New Vid!

Aug. 18th, 2024 11:20 am
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
New vid for the weekend of Shabbos Nachamu. Its working title was 'non-stressful Star Wars', because I sure needed that.

Luminous Beings (6 words) by seekingferret
Chapters: 1/1
Fandom: Star Wars - All Media Types
Rating: Not Rated
Warnings: No Archive Warnings Apply
Additional Tags: The Force
Summary:

Non-Stressful Star Wars

or... an Ode to Matte Painters



seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
A Star Wars vid I've been working on off and on for the past year or so? The full scope of the Rebellion is always bigger than you thought it was.

song: "Echo Falls/ Francis the Miller / Feis Seattle" - Alex Sturbaum ft. Cayley Miranda Schmid




The Spinning Plates Reel (0 words) by seekingferret
Chapters: 1/1
Fandom: Star Wars: Rebellion Era - All Media Types
Rating: General Audiences
Warnings: Graphic Depictions Of Violence, Major Character Death
Additional Tags: Fanvids, Rebellion, The Rebel Alliance
Summary:

“I have a constant blur of plates spinning and knives on the floor, and needy, panicked faces at the window of which you are but one of many." The Rebellion is always bigger than you thought it was.

seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
So Obi Wan Kenobi awakened all my dormant Star Wars feelings and I made three Star Wars vids in six weeks. Two of them premiered here at Fanworks Con on Friday!


Killing Our Heroes (0 words) by seekingferret
Chapters: 1/1
Fandom: Star Wars Sequel Trilogy, Star Wars Prequel Trilogy, Star Wars Original Trilogy, Star Wars - All Media Types, Rogue One: A Star Wars Story (2016)
Rating: Teen And Up Audiences
Warnings: Graphic Depictions Of Violence, Major Character Death
Additional Tags: Fanvids
Summary:

Lots of people die in Star Wars.









Gracie (0 words) by seekingferret
Chapters: 1/1
Fandom: Star Wars Prequel Trilogy, Star Wars Original Trilogy, Star Wars: Obi-Wan Kenobi (TV)
Rating: Not Rated
Warnings: Major Character Death
Relationships: Obi-Wan Kenobi & Leia Organa
Characters: Obi-Wan Kenobi, Leia Organa, Luke Skywalker
Additional Tags: Fanvids
Summary:

You can't fool me/ I saw you when you came out.






seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
I do not know how I feel about The Rise of Skywalker.


Jews do not dance in this movie.


Oh, I guess I do know.
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
Also, not sure if I've mentioned it, but FFG has a new Star Wars rpg out called Edge of the Empire or something like that. They ran a rather elaborate beta process where they told a kit to run the rough draft of the game, and we've been playing the beta for a few months now.

Overall, more frustration than pleasure, though it is hard for me to say how much is the system and how much is the group I'm playing with. For whatever reason (and by 'for whatever reason', I mean 'because of interpersonal conflict between a few of the players'), the party really has not clicked.

But to try to be as objective as possible...

I'm not a very big fan of the dice pool resolution mechanic. In broad strokes it seems interesting- you roll a set of custom dice, depending in quantity on your skills, and they contain pluses and minuses that cancel as in FUDGE, but also contain 'advantages' and 'disadvantages' that cancel separately from the successes and failures and are intended to represent more nuanced results than mere success or failure. So if you try to jump to hyperspace and roll a success and a disadvantage, you might make the jump but damage the motivator in the process, or make the jump but attract imperial attention from the jurisdiction you just left, or...

