Showing posts with label literature. Show all posts
Showing posts with label literature. Show all posts

Monday, June 16, 2025

N is for Northern Wastes

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

N is for Northern Wastes. That is to say, Canada.

As I've written in earlier posts in this series, there are some things one wishes to have in one's "generic vanilla fantasy" setting. Dense jungles. Life sucking deserts. Sky scraping mountains. Evil empires. Well, add frozen/cold/arctic areas to that list as well. 

From Howard's The Frost Giant's Daughter to Leiber's snowy Nehwon tales ("Stardock," etc.) to Shackleton-inspired adventure stories the Lovecraft's Mountains of Madness to the Viking sagas and those who would novelize their legends...fighting the hostile elements of cold, snow, and ice (while also dealing with monsters, etc.) are a big part of tropey fantasy worlds.

Fortunately for me, my world includes British Columbia

There's not much I care to write about B.C. specific to my setting. Like our real world, the bulk of the population lives within the southern third of the territory. Only something like 5% of it is arable land. Much of it is mountainous; more than 60% is heavily forested. And the farther north you travel the colder it gets, until you hit the Yukon,..pretty much certain death away from the coast.

As with all of my setting, there are are a LOT fewer people than our real world. The Washington State of my campaign is home to about two million persons...a little more than a quarter of its actual population. Using the same ratio, B.C. would be about 1.3M in total. And yet, of Washington's two million, only about 1.5M are human (maybe)...I've been tweaking the numbers based on historic populations (literally: I'm looking at census data 100 years before present). If I do the same for British Columbia (and why would I not), there's a bit more than half a million humans living in the Northern Wastes...a territory a LOT larger than Washington State.

But uninhabited by humans, doesn't mean "uninhabited." This is where you'll find giants: all the major ones (i.e. the ones from the MM), and probably some of the lesser types as well. The hill giants lair in the more temperate parts of B.C., the frost in the colder, the fire giants within volcanic caverns beneath the mountains, etc. Not so far away as to be outside of a long trek from determined adventurers, but far enough that they're not a general nuisance to the southlanders.


But much as I am anticipating (and looking forward to) running the Giant series for my players, right now I'm working on other plans for Canada. Specifically, the tournament adventure I'm developing for Cauldron 2025 is set in B.C. specifically along the Fraser River (or the"StoLo" as it's called in my campaign). People said they enjoyed the tourney adventure I wrote last year, but some considered it, perhaps, a bit "too easy." Which...Heavens!...that cannot be allowed to stand!

[personally, I'm not sure what they're talking about...when I ran it for my home group the result was a TPK. Maybe I'm just mean...?]

So the new adventure...titled Rivers of Blood, Death, and Glory...should be a skosh more dangerous. Maps have been drawn, stocking finished, pre-gens generated, and I'm just trying to pare down the writing to something manageable. Originally, I'd hoped to playtest it yesterday (on Father's Day)...but then my kids had four soccer games on the docket. Which...sure, it's a bit maddening (because I have other adventures I also need to playtest in the next couple-three months). But priorities are priorities. Plus watching my kids play in the sunshine? With other soccer parents handing out beers from their cooler? I mean, come on...it was pretty awesome Father's Day. Diego scored three goals in two games, and both kids’ teams crushed their opponents (combined goal differential was something like 17-4...all wins). D&D can wait...Wednesday is looking pretty free in the afternoon.

Sorry. I'm digressing.

Anyway, I'll wrap up by saying Canada gives me a nice sub-arctic environment to play around with (yes, I understand it's temperate in the lower elevations)...which lends itself to increasing the diversity of adventures I can offer my players. That's a very good thing, and yet another reason why I am O So Satisfied with the PNW for my setting.

Later, gators.
: )

Majestic beauty...and giants.


Friday, March 28, 2025

Reunion [Book Review]

My friend wrote a book. Writing an un-biased review isn't really possible.

Over the decade and a half that I've been writing this blog, I've mentioned my friend Jocelyn many, many times. For good reason: she was my best friend during the formative years of my youth. As most of those formative years were spent in gaming-related activities (at least, most of the best bits) and as this is ostensibly a "gaming blog," Jocelyn is intrinsically tied to my personal history.

