Showing posts with label hulk hogan. Show all posts
Showing posts with label hulk hogan. Show all posts

Saturday, December 3, 2022

D&D and the character party Foe Gauntlet

 

The "Foe Gauntlet." There is probably a better name for it, but regardless, it's a thing. 

Though I am sure it has appeared in various media in history, I think the first time I saw such a thing was in old Spider-Man comics as a kid, where in at least one instance he had to fight each of the Sinister Six enemies, such as Vulture and Doc Ock, one at a time. 


I cannot help but be offended by the derogatory
and racist word Spidey throws at Electro


Then at some point in the Bruce Lee movie Game of Death. The film has a very storied background (look it up), but it inspired the "fight your way through a series of enemies to get to the boss" in video games to be sure. 




I also believe in the Batman story where Bane breaks his spine Bats had to fight through a series of villains set up by Bane to soften him up for the final fight. 


and it went down at ComiCon so
nobody really noticed it happened


And I remember Hulk Hogan doing something similar in his earlier WCW appearances against the Dungeon of Doom (a good idea with terrible execution). 

Pre-Attitude Era wrestling was pretty crappy


One time I did such a thing in a game, that I can remember, was in a solo game I ran in the 90's for one of the players in my Champions game. It was a Bourne Identity type character. He had developed his own little Rogues Gallery of foes over a couple years of campaigns, and for a solo outing a "gauntlet" sounded like an easy thing to game master. His foes were mostly non-powered dudes, like martial artists and a trio of former pro wrestlers who were getting into the mob enforcer business. I remember the character being worn down in several fights throughout the city, ending up fighting the wrestler trio in the foamy surf at the shore in Venice Beach. Then he fought the big bad and barely won the fight. 

So the idea came to me for the DnD characters in my current Roll20 campaign. The night the party arrived with a caravan to "Lemon Tree" (my stand in for Apple Lane), Gengle (my stand in for Gringle) the pawnbroker was negotiating with the Vaishino snake people. The negotiations went bad, and the creatures took out their anger on the surrounding area which included the caravan the party was camping at. That fight went OK for them, and they got thier long rest through the night. But the next morning the long day (which including the pawnshop assault that night), that would last several games, began.

The caravan left and the party walked down the hill to the village. Therein lay the first fight. Several Vaishino warrior jumped out of tree to attack. No problem. Then the party went to the Tin Inn. Several members of the Biglaugh the Centaur gang (whose gang members in the original material were all Dragonnewts and such, but I had it be just human bandits in mine) came into the tavern for a morning eye opener, and of course got into it with the party. Not a big deadly fight, but still, the party had to use resources for. 

A couple of those bandits were immediately thrown into jail by Dronlon the Sherriff, and by early afternoon Biglaugh and company caused small fires and ruckus' around the village while the prisoners were released, and the characters had to fight them off. 

So by early afternoon the party had three conflicts, and with the pawnshop scenario coming up by night fall, they had no chance for the beloved by 5th ed player's long rest. They had to go into that shop assault fairly depleted. 

I loved the concept, but you can probably count on players NOT to love it. They like to have their resources in a fight. And for the pawnshop those resources were mostly used up. Especially healing. 

It was a harrowing building-based combat that went on for almost 3 sessions. I felt it was all pretty dramatic, and at the end a couple of players had their severely wounded characters lean up against a wall and exhale in relief. But overall it was clear, I loved the concept more than them. But that's players for you, especially the more modern ones. 


They really feel entitled to a long rest after any kind of fight. 

YMMV. Cheers. 

Tuesday, March 15, 2022

Hey yo, say goodbye to "The Bad guy"

 

Wrestler Scott Hall died this week at the age of 63.

Being surprised that a wrestler died seems kind of odd. They drop like flies, to this day. This post won't mean much to somebody who never really followed wrestling. But if they at least saw the movie "The Wrestler," they have a good idea of what the life is like for the performers. It should be no Suprise.

A grueling life on the road, with no off seasons. Getting to a town after a several hours drive. Hitting the gym. Then hitting the bar. Maybe some legal and not so legal substances consumed. Iffy women cavorted with. Maybe a violent encounter in that bar.  ("hey, aren't you one of those fake wrestlers?"). Get up the next morning and go to the arena.  Do a show that night. Hit the road. Rinse repeat. 

Scott Hall experienced the classic progression of a self-destructive wrestler. He started out clean enough, working in the smaller promotions before moving on to fame in the WWE. Becoming popular ("over") with the fans. Becoming part of a group of hard partying travelling friends. More and more fame. Dealing with the fame, the injuries, the pain in the body and often the heart. 

Scott had his demons. Prior to his career he was a young man working as a bouncer (like many wresters do before the big time). He was confronted in a strip club parking lot by a jealous boyfriend of some girl or another, and had a gun pulled on him. He ended up getting the gun and killing the guy. The court declared it self-defense. 

