboten topics were left floundering after the advent of drive-ins and the mainstreaming of exploitation cinema. They catered to ever smaller crowds and an increasingly narrow range of topics, the two problems feeding on and exacerbating the other. Two things would happen in rapid succession which would drastically change the fortunes of grindhouse cinema.

The first was the ending of the Motion Picture Production Code. By the late 50s, very well-regarded directors like Otto Preminger were openly flaunting it. It had become increasingly difficult to enforce and the morals of mainstream moviegoers had relaxed just enough that a bare breast or the sight of Frank Sinatra shooting heroin wasn't going to cause fainting spells. It was officially ended in 1966 but had ceased being relevant several years prior.

The second was the popularization of gore films. Gore films went well over the top in their depiction of violence, concentrating on showing the grotesque aftereffects of violence. Combined with outright torture or sex, the gore genre was too much for the drive-ins or the tastes of decent people; the grindhouses had their big draw once again. Led by a young director named Herschell Gordon Lewis, films such as Blood Feast and The Wizard of Gore went all in on spectacle, bringing back the carny days of shock and titillation for those brave enough to go to the bad part of town in order to see them. Lewis also pioneered the shock trailer, showing just enough of the gore to entice you to come in while an announcer gravely intoned how terribly shocking it was in the actual theater. The trailer for Blood Feast was the first to repeat the chanted voiceover, "It's only a film… it's only a film…" That chant would become a staple of grindhouse films from then on.

Teenager movies would also morph into something far edgier and even sinister. Once hippies and bikers were on the scene, the old teenager flicks, terribly hokey in retrospect, became about overt rebellion against society's elders and drug use. It was a new breed of film, a rebellion against Vietnam and the New Deal, a libertarian ethos made manifest by people who just wanted to get high, get laid, and be left alone. Actors like Peter Fonda, Jack Nicholson, and Dennis Hopper got their starts in this genre, even crossing over with a mainstream (and legendary) version of the hippie/biker movie, Easy Rider.

The hippie and biker films overlapped a lot with drug movies, both those which cautioned against drugs and those which slyly advocated for their use. Eventually, the three genres became practically indistinguishable. As Vietnam wore on and the 60s gave way to the 70s, these movies began to take on a sinister tone, most clearly seen in the much more mainstream Easy Rider. If the government could kill you in a war, if people could shoot two Kennedys and a King, then humans were the enemy. The monsters of the 50s and early 60s in the movies gave way to humanity as the antagonist. It was a startling loss of innocence in a short amount of time.

A golden age of exploitation cinema dawned with the 1970s. The Code had fully fallen away, replaced with a close approximation of today's movie ratings. This opened the flood gates to any topic imaginable. America was going through an extended nervous breakdown after the turmoil of the 60s and the interminable war in Vietnam. People wanted cheap entertainment, they didn't want restrictions on what they could see, and they wanted it now. The country was changing, drastically and quickly, and the exploitation films of the era give insight into what the moviegoing public thought of those changes. As the famed film theorist, Siegfried Kracauer, said, "The films of a nation reflect its mentality in a more direct way than other artistic media." The neuroses of the nation were on full display in the 1970s grindhouse.

Anti-Government


This isn't properly a genre of film at all. Rather, it's a motif which links a lot of the 1970s films Gonzo incorporates.

By the dawn of the 70s, the unease over the government was well on the rise. As government began to take a more proactive role in things such as civil rights and women's rights, while simultaneously refusing to budge on Vietnam and flirting with losing control of the economy at any moment, the portrayal of government and government officials began to change drastically from the generally positive portrayal which had dominated previous decades.
Never was the government good at its job, only meddlesome. Time after time, the government would arrive to fight the monster, to rescue the lost hikers, to quarantine the city, only to have it bungled by vast bureaucracy and base incompetence. This extended even to the way the armed forces were depicted; it's a shocking 180 from the modern American veneration of the troops to see solders regularly shown to be greedy, stupid, or hyperviolent. The message was simply that government was not going to help you, only make things worse.

