Monday, November 24, 2025
Tis The Holiday Season
Friday, September 5, 2025
"Dear JB" Mailbag #40
Hi JB! So I am a bit perplexed over the situation and would appreciate any advice. Also my blood is boiling, but I'll try to keep this fair and factual.Currently I am a part of an online DnD campaign - and it is the best campaign of my life. I am enjoying it immensely, especially since my previous full-blown campaign's ending traumatized me a bit. My new DM - highly recommended - delivered fantastic sessions: great storytelling, balanced spotlight, the works.Then one day it all changed, when one of the players asked if his wife could join. She’d supposedly been bullied out of another game. We are decent people, so we agreed. Later, we learned she’d been "bullied out" several campaigns with different groups. Red flag number one.Her first action was demanding her paladin character be a literal anime space princess and would not accept any pleadings, with us being a rag-tag team of homeless scavengers. She would not budge, and the DM compromised, making her an emperor’s illegitimate daughter (not yet confirmed 100%, but enough to keep her satisfied). Red flag number two.After some travelling she started subtly trying to change other PCs to fit in her narrative, masking it with back-handed compliments. Such as "Wow, your autognome was so much less annoying this time, keep it up!". And my poor autognome monk was not the only receiver of this treatment, this also included comments towards our cute elf warlock and several NPCs; she even started actively referring to other two players (including her husband) as "my simps". Then one day during combat, she threw a fit when the DM hit her 21 AC anime princess paladin several times. "This is not fair! Roll publicly! I don’t trust your rolls!". We were quite taken aback and again tried to reason with her, after which she claimed she was being bullied again before finally calming down.By this time me and my friend (warlock) already approached the DM to discuss how she was making us uncomfortable. He said that he would talk to her, and for the next session it all died down, so we thought that it bore fruit. Then a week ago came a breaking point.Princess multiclassed into warlock. The DM suggested a patron and was crystal clear (both directly and indirectly via NPCs): this patron was evil, would corrupt her, and may exploit her royal bloodline for its own ends. She agreed, as her potential patron promised her an ascension to the throne. We all thought: "How cool is that, her anime paladin will finally be going through an interesting ark!" Yet when the DM roleplayed her character’s growing bloodlust (exactly as warned), Princess was shocked. Princess was outraged. Princess said that her character would never-ever feel such dark urges.After the session during our scheduled feedback time, she proclaimed she had a "joint complaint" against the DM. What exactly is a "joint complaint" if no one of the party participated, you ask? Turns out, she’d complained to out-of-game friends - who knew nothing about our campaign - and they accused the DM of "stripping her agency as a player" as there was "lack of wisdom saves to resist these urges". Guys, she screenshotted their nasty messages and sent them directly to the DM’s DMs. The messages where they mocked my DM and questioned his competence. I am fuming even now.Seeing our DM - a kind, talented person - shaken was heartbreaking. So I lost my cool. I told Princess in no uncertain terms that this was unfair, highly unethical, and a violation of trust. If she didn’t trust the DM, she should find a DM that she DOES trust instead of trying to walk all over my favorite DM. She abruptly left the session, and I personally spent 20 minutes consoling our sweet DM.Here’s the problem: the DM let it slip that he still wants to continue playing with her as there are couple of sessions left anyway and he wants to finish her ark. I also suspect that he is afraid that her husband may leave with her, and hubby is a valuable player and has a great and important character. I love this campaign and the storytelling, but Princess’s behavior is ruining my experience, my friends' experience and our DM's experience. How do I support my DM without enabling her? How do we protect his mental health if she stays? I do not want to pressure him to get rid of her, and my other teammates, although uncomfortable, would like to continue as is...EDIT: I deem this necessary to state: I am female, my warlock friend is female, we are not bros gatekeeping the sacred masculine DnD by booting a womanSpace Anime Princess Ruining My Game
Friday, June 20, 2025
Nazis
Thursday, March 20, 2025
"Dear JB" Mailbag #19
Dear JB:So firstly, context. My players have been getting along very well! The main thing I've begun to notice is that they tend to split into mini groups.Out of five they tend to split
- Goliath barb and Gnome Artficer
- Human fighter and human artificer
- And rogue who sticks to her npcs.
Again, players are getting along well, but I'm a smidge worried that character motivations may split as the characters sometimes don't even get along lol.Without strong arming them or going over the table, how could I get them together more?How Do You Get Characters To Bond
Saturday, September 12, 2020
Dystopian Present
Well, this must be what it would be like to live on Venus. Yellow clouds of poisonous air obscuring the view from my windows, and being unable to step outside my habitat without a spacesuit.