But Scott Hall was left with demons. For the rest of his life he was haunted by demons of that fateful night. Tortured in his dreams; never being able to get over taking a life and almost losing his. Classic PTSD. So the substance abuse began, and often ran rampant. 

Didn't stop him from becoming a star though. In WWE he rose to fame, got "over," by creating what I think is an amazing character, or "gimmick" as they say. A fan of the movie Scarface, he imagined a muscle-bound, six and a half foot Tony Montana. His original promos, videos showing the character doing gimmick things prior to debuting in the ring, were awesome. Fans ate it up. They were over like Rover. 

So Scotts career as an endless bad guy was born. 



I was in and out of wrestling fandom. I first bought into it with the "Rock and Wrestling" connection. Appearances of celebs like Mr. T and Cyndi Lauper brought big media attention. I would watch for a year or two, get bored, and come back with peaked interest at some point. Many gimmicks sucked. Wrestling clowns, garbage men, and even dentists were common. It was for kids. But the coming of Razor Ramon was a new angle. Something for the adults. Out of my teens, I finally discovered the movie, Scarface, loved it; and I loved Razor Ramon. 

In his early time in WWE, Scott became part of the Kliq. A name his road buddies were given. They were made up of new wrestlers who would one day go on to be huge stars. Shawn Michaels, Kevin Nash, Triple H, Sean "1 2 3 Kid" Waltman. They rode for hours talking business.  Each supporting the other in the cutthroat business, in the meeting room and the locker rooms. The Kliq grew in power as time marched on, gaining the ear of owner Vince McMahon. The locker room boys hated them for their loyalty to each other. But they were becoming huge stars, and that is all that mattered. 


Scott Hall was an agitator. He loved to rile up the locker room. By all accounts he liked to "stir it up" in not always nice or even fair ways. But he was also said to be a help to lesser non-Kliq guys. Guys struggling to make it he barely knew. He was clearly a man of two sides, as those with demons often are. 

Scott Hall eventually ended up going to WCW, Ted Turners rival promotion, with his best friend Kevin Nash.



They teamed up with a newly bad guy Hulk Hogun for the NWO (New World Order) and took the promotion by storm, while Shawn Michaels and Triple H got huge in WWE. The Kliq was mastering two promotions, become more hated by others in the back as they grew and grew in power. They were practically running the business.  They were literally changing the business. Thing unheard of in wrestling, like guaranteed contracts and creative control, were becoming reality thanks to them.


Scott's abuse of substances grew as well. In and out of rehab, he was often a mess, even wrestling drunk. 


When WCW lost the "Monday Night Wars" and was bought out by Vince McMahon around 2000 or so, Scott and his buddy Kevin Nash more or less retired from the ring outside the occasional appearance. But free time let the demons in more, and Scott did what he did to fight them more and more. His life was going down the tubes chop chop. 

But Scott was saved. Daimond Dallas Page, a former wrestler and now life coach who was most famous for saving Jake the Snake Roberts from the demons eating his body and soul. Scott cleaned up (mostly), devoting himself to staying alive. He got into holistic living. Organic food. He sometimes fell. But that is part of the process of those with demons who go on living. Tumbling down and getting back up is part of the process. 

Scott and Page

Scott apparently had multiple hip replacements, and in his latest one a blood clot got the better of him.

Fame is a bitch, but it may well have been what saved Scott from his demons. If he had just continued as a bouncer, would that work have occupied him enough to keep him from swift self-destruction?   It can be said that the busy life of a popular wrestler, long hours travelling and many drinks in bars, is not conducive to living clean. But many do it clean. Kliq member Triple H was asked to join the group of hard partyers because he didn't drink, and they needed a designated driver while they pounded the drinks and the drugs. But for someone like Scott it probably had two sides of a coin. Partying with your pals, but also needing to get up for a big show the next day. Wreslemania's and Survivor Series. Moving moving moving. A non-stop roller coaster. You need to kind of have your shit together. Sometimes, anyway. 

The life or a wrestler can be hard on those who choose it. But to come out of the life Scott Hall was living, to reach the age of 63 with all the damage he caused himself; The chair shots, the body slams, the pain killers, the harder drugs, the booze, the wild women, the likely steroids. 

You can look down on that life. But there is cause for admiration there. Scott lived longer than many who lived like him. Hell, I only have a few drinks on the weekend, and I wonder if I'll manage to hit that age. But if I do, then and beyond, I will always be a Scott Hall fan. As the NWO liked to say...


