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The Patron Saint of Toliver

@tigstripe / tigstripe.tumblr.com

34/gay. He/him. Fandom geek, aspiring writer/cartoonist. Arrowverse, Fate/, Star Wars, Mass Effect, Warehouse 13, RWBY, and others. Ao3 handle: TigStripe.
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Guess what time it is!

If you guessed "Warehouse 13 rewatch time," you're right!

Full thought thread and screen caps after the break. There will be spoilers in the commentary and screenshots, if that's important to you.

If you liked this post and would like to see more, I'll be posting these as I rewatch the series. I will be tagging them with the reboot and show tag, so if you don't want to see them, feel free to block #WarehouseRewatch (no space) to avoid the posts.

Season 1, Episode 1: Pilot

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reblogged

Theoretical (and practical) way they could reboot Warehouse 13 as a sequel with less initial effort:

  • Pete and Claudia are the new top agents at the Warehouse.
  • Pete is the new Artie, in charge of day to day running of the Warehouse and is generally the top dog around the place. He still hasn't read much of The Manual. ("I'll get to it eventually. You know, like after I die.")
  • Claudia is still training to become the new Caretaker, but has put that on the back burner until they have enough hands on deck.
  • They bring in two new agents as the primary field agents, but Pete and Claudia have issues leaving them to themselves on missions so we get a lot of A-team/B-team from the outset. It's possible that the newbies not working out is what brings back some of the old cast.
  • Everyone else has either retired or moved up the ranks: Artie is a regent now. Myka split with Pete years ago and moved in with Helena, trying to live a normal life. Steve "retired" but is the new B&B owner. He couldn't step away completely.
  • Myka is happy with Helena away from the Warehouse, but is still Pete's number one go-to for field assistance. A lot of her help is off-screen (at least initially). Helena fills in a lot of knowledge gaps, as well.
  • Steve is willing to assist in missions moreso than Lena did, but his partner/boyfriend/husband doesn't like the danger so he keeps his direct involvement to a minimum (at least initially).
  • Artie shows up to support the team from an administrative position (at least initially).
  • Mrs. Frederick is still around, but rarely seen, as per usual. She does like having Artie as a regent, though.

Reasoning: Anchoring the show with Eddie and Allison makes the most sense, as they seem to be the leading actors behind the reboot concept (and their characters sticking around are the most plausible). Bring in the old guard as actors' availability and desire to return change, from cameos to full series regulars if desired. Not everyone will have the time necessary to return to a serial like WH13. This lets them help out however they want to, or work their way up to full-time casting, while still having that connection to the original cast.

A "reboot" is such a scary concept to a fandom. It could start a whole new canon, or continue the one that exists. Hopefully they find a way to include as much charm and nostalgia as they can while making the new concept unique and good as a stand-alone.

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Warehouse 13 Board game first thoughts:

Pros:

+ Each game feels very much like you're in an episode of Warehouse 13. + These guys' attention to detail with the Artifacts and various things pertaining to events in the show is very nice. + Representing characters from the show is always awesome. + Each character's abilities and downsides make 100% sense for them. + I like rolling dice and I enjoy games that allows you to develop a hand of cards for strategy. + While detailed, the rules aren't so convoluted that each player has to read the instructions. + I like that the rulebook explicitly states "This is your game. Make house rules that suit you!"

Cons: - I really hate the rulebook. It's terribly designed and executed, although I've been told it's actually decent by a lot of modern standards. - There is no sense of fulfillment for succeeding against obstacles or acquiring Artifacts before the Adversary does. - On the other side of the same coin, there is no real sense of dread as you lose your footing in the win conditions. - The game seems too reliant on random chance, such as drawing appropriate cards and all results being a result of die rolls. - Strategy seems to be an afterthought to the flavor of the game. - The game seems either really easy or really hard. This is a first impression after only one full game, though, so after more games this might not be true. - Artie gets the short end of the stick with drawing twice as much Stress (a loss condition of the game) as other Agents. - I really don't understand the whole "hide and reveal" part of the dice rolls. Well, I do, but they make it into this big huge deal when it really just should be "choose a die and submit it at the same time as everyone else."

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