Yesterday evening, I was very angry...very, very angry. Angry about the state of things in my country, in my world. Angry about how they got this way, angry about the ignorant, selfish people that have caused so much of this, angry even at my own culpability for not doing more, for not actively working against the ignorance and selfishness.
I proceeded to stay up late and drink heavily and did NOT write the rant I meticulously plotted in my head, most all of which was aimed and belittling and insulting people. Not very constructive that.
Anger isn't just a coping mechanism (we tend to get angry to feel like we are in control, to stave off our fear of helplessness)...it is a tool, given to us by our Creator. Used properly, it helps us to transform ourselves, bringing focus to our will, spurring us to do the hard work that ends up being needed when we have procrastinated in doing what should have been done all along.
And it's only by changing ourselves for the better that we can change our world for the better.
Not that most of us are willing to do that. Heck, many of us lack the capability for it (as with all skills, it's something that requires practice, and atrophies from disuse). But as I look outside my window this morning, I force myself to repeat a mantra in my mind:
Things can always get worse. Things can always get worse. Things can always get worse.
There is nothing more true or more sure in this world. Suffering will continue to increase the longer we allow suffering to continue. Because of ignorance. Because of selfishness. Because of our lack of love.
Sorry if that's a downer.
By the way: Happy birthday, AB. Hope you're doing well, wherever you are, my brother.
Wednesday, February 20, 2019
Class Proliferation
First off, let me say that, aside from the reasons I noted in my previous post, there's no special reason you need to have a "class system" in your role-playing game. Traveller doesn't need a class system. Neither does Pendragon or original Gamma World. There are some systems like Vampire the Masquerade that actually confuse their own design purposes by including a class system (see "clan"), though VtM does demonstrate yet another reason class systems are expedient: they limit what might otherwise be a baffling number of choices/options to a manageable number.
[I hear some folks might saying, HEY! Gamma World has classes: humanoids, mutant animals, and pure strain humans! To be clear, original GW only offers two choices: a PC with mutations or a PC without. If you choose the latter, you get some bennies when it comes to interacting with ancient technology. I don't see a "class" distinction when there's no real, mechanical difference between choices]
I'm not a stupid man (usually), but I just don't have the patience to wade through some of the character creation systems out there. I've played FATE games on multiple occasions (at conventions) and had a good time using "lite" streamlined chargen (once) or pregen characters. I own a couple-three FATE games. But I haven't run them...haven't even finished reading the rules. My eyes just start to glaze over when I start skimming the aspects and stunts and skill lists (skills! why are there always skills!). I have a much easier time managing a "light" class-less system (say Over The Edge) than something so robust...I don't want to "build" a game with a toolbox, I want to PLAY.
It may simply be that Dungeons & Dragons spoiled me a long time ago. The expedience of its class system with its distinct, recognizable archetypes just proves to be such a useful working template for fantasy adventure games that it's hard to get away from it...whenever I pick up an RPG that has "quick-start" characters or archetypes (like Hollow Earth Expedition or Shadowrun or Deadlands), I always find myself asking 'Why didn't they just make this a class-based system? Wouldn't that have been easier?'
However, it's not always wine and roses in the world of classes. Class proliferation, the expansion of the choice list to fill an ever greater number of niche interests, can eventually lead to wrecking the joint...especially in games where the classes cease to be recognizable and/or the distinctions get muddied or outright buried. Palladium's RIFTS is probably "Exhibit A" for class proliferation leading to a loss of expedience due to proliferation: the original core book contains 28 distinct classes (or more if you count each "dragon RCC" separately) and each supplemental "World" or "Dimension" sourcebook (more than 50 of which exist) add another half-dozen...or more!...new classes to the mix, many of which are no more than slight variations of others. Do you really need to include six variations of the juicer? For that matter, do you really need juicers and crazies and borgs? Aren't they all just enhanced/altered fighters with different downsides?
In the world of Dungeons & Dragons, class proliferation isn't nearly as extreme, but it IS present, and has been for decades. The original Little Brown Books had only three classes in 1974, increasing to five with the release of Greyhawk (1975), seven with Blackmoor (later in 1975), and nine (including the psionic variation which "drained" existing class abilities in exchange for psionic ones) with Eldritch Wizardry in 1976. That's nine classes if you're not counting each multi-class or race-class combo separately. By 1978 the AD&D Players Handbook had eleven classes available to players, with a character's race providing only slight variation (though many-many multi-class options).
While this was only officially increased to fourteen with the advent of Unearthed Arcana in 1985, the time between 1978 and 1985 saw the appearance of a number of classes in Dragon magazine, many of which were used in peoples' home campaigns (we used at least two or three, and I'm sure we would have included anti-paladins, if we'd had that copy of Dragon).
So how many classes do you really need? How many classes are "too many?"
