With OSR and General RPG Context
I was dared to write a review of this movie by someone on the Discord. But I
probably would have had these thoughts anyway. Overall, my opinion of the Movie
was 6.5/10, maybe 7/10 if I clapped when I saw all the things I knew.
General:
Most
important part, Grogu is a stupid name, and they should have just kept him as
The Child or Kid not just in the movie but throughout Season 3 of The
Mandalorian. Even if they gave him the name Grogu, they shouldn’t have used it
more than once. This movie is a lot like season 3, a retread of what was
already successful but in a safer and more blatantly markable format. Th result
of hands-off management seeing a show was successful and doubling down on what
was there and not letting it grow. The Child and the Mandalorian probably
should have departed in Season 3, it reflects how the main character developed
the Kid to the potential he could and now the Child must embark on the next
stage of his growth. Just as the Mandalorian must advance from traumatized boy
to hardened warrior to melted-heart father. Something made more obvious by the
ad for children’s toys, featuring the Child in the opening trailer (all kid
movies). The signature rehashed line from Season 1 “I can bring you in warm or
I can bring you in cold”, a threat in line with the space-western atmosphere of
the pilot but awkward in a more family friendly movie. And the price of the
Mandalorian’s services being a new Razorcrest, his destroy yet iconic (for a
given meaning of iconic) spaceship.
But what do
you expect from a Star Wars movie? Even at their darkest, they are aimed at
kids and their parents.
Something
that people have complained about, the prevalence of tie-in characters to other
shows, especially The Clone Wars and Rebels remain a valid point. The so-called
“Glub Shittos”. While being asked to watch 7 seasons of a Cartoon Network and
then 3 seasons of a Disney animated show are a bit much for the casual viewer.
They did fit right in with the age range for me, so I got all the references.
It’s just a bit on the nose from David Filloni, besides his cameo with his
cowboy hat in both the Mandalorian and the movie. The plot hinging on a
character we haven’t seen since 2008 (what a lifetime ago that was) might jar
some people.
Fun thought
I had when walking out of the theatre, the Mandalorian has been consistently
played by a combination of Pedro Pascal (voice and unmasked), Brendan
Wayne (physical acting) and Lateef Crowder (action). He’s effectively a Muppet,
something I’ll touch on later.
Movie could do with some editing, some of the characters
repeat themselves in different scenes to get their point in their emotional arc
across.
Opening:
We start with a post-Imperial warlord somewhere on the Outer
Rim, threatening a planet’s townships (all 5 of them) for more money. Right
before the Mandalorian goes to town on the base and personnel. He also gets a
scene where the Warlord realises the base is penetrated and hands guns to the
local leaders, heedless that he shot one not a scene before. Small region is
good, lets players of any game stand out and in a Star Wars context, emphasises
the frontier part of the Space Western.
The hunt for the war criminals and their outlaw/petty
statelets is an excellent plot hook for any game especially a Star Wars game.
It has a defined threat and theme and more importantly establishes
worldbuilding that naturally pushes the players towards the plot. The New
Republic lacks a presence or political territory in the region; hence they use
independent freelancers who may have authority but lack the power to fight the
threats head on. There are lists of foes to go down and check off and factions
to play off during the adventure. Requiring the veneer of player skill and
planning. And I say veneer, The Mandalorian is never truly troubled by
Stormtrooper opposition, and his bag of tricks allows him to escape even the
most dangerous of spaces, with only potential opportunity costs. This is like
the show, but even so, in the show it is clear the Mandalorian is not extremely
skilled, he relies on brute forcing encounter with his blaster and kinetic
resistance armour. Which was a little annoying after the excellent first
episode where he had to demonstrate some strategy. Even the torrent of blaster
fire (a legacy of the original Star War adding twice as many shots as
stormtrooper and explosions) fail to even hit him. His value as a character is
now too high for even the remote chance of incidental harm.
Besides the general D&D response of not letting your
players tack the buffs and the equipment excessively, this ties into my
greatest annoyance for the Star Wars RPGs by Final Flight Games. You could
stack Soak so high nothing short of artillery could harm a character and rig
guns to tear through anything short of a heavy vehicle. And if you did bring
those, the rest of the party would die in short order.
First Half:
The Rebel Base is obviously California with the golden sun
and the palm trees. In fact, the other natural landscape we see is the grass
dunes of what is clearly the cold current running past California. A legacy of
being a bit cheap on this film, the first to be filmed solely in the USA. There
is lots of shots of moving vehicles and starfighters, they want to audience to
feel like this is a mechanical universe of working engines. That distinct Star
Wars vibe that even the Prequels had, but no one noticed under the CGI.
