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PARAGON2
Eastercon 2005
(56th
British National Science
Fiction Convention)
25 - 28 March
Hanover International, Hinckley, Leicestershire, UK |
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The programme for Paragon2 is still in the early
planning stages. Each day will be devoted to a theme on
"Heroes & Villains":
Friday - Basic Stereotypes
Saturday - Hero / Heroine
Sunday - Villain
Monday - Sidekick
Meanwhile if you have an
idea for a programme item or want to be involve in planning, you
can:
One of our larger projects is the Audience
Participation Richard III, as devised by Jasper Fforde. More about
that on the Project pages.
Each member will have been given an Alter Ego from literature,
history, myth or media, and there will be many opportunities for
you to act and dress in character. Your Alter Ego will be
disclosed to you when you receive your first Progress Report from
us, or in your membership confirmation email, and you will be given a chance to change it if you wish. More
details on how it all works below.
Programming will be the traditional mix
of panel items, interviews, talks, workshops, readings or
dramatisations, book groups, parties, quizzes & games, going
on late into the night.
Space is available for activity workshops such as costume and
robots. Dedicated rooms have been set aside for dealers, artists,
gamers and filkers. Some of us have been fascinated with
the Time Commanders TV show, featuring modern teams re-fighting
historical battles - and we've all thought We Could Do Better. But
we wanted to fight the battles we reallly knew and loved - Helm's
Deep, for example. So to give us all a chance, as well as the
regular gaming programme strand, Paragon2 is going to have a
wargaming room. Our partners the Society
of Fantasy and Science Fiction Wargamers will be bringing
games and expertise. We've asked Gary Stratmann to run us through
some of the basics, his article from PR2 is reproduced below.
The hotel features a number of different types of space, from
large function rooms to small discussion spaces, including a
3-storey arena for more spectacular display events.
The programme is being run by a group of people, headed by Fran
Dowd and including (in alphabetical order) James Bacon, Julia
Daly, Sabine Furlong, Dave Lally, Alice Lawson, and John Richards.
More information, including programme grids, will be published
here as soon as it becomes available.
Alter Ego
Every member of Paragon2 has been given a randomly
generated alter ego, picked out of the Sofa's magnificent Easter
Bonnet. Yours is printed on the address label that came with your
PR, or in your membership confirmation email from John. If you've
tossed that already, get in touch with us and we'll tell you what
the security system is for finding it out. There's also a system
for changing it if you want to, but don't bank on that as we might
have already issued your chosen identity to someone else.
So what are they, and why have you got one?
Goodie or Baddie?
Your alter ego is a Hero, Heroine, Villain or Sidekick. They could
be fictional, historic, or mythological. We've tried to make sure
that Heroines are real heroines in their own right, not just the
Hero's bit of stuff. But we haven't told you what category we
think yours falls into.
Actually, in a lot of cases we haven't decided ourselves yet, and
we quite often break off committee meetings to have rows about
Alexander the Great. Or Becky Sharp. Or Teller.
In some cases, your alter ego name could represent several
different people. In this case, it's up to you to choose. Matilda,
for example. Queen, liar, or trainee assassin? Or there have been
several different interpretations - if you are Allan Quartermain,
do you want to be from the book(s), the film(s) of the books, the
graphic novel, or the film of the graphic novel?
What's it for?
Ooh, lots of things. A lot of the programming at Paragon2 will be
about Heroes, Heroines, Villains and Sidekicks. So we wanted to
jostle your brains a bit before we get started.
And you can join in the fun in all sorts of ways.
Only we know who anyone's alter ego is. How secret the
"secret identity" side of it is up to you. If you want
to shout your alter ego from the rooftops, why not write a bit for
the next PR or the website about who you are and why you wanted to
be?
You could come dressed as, and act like, your alter ego for the
con and offer a prize to the first person to guess who you are.
We're planning a Masked Alter Ego Ball. And there are Hall
Costumes. And an Easter Headgear Parade.