Of course, it's more than that: the people that touch our lives always have some impact on our growth as human beings. As we get older, that impact (generally) becomes smaller, as it is measured against all the other individuals we've encountered in our lives over many years. But when you're young, and your life experience is as limited as the number of people you've actually met, long-term relationships have a tremendous hand in shaping one's developing personality. Or so I'd hypothesize as it was certainly true in my case.

So, the novel: Reunion by Jocelyn Lindsay. I would describe it as "YA fantasy fiction written for middle-aged Gen-Xers." Which probably sounds less than complimentary (on a number of levels), but it's an honest description and will certainly be right in the wheelhouse of some folks.

I don't read much fiction these days. Well, I don't read much anything these days, if you're talking about books. And, yet, as I say that there's a number of works of fiction stacked on my nightstand. Harold Lamb's Wolf of the Steppes. ERB's Tarzan and the City of Gold. Alistair MacLean's Where Eagles Dare. Miller's A Canticle for Leibowitz. Space Viking by H. Beam Piper.  A lot of old books...and, in the case of Leibowitz, some that I've read before (multiple times!).

Of course, there's also "new" fiction. Gail Simone's Red Sonja Consumed. Naomi Novik's A Deadly Education. Susanna Clarke's Jonathan Strange & Mr. Norrell (hmm...actually, I recently shelved that one, having finally finished streaming the television adaptation of the book). These are...tougher...for me to get into. Not because they're poorly written, but because the direction these writers take are (quite often) not ones that hold much interest for me. It's not that they're young authors...all of them are about the same age as myself...it's just that...

I don't know. So much of it seems self-indulgent in a way that doesn't terribly appeal to me. Perhaps I care more about a good story and less about a characters' 'inner life' and thoughts. Or maybe it's just that the doorway into the protagonist's inner thoughts are so...mundane. We all have drama in our lives...things we bitch and moan about that really aren't worth the pain we cause ourselves hashing 'em...but do I read books to hear about other folks' drama? Just give me enough to understand the character and get on with the tale you're telling!

Reunion has quite a bit of this. The book is a slow burn with a lot of setup...the protagonist is coming back to a town she left behind twenty-five years ago, facing not only new (fantasy) dangers somewhat connected to the ones she fought in her youth, but also facing all the old friends and relations she cut out of her life, and dealing with both the fallout of those confrontations while enjoying the old camaraderie that rekindled friendships bring. 

As a middle-aged dude, it's a dance I've done myself, multiple times...although without the mosnter-fighting aspects. But I had coffee recently with a friend I hadn't seen in fifteen years. I went to a birthday party of a buddy I hadn't hung out with in 10. When my mom died, I got together with another friend that I hadn't hung out with since college (like 30 years ago). You live long enough, you experience this. Life is long and it meanders and we seldom retain the same tight bonds we did before jobs and marriages and kids. Seeing how our old buddies have changed...usually towards the decrepit end of the spectrum...reflects upon us our own mortality. Which has all sorts of different "feels" for different people. For me, it makes me wistful, melancholic and (often) maudlin...not my most flattering lights.

So...not my cup of team. Even so, I finished the book in just four or five days, the second half going much faster, with more energetic reveals and more active situations, despite interludes of characters taking the time to kabitz around kitchen tables. There is an ebb and flow to the book that feels very much like the life of a geezer in my age bracket...periods of reflection punctuated by high bursts of energy because shit needs to get done so I can get back to sitting on my ass and resting my aching back. Middle-aged superheroes. Yeah, if this is going to be a genre, at least I can understand it. And considering the declining rate of literacy in this country, perhaps it's the perfect genre for the aging literate types.

Now, for my regular readers, I'm going to make a gaming connection:

I've known this woman...Jocelyn...since long before she was a woman. No, we don't hang out anymore...she lives in Bellingham (where the novel takes place, natch) and the last time I remember seeing her in person was '96 or '97. But I know this author. And one of the most interesting things about reading her novel is seeing how the characters are all simply different aspects of her personality...all aspects I've encountered, years ago in our youth, through the playing of role-playing games, particularly Dungeons & Dragons

I can tell (mostly) which characters had their base behavioral pattern set down decades ago though our RPG play. And NOT because we were (like the 5E kids these days) trying to create "stories" and "original characters." Here is the thing that all the New School gamer kids don't seem to grok: our "original characters," back in the day, came NOT from creating an interesting backstory, but from playing ourselves in the avatar provided during the character generation process. You are ALWAYS playing yourself...but the act of playing ends up adapting your personality to the experiences of gameplay just as if you were living a different life.

