Showing posts sorted by relevance for query Labor Day. Sort by date Show all posts
Showing posts sorted by relevance for query Labor Day. Sort by date Show all posts

Friday, August 29, 2014

The Big Labor Day Weekend Sale!

(This should have been posted to the NUELOW Games blog, but I stuck it here by accident. Well, since most the books are in black and white, it is kinda-sorta fitting for here too. So, support my blog by buying my books from NUELOW Games. And happy Labor Day!)



All NUELOW Games fiction anthologies, comics/rpg hybrid books, core rulebooks, art packs, and selected other products are on sale this Labor Day Weekend for just $0.99! The special prices are good through September 1.

Treat yourself to some fun games and great games and reading material!

Click here to see the full listings!

Wednesday, January 22, 2020

Meet our official Master of Ceremonies

For all of 2020, Bebe Daniels will serve as the Shades of Gray Master of Ceremonies. She will oversee our observations and celebrations of each major holiday during this year. Please be nice to her... but if you find any of our observances lacking, be sure to let her know!


Here is the official calendar of holidays that will be recognized here at Shades of Gray during 2020. Some will be recognized with a single post, some will receive several. (Others not on this may also be snuck it as celebratory moods strike us!)

Febuary: Valentine's Day
March: St. Patrick's Day
April: Easter
May: Cinco de Mayo and Memorial Day
June: Flag Day
July: U.S. Independence Day and Nude Day
August: National Watermelon Day
September: Labor Day
October: Halloween
November: Thanksgiving
December: Christmas and New Years


Click here to see a selection of past observances, or click on hoidays with links above to see specific celebrations

Monday, September 2, 2019

Happy Labor Day!

Cathy O'Donnell had to work on this Labor Day, but I hope most of you out there had a chance to enjoy some rest and time with friends.



Tuesday, February 1, 2022

Worthwhile film with great plot and bad dialogue

The Secrets of Wu Sin (1932)
Starring: Lois Wilson, Grant Withers, Eddie Boland, Toshia Mori, Tetsu Komai, Richard Loo, Dorothy Revier, and Robert Warwick
Director: Richard Thorpe
Rating: Six of Ten Stars

Nona (Wilson), a destitute young writer is rescued from a suicide attempt and given a lifeline by way of a job by newspaper editor James Manning (Withers). In order to repay his kindness, Nona works along-side with a veteran reporter (Boland) to use her Chinatown contacts to investigate a human smuggling ring in the hopes of delivering a spectacular scoop. The reporters attract the attention of both the sinister leader of the crime ring, Wu Sin (Komai) and even more dangerous people who hide behind shields of respectability. 

Tetsu Komai in "The Secrets of Wu Sin" (1932)

"The Secrets of Wu Sin" is jam-packed with plot and characters, hits the ground running and doesn't stop until "The End" appears on the screen. Amazingly, and unlike what happens in many films of this period, the main plot and the subplots are all introduced sensibly (if with a healthy dose of melodrama) and all unfold at a steady and engaging pace. Although I saw some of the twists coming as soon as the involved characters appeared on screen--either because I've seen many hundreds of crime dramas, or because it's been 90 years since this film premiered and some of the story elements that were surprising then are stock fare now--but the story was so well executed that it didn't matter. (It was a little more straight-forward than I initially imagined, but it perhaps even worked even better than what I imagined.)

An aspect that makes this film worth watching today is that the story deals with a number of issues that pop up in the U.S. media even to this day, such as illegal immigration. It also makes the point that criminals that exploit recent immigrants to the U.S.--especially those who come here illegally--would not be able to do what they do without the assistance of "respectable" Americans, as well as the wealthy who want the cheap labor and captive labor that illegal immigrants have no choice but to provide. Would there still be criminals exploiting immigrant communities? Certainly. But would they be able to be as exploitive and assertive without the help and protection of those from outside the communities who benefit and even abet their activities? No. This was true in 1932, and it remains a sad truth in 2022.

There's also an interesting side issue of second generation (or later) immigrants and how they might interact with more recent immigrants, as well as how they view and are viewed by immigrant communities. This issue is carried in the romantic subplot involving Nona's recent Chinese immigrant friend Miao (played by Toshia Mori) and American-born Charlie (Richard Loo). Miao is under the thumb of Wu Sin, and Charlie ends up being swept into Tong activities as a result, despite his continued appeal that Miao should abandon her traditional Chinese ways. It's an interesting subplot that might be derailed by the main plot, or perhaps even cause the main plot to rerail, in a less-efficiently plotted movie. It also helps that Miao and Charlie are both likeable characters, portrayed by likeable actors.

