The returning native as a disruptive presence in a traditional society is the focus of Eccentric Family 2; it brings with it ideas of modernisation and a hermetic society being opened up to foreign influence. Tenmaya, the man who beat the devil, no longer fears demons because he has a gun. Modern technology exists within the setting; it is set in a contemporary Japan. However, Yasaburo complains the use of guns in a supernatural battle of wits is unfair; modern weaponry does not sit nicely within a romanticised – if that is the right word – mythic world. I am reminded in a way of The Wind in the Willows, which takes a not-specifically-folkloric but definitely idyllic world of talking animals and has Toad go mad for novelties such as cars, completely upsetting the pastoral idyll and serving, arguably, as a simple morality-play about the importance of humility and good sense.
It is good to see Eccentric Family back on the screen; its first series was an interesting, whimsical and yet surprisingly cutting take on mythology and family and the second series has set up an interesting dynamic to build on this basis; the second episode sets up a sense of powerlessness and a changed world that feels a more interesting take on ideas of a woeld losing its sense of wonder. Youth rebels against authority as the dandy Nidaime mocks older tengu as “frail, old [things]” spending their “last days meaninglessly” and “reliant on… pity” – and his worst insult is that the father he has rejected is “not worth killing.” Nostalgia and longing for absent things – centrally the woman Benten, so important in the previous series – has created a void.
Warlord Games’ Test of Honour is best described as a pseudo-historical or pop-history wargame, a kind of midpoint between “serious” historical wargaming (focused strongly on accuracy over balance, and often breaking rules of what is considered “fun” in traditional miniatures gaming senses) and pure fantasy or speculation. Its mission statement, according to a Wargames Illustrated article was to “evoke samurai movies rather than a slavishly historical view of feudal Japan” (Graham Davey, quoted in WI354) and in this respect it achieves its aim. The rulebook is wholly free of historical context, the painting guides are genericised and do not even provide a list of historical coats of arms to imitate for historically-minded players.
I wrote this piece for an online writing group I joined, with the prompt of writing about the reunion of two old friends.
At the moment I am reading The Mysteries of Udolpho and its beautiful prose voice and Radcliffe’s ability to write painterly landscapes and pastoral scenes proved a great inspiration for this piece.
Writing the background for this army took significantly longer than the more comparatively cursory unit descriptions my Northern forces received. I came into possession of the Duellist’s Handbook, Southern Republic Army List and Southern Field Guide before writing this and so decided, as is my way, that if I was going to do this it was going to be done properly.
The immediate problem came from the fact I had just bought two Fer de Lances, and the Southern Republic Army List claimed on page 146 that only “a few dozen” of these Gears were in service, and “it is a capital offence for it to be used by any other Republican unit”. Thus I had to make a few adjustments to the background and came up with the Fer de Lance Beta (which is probably not strictly fluff-accurate, but sidesteps more awkward questions).
The only other major background howler I can think of is the move away from strict 5-Gear Cadres (something that the newest edition of the game rules and my choice of unit loadouts does not make particularly easy to do thematically).
As I mentioned in my previous post, my current miniatures wargaming project is nearing completion but still has several models unfinished. As I finished a key part of the army, the Kodiak Gear pictured above, I decided it was good material for a little longer piece of backstory, detailing exactly how awkward a malfunctioning and uncalibrated mech could be for a unit…
While not all of this army is currently built, I have taken the opportunity of using a new lightbox to get some photographs of what is currently finished, and write a little background for it. As it is a significantly larger force than would ordinarily be fielded, I decided to group the models into sample units and come up with background for the pilots within to try and give a picture of how the army might function as a whole.
In my longer review of Mirror’s Edge Catalyst I talked about how it was an ultimately anemic attempt at an activist piece of science-fiction; it failed to consider its liberal message on a level beyond what seemed to me to be the superficial. This was primarily a result of its creation of a bland dichotomy between terrorists on one end (who believed and exposited at great length that tacit acceptance of inequality made people a fair target for being killed in the name of the cause) and a peaceful progressive movement that seemed mostly to exist to make the protagonist appear to have agency. There was never a proper sense of struggle; the status quo seemed to be set up purely to hinge on the protagonist – and thus the player’s – actions.
Note: This article discusses in close detail the story of Mirror’s Edge Catalyst.
After creating the character of a faceless enforcer of the dystopian state in the previous story in this setting, I thought it would be interesting to characterise them as something other than the usual meathead or killer cyborg.
Thus this came about.
As my recent review suggests, I have not long finished Mirror’s Edge Catalyst. I enjoyed it, for the most part.
It reminded me that some time ago I wrote some short stories in that vein, and indeed began a never-properly-started cyberpunk-psychedelia Storium campaign with some friends to continue the idea.
It seemed a good time to revive this idea.