Note: Scott did many "shoot" interviews over the year where he talks a lot about the old times and great stories. Go to youtube and search "scott hall shoot interview"

Sunday, November 21, 2021

Eric Bischoff's SARSA method - for gaming

 


Eric Bischoff is a television producer and wrestling announcer who worked for a couple of wrestling organizations until ending up doing similar work for Ted Turners WCW promotion in the early 90's. He eventually caught Ted Turner's attention, and was named CEO of WCW over many more seasoned candidates. This happened for a variety of reasons, but the main one was Turner's fondness for Bischoff's "gumption." Eric was coming in with, at the time, off the wall ideas, including putting WCW's new television show on opposite Vince McMahon's WWE (at the time the WWF). This was a batshit move, as WCW had not turned a profit for years. It was a vanity project of Ted's, but WWE was the 800 lb. gorilla in the room.

It as not long before the profits started coming in. Eric's ideas were new in wrestling, a format that still had its feet in an old school mindset that shouted out that change was bad for the industry. Besides the Monday night move, he masterminded the New World Order storyline and Hulk Hogan's shocking "heel" (bad guy) turn. The attention from this shot the ratings up and WCW, the red headed step child of major wrestling organizations, at one point beat WWE in rating for 83 consecutive weeks. So much pressure was put on WWE that story has it Vince McMahon had the water coolers removed from the Titan Sports offices for budgetary reasons. 


I would never say I was ever a fanatic wrestling fan. I watched a couple years in the 80's, and was a huge Hulk Hogan mark. Then I showed little interest until the mid 90's, when Bischoff's moves were getting people talking. This late 90's "Monday Night Wars" period is really the only era I'm still a big fan of. I don't watch much wrestling these days, but I listen to several podcasts by personalities from the time period. Bischoff, Jim Ross, Bruce Prichard, Stone Cold. And years ago I read a few biographies, including Bischoff's Controversy Creates Cash.



In one part of the book Eric talks about the SARSA method, his outline for putting together wrestling angles and storylines. 

“As I felt more and more comfortable and especially in ’96 when I got a lot more involved and around the same time, I focused on a formula that was born out of a newspaper article that I read, ”Bischoff said. “Dick Ebersol was being interviewed about what he was going to do to improve audiences at these Summer Olympics and one of the things I took away was the formula. 

“Ebersol spoke about making sure that you don’t just cover the sport, but that we tell the story, bringing reality to it, creating anticipation in all Olympic sports. I thought, “Well wow, a lot of that applies to what I do. And I had to tweak that formula a little bit and I did and I found a formula that I called 100,000 times “SARSA”. the acronym: Story, Anticipation Reality, Surprise and Action, and throughout my career to varying degrees, certainly in WCW to a large extent because I was in control of my own destiny there for a long time, in TNA once I really started to get involved in booking at all levels then tried to make it in WWE I just wasn’t around long enough to be successful but I always believed that no matter what, I don’t care how the fight changes, how audiences change, how many streaming platforms are coming in, how many people are watching their shit on their phones, I don’t care record because at the heart of why people watch, what they watch on any device they go to watch it on is “history, anticipation, reality, surprise, action.” If you can combine these elements into any content on any platform, regardless of audience generation, you are likely to be very successful. “

He would sit down with a legal pad and jot down notes according to his SARSA method. You can imagine how it works for wrestling plots, but suffice to say some years ago I loosely adopted Eric's interesting method for my RPG's. 

Its not hard and fast. Nor does it need to be done in any order. But this helped me as dedaces past I would sort of brainstorm possibilities for the coming game (on a walk, at the gym, at work during boring moments, etc), take a note linearly here and there ("if the characters do this then this might happen," "these NPC's might be encountered at the tavern and this is some things that might happen depending on PC actions," "characters will get access to a partial dungeon map" etc). But finding a more organized method to help me organize these thoughts and notes better, more concise, has helped immensely. Especially since thinking about game specifics on the job or anywhere else has diminished for me in recent years. So if I only take notes on a game while having some beverages and a little smoke with some tunes on, then this is a way to get them down in a more helpful manner.

SARSA

 STORY - No, not really storygaming with a well written out plot. In the case of RPG's its the overall box within which your campaign or several game arc will take place in. If your setting will be The City State of The Invincible Overlord, where the characters will spend several games exploring the shops and markets at will for the entire group of scenarios, well, there is your story. In my recent story arc the setting was an area near the frontier of the kingdom, a far flung town where chicken farmers produce the best chickens in the kingdom of Tanmoor. The people are well off, but are a kind of grim folk, who I portray with East London accents and say "Bloody" a lot. Like every other word. There is a crypt of a bandit from 200 years ago and some of his men whom the folk of the town are descended from, and of course one or two other locations they might want to look into. An arc like this, just part of an overall campaign, starts with just the seed of an idea (a crypt crawl) and expands. Hey lets put it in the east most part of the kingdom. Lets have a rooster demon involved in there somewhere. And lets have the town in the area be chicken farmers who say "bloody" a lot. That seed of an idea came from the John Cooper Clark poem "Evidently Chickentown." Here it is in part:

 

The bloody view is bloody vile

For bloody miles and bloody miles

The bloody babies bloody cry

The bloody flowers bloody die

The bloody food is bloody muck

The bloody drains are bloody fucked

The colour scheme is bloody brown

Everywhere in chicken town

And that's the seed of the story. And more and more bits to add will come to mind the more you let it simmer. In the last town before Chickentown I had the characters overhear some little girls jump rope and sing lines from the poem to give characters a heads up that unpleasant people may lay ahead. This is all flavor and outline, and the characters will be the ones that make it an actual story with their actions. So in a nutshell you just put together possibilities hung on the skeleton of a story that the characters will fill in for you. Of course, if you like to storygame then I don't judge. It fits here under SARSA.

ACTION - Action is action. Role-play is fine, but action scenes are the meat and potatoes of it all to me. Just enough to please both the combat wonks and the role players. My basic notion is for two major action pieces to occur in every three hour session. At least one of them should be a true combat that involves all or at least most of the characters. But one of the action pieces could be a chase, where various rolls are involved (how fast you are moving, jumping over fences, jumping from roof top to roof top). Any scene that might involve climbing steep surfaces, avoiding hazards, swinging from ropes etc. Anything that has an element of danger and requires rolls be made to fail or succeed. In a game like Call of Cthulhu, or classic Traveller, where death comes easy and you need to have less combat than in D&D, various action ideas that don't have to involve bloodshed can be injected. Perfect for CoC really, especially if you run it a bit pulpy. There are lots of dangers in the world that don't involve guns or tentacles. So in SARSA you just keep in mind that static role-play is fine, but factor in lots of dice rolls and non-combat danger or at least suspense. Fit them in as much as you can. And of course PC's might find some chances for rolls on their own. Thieves pickpocketing at the local market is for sure a chance at multiple actions instances. So jot possibilities down under the "action" column ("players might face a fencing master if they get caught cutting his purse," "there might be lots of nobility at the market today so bigger stakes...but more guards," "there is a wizard convention in town so a chance at magic items, and possible wrath of a magic user, is possible tonight" etc).

 REALITY - Yeah yeah, it ain't real life. But verisimilitude is what to strive for; the reality in context of the setting you are presenting. But trying to keep a mind on basic physics helps make the times when reality is bent stand out more. For instance I like to have things as "normal" as possible, real-world adjacent, so that when big spells go off or I inject something whimsical (silly?) it stands out. My setting is a basic D&D world, fairly mid-magic, but I grew up on things like Judges Guild and Arduin. I just have to throw in batshit monsters or situations based on that experience. But its a sometimes thing. Most of the time my reality is kobolds, orcs, giants, big bugs. That's the reality for my players. But watch out when I've been looking at my old third party materials. The players may briefly be swept out of their reality by encountering Tegel Manor (for 5th ed!), or perhaps a merchant for the pop-up store of The Multiverse Trading Company. Or maybe a dungeon of the Mythic Underworld variety, where the laws of nature don't always apply. But everyday life should be held to the laws of physics we know (up is not down, most animals do not talk, nothing is free, etc). So in this column you jot down parts you want to have a full hold on everyday reality, and the things that might vary from those normal physical laws. And how you will bring that down to reality eventually.

SURPRISE - Twists, turns. Will there be any? Can and old enemy show up in this game? Maybe something the PC's thought of in a certain way will be changed up. Maybe a friend will turn out to be a traitor. Any ideas that might make characters do a double take can go here. 

 ANTICIPATION - I find this very important. Setting things up for the players to look forward to, and how that thing might pan out, or NOT pan out, can go here. Classically in D&D treasure is that thing they look forward to besides the monster combat and exploration. Levelling up is another basic anticipation. But maybe you have other ideas that can set up anticipation. Possibility of promotion from the queen and all the perks what come with? A surprise romantic possibility that will be put on a slow burn (true role players love that). An opportunity for revenge might be on the horizon? But if you do boil it down to treasure, a hint at what might await can get player juices flowing. But also unknown foes. PC's might know an armed force awaits them, but how many? Don't let them know unless they have some scouting tactics. Will this be an easy fight or a party-killer? And not everything has to be a mystery. Knowing a powerful force is ahead that they cannot avoid. That stirs it up. Some fights are over the PC's head, and often they can overcome such. Aid coming in at the last moment can be jotted down in the "surprise" column. Its that real possibility of death that has always been key to anticipation in games. Find ways to keep reminding them. Jot it all down in this column. 



Again, this is just an outline of one method for organizing possibilities you are thinking of that might normally just bounce around in your head, maybe forgotten by game day. Outside of your maps and nuts and bolts notes on dungeon contents and other important adventure notes, SARSA or something like it is a great way to set up a one page set of organized notes to create flavor and list the "mights" and the "maybes."