You could represent your alter ego in panel items, from serious
discussions through balloon debates to specialist knowledge
quizzes.
Make friends and influence people by finding your opposite number,
or other characters from your universe.
Find or make the relevant Top Trumps game.
You're all intelligent people, you'll think of something.
Please note that the building of secret lairs or Fortresses of
Solitude in the grounds is strictly forbidden by the hotel. And
the Weapons Policy team in Ops have a dim view of WMDs.
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Wargaming
by Gary Stratmann
Wargames date back to earliest antiquity, when
model soldiers were used to re-enact battles. For centuries
generals used miniature soldiers for planning and strategy. The
birth of the amateur wargame dates back to the publication of
Little Wars by H G Wells in 1913, which introduced a simple rule
structure enabling amateurs to use model soldiers to fight
miniature battles. At this time European armies used a hugely
complicated system called Kreigspeil, as an essential training
tool, but as the Appendix of Little Wars points out it was not
suitable for amateur gamers.
"Little Wars" (stated Wells) "is
the game of kings - for players in an inferior social position. It
can be played by boys of every age from twelve to one hundred and
fifty - and even later if the limbs remain sufficiently supple, -
by girls of the better sort, and by a few rare and gifted
women."
Not perhaps the most politically correct message
for the 21st century!
Little Wars used lead soldiers and spring loaded
guns to simulate warfare, casualties being determined by how many
soldiers are knocked over by the rounds. Modern wargaming turned
to the more useful and safer option of using dice to determine
combat results. Wargaming with miniatures is still a huge popular
hobby and certainly has the most visual impact, however for space
and convenience wargames played with card counters representing
the units are also extensively used and are probably the most
common type of wargame played. There is the added benefit that
large armies do not have to be made up and painted before battle
can commence. Wargames now cover almost every conceivable period
from Prehistory to the latest Gulf War.
It was a natural progression to go from
recreating historical battles to fictional ones. Some of the
earliest examples I can remember are games based on Lord of the
Rings and Valley of the Four Winds, both in the late 70s. The
latter was based on a story serialised in White Dwarf and was
originally a miniatures game with figures from Minifigs. It was
also one of the first four games produced by Games Workshop. There
was also a long running strategy game based in the world of Conan
which was serialised as battle reports in Military Modelling.
In the science fiction arena one of the oldest
and best games is Star Fleet Battles, originally appearing in the
early 80s as a game which allowed the players to fight battles
between rival Star Trek Universe races. The game, which is still
in production, has grown through numerous editions to perhaps one
of the most complex, comprehensive and detailed games ever
produced. Possibly only the classic Advanced Squad Leader rivals
its pre-eminence. A word of warning about Star Fleet Battles, for
various copyright and other reasons the background, while firmly
rooted in the Star Trek milieu has undergone parallel evolution
and has many differences from the current version seen on film and
TV.
A rather less successful game that appeared in
the wake of Star Wars was Freedom in the Galaxy, an attempt to
create a strategy game of rebels against the evil empire.
Unfortunately it didn't really work as a game.
The development of the role-playing game, itself
a spin off from skirmish (small unit) wargaming greatly increased
the interest in SF and Fantasy settings and companies began to
produce a huge range of games. Everyone was jumping on what looked
to be a popular and therefore lucrative bandwagon. A leader in the
field was Steve Jackson Games. As well as creating one of the most
popular role-playing systems, GURPS (Generic Universal Role
Playing System), he produced classics like OGRE, the game of
supertank combat, and the immensely popular Car Wars.
One of the leaders in the field of miniature
wargaming is Games Workshop with their Warhammer (Fantasy),
Warhammer 40K (Science Fiction) and Lord of the Rings lines of
rules, miniatures and accessories. However they are not the only
player in the sandbox, there are many other manufacturers
producing genera games. Ground Zero Games produces miniatures and
rule books for several SF games including StarGrunt, Full Thrust
and Pig Tickler, the latter for an alternative Victorian setting.