It's pretty clear that most folks feel you need more than three (unless the capabilities of those three are so minimal in distinction that a race variation can make one feel "heavily modified;" see OD&D). But is 4th edition's 22 (spread across three PHBs), each possessing four "paragon" options (4E's equivalent of "prestige classes") that become accessible at 11th level, too many? I would certainly say, "yes," but it's possible I'm in the minority.
Classes (and class-race combos) are certainly something that can be tailored for each individual's campaign; in fact, in some games (like Rifts) I'm not sure a campaign can really function without a strong editing hand. But what a particular gaming group can stand with regard to class quantity is up for debate.
Back in D&D's "primordial ooze" days, new classes (and class options) were added in dribs and drabs until a saturation point was reached round about 1979. My evidence for this? The very unscientific fact that TSR was happy to stand pat with its "official" class list till 1985. While I realize that other things were keeping the company's main designers busy (lawsuits and finding new ways to spend their wealth), I have to think that if there'd been a real clamoring for new classes, the company would have found some way to put out a new or updated or modified PHB; heck, just a "revised edition" that included a handful of extra pages.
[by the way, this falls into the "more evidence" drawer when it comes to my idea that subsequent editions are written MAINLY for returning, experienced players. Once you've added a bunch of classes over time, veteran players come to a new edition with an EXPECTATION of being able to play with their favorite shiny bauble. It's why there's so little "pruning" that occurs between editions, despite the fact that a dozen plus classes is probably excessive for a new player]
So what, JB? Having classes is fun! Having more classes just means more options which means more fun! You just said that groups are going to vary in opinion over "how many is too many."
That's right; I did say that. I said that limits are going to vary depending on groups...but there reaches a point, with ALL campaigns, when the proliferation of classes is going to be too many. When the number of class options is so many that game play is no longer expedited. That number may vary from table to table, but each table has a number. And I think that knowing that number...or, rather, finding that number...can be useful.
I've delved into this a little bit in the past when I was reminiscing over the gaming group of my youth. While it lasted only seven or eight years, it represented a substantial investment of time (in hours spent) back before my friends and I had much in the way of responsibilities or distractions. I would estimate that we spent at least three times as much time on Dungeons & Dragons as on ANY year I've spent regularly playing as an adult, the equivalent of a 20+ year (adult) campaign. Which is about right for the power level we were often playing at.
[to be clear, we ran...roughly...three full campaigns during this time period, taking characters from 1st level up to (what would be) a retirement-worthy high level]
Most of this was played with 1st edition AD&D; our group disbanded shortly before 2nd edition was released. Including the Unearthed Arcana (we never used Oriental Adventures), here's our breakdown of classes:
Cavalier (subclass: Paladin): never used. Never ever ever. It wasn't that they weren't cool, or that we couldn't roll up characters with high enough ability scores. No one wanted to be strait-jacketed by their codes and alignment restrictions. Plus, what good is a horse in a dungeon?
Cleric (subclass: Druid): we saw several clerics over the years, though the first PC cleric did not appear until we picked up the Expert set (circa 1982) and the followers that came with high levels outweighed the lack of "oomph" at low levels. My friend Matt's longest running PC was a cleric of Athena. A visiting player brought his high level cleric to one of our game sessions (another cleric of Athena? Maybe). There were also two Drow clerics of Lloth at later points (one male, one female, both played by different players at different times); one of these (female) was multi-classed. We never had a PC druid (I rolled one up, a female half-elf with the oh-so-original name "Galadriel;" she never saw play time). One half-elf "converted" (mechanically and religiously) to a cleric of Artemis. There was also one "healer" PC, based on the NPC class published in Dragon magazine; "Fr. Cornelius" was Chaotic Evil and insane and lasted all of one session before being castrated and left for dead by his fellow party members.
Fighter (subclass: Ranger, Barbarian): my co-DM (Jocelyn) 's second oldest PC was a straight B/X fighter, and probably the most badass character to ever roam our campaign; she deserves her own post. My brother played a dwarf fighter/thief; another player (Crystal) played a 6'3" female human fighter fighter who sported about 50 weapons including a man-catcher ("to catch me a man") and exceptional (%) strength. My brother played a barbarian also ("Bork") who was killed at least once in an intra-party feud. There were a couple 1E bards who started in the ranger class (one was mine) but we never had any dedicated rangers. One of the earliest character sheets I still have stashed is a level one elf (B/X) named "Silver Fox;" no idea whose it was. Jocelyn's oldest character was a 1st level (B/X) halfling that I gave her when she randomly showed up to the first adventure I ever ran and needed a character...it is the only "halfling fighter" I remember anyone ever playing back in the day. Matt also ran a half-elf "archer," though I can't remember if this was taken from Bard Games' The Compleat Adventurer, a Dragon magazine, or was some kit-bashed combination.