The Crazies was the apex of this portrayal. Ostensibly a zombie movie (by George Romero, no less), it's a plodding, really quite bad movie. As it turns out, though, the "zombies" aren't the important part; the way the government behaves is. The army comes in, quarantines the city (badly), rushes around taking over houses and squatting when the quarantine goes wrong, kills innocents, and can't even keep the lead scientist working on a cure from being thrown into a room full of the zombies in their own headquarters.

This is a big theme to work into Gonzo, one which overlaps perfectly with the stuff gonzo journalists deal in.

Bikers


The biker film got off to a roaring start with Marlon Brando and 1953's The Wild One. The film ensconced the outlaw biker as an early hero of the counter-culture. With cowboys looked at as hokey heroes to the masses, the biker represented an alternative, free of square mainstream morals, with the open road as the only thing he followed.

Unsurprisingly, the hippie movement latched onto the biker flick and its largely anarchist or libertarian messaging. The two began to merge by the late 60s, with movies like The Hellcats and The Wild Angels providing overt links between hippies and bikers with their shared love of free love, easy drugs, and flaunting social norms. The latter film, in particular, shares a direct link with the mainstream biker epic, Easy Rider, with Peter Fonda the star of both films.

By the beginning of the 70s, that inextricable linking of the two movements caused the biker film to begin to fade from prominence. The hippies were a spent force, increasingly objects of ridicule, and bikers simply weren't cool anti-heroes anymore after the murder at Altamont. Grindhouse directors, always ones to wring every last penny from a genre, went more and more over the top, adding horror elements, more nudity, and wanton violence before the genre well and truly petered out at the end of the decade.

Examples: Hell's Belles, The Hard Ride, Werewolves On Wheels
Themes: Freedom, Freaking the Norms, On the Run

Blaxploitation


With the civil rights movement simultaneously successful and with a long ways to go, African-Americans began to assert their creative rights as actors, filmmakers, theater owners, and moviegoers. What emerged was Blaxploitation, a term referring to the particular strain of low budget film which reflected black heroes fighting against oppressive mainstream society. Sometimes the fight was figurative, with the heroes being anti-social types like pimps or portraying a black power ethos in stark contrast to mainstream society. Often, it was literal, a raging gun battle between the black protagonists and the scourges of the black community: drug dealers, racists, politicians, crooked preachers… The Man.

Unlike most of the exploitation subgenres which were made for primarily white audiences, Blaxploitation flicks were aspirational in nature. Most exploitation cinema was there for quick shock value more than anything else; any artistic merit or meaning was only realized by accident. Blaxploitation was different; the endings were usually upbeat and the entire enterprise was about making movies by the black community, for the black community. While the producers were often still white, the partnerships were more even in nature, and there was no shortage of African-American actors and directors who made their names in the 70s Blaxploitation scene.

The genre found its beginnings with the 1971 releases of Sweet Sweetback's Baadasssss Song and Shaft, both claiming the mantle of first real Blaxploitation film. The subgenre continued drawing right up until the end of the decade (a pattern which will be repeated; the 80s and Reagan's election brought a bizarrely abrupt end to most of the popular subgenres of grindhouse). Periodic homages are produced once every few years, but they're played almost exclusively for laughs, the butterfly collars and pimp shoes stealing the shoe from what was, 40 years ago, immensely edgy social commentary.