Others have produced games of giant robot combat
(Battletech), alternative 1920s flying adventures (Crimson Skies),
rampaging monsters (The Creature that Ate Sheboygan, Bug Hunter),
classic SF (Starship Troopers), classic Fantasy (John Carter
Warlord of Mars - regrettably the Plan 9 from Outer Space of
games).
Basically if anyone has been able to imagine it
there's a pretty good chance someone has produced a game of it.
Drop along to the games at the convention and see for yourself.
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What's A ... Hero?
In PR2 we published some quotes to stir up your
brain, about the nature of heroes and heroism:
Glynn Christian (the mutineer's
great-great-great-great-grandson): "There is nothing new
to say about Bounty, Bligh or Christian ... William Bligh was a
magnificent navigator and a truly awful man just as Fletcher
Christian was a wicked mutineer and an interesting pioneer of
democracy and female emancipation."
Lenin: "All our lives we fought
against exalting the individual, against the elevation of the
single person, and long ago we were over and done with the
business of a hero, and here it comes up again: the glorification
of one personality. This is not good at all. I am just like
everybody else."
Ralph Waldo Emerson: "A hero is no
braver than an ordinary man, but he is brave five minutes
longer."
Thoughts on the Philosophical Foundations of
Heroism, by Dr Andrew Bernstein: "What, the first
question must be, is the distinguishing essence of heroism? What
characteristics must one possess to qualify as a hero? What is it
that unites Achilles, Cyrano, Isaac Newton, John Galt and Ayn
Rand? What is it that differentiates them from: both the folks
next door, and from Iago, Ellsworth Toohey, Adolf Hitler, Hilary
Clinton? In short, what is the rational meaning of the concept
"heroism"?
Webster's Ninth Collegiate Dictionary defines
"hero as: a) "a mythological or legendary figure often
of divine descent endowed with great strength or ability, b) an
illustrious warrior, c) a man admired for his achievements and
noble qualities, d) one that shows great courage." These
attempts at defining the nature of a hero are woefully inadequate.
Observe first the predominant emphasis on the physical, on great
strength, courage and warlike prowess - second the absence of any
mention of the mind or intellect - and third the attenuated
reference to the criterion of a man's moral character ("noble
qualities" is listed as one of the term's meanings). The
American Heritage Dictionary, though endowed with such a promising
name, provides a set of definitions essentially no different.
Based on this definition, one might conclude that an Arnold
Schwarzenegger character is a hero but that Howard Roark or Ayn
Rand are not. Sadly, this is a common perception in our culture.
A hero is (this is my definition, not
Webster's): an individual of elevated moral stature and superior
ability who pursues his goals indefatigably in the face of
powerful antagonist(s). Because of his unbreached devotion to the
good, no matter the opposition, a hero attains spiritual grandeur,
even in he fails to achieve practical victory. Notice then the
four components of heroism: moral greatness, ability or prowess,
action in the face of opposition, and triumph in at least a
spiritual, if not a physical, form.
Of these, the hero's moral stature is unquestionably the most
fundamental. An uncompromising commitment to morality is the
foundation of heroism. Although the point can be stated simply_the
hero is a "good guy"_its reasons are philosophical and
apply to all instances of the concept."
From a school essay: "Macbeth was a
true Shakespearean tragic hero. He had many noble qualities as
well as several tragic flaws. He was a courageous, brave and good
nobleman who was haunted by superstition, moral cowardice and an
overwhelming ambition. Progressively through the play, his flaws
started consuming his qualities until they are all that can be
seen of him."
Ernest Renan: "As a rule, all
heroism is due to a lack of reflection, and thus it is necessary
to maintain a mass of imbeciles. If they once understand
themselves the ruling men will be lost."
Solomon Short: "Nature abhors a
hero. For one thing, he violates the law of conservation of
energy. For another, how can it be the survival of the fittest
when the fittest keeps putting himself in situations where he is
most likely to be creamed?"
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copyright Paragon2 - maintained
by sofa@paragon2.org.uk
"Eastercon"
is the registered trademark for Eastercon, an unincorporated
society
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