When you roll up a fighter, you are still YOU...but you are you with muscles and armor and a high hit point capacity. When you roll up a magic-user, you are still YOU...but a you with limited (if powerful) magical resources, no armor, and few hit points. 

This shapes your personality. Forget alignment for the moment. If you spend adventure after adventure kicking ass on the front-line, how does that interact with and synthesize with your normal (real life) personality (i.e. the one largely shaped by your upbringing, parents, teachers, coaches, life experiences, etc.)? If you spend adventure after adventure in a supportive role, healing people (cleric types), how does that interact with and synthesize with your usual personality? From my experience (both for myself and what I've seen in others)...given enough time in a particular vehicle, your character's 'character' will change drastically, depending on what happens over the course of campaign play. It's not that you suddenly "invented" an OC out of whole cloth...it's just YOU, living out your life in a different body. And because of the sheer variety of PC options (not to mention possible game experiences) each PC can vary wildly from one to another, even though played by the same player.

It just happens. It's amazing. It's magical. And no backstory required.

So, I've seen the characters in Jocelyn's book before...Meg, Bianca, even Sam (although, she was a lot younger at the time)...at the gaming table. Other characters feel like they were probably drawn from people the author knows (Diana, for example, feels a lot like Jocelyn's mother to me...). Which, as a reader, I find fascinating...although I understand that this will be far less interesting to people who have no relationship to the writer.

Still...do all friends of a particular author feel the same when reading that author's book?

[side note: there is a character in Reunion named "JB:" a fat, balding, middle-aged jerk...who gets punched in the face a lot. I found that rather amusing...]

Reunion was published in September of 2024. It's seems obvious that it was a long time in coming (the book is set in 2015, and the characters are the same age as the author). As self-made rich folks are prone to say about their first million dollars, "Making the first is the hardest." Jocelyn just finished writing a follow-up Book 2 (Reverie) to what she's calling The Hellgate Chronicles, which is scheduled to come out in April. If you're interested in "modern day fantasy" in the vein of The Dresden Files, True Blood, or the various White Wolf RPGs, this might be your jam. If you just want to look into the mind of a fantasy nerd from the PacNW who actually grew up in the time period that Stranger Things portrays (unlike the Duffer brothers) you might find this an interesting window.

Of course, I'll be buying the next book in the series: the ending was compelling enough that I'd like to see what happens next. But I am hardly an un-biased reader/reviewer.

One critique (for the author, if she reads this): I kind of hated the inclusion of the sword. I understand the necessity to the plot, but I didn't like it. Sorry.

You can find blurbs and links to the book on the author's web site.

Happy Friday, folks.


Monday, July 22, 2024

D&D Combat

Good morning! Sorry, it's been a while...last week was busy, as was the weekend, though we did have a chance to get back to our on-going exploration of Dragon Wrack. Unfortunately for the kids, the session didn't end well.

It started well enough: they found the hoard of great the red dragon, Usumgallu, and looted the hell out of it for about an hour (for the adventure module, I created a procedure for searching dragon hoards, given that players generally want to pick out the best bits of these piles; it's in the appendix). Time was of the essence as the approaching Red Wing of the dragon army was close to arriving...had they exited the temple-fortress via the tunnel to the dragon pits outside the city, they would have found themselves quickly barbecued. 

However, they instead decided to go back up to he temple proper and find a different exit, blundering into the Black Wing's color guard standing watch over their army's battle standard. While four elite orcs aren't a match for an eight-strong band of seasoned adventurers, the horns and sounds of combat brought another 40 orcs who completely surprised the party and quickly grappled them...all except the assassin, Salamander, whose 17 dexterity allowed him to react, and whose boots of speed allowed him to escape capture.

Total treasure found: 296,147 g.p. plus a huge assortment of unidentified magic items. However, more than half of that was in a bag of holding that was captured by the orcs. Salamander absconded with the party's other bag of holding (it is his, after all). Diego plans on attempting a rescue of the prisoners (that will be our next session). but he's not terribly thrilled at the prospect.

I wanted to write a bit about running D&D combat, especially AD&D combat. I get a lot of questions on the subject (usually via private email), and have thrown in my two cents on various blogs and forums elsewhere. Combat is not, in my opinion, a very difficult thing to do, but one needs to approach it from the right perspective; the correct mindset, I find, is incredibly helpful.