Examples: Sweet Sweetback's Baadasssss Song, Shaft, Foxy Brown
Themes: Violence, Freedom, Fighting Oppression

Cannibals


With the word cannibal in the title, audience members knew what they were coming to the theater to see and the directors knew exactly what they had to do to deliver on that promise. Cannibal films revolved around white, Western adventurers journeying into the jungles of the world and encountering pre-industrial tribes with customs shocking to the audience's sensibilities. Graphic dismemberment, orgies, drug use, and any other thing that could conceivably make the audience gasp would get crammed in. The primitive tribes would be depicted as completely lacking in the shared morals of the West, little more than animals in loin cloths. The racism and cultural superiority running through all the films is impossible not to comment on, but is a central theme of the films. The deeper you get into the wilderness, the more savage, amoral, or feral the humans you will find there are - reflection of the dangers of the wilderness and the degeneration of man absent law and (Christian) religion.

In addition to the encounters with the cannibals themselves, the adventurers would also run into other perils on their way through the jungle, though fatalities would often be absorbed first by their dusky native guides. Booby traps, poisonous or man eating animals, and falls from great heights would whittle down the cast. As time went on, each new cannibal movie would try to outdo its predecessors with deaths that were gorier, more graphic, and more torturous, though there was always a subtext that the adventurers brought it on themselves by exploiting or abusing the natives or the jungle.

The transgression of cannibalism appears in many of the other subgenres of grindhouse, so there is often overlap even if the jungle setting and barbarous indigenous peoples are left behind. Redneck, Satanic cult and zombie films all take advantage of revulsion over the consumption of human flesh, making it not just a subgenre but a grindhouse trope.

Examples: The Man from the Deep River, Last Cannibal World, The Mountain of the Cannibal God
Themes: Transgression, Violence, Humans Versus Nature

Deadly Animals


Also called eco-terror or natural horror films, the scary/deadly/dangerous/giant animal movie has been a staple of exploitation films since the very earliest days. The 1950s saw their biggest flowering, as nuclear paranoia received an outlet in a parade of movies involving animals made giants by nuclear accidents or experimentation destroying cities and eating upstanding Americans. The subtext was clear: animals are a force of nature, barely controllable, and so is nuclear energy. Each symbolized the feeling that some things are best left alone by mankind. Combine the two and trouble happens.

The deadly animal movies just kept going, never waning in quality (they were already pretty bad so there wasn't much room to get worse) or quantity. By the 1970s, the nuclear scare had given way to a distrust of pollution and the big corporations which did the polluting. The concerns affected practical change with the setting up of of the Environmental Protection Agency by Richard Nixon in 1970. They never abated, however, and the deadly animals were mutated by pollution rather than nuclear testing.

The genre morphed again after the release of Jaws. Jaws was an absolutely massive blockbuster, the sort of movie which had people lining up around the block to see. Exploitation producers smelled an easy cash grab and began making knockoffs of Spielberg's big hit. Predatory aquatic gribblies became the big draw, with derivative stuff like Piranha (with Roger Corman producing a semi-parody of his old monster movies as well as ofJaws) packing the low-budget movie houses. The post-Jaws eco-terror movies also mark a subtle shift in the way the animal antagonists were portrayed. While they didn't disappear entirely, giant size and mutations became less of a theme, replaced by mostly normal animals who were just mean for no reason than the natural world can be mean. Parts of the increasingly urban American population had finally decided that there was no rhyme or reason to the depredations of nature, just as the shark in Jaws was a random killer. Killer animals simply were.

Examples: Night of the Lepus, Day of the Animals, Piranha
Themes: Humans Versus Nature, Corporate Malfeasance, Getting Lost

Nazis


Of all the movie subjects which 1970s exploitation portrays, the movies about Nazis are probably the least worthwhile. Most of the films aren't actually about Nazis in any sort of meaningful sense. Instead, the figure of the Nazi is used as a vessel to tell stories about violence, sex, and the intersection of the two. In this way, Nazis provide an easy out to the filmmaker wanting to make an indelible mark on the scene, a sort of taboo which goes beyond the imaginary horrors of demonic possession and giant monsters. They were, particularly when far more veterans of World War II and even a few architects of the German war effort were still alive, global villains of a still raw immediacy. If it was easy to use Nazis as antagonists, it was also effective. Curiously, Italy was a huge producer and consumer of the Nazi films, particularly Nazi sexploitation.

