Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Friday, July 10, 2020

On the "Erasing" of the Sequel Trilogy

I like to pay attention to corporate boardroom drama, because I find management successes and failures to be profoundly interesting, likely because I'm a computer programmer by trade, and "automating procedures" is what I do, and studying how companies fail or succeed at these things are interesting.  So one of my side hobbies has been tracking the management, and mismanagement, or Star Wars since Disney bought it.  I'm more interested in the tales of woe from behind the scenes (such as the stories behind why nearly every director for a Star Wars film has been fired before completion, leading to often expensive reshoots and reworks), and it's not just Star Wars that interests me, but studying up on the stories behind (for example) the Snyder Cut has been very interesting to me as well.

This means I sometimes delve into the rumor-monger parts of Youtube, as that's where you'll get these stories, as what comes out in official memoirs is always carefully sanitized.  My preferred channel here is Midnight's Edge, as they tend to be fairly professional and look into the parts I'm most interested in, which is the management stories themselves.  There are others, such as Doomcock above, who prefer to focus more on bashing on what they perceive as failures of the franchise, and condemning what they feel are bad narrative choices or "abusing the audience." To be clear, I think that's happened, and I think there's an interesting discussion to be had about the creator/audience interactions on platforms like twitter, and how they go sour, and how the platform itself interferes with those discussions, but that's not the core topic that interests me.

However, recently, something has happened that I find remarkable.  Doomcock, who reports rumors, that he claims to get from inside sources have suggested that Disney might be preparing to "erase the sequel trilogy from canon."  Midnight's edge hears similar rumblings, but they report it in a more nuanced way.  This is not remarkable, as rumor outlets like this are always reporting the demise of their hated foe, Kathleen Kennedy. What is remarkable is how much traction it's getting, when "mainstream" Star Wars commentators, like trades or Eckhart's Ladder, start responding to these rumors, and not to "their own sources" but effectively just to Doomcock's report.  That is, we're getting papers reporting on someone reporting on rumors.

So the first thing I want to say before I go further is to make sure it's clear what the state of this is: some guy who likes to talk crap about Disney's Star Wars discussed an unconfirmed rumor he heard from a source who may or may not be lying that Disney is considering erasing the Sequel trilogy, and people are talking about that guy.  There is nothing, nothing, confirmed about this.  I'll let you decide for yourself what this says about the state of modern journalism that it's getting picked up some widely.

Nonetheless, given that it's hip to talk about, and it touches on several themes important to why I do Psi-Wars, I thought I'd talk about it a bit myself, and what it says about audiences and how you can translate that to your own games.


Monday, May 4, 2020

May the 4th Be With You!

Ahh, it's that one day of the year when us Star Wars geeks get really annoying and think we're cute!  Given the day, I wanted to take a moment to reflect on the current state of Star Wars for myself.

Personally, I'm fascinated by the current era of Star Wars, but for all the wrong reasons.  I like digging into politics and management stories, especially when they fail, and the behind-the-scenes stuff on Lucasfilm lately has read like a disaster investigation, but for management.  It seems the power-struggle is, in fact, still on-going, with some weird (shady?) things going on in the background.

So it should come as no surprise that the Star Wars community is, shall we say, pretty divided over the current state of Star Wars.  One common refrain I hear is "Star Wars is dead to me."  I think that's a mistake.  It's certainly not dead for me. In a lot of ways, Star Wars is more alive for me than it has ever been before.  To my ear, that refrain sounds like when a new edition of an RPG comes out, and you dislike it, so you throw out all your old books.  The old works are still around. Just because you don't like the new stuff doesn't mean the old stuff got retroactively worse.

I will never be the guy who tells you to like something out of brand loyalty.  I think if you didn't like the Last Jedi or Rise of Skywalker or anything that's come from Kathleen Kennedy's Lucasfilm, that's your right, and you should acknowledge your experience.  There is an entire world of interesting space opera and pulp adventures that I can recommend to you instead.  But at the same time, I don't think you should throw the baby out with the bathwater.

I've really enjoyed the Mandalorian.  I've really enjoyed Rebels.  I've really enjoyed Clone Wars, and its latest season (with the exception of one episode which, while fun, you could have missed and not realized you had done so; for the "last season ever," I don't think you have room to waste on a literal filler episode; the fact that you're spending time on money on a wasted episode makes the episodes or moment you didn't do but could have seem all the more galling).  Jedi: Fallen Order is actually really good!  I'm actually increasingly curious about the other Streaming Star Wars offerings.