First off, remember D&D is a game. Hold that firmly in mind. I will elaborate on this in a second, but it's important enough to mention first. 

Second, one has to understand that D&D's roots are literary, not cinematic. It is to be expected (these days) that a lot of people coming to the game form many of their assumptions of fantasy adventure from films and television shows (both live-action and animated) that they have watched.  However, it is not useful to think of D&D combat in terms of what one sees on the screen. Cinematic combat, like all things in a cinematic story, is supposed to exist for one (or both) of two reasons: to develop a character or further the plot. 

[of course, some filmmakers will also do combat simply for entertainment (fan service/expectation, etc.) which is why some combat scenes might be called "gratuitous," but let's not digress too much]

Because cinema is a visual medium, combat needs to be visually interesting, and over the years elaborate choreography has been developed to appeal to an audience that (presumably) has watched countless "fight scenes" over the years and need different, more elaborate or intense, forms of stimulation to maintain the viewers' engagement. Scenes play out with fancy maneuvers, camera zooms on individual 'moves' and actions, each swing of the blade being emphasized, each punch or kick being given attention, slow motion being employed to show the specific tripping or headbutting or individual wound that causes a specific form of pain and suffering.  

It is akin to the comic book form of story telling, where each individual panel is a moment of frozen time, to be lingered over by the reader's eye.

Generally speaking, combat in literature is nothing like this. Whether you're talking Tolkien or Howard or any of the other fantasy/pulp influences on D&D, the literary medium is not a place you will find blow-by-blow combat scenes...certainly not on the scale one finds in TV and film.

"About turn!" [Gandalf] shouted. "Draw your sword Thorin!"

There was nothing else to be done, and the goblins did not like it. They came scurrying around the corner in full cry, and found Goblin-cleaver, and Foe-hammer shining cold and bright right in their astonished eyes. The ones in front dropped their torches and gave one yell before they were killed. The ones behind yelled still more, and leaped back knocking over those running after them. "Biter and Beater!" they shrieked, and soon they were all in confusion, and most of them were hurling back the way they had come.
The Hobbit, Chapter 4 (Tolkien)

He beat the creature off with his hands -- it was trying to poison him, as small spiders do to flies -- until he remembered his sword and drew it out. Then the spider jumped back, and he had time to cut his legs loose. After then it was his turn to attack. The spider was evidently not used to things that carried such stings at their sides, or it would have hurried away quicker. Bilbo came at it before it could disappear and stuck it with his sword right in the eyes. Then it went mad and leaped and danced and flung out its legs in horrible jerks, until he killed it with another stroke....
The Hobbit, Chapter 8 (Tolkien)

Jehungir did not try again. That was his last arrow. He drew his scimitar and advanced, confident in his spired helmet and close-meshed mail. Conan met him half-way in a blinding whirl of swords. The curved blades ground together, sprang apart, circled in glittering arcs that blurred the sight which tried to follow them. Octavia, watching, did not see the stroke, but she heard its chopping impact, and saw Jehungir fall, blood spurting from his side where the Cimmerian's steel had sundered his mail and bitten to his spine.
The Devil In Iron (Howard)

Shifting his reddened scimitar to his left hand, he drew the great half-blade of the Yuetshi. Khosatral Khel was towering above him, his arms lifted like mauls, but as the blade caught the sheen of the sun, the giant gave back suddenly. 

But Conan's blood was up. He rushed in, slashing with the crescent blade. And it did not splinter. Under its edge the dusky metal of Khosatral's body gave way like common flesh beneath a cleaver. From the deep gash flowed a strange ichor, and Khosatral cried out like the dirging of a great bell. His terrible arms flailed down, but Conan, quicker than the archers who had died beneath those awful flails, avoided their strokes and struck again and yet again. Khosatral reeled and tottered; his cries were awful to hear, as if metal were given a tongue of pain, as if iron shrieked and bellowed under torment.

Then wheeling away he staggered into the forest; he reeled in his gait, crashed through bushes and caromed off trees. Yet though Conan followed him with the speed of hot passion, the walls and towers of Dagon loomed through the trees before the man came within dagger-reach of the giant.

Then Khosatral turned again, flailing the air with desperate blows, but Conan, fired to berserk fury, was not to be denied. As a panther strikes down a bull moose at bay, so he plunged under the bludgeoning arms and drove the crescent blade to the hilt under the spot where a human's heart would be.