Magic-User (subclass: Illusionist): quite a few of these, though most were played by one guy (Scott); his longest running PC was a straight MU named "Lucky Drake" (later "Lucius Draco"). He also ran an illusionist (who adventured through D1: Descent to the Depths of the Earth), and a (male) Drow magic-user/assassin with house-ruled pyrokinetic (psionic) ability. Also seen: a half-elven fighter/magic-user and a female (wild?) elven magic-user with red hair and a penchant for fire/arson. Now that I think of it, fire and arson were fairly common proclivities of magic-users in our games. Not Lucky, though...he was a strict lightning bolt type of mage.
Thief (subclass: Acrobat, Assassin): quite a few of ALL of these. Jason's longest running PC was a thief, grandfathered into AD&D from B/X. Matt had an assassin. Scott had the aforementioned magic-user/assassin. After the UA's release, most thieves (at least three, maybe four) chose to become thief-acrobats upon reaching 6th level (two bards did). In one campaign, my bard took assassin as his second class (instead of thief...no, this was not the guy who started as a ranger). My brother's halfling thief-acrobat was the kind of douchebag only an annoying younger brother can run. A couple of (prominent) halfling thief henchmen/NPCs. Scott ran a female half-elf thief who was brutalized and killed by a tribe of bullywugs (I1: Dwellers of the Forbidden City) in what may have been the lowest point of our many year campaign...a campaign that had MANY low points (see Matt's healer character above).
Monk: I created a monk character with the name "Soft Treader" (because I suck, okay?) who wore a cape with a hood that looked a bit like Moon Knight (not really an inspiration) and, as far as I remember never used his hand-to-hand attacks; had a crossbow and "jo sticks" instead and made it to about 2nd level before being abandoned (or killed...I honestly don't remember). Pretty sure he was Lawful Neutral, which didn't fit in all that great with the (usually Chaotic) party we were running.
Bard: three of these, though one (mine) really had three iterations across the years: first as a fighter-thief-bard, then as a ranger-acrobat-bard, and finally as a fighter-assassin-bard. The other two were both female; one (another half-elf ranger-acrobat) was a prominent NPC. The other was a crazy-ass mix of storm giant/human/elf that (I think) was of the "standard" fighter-thief variety...albeit one with a bunch of crazy air elemental type powers (this was NOT my character; another long post).
A few years after this group disbanded, I did have the opportunity to run a short (maybe three month?) AD&D campaign for my brother and some friends. They were in high school at the time and were tired of me maiming their PCs with Chaosium game systems (ElfQuest, Stormbringer, etc.). The group consisted of a fighter, a couple clerics, and an evil magic-user or two. Oh, and another (1E) bard who was sacrificed pretty early on in order to power The Machine of Lum the Mad. Since that time, I've really only run/played BECMI or B/X...at least as far as anything resembling a "campaign."
So what's the breakdown? How many different classes are we talking? Well, that's really only about EIGHT classes, plus multi-class combos and racial variation. I mean, the monk? I can hardly call a class played in one or two sessions by a single player (probably one just "trying out" the new rules) as really viable class. Other than the thief, most single-class characters were a "main" class: fighter, cleric, or magic-user. Subclasses were something to be shoehorned into a multi-class character (or bard) or left for NPCs. The thief subclasses were the exception for us, and I'd guess this was due mostly to them all being "thief PLUS" type classes: they had all the abilities of a thief, plus extra abilities. And UN-like other subclasses (paladins, rangers, barbarians, etc.) there were no behavioral restrictions mandated by their class. Any rule that restricted us with regard to who we could loot and what we could carry (treasure-wise) was enough to render classes undesirable and untouchable.
| Getting crowded in here... |
Which, unfortunately, doesn't really answer my question.
I just want to add a couple-three more thoughts (as I wrap up an already-too-long post): one is that my remembering of my old campaigns' classes is probably not accounting how much of our enthusiasm or affinity for a particular class was due to level restrictions. No one played dwarves (for example) because they max level was capped in all but the thief class (and who wanted to play a dwarf thief? He can't even climb walls!). This was a major consideration for us "back in the day."
Secondly, regarding 3rd edition (and 3.5 and, by extension, Pathfinder): I've played this brand of D&D and despite it only having only 11 "core classes" (we won't count the later "Complete" line of 3.5 that added at least 12 additional "core classes" to the mix), it was TOO MANY for my taste, simply because of the lack of restriction in combination. I suppose there's nothing "wrong" with a gnome or half-orc ranger...in some ways, that's a nice option to have, an example of "outside-the-box" thinking, casting against type, etc. But there IS something about allowing (for example) ANY race to become a paladin, or a monk, or whatever that makes a class that once felt special and privileged to be "less special." And the open-ended multi-classing? That defeats the whole purpose (and advantages) of having a class-based system; instead you're doing a class-less system, just not one as robust as other "point-buy" RPGs (like GURPS).