But for me, what's really jumped out at me hasn't been the galaxy of the future, but the galaxy of long, long ago.  As a kid, I had skipped the EU as bad knock-off of the real thing. This was a mistake.  It's got some great stuff! I've been hunting for "space opera pulp that feels like Star Wars, but isn't the familiar Star Wars" and it turns out what I was looking for was... Star Wars!  A lot of the Old Republic stuff is especially good.  I've gone through the Dawn of the Jedi, the Old Republic Comics (including, especially, the Knight of the Old Republic comic, which is some of the best stuff I've read, even if the art has varied wildly in quality over that series).  I finally sat down and beat KOTOR (I'm still trying to get through KOTOR2, which I suspect I'll enjoy more, but I keep running into technical difficulties) and while Star Wars: the Old Republic is held back by its insistence on copying Warcraft mechanics, the stories in it, and the worlds it shows you, are magnificent.

I think what writing Psi-Wars has helped me do is liberate my mind from the confines of the original trilogy and get a better feel for what Lucas was trying to do in the first place.  When I was a kid, a lot of my friends liked West End Games Star Wars, but for me, back in the early 90s, it was too bound to the trilogy.  All you could be were knock-off characters of the trilogy, and all you could do were knock-off things of the trilogy. The trilogy dominated everything and it was hard to figure out how to be creative.

But now that I've explored what inspired Star Wars to begin with and seen other people dive into new and interesting directions in Star Wars (especially in the Old Republic, the Prequels, Clone Wars and Rebels), and now that I've done it myself with Psi-Wars, I think I could do it with Star Wars.  If I were pressed to run a Star Wars RPG, I could easily whip up an innovative set of star systems with unique cultures and underworlds and exciting new bounty hunters or criminal cartels, and create a totally new Star Wars adventure.  Or I could draw on the broader material of Star Wars.  The ideal would be a synthesis of both: the familiar (to remind you that it's Star Wars) interwoven with the novel (to keep you from being bored). Given a choice, I'd rather run Psi-Wars, but mostly for similar reasons that I prefer DF over D&D: I like how GURPS runs, and I feel like I have more explicit freedom from my players when I'm running "my own thing." But I could do Star Wars, which is something I couldn't really do before.

So I suppose, in the End, I'm pretty okay with the current world of Star Wars. Sure, a lot of stuff is burning down right now, but that's often what it looks like when an era is ending.  The Star Wars community is passionate, which means passions run high, but at the end of the day, you can go to marvel streaming comics and get every Star Wars comic ever released (or close to). You have an unbelievable amount of Star Wars available to you at your fingertips on Disney+.  You have a ton of Star Wars games that go on sale every May the 4th every year. And if you tire of official Star Wars, I can show you dozens of interesting settings and worlds that will scratch that space opera itch.  It's a bumpy ride, but that doesn't mean that there isn't a ton of stuff to enjoy. You just might need to leave the guided tour to find a lot of it.

Monday, December 2, 2019

I wanted to immortalize these words

Every one of these (Star Wars) movies is a particularly hard nut to crack. There’s no source material. We don’t have (Star Wars) comic books. We don’t have 800-page (Star Wars) novels. We don’t have anything other than passionate storytellers who get together and talk about what the next iteration might be.” --Kathleen Kennedy

Monday, November 12, 2018

Solo: The Best New Star Wars Film You Haven't Seen

So, Solo: A Star Wars story is finally out for rent, and I finally took the time to sit down and watch it.  I didn't have the chance to do so when it came out in movie theaters (more on why, and what it means, later) but I wanted to see it, and having seen it, I want to give my thoughts on it and, I hope, clear up some of the air around it, in case you haven't seen it, heard it was bad, and were avoiding it for some reason.

The TL; DR is that it's good, definitely worth your money to rent, but it isn't flawless, and I suspect you already know what the flaws are and, if you haven't seen it, it's because of those flaws.

Tuesday, October 23, 2018

Empire-Class Dreadnought 2.0 - Inspirations

So, for my playtest, I've completed a new version of the Starhawk and the Typhoon, two vehicles already available in GURPS Spaceships 4.  For the third "iconic" Psi-Wars vehicle, I have chosen the Empire-Class Dreadnought from GURPS Spaceships 3.  The Empire-Class has served as our primary "imperial" warship, the dread conqueror and the powerhouse to beat.  It has showed up in playtests and in Tinker Titan Rebel Spy, my short-lived Psi-Wars campaign.