While almost entirely devoid of artistic merit, the Nazi movies (and there aren't a lot of them) are worth mentioning in the context of Gonzo because they provide an equally easy out for a group looking for antagonists. There's absolutely nothing wrong with using Nazis in this way (they make great, iconic bad guys), though the attached subject matter from the Nazi films may be too much for most groups. GMs are urged to be cautious here.

Examples: Ilsa, She Wolf of the SS, SS Girls, Salon Kitty
Themes: Sadism, Violence, Oppression

Rednecks


The idea of the rural hick being an object of ridicule or revulsion is a long-accepted trope of American literature. The redneck, Southern or otherwise, is illiterate, stupid, uncultured, smells, has a funny accent, is lazy, etc. Not just common, the stereotype has been a downright respectable go-to move for generations of authors and screenwriters.

The 70s took the well-worn redneck character and turned it up to 11. With America moving ever more rapidly to a primarily urban way of life, the redneck/hick/hillbilly/Southerner became almost a symbol of the increasingly distant wild. In terms of what the redneck represented, there was a lot in common with some of the eco-terror movies. He was angry when intruders penetrated his way of life or came through town. Farms and small towns became foreign, weird places to the increasingly removed city-dweller. That it was so easy and effective to make the rural man (and it was almost always a man) the villain speaks to this gulf. For the folks in Manhattan or Los Angeles, he may as well have been an Amazonian tribesman.

The genre overlapped a lot with others. There were movies with redneck Satanists, redneck cannibals, redneck gore films, and redneck slashers. The apex of the genre was Deliverance, a relatively low-budget film which gained a lot of respectability at both the box office and critics' columns. It was undeniably an exploitation film, despite the mainstream cred and top-notch cast. Perhaps weirdly, given the sort of easy out which rednecks provided, a lot of the redneck movies have held up better than the other genres. The Hills Have Eyes and Texas Chainsaw Massacre (the latter at least as much a slasher film) are classics of 70s horror.

Examples: Deliverance, The Hills Have Eyes, Eaten Alive
Themes: Humans versus Nature, Violence, Stranger in a Strange Land

Satanic Cults


Perhaps no subgenre of exploitation cinema was as fertile as movies involving Satanism and cults. There's also a tremendous amount of overlap with the other classifications of grindhouse film, with Satanism's tendrils stretching into everything conceivable, from bikers to cannibals to hippies to Nazis. But the pure, distilled Satanic cult movie has a heritage all its own and they were everywhere in the 70s.

The genre was spurred by a few pop culture phenomenons. The first were the trials of the Manson Family. While the murders weren't inspired by Satanism, they did have a cult oriented vibe to them. Combined with the suddenness of the violence, it drove home that the peace and love ethos of the 60s was over, that murder could happen out of the blue. The strange behavior of the Family members in the widely publicized trials after the Family was rounded up captivated the public. The cult was now in modern consciousness like never before.

The second was the mainstream success of The Exorcist. Just as with Jaws two years later, a subject traditionally reserved for the grindhouse audience broke through to the mainstream. What Rosemary's Baby made okay to watch openly, The Exorcist made big business. The Exorcist was a massive critical and financial success, even by today's standards. It was the first horror movie nominated for Best Picture, garnering a total of ten nominations, and is still the biggest grossing rated R movie of all time, when adjusted for inflation. Once again, like a snake eating its own tail, exploitation and mainstream fed on each other, this time with the grindhouse producers going into high gear to cash in on the craze around the movie.

Finally, the rise of the Church of Satan in the public's consciousness, particularly its head, Anton LaVey, brought the legitimately edgy (for the time) practices of the Church out into the open. More properly atheistic, the Church of Satan purported to reject Christian norms of behavior, extolling virtues of selfishness and hedonism. The Satanic Bible, a ponderous book which takes the obvious route by mostly advocating the exact opposite of Christian theology, was written by LaVey, himself. Satanism was also an inversion of the New Age beliefs which some of the hippies flirted with in the late 60s. In this way, it served as a perfect example of the sort of dark things the GI Generation figured their kids were doing all along, with its openness a sure harbinger of society's accelerating decay.