In the original AD&D PHB, there were a total of 56 race-class combinations available to player characters (58 in games that allowed the human and half-elf bard options). 22 of these were specific, demihuman multi-classes, almost all of which were composed of primary classes (not subclasses). 50 is probably more than one will see in a long-running game (mine used less than half this number, and we enjoyed trying out new things and tinkering)...but I can see wanting to have 150% to 200% more available than what one would expect to find over the life of a campaign. For me, based on my past experience, 40 would feel like a pretty safe maximum.
Besides, I could always add more if some player really REALLY wanted to have something unusual (a half-giant pyrokinetic archer, for example).
; )
Thursday, December 20, 2018
Kender
Welp, the holidays are well and truly upon us. I'm leaving town (heading to Mexico for what may be my last trip south for a LONG while) and I've been running around trying to get everything squared away for Christmas. Combined with fighting my annual bronchitis (and the morning grogginess that comes from chugging NyQuil) I just haven't had time to sit down and write.
[well, I did spend one morning writing several scathing paragraphs about Douglas Niles, but in the spirit of Christmas decided it would be best not to publish those remarks. Suffice is to say that Against the Cult of the Reptile God remains the only highlight of his TSR career...in my opinion]
All right, time to play out the string. This should PROBABLY be my last DL post for the foreseeable future.
At the beginning of most every DragonLance adventure (I don't recall one that doesn't...and I ended up reading through all of DL1-DL15 over the last couple weeks), the author takes pains to point out that the Krynn setting has several "important differences" from the standard AD&D play:
1. Gold has no value in the world (except that, in later modules, it has some value outside the starting region of the DL campaign).
2. Clerical spells have not existed for 300 years (though they become available to both characters and antagonists beginning with the second module in the series...still it colors NPCs attitudes toward clerics).
3. Dragons haven't been seen for a thousand years and are considered a myth (though this also changes following the first module as dragons run rampant over the setting).
4. Halflings are unknown in Krynn; instead they are replaced by the Kender race.
Thanks to the popularity of Tolkien, "Hobbit-equivalents" have been found in fantasy gaming since the very beginning. OD&D originally had them (available as a fighting class with a maximum level of four...probably the most accurate modeling of the species ever to see print). DragonQuest makes them a more balanced adventurer (though still with tongue-in-cheek references to LotR). Palladium uses "gnomes" to fill the same ecosystem (I've see other RPGs use "brownie" in the same way). Warhammer Fantasy has perhaps my favorite depiction of the handling species (with the snarky wit typical of all GW games, they are grubby, gluttonous thieves and low-lives). As a fantasy race, the halfling is as ubiquitous as elves and dwarves.
The kender is the first re-skinning that really steps far from the hobbit archetype.
Kender look like "wizened 14-year olds" and unlike halflings (hobbits) they wear shoes. They are described as having an insatiable curiosity, and no real sense of property ownership (they tend to "borrow" anything they find interesting that isn't nailed down). They have two system/rule-based abilities: they are immune to fear (magical or otherwise), and they have the ability to taunt others (save versus spells or incite folks to attack with reckless abandon...and substantial penalties) with "verbal abuse."
| The model for the 3E "halfling." |
Kleptomaniac, annoying children...empowered to stick their noses into trouble, steal shit that doesn't belong to them, and irritate people with a special mind control power. In the books, kender make a nice bit of comic relief from the grim-dark melodrama and hopeless odds of the setting. In gaming? Well...
As I wrote earlier, we never actually played in the DL setting, or ran any of the modules. However, we have halfling thieves in our campaign whose personality and behavior was modeled fairly substantially off the kender. Well, one was...the other one was closer to a gully dwarf (being a bit slower of wit). Here's the thing, though: both were NPCs in the campaign, run by the same DM (not me). Both were played (mostly), for comic relief, though they never upstaged the other PCs. One (the dim-witted one) was, in fact, the henchman of another PC and was both fiercely loyal and affectionate to her (though being none-too-competent). The other was more-or-less Tasslehoff in all but name (his name was "Mouse," for the record), but far more helpful than a hindrance.
Neither of these displayed any of the "kender skills:" they didn't taunt (at least, as a system for taking control of someone), they weren't immune to fear ("Shorty" the henchman was quite the coward), they didn't use "hoopaks" for weapons. They were curious and they did acquire a lot of items with their light fingers (all of which were stored in their multiple, bulging belt pouches)...and they did speak (squeakily) in a childlike fashion with a kender's wide-eyed innocence.