The Empire-Class Dreadnought isn't too bad as far as GURPS Spaceships creations go.  It lacks major issues and, in fact, taught me a lot about spaceship design.  It has perhaps an unrealistically large hangar, and it lacks missiles and armor, which tend to be the mainstays for more realistic ships, but it makes up for it with superb firepower, including an astonishing spinal cannon and very powerful force screen.  This makes it both a terrifying threat, a planet-conquering troop-transport, and a cinematically satisfying opponent to take on, as once you defeat or bypass its screens, even a relatively small fighter can take it out with a well-placed torpedo.

With the recreation of Vehicles in 4e, the goal now is to rebuild it in Vehicles, but also to re-imagine it from the ground up, rather than just "converting" the existing ship.  To do that, I want to dive into what it is, what inspired it, and what role it serves in its fleet.


Tuesday, October 9, 2018

Starhawk 2.1 - Inspirations

As with the Typhoon, the Starhawk is a vehicle you can just “plug and play,” and is found in GURPS Spaceships 4. And like with the Typhoon, we need to convert it into our new system and, while doing that, why not make the Starhawk our own? And so, I’d like to take a moment to ponder the Starhawk, its design, its inspirations, its mission, and what a semi-original take on it might look like.

The Starhawk, as written in GURPS Spaceships 4, is a pretty good vehicle. It has no obvious flaws or errata that I can see. It has plenty of maneuverability, firepower and durability, and accurately reflects its inspiration, which is obviously the X-wing. It handled well in my playtests, and I expect it to be as popular in Psi-Wars as its inspiration was in Star Wars. The only real problems I can see with the design is that it has wings (despite not needing them), and that it can’t “move” its wings the way an X-wing can, so it really only has one “mode” of flight (perhaps it can move its wings, but this makes no mechanical difference to the vehicle). It’s also a complicated beast to manage, as you need to play with the power points of beg your tech-bot to boost the system. This seems more feature than bug, an intention of the design, but it’s a feature that might not translate well to our new design. The gun is also a problem: GURPS SS has a sort of “maximum reasonable gun” for a given SM, but our vehicles don’t have to follow that, and a single high ROF gun is definitely cheaper and lighter than 4 weapons with ROF 1 that have the same damage.

Most of these problems can be addressed with a simple conversion. Our new system does require wings, and allows for variable wing geometries, and there are ways to handle power-points and such. The gun we’ll have to either accept or change and thus fundamentally change the design of the vehicle.

The X-Wing

The Starhawk is clearly inspired by the X-Wing, which I would argue is the most iconic of the Star Wars fighters, and may be the most iconic sci-fi starfighter of all time (though probably not the most iconic starship: the Enterprise, Millennial Falcon and the Death Star probably beat it out). It’s very popular, but that doesn’t mean it can’t use some improvements.

The single biggest concern that I have for the X-wing is precisely how iconic it is. When doing my homework for TIE fighters, I had only to google up “alternate TIE fighters” to get a bevy of ideas and artwork for new TIE fighters, but with X-Wings I had no such luck. There are, of course, a variety of models, but they all look and perfrom virtually the same. A few specific details might change here and there, but the core elements of “moveable wings that can form an X” and the pointed nose and the astromech all remain. This leaves me with a conundrum: either I copy an iconic Star Wars fighter, which I think damages Psi-Wars as an “original setting” or I make serious changes to the fighter that threaten its “Star Wars-ness.” This, I think, will be the trickiest and most contentious part of the design.

The other issue worth raising are the guns and their placement. Fighters use to place their guns on their wings mainly to get around their propeller, and it required them to make concessions. For example, they needed to make their guns converge on some point in front of the fighter, which limited how far away, and how close, they could shoot. It’s not clear to me at all why one would need to mount your guns like that. Such a mounting might help dissipate heat while using the wings as a sort of radiator, but frankly you could do that with a body-mounted cannon too, and such a weapon would fire directly along the center-line of the craft allowing greater range, and a single high ROF cannon is more economical than multiple low ROF cannons.

Another quibble: the X-wing has four, pod-mounted engines. Pod-mounted engines are, of course, real things and offer interesting options, like preventing your vehicle from being catastrophically destroyed when one of its engines are destroyed, so this is fine. However, the new trilogy has things that look like pod-mounted engines, but evidently aren’t, as the engine is mounted on the main body, in the back (you can clearly see this in the Last Jedi when Poe Dameron accelerates at the Dreadnought). What, then, are those things on the wings? Why are they there?

The X-wing has a few non-obvious features, such as cargo space for the pilot. It’s not much more than survival supplies, and you see Luke pulling gear out if it in the Empire Strikes Back, but it’s an interesting option. Paired with its hyperdrive and its life-support, it’s a vehicle that one could travel the galaxy in. I’m not sure why you need a fighter that can hyperjump on its own (what’s the point of a carrier, then?), but it says something interesting about the long-range nature of the X-wing.