The central plot of the movie, deal with the Hutts to get
information on the warlord that’s otherwise unknown is good. A chain of
espionage deals concentrates characters into trade-offs and situations where
their decisions matter to the outcome of individuals and locations, even if it
resolves the overall story of finding the target. It also means the characters
cannot just go in guns blazing at first.
Nal Hutta, the planet the Hutts live on seems to have seen
better days. We don’t get the cities in the swamp but the palaces. Which
admittedly look nicely intertwined with the fungus/trees in a way that the
Prequels were good at. Giving the sense of being somewhere alien yet with its
own regional aesthetic. I wouldn’t know how for a tabletop could emulate that
without a deluge of clipped art. Noticeably, the Hutt twins may be positioning
themselves as Jabba the Hutt’s heirs, but their fortunes are clearly lacking
compared to what Star Wars fans might expect. They must employ the Droid Gotra
(robot Black Panthers) to guard them without the normal scum guards and they
speak English (Basic). Vague incest vibes with the intertwining, sleeping in a
circle and finishing each other’s ideas. Probably not intended since the idea
is a little spicier than what I would say Disney would do.
The rumbling gibberish Jabba spoke in Episode 6 and in later
works emphasised the almost orientalist foreignness and gravitas of the
enormous crime lord who makes other people understand him. The Twins also speak
it to ensure kids and parents don’t have to read subtitles. But otherwise in
Star Wars, the only Hutts who speak Basic are the ones on the outer edge. Like
Jabba’s disgraced uncle Ziro, who can only be described as a zesty Truman
Capote reference. Interestingly Ziro and the twins have tattoos, Ziro with a
lot and these two Hutts with a few. A short description for the characters
here, but an excellent way at hinting at a deeper culture and shared lineage.
But the Droid Gotra are the more important RPG context here.
Most of them are repurposed battle droids from the prequel Trilogy, same vibe
as the reprogramed ones from Mandalorian S3. This is a great way to bring in
foes from a previous part of the game. Same stats with an improved design to
fool players or different enemies which are in-universe, the same foes.
Effectively an upgraded version. If we still got FFG Star Wars books, I could
see an imaginary double page spread with all their stats.
The reintroduction of Rotta the Hutt is a classic Glub
Shitto character. Only mentioned twice before in the opening The Clone Wars
movie/first three episodes and a vague mention in Aftermarth, a pretty awful
book by Chuck Wendig. Whose crimes against the Internet Archive and so the
public domain can be looked up separately.
The information leads the Mandalorian to the Moons of
Shakari. Shakari is a great demonstration of several Star Wars concepts all at
once. First is the way Star Wars makes planets; it takes an industrial period
and a pre-industrial period and merges the aesthetics. Keeping it timeless in
line with the opening credits of “A long time ago in a galaxy far, far away”.
Shakari looks like 1920s Chicago; Neon lights and moulded titles creating an
art deco night that is merged with a culture that seemingly embraces gladiator
games to the death as major public entertainment. A place both familiar enough
characters can start poking around in but still strange enough to provide
adventure. Also mostly human, which is not how Star Wars normally portrays
cosmopolitan hives of scum and villainy, but it might be a budget thing. The
only three aliens are the enforcer for the crime lord holding Rotta’s contract,
a passing Rodian parent and a Martin Scorsese cameo (not his worse, he was in
Shark Tales). I assume this is part of the cheapness.
Rotta’s contract is being held by a big-shot crime lord, who
still hangs around his crime den behind a bar because Star Wars is always
small-scale. At best it would be a casino or mansion, but never like an
offshore account. Star Wars and indeed D&D are analog universes where money
must be clutched, count and displayed (here in the form of a caged animal
collection to emphasis the evil). There is a line about how he makes his money
selling salt, which the government rations. Why is never explained and the Mandalorian
never bothers to asks or bothers to profit. He’s a hunter not a gatherer, a
licensed bounty hunter and not a criminal on the lookout for easy cash.
The crime lord Janu is a classic character for any game, a
bald low-classed accented British man (shorthand for feigned refinement) with
just enough joviality to hide the teeth. He blatantly sells Rotta out and
invites the Mandalorian to profit from it, no subtlety because his set up is
already clearly evil, too many GMs get tripped up trying to inject some
ambiguity into the character’s choice. No, here it is an appeal to the thing
that makes the characters prosper, cash. The characters could take it and that’s
their problem.
