Saturday, March 12, 2011

Catch Up TV: Sarah Conner Chronicles

Terminator: The Sarah Connor ChroniclesImage via Wikipedia
My favorite thing about Netflix is that it gives me commercial free access to old TV shows that I missed when they were on the air. The most recent show for me has been The Sarah Conner Chronicles. I wrapped up the series tonight, and in general think it was very well done. Some spoilers appear below about how the series ends.

The added benefits of Summer Glau walking around in her underwear aside, the show was well cast and the acting was quite good. The story line picked up after the second Terminator 2 movie and follows Sarah & John Conner as they try to stop Skynet from ever forming. They are joined by Cameron who is a 888 terminator sent back from the future to guard John. Various other characters play into the series including a number of other terminators in both the 80x and 100x (liquid metal) lines. Plenty can be read about all this at the Terminator Wiki, better than I can do here.

I would not call myself a big fan of the Terminator movies, nor have I kept up with all of the fiction spawned from the story line. I do now the general story though, and after watching this series I was a tad disappointed in how it ends. Don't read any further if you want to keep the surprise.

We end the series at the end of season 2 with John Conner in the future, after the war has started, with no one knowing his name. Now I fully understand that multiple timelines (universes) exist in large part to all of the damn time travel going on, and I understand that he has jumped forward in the future and not had a chance to make a name for himself. That said he has got to be kinda pissed. His whole life up to this point has sucked ass, and he now finds himself in a world where he is unknown and all the hiding and running was for nothing. I am sure it feels good to not be in the sights of every walking tin can, but still sort of a let down from everything else we have ever heard about John.

As Weaver gets ready to make the time jump Sarah backs away leaving her son to go to who knows where with a terminator that only moments earlier she accused of building Skynet. She spends 15+ years protecting her son day and night from cyborgs and then just lets him disappear into nothing with one that she clearly doesn't trust? Talk about destroying continuity. At least have her beg and plead for him to not go. This was my biggest disappointment.

I do really like the John Henry/Weaver/T1001 story line though. It was sort of obvious for a lot of season 2 that Weaver was not completely bad. When they tried to kill Savanna though, it became more obvious that she was being hunted by the true bad guys. You also discover that very few people realize Weaver is not human, maybe just John Henry. That there are terminator models that do not have to blindly follow SkyNet makes good sense for this story overall, because without some help it is hard to imagine that any humans survive. This series makes it plain that John keeps lots of cyborgs around him. Building a computer to match SkyNet, but teaching it how to "be human" is an interesting idea. Having John Henry painting miniatures and playing D&D was just icing on the cake. I would very much like to have the ability to always roll a 20.

One thing I found interesting was that in the episode where Cameron goes bad she prevents John from killing her by telling him that she loves him. Obviously, she cannot because she is just a cyborg. However, when John sees Allyson (the human who's form is used for Cameron) at the end of the series you get the idea that they will hit is off good. Makes me think that it was some memory of Allysons that made Cameron tell John he loved her. Perhaps they become close. Though it would be hard to imagine him turning her over to be assimilated then.

With only 2 seasons this show was certainly cut way short. It is amazing to me that shows like this die and all of the reality garbage stays on the air. I suppose it is people like me who are to blame though. I didn't lend my eyes to the viewer-ship when the show was on the air. Watching 4 years later on Netflix doesn't count for much in that regard. The show is worth watching if you like science fiction, and likely worth a glance even if you don't.

Monday, March 7, 2011

Catch the WFRP Disease

If you were to ask me what roleplaying game I was most interested in playing I would have to say Warhammer Fantasy Roleplay 3rd edition. I think my background as a board and miniatures gamer plays a role in thinking this way, I like the visual aspect of the game. However, it is not just that this game has a lot of pretty looking bits to it. The components in this game are actually really useful to game play, and help to set a tone that I have never seen in the other games in my collection.