I must also admit to being in love with the idea of an astro-mech. The purpose of it isn’t entirely obvious in the movies, but the astromech handles the navigation of hyperspace and it acts as a second crew member. In my research, I discovered that many fighters have two crew members, typically a pilot and a crewman (“Goose” from Top Gun is the latter). This crewman can handle things like sensors, ECM, comms, etc, which frees up the pilot to just focus on flying and fighting, and I suspect our astromech fulfills a similar role.

All the rest makes a considerable amount of sense, from the deflector screens to the cockpit design and even the ejection system (assuming that it doesn’t just spit you out into space without a vacc suit…). There’s a reason its a popular craft: it looks cool, and it makes sense, more or less.

The Starhawk Inspirations

This article by Popular Science compares the X-wing to the Supermarine Spitfire: both have exceptionally thin wings, high speed and maneuverability and multiple guns. The spitfire had four guns per wing. I did some research into why people would mount so many guns on wings, and it turns out its because these light machine guns needed to make up for their lack of killing power when it came to shooting down other fights. Why not just mount autocannons, then? The answer is: they didn’t have them at the time, for whatever reason. Once their manufacturing capacity caught up to demand, spitfires began to sport 20mm autocannons.

Other sources compa
re the X-Wing to the P40 Wildcat, and prefers to compare Star Wars to the pacific theater than to the Battle of Britain. Compared to the Zero, the P40 was less maneuverable, but more robust and generally more broadly capable. This is an apt comparison, as we would generally expect one to want to be in an X-wing rather than a TIE-fighter. Where a TIE fighter is a mook ship that does one thing and does it well, the X-wing is a robust jack-of-all-trades fighter that gives it flexibility and robustness more appropriate to a hero-fighter, and needs to use that flexibility, paired with team-work, to defeat the more specialized TIE fighter.

For more modern examples, the article above compares the X-Wing to the F-16. They argue that an X-Wing is a combination of fighter and strike craft, and I think this is accurate. While the Y-Wing was clearly the “heavy fighter/bomber” craft, the X-wing could supplement it if necessary, thanks to its proton torpedoes. We often see this sort of fighter which fulfills multiple roles, and the X-wing seems an iconic example, and that makes it a sort of ideal “player” ship.

But for me, the best modern metaphor for an X-Wing is the F-14 Tomcat, and not just because I watched Top Gun recently. It’s a carrier-capable fighter with variable sweep wings and a second crewmember. Sound familiar? The complexity of flying the craft and camaraderie between tech-bot and pilot on a Starhawk would match that of the crew of an F-14.

When it comes to fiction, I find it hard to find a good example of an X-wing-type ship outside of Star Wars. The Old Republic has their Talon/Liberator class fighter and Wing Commander has its Hellcat, and really, if you look around, you can find any “typical heroic fighter” in any story. That’s what the Starhawk ultimately is: a fighter for a hero to engage in any sort of space adventure. This is why it has a hyperdrive and why it has a compartment for supplies and why it can be super-maneuverable but also super-tough, etc etc etc. In a sense, I find this its greatest weakness thematically, and why it’s hard to find parallels: the X-wing is distinct in appearance, but indistinct in mission. The X-wing is either “okay” at everything, in which case it’s like a Hellcat from WC3, or it’s “the best” at everything, in which case, why do you have other fighters? Star Wars needn’t make compromises on its designs, but we do and the question is where we make those compromises.

Another big problem I face is how to take such a visually distinct vehicle and create another that captures the spirit of the X-wing while still being original, and the best craft I can find for inspiration in that regard is, of all things, the U-Wing of Rogue One. Like the X-wing, it has four engines and variable wings, but it has two, which sweep forward and back. With the wings fully swept back, we might have a “delta-swept wings” and maximize your speed. Classically, with lateral wings, we have maximum maneuverability, but we can make them forward-swept “high agility” wings like the wings of a hawk (our namesake) for our maximum maneuverability, and we can bring the wings against the fuselage for maximum compactness when on the carrier. A neat trick. Thus, if we take the back half of the U-wing, replace the front-half with a sleeker, fighter-like design, and shrink the entire vehicle down to a one-man fighter rather than a full transport, then I think we have a vehicle that captures the dynamics of the X-wing without looking like an x-wing.

The Starhawk 2.1 Mission Profile

Our design should reflect the intended usage of the Starhawk, and thus, we need to know what that intended usage is.

