Castle in the Air, by Diana Wynne Jones

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At least this cover doesn’t make me want to devote another 500 words to critiquing it.

You’d be forgiven for thinking that Diana Wynne Jones cribbed from Disney’s 1992 Aladdin, but Castle in the Air came out first (in 1990). Perhaps more strangely, I haven’t found anything about the making of Aladdin that confirms that they were inspired by Castle in the Air… but I wouldn’t be surprised if there was some cross pollination.

As with Howl’s Moving Castle, perhaps even more so, this is a book that I want Continue reading

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Would Watch Again: Fury Road

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This movie is awesome.  It is awe-inspiring.  It is, very literally, spectacular.

If you like action movies, or you like the post-apocalyptic aesthetic, this movie is for you.  If you normally turn up your nose at action movies because they are laden with troubling bullshit, you can still try this movie.  Not because there aren’t troubling themes dealing with sex slavery and the subjugation of women, but because these things are dealt with well, with considerable respect and aplomb, in a movie that treats its female characters as real and very impressive people even when some of the movie’s characters do not.  Fury Road may or may not be a feminist movie (more on that later) but I think it’s a movie that you can watch without feeling like someone snuck you a shit sandwich.

Plus, it’s a really well made action movie, period.  I saw it on Saturday and would happily see it again RIGHT NOW.  It isn’t the tightly-plotted / intricately arranged tapestry of Die Hard; it’s like a formidable piece of Brutalist architecture.  It dominates the landscape with its physicality, its constant tension, and the relentless pace of its driving (heh) narrative.  For more of my thoughts on the matter, read on.

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New D&D Sneakily Poaches Inclusivity, Narrative

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I grew up playing AD&D, as my brothers introduced me to RPGs before I was 7.  I’ve since moved away from the various D&D systems, flirting with them occasionally in passing while I instead focus on other systems that I find more interesting; I’ve come to prefer more narrativist games for the most part, though my friend Zach’s super-old-school D&D certainly calls to me at times.  But with the release of the newest edition of D&D (5th ed? Next? Whatever we’re supposed to call it) I thought I’d give it a look.  I’d examined some of the playtest documents and made appreciative noises, so I thought I should take a chance.  I’m glad I did.  It seems like the new D&D has learned a few tricks from the games that pulled me away from it in the first place.

There have been a few things that have really stood out to me while I’ve been reading the new Player’s Handbook (PHB), two quite good and one that I’m not sure how to qualify.  These have nothing to do with the rules, I’ll talk about those later.  The first item is one which I understand has already been discussed elsewhere, namely the game’s specific mention of a player’s ability to construct their character’s gender- or sexual-identity, and statement that that’s a perfectly fine thing to explore in this game; the second item is D&D’s incorporation of distinct backgrounds, personalities, and motivations into character creation, including something called “bonds” which I can only presume has come from Dungeon World; the third item is the art chosen for the book, and its depictions of a diverse group of characters.  I’ll talk more about all of these, but let’s tackle that last one first.

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