[and...on rare occasion...act as a deus ex machina. Well, one time at least: when Mouse liberated MY character from an eternity of torment at the hands of Lolth. However, I was left to rot (literally and figuratively) for several months prior to rescue]
But that was just a choice of how our DM wanted to run halflings in her campaign. None of the players were running halflings (well, only my kid brother who...once...ran the guy as an annoying, klepto-style, as only a 10-year old brat can do. And, no, he never read the DragonLance books. That character was a thief-acrobat...) so she was re-skinning simply to make the race interesting as an NPC. After all, we were slavishly devoted to the Rules As Written in those days...to simply CUT halflings (or paladins or monks or whatever) from the game, even though no one ever used them, was unthinkable to us. Better for us to find some way to make use of their existence in D&D.
So, I guess I have a bit of a soft-spot for kender...not as a playable race, but as an NPC personality. I enjoyed Tas in the DragonLance books, and I enjoyed Mouse in his similar role as an occasional traveling companion (he did not accompany us on ALL our adventures...he was more of a campaign personality that would wander into our party from time-to-time). Unfortunately, I don't think there are many people who could pull off playing a kender-type...either as a PC or even as an NPC. I'm pretty certain I couldn't; I just don't have the whimsical humor necessary to portray such a character (maybe I'm too mean-spirited).
If I were to run a DragonLance campaign (and at this point, I've all but decided against the idea), I would include kender as a B/X-style class. Fear immunity would simply be a +2 bonus to saves and/or Morale (there are plenty of times in the novels that Tasslehoff acts in all the ways as someone who is nervous, scared, or paralyzed with fright, despite his statements to the contrary). They'd all receive some thief skills (notably picking pockets and locks...probably with a substantial bonus), but they'd receive a negative reaction with most intelligent species in Krynn (after all, not all humans are thieves, but all kender...well, they do have a reputation).
Taunting would work differently: a kender would be able to force a reaction roll, and could apply their Charisma adjustment as a NEGATIVE, even if normally positive (a low CHA kender would apply their reaction normally). Creatures incensed to fight would suffer a penalty to attack (probably not AC). Other PCs would be immune to this sort of thing, as would NPCs with more levels/HD than the kender (and I would limit kender to eight levels of experience, just like the halfling class they'd replace in B/X).
I'd probably remove the halfling bonus to missile combat (leave the AC bonus), and would use their stealth ability for any type of "sneaky thief skill" (move silent, etc.)...all kender would have the same chance to be unobtrusive, regardless of level. Wearing metal armor would negate these bonuses/abilities, of course...no lenders clinking around in plate armor should be able to sneak up on someone and rob 'em.
Personally, I think such a species works far better in a B/X-based campaign. Despite being written for AD&D, nearly all the protagonists are "single class," and all are pretty "basic;" even the elves in the DL adventure modules are all of the fighter/magic-user type (with the exception of Laurana). Only the Plainsman, Riverwind, uses a non-B/X class (he's a ranger), and he's easily converted to a straight fighter (he never uses any ranger abilities in the novels anyway).
Hmm...maybe I will write another DL post, just to do some conversion notes for folks who like the idea of B/X DragonLance.
But not today. I'm leaving my house around 6am tomorrow and I've got lot still to do (including packing). I'm not sure I'll be taking my laptop (which would be a first), but even if I do, I'm not sure I'll be blogging again before the New Year. If you don't hear from me...well, hopefully you'll all have a happy, happy one (I'm pulling for ya!). I'll be back for sure in 2019.
Later, Gators!
: )
Thursday, January 11, 2018
The Need For Escape
Man, there's a lot of stuff I could (and would like to) write about. Most of it has fuck-all to do with gaming, however, and much of it is probably "too political" (and too partisan to boot)...things that many of my readers find tedious in the extreme. And I do have a few (fifty or so) gaming topics in mind for the New Year, though precious few are specific to Dungeons & Dragons, let alone B/X.
[though rest assured, I am compiling a list...for YOU, gentle readers, all for you]
In fact, my original plan for the day was to sit on down at the local cafe and bang out a couple-four posts to schedule over the coming week. This didn't happen as I ended up spending much of my morning dealing with the police and my delinquent brother and his asshole-ness. Which...trust me, I know...I could go on and on about and elicit all sorts of sympathy for, but fuck, there's not much one can do with sympathy, besides appreciate it and get on with the effort required for dealing with life's realities.
Thanks anyway. Everyone has problems, and my personal ones are pretty small compared to a lot of folks out there, even those of my fellow Americans.