The fight in the gladiator pit is also a classic. It’s an
elaborate excuse for a set piece fight and it creates a nice narrative arc for
Rotta. He refuses to accept the man who paid his way will sell him out until
the Mandalorian proves it by exposing the crowd’s general bloodlust. Also, the
name for the death match is accept by all, with minimum of exposition. Everyone
knows what it is and it’s just common knowledge you throw wavs of monsters at
people. Something I noted is that most of the monsters including Rotta and all
the Hutts were obviously CGI. Star Wars might have gotten a lot of flack for
using CGI in the Prequels, but even some of the often-disliked CGI (like
Episode 1 Yoda) was puppetry. The Mandalorian tended to use more practical
effects, like the mantis prop for Doctor Mandibles, to get that visceral effect
like how the splash of blood in Episode 4 demonstrated how the Lightsabre was a
dangerous weapon. The CGI lacks the inherent slime and solidarity of props and plasticine,
and it might be a budget thing again. Despite the high cost of renders, it has
a reduced chance of failure. The same reason all vehicles after the initial base
scene were CGI, I think. The money was probably used for the cameos by Martin
Scorsecee and Signory Weaver.
Rotta’s arc is a nice simple turn on the characterisation
lathe. He was sold into effective slavery by his relatives (he’s branded with their
symbol), and he has found he doesn’t want to leave due to the perks of his
fame. He is also still a naïve boy (Disney Hutts are not hermaphrodites) at
heart, he thinks he will just slide out of the contract by his own virtues and
connects to children and protectors. He is open rather than duplicitous, unlike
how the rest of the Hutts with their species stereotype. By seeking to not be
like them, he stands out. Which lets the setting pretend it has more depth
while still categorising the rest as one-note. This can be endearing for any RPG,
like Meepo from D&D 3E, The Sunless Citadel (2000).
The floating baby-controlled bassinet is good. They should have
kept the Child in that all the seasons and movie, really get that Lone Wolf and
Cub thing going after the first three episodes.
Rotta’s fate is a good and simple dilemma that works for
both video and RPGs. He’s a good guy (if a murderous gladiator), he doesn’t
want to be caged anymore, he wants to live independently and he doesn’t want to
die. To achieve the overall objective, the Mandalorian needs to cage him
(suspend him with straps since he’s too big to freeze) and deliver him to
certain death at the hands of his father’s cousins. Conveniently, he can
provide information that short-circuits the twins’ offer and reveal the twins’
duplicity. A game can use either or both to ramp up tension. An alternative
pathway creates engagement and provides an in-game dilemma, but both swaps one
enemy for another and so changes up the progress of the plot and conflict. With
new opportunities for a diverse range of foes.
The simple emotional arc of seeking and obtaining freedom
and for the Mandalorian of disregarding the coldness of his profession to find
another way are digestible and complete. Something the Sequel Trilogy with its mystery
boxes, malignant decisions (hiring a director who doesn’t like Star Wars) and
non-communicating directors did not. Simple stories allow players and GMs to hang
personalised details off to liven up a campaign and make it entertaining.
Second Half:
The movie feels really like a couple of specials stuck together.
A problem that has bedevilled ever Star Wars movie since The Clone Wars,
especially as plenty of material like Solo and Rogue One was adapted from the
unmade show, Star Wars Underworld. Also, God of War (Dad of Boy version), as
Cory Barlog said he reused some stuff. Catching the unknown Imperial warlord is
as simple as Rotta telling the Mandalorian that Janu’s last name was Coin and
then delivering him back to the Republic base to never be seen again.
The capture clearly showed how they don’t want the
Mandalorian to take damage, even when he should be bouncing shots. As well as
downplaying his flamethrower, with the flames dissipating. The wrist-flamethrower
has since Jango Fett displayed it in Episode 2, a surprise terror weapon that
anyone from the WWII-Vietnam generation (George Lucas) would have recognised. For
FFG, the Stormtroopers occupying the civilian cars in groups of four is a good
demonstration of the Minion rules in action.
The rival bounty hunter, Embo, who captures the Mandalorian
and the tiny puppet mechanic (an excuse to get someone who can speak to come
after them) is a classic Glug Shitto. His name is never mentioned, he comes
from TCW and his design is stellar. A mixture of ninja and wuxia motifs (he
seems to have ditched the colour and patterns since the cartoon), his presence and
stride indicate he is supposed to utter cool and deadly. Very character in a descriptive
media needs to be distinct, a tic or a design that makes them more than just a
disposal faceless Stormtrooper. Of course, this falls embarrassingly flat if
thy don’t show it off. Also, the weakness of Mandalorian Iron/Beskar seems to
be it conducts electricity a little too well. Well, they do go on about the purity
of it.
The Hutts as they describe their vengeance to the
Mandalorian is a great worldbuilding tool for any fantasy or sci-fi RPG. The
Hutts live for hundreds of years and can make it awful for anyone, no matter
how long the other people live for. They, elves and transhumans can wait to
strike against people well after their protectors have grown old and die or
strike against descendants with the same fury.
The other classic trope they indulge in is the pit monster.