LaVey was a master showman, adept at harnessing the media as a platform for personal gain. Soon enough, hanging out with LaVey and getting real Satanists on your movie projects became marks of counter-cultural cache. Sammy Davis Jr. was at least a friend of LaVey's and was rumored to be a full member of the Church. The producers of the film The Devil's Rain made sure that the picture had plenty of authenticity by having LaVey consult on the set; he even has an extended cameo in the movie. He hit talk shows, radio, movies, print… to say he was a major celebrity would be untrue but he definitely became one of the most high profile counter-culture figures remaining as the 70s wore on.

A perfect storm was created of media visibility and public fascination with the Satanic side of the occult. Some films were legitimately good by any measure, such as the aforementioned The Exorcist or The Omen. Most, however, went into the vast, middling-to-terrible exploitation library of the decade. Curiously, big time celebrities were particularly okay with appearing in these sorts of films; The Devil's Rain featured Ernest Borgnine, Tom Skerritt, William Shatner, Eddie Adams, and a young John Travolta. Whether it was actors trying to regenerate a lost edge or legitimate fascination with the subject matter is hard to gauge and mostly reliant on the observer's unironic belief in the occult.

Unlike most of the subgenres of exploitation theater, movies about Satanism and ritual cults never faded. The 80s were a fertile ground for the so-called "Satanic Panic", with borderline hysteria over mostly trumped up charges of outright murder on the part of Satanists keeping the momentum going. Also, unlike most of the subgenres we discuss in this chapter, the Satanism craze was truly global, with Italy and Spain, in particular, supplying some truly memorable movies of the type; some of the foreign films also flirt with outright respectability in terms of cinematography and pacing, though the subject matter veers far more quickly into the overtly offensive than their American counterparts.

Examples: The Devil's Rain, Race With the Devil, I Drink Your Blood
Themes: Paranoia, Religion, Conspiracy

Slasher


If you are alive, you have probably seen a slasher film. One of the more enduring and mainstream grindhouse subgenres, slasher films prey on the fear of human-on-human violence. The fear that in that alley there could be a killer with a knife who doesn't even know you but wants you dead. Every unsolved murder story in the newspaper fills us with an anxiety that slasher films exploit.

While this type of story had been told before, slasher films really came into their own in the 70s and to become box office hits. Halloween came out in 1978 to such success that it spawned numerous sequels and imitators, and while movies such as Black Christmas carved out the subgenre with its mysterious killer and murdered co-eds, Halloween established the masked killer who is relentless and unstoppable.

Meanwhile, in Italy, the slasher subgenre was spinning in a different direction. Named giallo, the movies featured high body counts and gory, explicit murders. Giallo was stylish and mysterious, and was known for its strange and upsetting scores and jarring camera angles.

Examples: Black Christmas, Halloween, Suspiria
Themes: Violence, Vulnerability, Mystery.

Truckers and Racing


Carsploitation and truxploitation are closely related genres of exploitation film centering around motor vehicles. Capitalizing on the good old American love affair with anything having four wheels, the genres reached their artistic and commercial heights in the 70s. The line between exploitation and main stream is perhaps most blurred here, with car movies being churned out by big and small studios, alike.

These films always centered around car chases and car crashes, with the plots (such as they were) being almost entirely negligible. Whether it was a road race, running cargo, or fugitives on the run, the whole thing was just an excuse for the action, with plot points conspicuously only showing up only at the beginning and very end.