So, instead I'm at the bar attached to a local game store, blogging like this. I bought a beer and a bowl of chili and a game (the newly re-issued Adventures of Baron Munchausen...a beautiful book with new rules for Sinbad the Sailor-type storytelling) and I'm calming my nerves and getting ready to be a fucking parent again with my two darling children who deserve so much more than their uncle's bullshit and the future inheritance we, as a fucked up society, are leaving them.
Games, especially role-playing games like D&D, are a fantastic cure for the various ills that plague us. Don't get me wrong: I use lots of escapist means to deal with my mental stress and suffering. But alcohol (one of my favorites) has a lot of downsides to it, and video games contain few of a tabletop RPG's virtues (like requiring literacy, engaging your imagination, and forcing you to interact with fellow human beings). Thank God for games...I can only wonder at what I might have done with myself over the years if I hadn't had them for an escape outlet.
That's it. That's all I've got for the moment. Seriously, no one wants the sordid details. But I'll try to get back to posting here in the next few days. I do have other things to write about, after all.
Tuesday, August 22, 2017
The Defenders (Part 1)
So it was that I had to show my brother the door this morning at around 10am. I've been decompressing ever since.
[I say this not to elicit sighs or sympathy or well-wishes, by the way. I'm just trying to explain the space where my head is, at the moment, and a little bit of the why]
| The best Marvel casting since Iron Man. |
The best thing about The Defenders is the cast. The worst thing about The Defenders is the writing. If you are a fan of these characters' comics, it is fun to watch. If you are a fan of the previous Netflix Marvel series, it is fun to watch. Judged by the cast, it might be (might) the best of the Netflix Marvel series so far. Judged by the writing, it is certainly one of the worst...if not THE worst.
That's the TL;DR, spoiler free version. I'd recommend the series; it's only eight episodes. However, I understand a lot of people have a lot more important stuff to do with eight hours of their time. Like running a marathon D&D session. Like watching 2 to 3 MLB games of their local team (assuming that, unlike Seattle, you've got an MLB team with a snowball's chance in hell of making the post-season). Like getting a good night's sleep (or two night's sleep if you are the parent of a new baby or infant child). Or like streaming the entire season of Game of Thrones, back-to-back, once the season finale airs this Sunday.
But if you do want to make the time for the show, I'll be happy. After all, I'm a fan and I'm looking forward to new seasons of ALL these Marvel shows with the hope-hope-hope that they'll so a better job with them...and the more people that watch The Defenders, the more likely said shows will get made.
[okay...thus ends the short version of my commentary; here comes the looooong version. And, yes, there will be **SPOILERS**]
I am a fan of the "Defenders." Not the actual, comic book Defenders mind you...the super group led by Doctor Strange, and often featuring similar "heavy hitters" of the Marvel universe (the Silver Surfer, the Hulk, and Prince Namor were all regular team members). No, I was never a big fan of the comic. But I am a fan of these Defenders, the Netflix television heroes based on a certain group of street level superheroes.
And when I say I'm a fan of these Defenders, I am talking specifically about the characters...not the series (The Defenders television series). I'm only watching The Defenders (TV series) because I'm a fan of the Defenders (characters). The series itself hasn't yet convinced me. In other words, it's not the plot or story arc of the show that's causing me to watch the next episode...it's the heroes and the actors who are heroically portraying them.
And I really do mean heroic. As far as I'm concerned, there's some really careless writing going on in this show, and the actors are selling it as hard as they can. I'm not talking about poor dialogue, I'm talking about poor characterization. Like Misty Knight carrying a torch for Luke Cage since his season ending, and when the first place she finds him (after he gets out of prison) is in the arms of Claire Temple and she's just like, hey, it's all good, nonchalant. Like Luke Cage being all buddy-buddy with Jessica Jones when the last time he saw her (in her series) he was basically like, "Bitch, I hate you and I would punch a hole in your head if I didn't have some code of honor." Like Matt Murdoch basically falling apart as a vigilante hero after he had (finally) seemed to come to grips with his secret identity, even revealing it to Karen Paige, accepting his role in his city's superhero fabric.
Jesus H. Just some real fucking continuity issues.
And yet I have such high praise for the actors playing these roles. They are giving their hearts and souls here...almost like they're desperate to hold onto a lucrative gig. And perhaps they are...the title roles aren't being played by big name movie stars. It's like watching the rookies try to make teams during the NFL preseason...these actors are leaving it all out on the field, even when the writers are fucking all their shit up.
Oh, boy...the writing. Fucking ninjas. Again.