Toshia Mori and Tetsu Komai in "The Secrets of Wu Sin"

And speaking of actors: One remarkable thing about "The Secrets of Wu Sin", for a film of this type and from this period, is that all the leading Chinese characters are played by Asian actors rather than Caucasians in make-up that may of varying degrees of ridiculousness. Sure--only one of these actors is actually of Chinese extraction (Richard Loo, who, ironically, is best known for playing Japanese characters), but it's nice to see Asians on-screen, playing Asian characters, be they villains, victims, or heroes.

What isn't remarkable is the acting, even taking into the account the universal charisma and screen presence of everyone in a significant part in "The Secrets of Wu Sin". Even by low-budget, early talkies standards, the actors are almost universally struggling with awful dialog that is made more obvious by stagey performances. The bad dialog is one of the few weak spots in this film, but it so pervasive that it dragged the film down from my awarding it a Seven Rating to giving it a High Six instead. Interestingly, the exchanges are livelier and less stilted in scenes featuring Eddie Borland, whether he's sharing the screen with Tetsu Komai, Lois Wilson, or Grant Withers. Maybe more of those lines were ad-libbed than elsewhere in the film and Borland's vast experience acting on stage and in front of cameras is shining through? (It's also worth noting that although Borland's character of Eddie is the comic relief in the film, he's not as annoying nor stupid as those tend to be in films of this period.)

Another drag on the film is heroic lead Grant Withers. I found him very entertaining in in the Mr. Wong films, but here, aside from his first major scene with co-star Lois Wilson, he is unimpressive and dull. I can't decide if it's the lines he has suffering through, of if it's because he only excels at playing blustery angry characters (like Captain Street in the "Mr. Wong" films) and so fails at more level-headed, low-key characters like the diplomatic and task-focused James Manning in this picture. Since I am primarily familiar with Withers through his role of Captain Street, I can't fairly judge him here. I will have to watch for him elsewhere.)

Ultimately, I think the good--a strong story and a cast of likeable actors--outweighs that bad in "The Secrets of Wu Sin". If you enjoy mysteries from the Poverty Row studios of the early 1930s, I think you'll like this one. You can find it on DVD with the bonus feature "The Law of the Tong" (review coming some day, watch this space!) or streaming on Amazon Prime.


Saturday, May 29, 2021

Look Kids--Comics! (Plus an RPG supplement)

In the mid-1990s, Evan Dorkin published an anthology series at Slave Labor Graphics titled "Dork". It featured a few different series of short comics features (like the sit-com spoof "The Murder Family"), newspaper strip spoofs (like "Myron the Living Voodoo Doll") and random humorous comics ranging in length from one panel to several pages, and from silly to viciously biting. Some were original to the pages of "Dork", and others were reprinted from elsewhere.

Here's a small sample of the comic strips for your amusement! (Selected from "Dork #1".)



--
As an extra-special treat, here's material that lets you incorporate Myron the Living Voodoo Doll into your roleplaying game campaigns.


Myron the Living Voodoo Doll by Evan Dorkin
AN RPG SUPPLEMENT

Design: Steve Miller * Eye Rolls: L.L. Hundal
Based on "Myron the Living Voodoo Doll" by Evan Dorkin
(Myron the Living Voodoo Doll is used without permission... 
and in the hopes that Mr. Dorkin doesn't sic lawyers or Myron on us.)


INTRODUCING MYRON
Myron is the most unusual of voodoo dolls. He is alive, and he wanders about of his own volition. He does not initially seem different from other voodoo doll, but he has the following unique traits:
   * Myron is self-aware and he can speak. If a person thinks to talk to him, he will respond. He will explain his unique nature, but only if asked. (Myron is too busy contemplating the meaningless nature of existence to volunteer information to those he encounters.)
   * Myron can't help but become bonded either to the last person who handles him, or a person that individual chooses to place a curse upon. Whatever harm (or other extreme physical situation, such as being flung across a room) that subsequently befalls Myron also happens to the person who is subject to his inherent voodoo magic. Once bonded to Myron through his voodoo enchantment, (Myron doesn't necessarily want bad things to happen to people, but he is a voodoo doll so he can't help it.)
   * Myron is a tireless wanderer who is forever seeking new horizons. He never remains in one place for more than a few days. He is also one of the greatest escape artists to ever exist. Once he decides it's time for him to move on, there is nothing that prevent him from doing so. (Myron is completely immune to magic that tries to bind him or keep him trapped. Any such attempts cause him to teleport to a random location far, far away... while the person who attempted to magically trap him is subjected to Myron's inherent voodoo curse.)
   * If Myron is destroyed, he reforms 1d6 days later at a random location (see "Where in the World is Myron?, below). If someone had intentionally tried to destroy him that person is now subject to Myron's inherent voodoo curse--until it is shifted onto someone else. (Myron cannot be destroyed by any conventional--or even unconventional--means. The only ways to put an end to his existence and the inherent voodoo curse he carries is to either convince him that he doesn't exist via philosophical debate, or to bring him into the presence of God [the Clockmaker, the Creator, the Big Guy Himself], which will make Myron realize that existence is not meaningless.)