The trucker movies were fewer in number, not really enough to constitute a distinct genre, but are worth mentioning in light of their contribution to one of the truly odd pieces of 70s pop culture: the trucker as hero. With the decline of both Westerns and biker movies, Americans started scrounging around for a new hero of the open spaces, a man who was his own master. They settled on the trucker, who became a mix of cowboy and good-hearted outlaw. By the mid-70s, there were songs and television shows with truckers all over the place. Trucker lingo was all over the place. If the movies centering on truckers weren't huge business, television was where they lived and breathed, with single episodes and short story arcs dedicated to truckers in all sorts of programs across genre. The fascination only lasted a few years but it burned brightly in that sliver of time.

You only have to look as far as The Fast and the Furious to see that the car movies haven't gone anywhere and probably never will. The genre sometimes lays dormant for awhile, but always comes back with audiences eager to take part in the slightly goofy spectacle that is a carsploitation movie.

Examples: Vanishing Point, Gone in 60 Seconds, White Line Fever
Themes: Freedom, The Open Road, Truth

Vigilantes


Rising crime rates were a serious problem in the 1970s. Everyone in every decade thinks that crime is a big problem, but in this case, it's 100% true. Between 1960 and 1974, robberies more than tripled, while rape and murder rates more than doubled. In the biggest cities, the middle class simply packed up and left for the suburbs, exacerbating the problem by leaving inner-cities to the criminal element. The spike in crime was accompanied by crippling inflation and other economic shocks, plus a healthy dose of racial mistrust between whites and blacks.

At the movies, the anxiety about crime led to a small but steady parade of movies about vigilantes or rogue cops taking the law into their own hands. They were often hyper-violent, a sort of wish fulfillment primarily targeted at white men who just wanted to feel as though they could protect their families. This shouldn't be taken to mean that the films were always about white protagonists; there's a strong vein of the vigilante as hero in blaxploitation, while films like Billy Jack featured Native American or Hispanic protagonists. The fear of crime crossed racial and class lines in the 70s.

They tend toward the formulaic: the cops look the other way while a crime occurs, usually affecting the protagonist or his family. This forces the protagonist to take matters into his own hands, breaking the law in order to save the peace.

Examples: Death Wish, Walking Tall, Billy Jack
Themes: Corruption, Violence, Family

Zombies


In 2012, it's hard to imagine a world in which zombies are still vital and fresh. They've become so ubiquitous, especially as a part of geek culture, that the saturation point has been reached; a zombie joke now marks you as terminally unhip and uncreative. But this wasn't always the case.

While a feature of horror movies going back to the 1930s, zombies only really entered the public's consciousness with George Romero's 1968 Night of the Living Dead. The film had its pulse on the zeitgeist, with its portrayal of civilization breaking down in microcosm, and it became a huge cultural touchstone. Romero went on to make several more zombie movies, while other directors picked up on the genre.
The great thing about zombies is that they offer a broad canvas on which to paint. They've been used to tell everything from allegories for the dangers of consumerism to comedies to straight gore flicks without anything deeper going on than blood soaked spectacle. For this reason, they make great features in a game of Gonzo, though they shouldn't be overused lest they become trite.

Examples: Return of the Blind Dead, Children Shouldn't Play With Dead Things, Dawn of the Dead
Themes: Conformity, Civilization's Collapse, Fear and Dread

Playing at the Intersection of the Two


So what's with all the words and quasi-intellectual examination for a game which is about taking drugs and replaying bad movies?

The 1970s were an incredibly fucked up decade that saw America going through a lot of changes, not all of them good. They weren't usually as immediately explosive as the 1960s but they were no less stressful. Thompson saw this clearly in his work and addressed it, repeatedly and pointedly, throughout his writing in the decade. He was, in a word, terrified of what was going on in 1970s America. The pessimistic terror he felt and the rot he saw were covered in layers of scathing humor and insane drug use, but they were certainly underpinnings. He saw the rise of Nixon, the cracks in the New Deal, the bipartisan consensus on Vietnam, and the demise of the counter-culture as emblematic of a terrible retreat from critical thinking by the American populace.