I was reminded of this while re-reading through the disease rules last night. If you are not familiar with the game I suggest that you check out either the Outsiders You Tube channel or the Reckless Dice podcast. In summary, the 3rd edition of Warhammer makes use of cards to track player characters. Each career (think class) of PC has a number of slots that can hold talent cards. Talent cards are similar to Feats from 4e D&D, they allow PC's to do better at tests of various kinds. The mechanic works well especially since a PC can have access to more talents than he has slots for, and swap them out as the situation warrants.

The power of the components really shines though when you look at something like the disease rules. The Warhammer world is a dirty place, rife with disease and other nastiness. In the game you can contract diseases in any number of ways, and if you fail your test to resist you fall ill. What's great is that when you fall prey to the disease, represented by a card, you slide it in to one of the slots normally reserved for your talents. Until you get better, you cannot use a talent in that slot. Each disease has it's own nasty effects, but in addition, your illness prevents you from operating at 100%. This is all very visual, you can actually get a sense from just looking at your character sheet that you do not feel good, that your sick. In D&D, even if you contract a disease, you never get a feel like your sick. You operate the character the same for the most part. There is no visual representation to remind you that you should feel like crap, and it is easy to forget to roleplay the illness. WFRP goes a long way towards keeping the condition front and center, and hopefully enhancing roleplay as a result.

I recorded a quick video to demonstrate how it all works.

A Game of Thrones Thoughts

I am anxiously awaiting the start of A Game of Thrones on HBO in April. In preparation for the series I thought it would be a good idea to actually "read" the book. Rather than read it, I have actually been listening to it via Audible during my commutes. I finished the book today, and really cannot wait to see the show. If you have not taken a look at some of the previews for the show on You Tube I suggest you do. Really does look amazing.

I did buy a couple of games from Fantasy Flight now that I am all into the stories. I picked up Battle for Westeros and the Game of Thrones living card game. I might pick up the board game when reprinted as well. I think these two will hold me over.

A few thoughts on the book (spoilers ahead):

Wednesday, February 23, 2011

3 hours from sprue to glue

I think I might have found the perfect set of fantasy miniatures for me. In fact, I think I might have found the perfect set of mass battle rules to go along with those miniatures. I mentioned in a previous post that I had ordered the Mantic Games Elven Warhost. This is a set of miniatures for Mantic's Kings of War (beta rules are free) game, and comes with 53 plastic figures.

The figures form a good basis for an army for the game. The box set includes a unit of 20 spearmen with command, 20 archers with command, 10 scouts, and 1 bolt thrower (with two crew). They are nice figures, but more importantly they are incredibly easy to assemble. Sunday night I sat down to try and assemble a few of the models. I decided to start with some of the scouts. I figured I would get the scouts done at the most, likely not even all 10, as I only had about 90 minutes. Much to my surprise I complete not only the 10 scouts but all 20 spearmen as well. Monday night I assembled the 20 archers and the bolt thrower, took about 90 minutes as well. I am pretty sure I have never assembled so many miniatures in such a short amount of time. There are some extra bits I can add if I want, but for me and my needs the models are done. I recorded a quick, well 5 minutes quick, video last night where I basically said everything I just wrote here.


I am going to grab some army painter spray to get them painted up using the army painter dips. I think I will include a few more models to go along with these as well. Kings of War is all about big games, with lots of models, and I think I can oblige.

I will cover the rules for this game in a different post, but I am very excited about them. They have a great feel to them with enough crunch but only 12 pages of rules. It is one of the first games that I feel I know how to play fully after a single reading of the rules. Hopefully I can find someone in Houston who is interested in playing.

Sunday, February 20, 2011

Prime Time

Pulled a whole bunch of miniatures out of my storage closet earlier in the week. These are mostly miniatures that I forgot I had. After cleaning out the garage today I decide if would base them up.
Pictured are a Necron fleet for Battlefleet Gothic, a Syntha strike team for Urban War and my new Malifaux crew.
The Necrons should be pretty easy to paint up,  my Necron color scheme isn't that fancy. No idea what to do with the Syntha though.  I doubt it will ever play,  maybe they will just go back into their foam and into storage.
Iain is ready to see Teddy painted for Malifaux so I will be working on him first. He is playing in the jumping house while I clean,  and paint and blog.