Khosatral reeled and fell.
The Devil Iron (Howard)

Five Picts were dancing about them with fantastic leaps and bounds, waving bloody axes; one of them brandished the woman's red-smeared gown. 

At the sight a red haze swam before Balthus. Lifting his bow he lined the prancing figure, black against the fire, and loosed. The slayer leaped convulsively and fell dead with the arrow through his heart. Then the two men and the dog were upon the startled survivors. Conan was animated merely by his fighting spirit and an old, old racial hate, but Balthus was afire with wrath. 

He met the first Pict to oppose him with a ferocious swipe that split the painted skull, and sprang over his falling body to grapple with the others. But Conan had already killed one of the two he had chosen, and the leap of the Aquilonian was a second late. The warrior was down with the long sword through him even as Balthus' ax was lifted. Turning toward the remaining Pict, Balthus saw Slasher rise from his victim, his great jaws dripping blood.

Balthus said nothing as he looked down at the pitiful forms in the road beside the burning wain. 
Beyond the Black River, Chapter 6 (Howard)

I could go on, of course, citing other examples. I'm currently reading E.C. Tubb's Dumarest saga, a series of science fiction books that seem to have been a major influence on Marc Miller's Traveller game (I am considering starting a classic Traveller campaign and want some inspiration). Reading these old SciFi pulps from the 60s and 70s, one finds plenty of action (Dumarest is a pretty beefy action hero) is less "dripping blood" than in Howard's Conan stuff, but it's still pretty good adventure fiction. It is also well devoid of blow-by-blow tactical exchanges. The specific details of fights are glossed over, unimportant: "they attacked." "he struggled." "the enemy fell, dead." Etc. And then the book goes back to the story, the adventure, at hand.

D&D comes from a literary tradition. It is not D&D's fault that people don't read like they used to; it's not D&D's fault that people discover fantasy through a movie or cartoon instead of a book. But it is OUR fault, if we make the mistake of wanting combat in D&D to be as elaborate and cinematic as we see in an episode of Game of Thrones, and feel disappointed by what the game offers.

Again, back to my first point: D&D is a game. It is NOT a game of combat...it is a game of fantasy adventure. Combat is an important aspect of fantasy adventure: you see this in the literary medium which spawned D&D. Thus, one needs specific rules for running combat. However, combat in and of itself is not the be-all, end-all of the genre. It is just one aspect, and requires only as much importance as what it gets.

Thus, we have D&D (or, for my purposes, AD&D) combat. We have attack rolls and damage rolls and hit points. We have initiative. We have surprise. We have lists of armor and weapons, and we have rules for minor tactical maneuvers: charging, attacking people that flee, auto-hits on characters that have been paralyzed by magic effects, etc. It is not an elaborate game of strike, parry, dodge, roll with punch, strike for weak spots, etc...it is an abstract system for resolving fights quickly and simply. Because that's what it emulates. You want that other stuff, go play Palladium (Kevin Siembieda was a comic book guy FIRST, and it shows in his system). You want realism with regard to death and dismemberment, go play 1st edition Stormbringer (which wonderfully emulates the non-heroic literature of Moorcock's fiction). That's not what D&D is. 

Heroic. Fantasy. Adventure. Game. 

Characters fight until they're dead, they flee, they surrender, or they're victorious. That's it. And then...back to the adventure. Back to what's going on. In a game of "resource management," hit points are the characters' most important resource...because when they're done, you're done.

Mm. Of course my players had plenty of hit points remaining when they were captured. I suppose hit points and brains are the players' most important resources, followed closely by luck. Guess I should have said "hit points are the characters' most important measurable resource." Yeah, that makes more sense.

All right...that's enough for now.