Just as Thompson was terrified, so was the public, albeit not necessarily for the same reasons Thompson was. The public did what they always do when they want a distraction: they went to the movies. The thing about B-movies (all B-movies, not just the grindhouse stuff we're dealing with) is that they tend to have sub-par writing, in addition to the sub-par acting and directing. A bad writer doesn't hide his inner motivations on the page very well. If he's scared of something, it's there on the page. If he's horny or angry or happy or paranoid, it's there, naked for all to see if they pay attention.

So what we have when we put the two together is the collision of a very good writer trying to make sense of a world he saw going mad and a lot of very bad writers and directors trying to interpret their
audience's fears. It's this collision of the two, the rare blend of cynicism and idealism of the gonzo journalist and the raw neurosis of the contemporary American public, which makes Gonzo tick.

How do you do that? First, forget everything you just read. Don't make any of this conscious. A game of Gonzo shouldn't take itself any more seriously than a movie like Night of the Lepus takes itself. Hell, most people reading Fear and Loathing in Las Vegas come away from it thinking it's only about drugs and partying. That's more than okay; it's expected.

Any symbolic stuff going on in the game should be completely unintentional and organic. The aftermath of the session, when the story's being written and everyone reflects on what's transpired, is the time to retroactively look for themes which emerged in play. Without putting in strenuous effort or too much time, that's the part where everyone should examine the events of the wrapped-up assignment and see what sorts of political commentary and symbolism crept into actual play.

Playtesting revealed that players did just the right thing with no prompting. An assignment to report on a mayoral convention ended up with the mayors snorting coke on a yacht before being attacked by giant alligators. You get your heavy-handed (we like heavy-handed!) social commentary with the coke and hooker binge that the ruling classes went on while also getting a good dose of weirdness with the giant alligators. It was bonkers and weird, with just a little seriousness peeking over the margins when viewed in retrospect… just like Thompson's work. Everyone consistently went home happy.

The Nutgraf


We elaborate on this in the chapter dedicated to the game's play structure, but games of Gonzo have a defined progression of events, which we'll discuss briefly here. We call this progression of events the Nutgraf, after a particular type of narrative oriented opening paragraph used in some newspaper stories.
The first stage is the Lead. This is fairly mundane and straightforward: cover the mayor's convention, interview Mick Jagger, etc. It's a normal old magazine story assignment.

The second is the Weird. This element occurs in the middle of the session. It should be very personalized and surreal, usually related to the PCs' drug use. We recommend things and people which figure prominently in 70s pop culture, both because it tends to be funny and make things more grounded in the era. It should also leave doubt as to whether it happened at all. Maybe David Cassidy offered to smoke weed with the group on the plane, maybe he didn't. It's all hazy because everyone was so hammered before they even met him. And did you guys really abandon him in the airport after stealing his underwear? That's the sort of thing to shoot for.

The last is the Grind. This is the insertion of a monster, character, or other plot device from exploitation cinema. Pick a genre and run with it. Hell, rip off your favorite flick, entirely. Just as with the Freak Out, toy with reality. Our assumption as Gonzo's authors is that any giant killer chipmunks or satanic bikers which show up in your games are both real and true; you don't have to agree and it may prove more interesting to have the whole thing be one gigantic shared hallucination. Just be coy about it, if you're the GM.

The game fiction included in Gonzo follows this structure. You have the Lead (check out Bohemian Grove), the Weird (ritual sacrifice led by famous people), and the Grind (murderous cultists coming to kill the Narrator and Diego). The specifics are, of course, highly mutable. Richard Nixon didn't need to be a cultist. Henry Kissinger certainly didn't need to be leading them in ritual human sacrifice. Those bits are the things you can change, though aim big, weird, and even silly. Insert famous people, make things explode, kill people and bring them back… grindhouse cinema isn't subtle and Gonzo shouldn't be, either.