At least this season there was no one dressed like an actual, stereotype black-cowled ninja (unlike the first two seasons of Daredevil and...probably, I can't remember...Iron Fist). Maybe one of the producers is reading my blog, as I know I've written this before: in comics, ninjas are cool; not so much (rather, not at all) in live-action television. I think people have been aware of this since the 1984 television series The Master (starring not-really-Asian-looking Lee Van Cleef). Man, I remember watching that show. And I remember thinking, why is this old geezer dressing up like a ninja and kicking ass? He's so old!
So, yeah, fucking ninjas. Again. I don't know why they decided to mine this particular vein of villainy to bring the Defenders together. There were plenty of interesting story arcs to pursue from the other Netflix series. The mysterious shadow corporation responsible (apparently) for both Jessica Jones and Luke Cage's powers. Daredevil's acceptance of his role as NY's Batman and the Kingpin's desire for revenge. Davos and the Meachum's machinations on Danny Rand. Colleen's newfound love of Fight Club. Etc. Yeah, I could rant for a while on this subject, and it's probably best to address it all in individual character notes.
[wait, what, JB?]
Despite all this...the poor writing, poor plotting, poor continuity, and all the fucking ninjas...despite of these many and varied complaints, it is still a real joy and pleasure to watch this cast work their craft (i.e. "acting") and interpret these characters. And it may be even more fun for me, because I'm a big fan of these street-level superheroes.
Daredevil, of course, I've been a fan of from way back. Well, since the 1980s, which is way back for a lot of folks (30+ years!). I was always fascinated with anything vaguely satanic, and a dude in a devil costume fit the bill (I was also a huge fan of Ghost Rider, back in the day).
The stuff with DD and Electra and The Hand (the ninjas) was great...the best of his comics. But the stuff with him and the Kingpin (and Typhoid Mary and all that) was great, too. And it was actually because of Daredevil that I first became interested in the likes of Iron Fist, Luke Cage, Jessica Jones, and the Daughters of the Dragon.
See, while I always liked the swashbuckler look of Iron Fist, his character died long before I ever picked up a Power Man & Iron Fist comic. However, a while back (circa 2006) there was a Daredevil/Iron Fist crossover (yes, turns out Danny wasn't really dead. Duh, comics) where they switched costumed identities, in order to prove Murdoch wasn't really Daredevil. It made perfect sense, really...both characters are about the same height and build, both are caucasian, both have a similar "power suite" (superior martial arts ability; one due to enhanced senses, the other due to mystical, other-dimensional training and chi mastery). While Danny acted as Daredevil (and covered up that glowing fist), Murdoch was off in Kun-Lun fighting some other-worldly martial arts tournament for the Iron Fist.
| Okay, it wasn't ALWAYS covered up... |
And why O why is that? What kept me digging into their backstories (and back issues)? Nothing more than the fact that they are a super cool and under-appreciated bunch of heroes with some very good story writing (at times) and some very interesting conflicts that work well on a small scale...none of this saving the world (or universe) shtick, we've got problems right here in the 'hood, y'all. And that's different, and that's interesting, and in some ways it's important.
Life is built on the "small-scale." Individual relationships matter. Family matters. Friends matter. These things shape us...our perceptions, our opinions. And our perceptions and opinions shape our decisions and our actions. No matter what our sphere of influence.
Why does Donald Trump behave as he does? Think about that for a moment. Consider his upbringing. Consider his young adulthood. Consider his life to this point. How have those things gone into making this man the person...the president...he is today? When you think about his origins (and I'm not just talking about his parents or elementary school...I'm talking about everything that led him to this point, including more than a decade as a popular television celebrity), is it very strange that he acts in the disconcerting manner that he does? Sure, it's strange that people voted for him to run the most powerful nation in the world. But when you consider the building blocks of his life's experiences, you can see how he was shaped into the man he is.
Small things impact us and influence us.
And so I am a fan of small-scale superheroes and their stories: Matt, Jessica, Luke, Danny, and their various associates. I should say I was already a fan of them in comic books...but I am becoming more and more of a fan of them in these Netflix shows. And that is despite the writing which -- perhaps because of the need to bring these four together for The Defenders crossover series -- seems to have gotten worse and worse. No, it is entirely due to this magnificent ensemble cast, and the way they embody their characters.
But I'll talk about them individually in a follow-up post (this one is getting huge). My last thought (for now), is that The Defenders is like a limited issue comic run written by people who may not have the best grasp of the characters they're using...people willing to sacrifice nuance for the sake of a cash-grab crossover event that will see fans of different titles all pony up the dough to make sure they're collection of [insert favorite hero] is complete. It's like that...but it's different. Because those limited issue micro-series in comics are notorious for having lesser art (after all, a character's normal illustrator isn't necessarily working on the crossover title)...whereas here we have the exact same actors breathing life into these characters. That helps me forgive a lot of the bad in The Defenders.
All right. More later.