Pit monsters are great; they are always strange and unique foes (or at last
they should be) who can provide a welcome change for the campaign. The more
exotic or strange, the better, for they highlight both cruelty of their owner
and the unusual nature of the world they come from. Every evil villain should
have one, even if it’s just turrets dropping down from the ceiling or an elite
goon with a silly haircut. The giant venomous super-eel was also cool. Not just
because of the implications something that large and vicious needs venom to
catch prey. But the pale-pinkish skin seems to stand out so vibrantly against
the dark green-black of the pit. It almost looks like a classic Star Wars
matte-painting rather than CGI. The access tunnels that service the pit are
also a convenient way to escape rather than have the characters climb the pit
walls, a somewhat awkward scene if being watched but the monster is dead, being
a lull in the action.
The introduction of the Amanin as an aquatic goon is also something
D&D and Star Wars games can learn from. They like many other historical earth
people are hired for a sole role which they are believed to excel in. They
provide a degree of diversity in opposition and if the concept is used sparingly,
create the illusion of depth. Like a member of a single type bucking the
stereotype, the contrast of the elite stands out more among the common mooks.
But that means you cannot use them commonly or the mystique is lost.
The flipside to all of this is reducing groups down to their
narrative tropes makes them one-dimensional. The kind (slightly Cajun?) Gatori
is a gangly lizard man on a planet ruled by a species of Crime Lods and their hives
of scum and villainy. Yet he demonstrates the same trait that made Star Wars
enthralling beyond the combination of WWII dogfights, Sengoku Jidai films and digestible
mysticism. It’s a galaxy that is still much like our own world, full of people
that seem to be living their lives and capable of connection to each other.
This overlaps with the hodgepodge mysticism, but when Luke walks into the
cantina is Episode 4, he enters a world where many bizarre aliens are going
about their daily lives. More of the illusion of depth and Star Wars demonstrates
this every time we encounter an alien who sounds like Martin Scorsese, Rotta choosing
to be monolingual or TCW concept art for Rodian gangsters with sunglasses and sci-fi
suits.
It converges back with the classic Appendix N works like
Fafhrd and the Grey Mouser or Tolkien’s Legendarium. This is a bit of a controversial
take considering many people insist a human player could never connect with the
mentality of a non-human and use that as an excuse to ban them from the table.
But Fafhrd and the Grey Mouser are based on the picaresque novels that grew out
of the multicultural Spanish Golden Age ports like Seville and was originally
set in the antiquity port of rich Tyre. They are all about the rogues of a
dozen languages scheming and connecting over common ideas of wealth. The direct
ancestor of the united scum of the cantina. And the non-humans of Tolkien are akin
to humans in their values (family clans, oaths, pride and finer materials) and
differ only in their degree. The Dwarves keep long grudges from their long lives
and cloistered culture, and the Elves have seen it all from their perspective of
divine grace. D&D keeps the same ideas; the non-humans still act like
humans and maintain the same goals. Some would say it’s for ease of play but there
is no reason the ease of play should be separate from the world the game is supposed
to inhabit.
Maybe Gyagx and Greenwood crafted a world based on
half-digested pulp and paperbacks. But the game exists to facilitate the game, tautologous
as that sounds. If D&D did not want to have non-humans of some or any
stripe, then they would not be offered, and the rules would insist on them
being sperate. As AD&D does with it’s racial apathy tables, which in of themselves
still allow for combinations of characters based on character deceit (hidden
half-orcs) or some combinations requiring two different players’ dice to meet separate
requirements for those choices to be an option. So, I say down with inhuman
humanoids in a fantastical setting like D&D or Star Wars.
With that rant over, I do agree the ending is kind of
perfunctory. The villains are dispatched by their own hubris (keeping a
Dragonsnake bigger than them), the Republic bombs the palace and the heroes
escape. Rotta could rebuild Jabba’s criminal empire to be less evil but he doesn’t
want to be involved. I guess a society which translates a clan-business structure
“Kajidic” into Space English (Basic) as “Cartel/Crime Syndicate” could have it
cover legitimate businesses. But he might also join the New Republic, and
besides the mentioned idea of him being fitted for a uniform, he could turn up
again in the Glub Shitto roster. The final fight features some cool giant droids
which fit the Elite goon model mentioned above. Embo and his dog survives
because he’s too cool to waste.
The New Republic bombing the palace opens a lot of questions
I saw mentioned elsewhere. Did the other Hutts seen earlier die? Did the New
republic just commit a war crime or does the galaxy think the Hutts are all guilty?
Did they declare war on the Hutt’ or has the Hutts’ power diminished so quickly
that the equivalent of an airstrike by a major galactic power on important
cultural leaders should be swept under the rug?
It, like the rest o the movie won’t matter in the scheme of
the franchise unless a later writer decides to make it so. And that’s pretty
much the wrap; average movie, some common narrative lessons and all tied away.
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