If we argue that the Starhawk is an Alliance ship, then the Alliance is governed by elites who want to excel at battle, who want to participate in all engagements, and who want to survive. A pilot becomes the equivalent of a well-armored knight.

What we get is a multi-role fighter, something that must be quick enough to act as an interceptor, agile enough to act as a dog-fighter, and with sufficient armament to be a strike fighter, and sufficient durability to keep its pilot alive. The one thing such a ship wouldn’t have is a cheap price-tag, but it represents a vehicle where its designers bet on quality over quantity. The complexity of the craft favors experienced/elite pilots who know how to manage the variable sweep and how to handle a wide array of missions, which also favors a “quality, elite aristocracy” over the masses of combatants.

The hyperdrive is an unusual choice, but it says a few things about the mission. First, it means the fighter is not reliant on a carrier. It might use a carrier, especially for longer jumps, but it extends a carrier’s reach considerably, and a squadron of planet-based fighters could join a larger fleet ad hoc and make a strike with them without worrying whether there was enough room on a carrier. This suits the “ad hoc” nature of Alliance defenses, as local planetary defenders need only have a Starhawk on hand to join the fight, provided the fight isn’t half a galaxy away. Further, paired with internal rations and 5-day life-support, the craft can act as a personal transport vehicle in a way a Typhoon cannot. If you have a Starhawk, you can access the stars, whether to fight for a good cause, to become a mercenary, or to become a pirate.

Tuesday, October 2, 2018

The Typhoon 2.0 - Thoughts and Inspirations

Since I began Psi-Wars, I’ve been using existing ships as much as possible. Why? Because that’s why they exist! If you want to sit down and just play, you grab a blaster from GURPS Ultra-Tech, a template from GURPS Space and a starship from GURPS Spaceships and you play. But now that we have a new, updated vehicle system, and a new paradigm for handling spaceships, why not build my own? Or, at least, adapt the old ideas to the new system and, as usual, branch out in my own direction as necessary. Shortly, I'd like to use these ships as a test bed for any new dogfighting system, so I need to start with something.

Why not the Typhoon?  It represents a knock-off of the iconic Tie-Fighter, though one tailored to the conceits of GURPS Spaceships. It's been central to all my previous dogfighting examples, and so definitely has a place here. But the Typhoon, as written, in GURPS Spaceships 4, has a few problems. For one thing, it has two fusion reactors when, at most, it needs only one. The second is that it’s heavily armored, which may work well for GURPS Spaceships, but will definitely not fly in our new system, where starfighters work like actual fighters, and tons of heavy armor would make it drop out of the sky!

So, we need to build a new Typhoon. The real intent of this design is not necessarily to give us a final version of the Empire’s primary starfighter, but to give us something we can play with when fixing the dogfighting system for Psi-Wars. It also gives me a chance to meditate upon the Typhoon and its inspirations from Star Wars and from the real world.


Tuesday, June 26, 2018

On the Demise of Star Wars

"You were the chosen one"? Or maybe "Strike me down
and I shall only become stronger."
Forgive the provocative title.  My part of the internet bubble churns with much rage at the current incarnation of Star Wars, and especially at Kathleen Kennedy, at whose feet the perceived "Ruined Forever!" has been laid.  There is much angst and schadenfreude over the failure of Solo, but Solo is the crux of what inspired me to write this, as it's the first Star Wars movie in a long time that wasn't an instant "yes," though not the first Star Wars product in a long time that I had looked forward to, and then changed my mind about.

Then I put this post on ice, because I hesitate to post anything that sounds remotely political in this day and age as discourse is getting extremely divisive and it's hard to please both sides (and there are sides here) when you say anything, and because I have better things I should be putting my attention towards (the next post is almost done, I promise!). But as news continues to evolve and the corporate narrative of "a few disgruntled trolls vs the Last Jedi" explodes to reveal that the Star Wars franchise is Not Okay, I wanted to get my two cents in, especially given how my blog seems to eat, drink and breath Star Wars.

I hope you forgive this opinion piece.

Friday, December 16, 2016

A Spoilerless Review of Rogue One

I've been excited for the release of Rogue One, because I am (as I'm sure you've noticed by now) a Star Wars fan, but also because the new turn of the films promises to reinvigorate a beloved, childhood franchise and return the energy and goodwill that the prequels lost.

The Force Awakens managed to do that by carefully hewing to the beats of the original trilogy, and thus while you can overstate its lack of originality, it doesn't feel like something new.  Rogue One, however, promised to be something new, or at least it seemed to be. To me, that suggested that this was the real test of the new franchise: Can Disney stand on its own two feet when making a Star Wars film?

In a word, yes.


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