HOW DO THE HEROES ENCOUNTER MYRON? (Roll 1d6)
This table is used to both determine how the party first meets Myron, as well as how they might randomly encounter him again later. 

1-2. They find him among the property of a foe they've just defeated.
3. One of them receives a package from an unknown sender. Myron is inside.
4. His is found laying outside one of their homes.
5. A friend (or even an enemy) contacts them and begs them to track Myron, because he or she has fallen victim to Myron's curse and is suffering from random injuries and other mishaps.
6. He drops into one of their laps. Literally.

The GM should roll 1d20 once per game month after the party's first experience with Myron is resolved. On a roll of 1, they cross paths with him again.



WHERE IN THE WORLD IS MYRON (Roll 2d20)
This table is used to determine where Myron can be found.

2. On a city street
3. In a daycare center
4. In a prison
5. In a city dump
6. At a train station
7. At a bus depot
8. By the sea shore
9. Along a busy highway
10. Along a country road
11. In the highlands
12. In a swamp
13. In a forest
14. In a jungle
15. In a desert
16. On a golf course
17. In a school
18. At a construction site
19. In the mountains
20. In a coal mine
21. In a cemetery
22. In a war zone
23. In a crack house
24. In a teenaged girl's bedroom
25. In a teenaged boy's bedroom
26. In a church
27. In a mosque
28. In a synagogue
29. In a serial killer's lair
30. In a politician's office
31. Floating on a lake
32. On a weather balloon
33. Floating on a river
34. In a high-rise office building
35. In a top secret government lab
36. On Paradise Island
37. On Gilligan's Island
38. At John Wick's house
39. At the home of a player character's loved ones
40. At a NASA or other space-exploration launch site.


HOW LONG DOES MYRON STAY? (Roll 1d6)
Myron stays in any given area for a limited amount of time, even if the party arranges for him to be trapped (as indicated in "Introducing Myron"). This table determines how long he can be found in the area determined by rolling on "Where in the World is Myron?"

1. 24 hours
2. 48 hours
3. 72 hours
4. 1d6 days
5. 1d6 weeks
6. 1d20+10 hours
   After the indicated period of time has passed, the GM rolls on on "Where in the World is Myron?" to determine where he can next be found.

DAMAGE SUFFERED FROM VOODOO CURSE (Roll 1d12)
Each day, it's relevant to determine if a character is injured due to being subject to Myron's inherent  voodoo curse, the GM must roll 1d12. On a "12" he or she rolls on the table below to determine what harm comes to the sufferer. If 1-2 hit points are taken, the character suffers minor discomfort or a sudden appearance of bruises or mild burns. Anything beyond that is painful and possibly lethal. Charactes may roll appropriate saving throws and benefit from any resistances to types of damage they may possess.
   Myron is destroyed if he takes more than 30 hit points of damage. He reappears at a random location 1d6 days later. While Myron is out of commission, there is no need to see if a cursed character suffers an injury.

Types and Amount of Damage
1. Cold Damage: 2d10
2. Crushing Damage: 2d10
3. Drowning Damage: 2d10
4. Electrical/Energy Damage: 2d10
5. Falling Damage:  2d10
6. Fire Damage: 2d10
7. Cold Damage: 4d10
8. Crushing Damage: 4d10
9. Drowning Damage: 4d10
10. Electrical/Energy Damage: 4d10
11. Falling Damage:  4d10
12. Fire Damage: 4d10

'Myron the Living Voodoo Doll' by Evan Dorkin


(If you enjoyed this post, there's lots more at the NUELOW Games blog. Go check it out!)