It seems like a neat idea to make rolling more dynamic, but where it falls down is that it forces the GM to constantly be making up freeform adjudications. You try to pick a lock and get a disadvantage and suddenly instead of just deciding whether you get into the room he has to figure out what bad thing happens to you in addition. Our GM has taken to just ignoring the mechanic when there's nothing interesting he can add as an advantage or disadvantage, but this is not a great solution because it means that the systematic nature of it is gone. It means he's just adding story elements when he feels like it, as he would without the dice. I think I'd like it better if the advantage/disadvantage mechanic didn't operate on every roll- if perhaps there was a separate advantage/disadvantage die that you could sometimes bring into your pool. By limiting the frequency you could get the benefits of the system without the increase in GM overhead. Alternately, you could maybe figure out a way to shift some of the imagining of advantages and disadvantages to the players.

Combat is lethal, fast, rather more abstract than D20 systems, and a tad confusing to us still. In combat the advantage/disadvantage system is more regularized, with specific bonuses for advantage and specific penalties for disadvantage, so it doesn't put as much strain on the DM's imagination, but it correspondingly doesn't add as much to the game. One thing I like is an emphasis placed on the potential for permanent and semipermanent injury, which is something most systems don't handle well.

Another system I do like is the game's 'Obligation' mechanic, which bakes character motivation into the character generation system and into the storyline construction system. Every session a percentile die is rolled to determine which character's obligation will play a role in driving this session's story. Players can use obligation also as a sort of currency, adding more obligation in exchange for benefits like extra experience or extra money. I like it usually when chargen helps steer your character in the direction that will make the game most fun and tension-filled, rather than merely creating your blank-slate of numbers.
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
Back on a short, unexpected bout of Star Wars EU feelings brought about by Aaron Allston's new Wraith Squadron novel!

That novel itself was not brilliant, even though its main flaws were things Allston was aware of and was winkingly lampshading. The reconstituted Wraith Squadron consists of the children of Wraith Squadron members, a couple of wholly new characters, and Face and Voort. It is a weird and frustrating strategem, trying to bank on our feelings about the original characters to buy a cheap and unearned reader empathy for the new characters. Allston lampshades it with a cameo by Lara Notsil in which she informs the readers that she has married Myn and begs Voort not to recruit her children to the new Wraith Squadron. But... I don't know, do creators think that lampshading fixes problems? It doesn't. It just asserts that the problems are outside the creator's ability to fix.

What was most interesting about it was that it was in a structural sense exactly what I'd hoped for from a Wraith Squadron sequel- a story where the X-wing orientation was jettisoned and the Wraiths got to be unconstrained agents of infiltration. Mercy Kill reads much more like spy novel than war novel, which pleased me. It is simply not a brilliant spy novel. It was good to see all the Wraiths again, though.


But this also motivated me to read another of Allston's SW novels, sitting next to it on the library shelf. Fate of the Jedi: Outcast is the first of the novels in the series immediately succeeding the Darth Caedus saga. I have never read any of the Darth Caedus saga and have very little interest in reading it, though I have a rough idea of its shape from various spoilers I have read. It actually sounds kind of disastrous. But I enjoyed Outcast quite a bit, with its triple focus on Luke and his son Ben as Master and student, Han and Leia as aging adventurers trying to figure out how to be grandparents, and Jaina figuring out her relationship with Jag and her sources of professional satisfaction. The one thing the Prequel Trilogy accomplishes beautifully is expanding the Star Wars Saga as a generational epic, and Outcast is a fine contribution to this genre of Star Wars tale. If the Star Wars films are about lonely Skywalker men trying to rediscover and redeem family, the EU has been about Skywalkers of all genders and ages and alignments actually living with having families that love them openly and honestly. I suppose this is why the Darth Caedus saga had to happen, I suppose when you have a family of Jedi and you want to tell stories of estrangement and disillusionment the Sith is the primary avenue to do so, but... No, I'm still not convinced the Darth Caedus story was anything but a screwup. You can't take characters that you invested children in with the YJK/JJK books and turn them into monsters, unless it's like the Prequel Trilogy and people went in knowing that Anakin was going to become a monster.

Anyway, the moral of the story is that it's been most of a decade since I could say I was really in Star Wars fandom, but apparently I still have feelings.

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seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
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