Tuesday, August 15, 2023

Inspirational And Educational Reading

"Inspirations for all of the fantasy work I have done stems directly from the love my father showed when I was a tad, for he spent many hours telling me stories he made up as he went along, tales of cloaked old men who could grant wishes, of magic rings and enchanted swords, or wicked sorcerers and dauntless swordsmen. Then too, countless hundreds of comic books went down, and the long-gone EC ones certainly had their effect. Science fiction, fantasy, and horror movies were a big influence. In fact, all of us tend to get ample helpings of fantasy when we are very young, from fairy tales such as those written by the Brothers Grimm and Andrew Long. This often leads to reading books of mythology, paging through bestiaries, and consultation of compilations of the myths of various lands and peoples. Upon such a base I built my interest in fantasy, being an avid reader of all science fiction and fantasy literature since 1950. The following authors were of particular inspiration to me. In some cases I cite specific works, in others I simply recommend all their fantasy writing to you. From such sources, as well as just about any other imaginative writing or screenplay you will be able to pluck kernels from which grow the fruits of exciting campaigns. Good reading!"
[Inspirational Reading list follows, then:]
"The most immediate influences upon AD&D were probably de Camp & Pratt, REH, Fritz Leiber, Jack Vance, HPL, and A. Merritt; but all of the above authors, as well as many not listed certainly helped to shape the form of the game. For this reason, and for the hours of reading enjoyment, I heartily recommend the works of these fine authors to you."
Gary Gygax's much lauded "Appendix N" shows up on page 224 of the first edition DMG...a list of fantasy books and authors that EGG held up as particularly inspirational and influential to his writing of the Dungeons & Dragons game. 

Yet, despite being enjoyable reading, none of these books will provide much of a map or outline of how to run the game of D&D or even describe (much) of what a D&D game should look like. Oh, there similar themes, scenes, and events that might be found in any particular game session. But while "Appendix N" may give one a good feel for the fantasy that shaped the imaginations of Gygax, Arneson, etc. they are not instructional when it comes to teaching the game of Dungeons & Dragons. Trying to run your game so that it looks like a Howard or Leiber story will, at best, result in some kind of pastiche or homage to those authors. 

And while creating such pastiche can be good fun, it stagnates readily enough, much as any type of "railroad gaming" becomes (sooner or later) stale and unsatisfactory. In this case, the railroad is one of genre, rather than story...though, of course, hewing too closely to any fictional inspiration can result in the DM using force to that end as well. "Don't let the rules (or dice rolls) get in the way of telling a good story" is an aphorism sadly parroted throughout RPG circles...even those styling themselves as "Old School" gamers.

Despite the long list of monsters and magic and concepts (like "alignment") that were taken from these authors...in much the same way that mythology and books of historic medieval armaments were purloined for the game...Dungeons & Dragons, as a game, neither models nor even attempts to model these stories. And attempting to run one's game so that it looks like a Howard or Leiber or (God forbid!) Lovecraft story is a fool's errand and a disservice to the game itself. 

Dungeon Masters are not authors; at least, not when we are operating in our role as Dungeon Master. 

The job of an author is to tell a story. Short stories provide a problem or scenario for the protagonist to struggle against; long stories (novels) show how a protagonist develops and changes over time given the events of the book. Both of these apply to the Dungeons & Dragons game (our player characters struggle in the immediate term against the challenges set by the DM and over time they grow and change), but in D&D this is done without a directed course. There s no premise being addressed, no theme being explored, no climax that needs to be met. A game of D&D is NOT a story, not in the way the books in Appendix N are. 

It is, rather, the "story of our lives," which is to say the process of living and existing...even though the lives being lived are completely and wholly of our imagination. This may sound ridiculous, but D&D is an experiential (fantasy) adventure game and, in the end "living" an imaginary life is what the game play...for players...boils down to. 

In this regard, I believe that Tolkien's book The Hobbit may be the closest of the Appendix N books to describing a D&D campaign. Yes, it has all the trappings: monsters, treasure, spells, "dungeons" (the goblin caves, the elf king's halls, the Lonely Mountain), swords and wizards and "demi-humans." But the novel is far more than just its recognizable "fantasy" tropes: Here is a world setting, carefully crafted by its maker. Here are events and challenges faced by a group of protagonists, cooperating for mutual success. Here are choices being offered that may lead to peril and/or the possibility of reward, and always with additional, character-driven consequences...consequences which, in turn, shape the on-going campaign and the narrative ("story") of that campaign.

And here, also, are the logistical issues of adventure...those aspects that change the game from a simple fairy tale adventure story, to an immersive experience with verisimilitude. Issues of food and shelter, baggage trains, overland travel, and inclement weather. Relationships with powerful individuals that need to be groomed and/or carefully managed (not just Beorn, but the goblin king, the elf king, the Master of Lake Town, etc.). These aspects of "life" cannot be ignored if one seeks to play D&D over the long-term...the manner of play in which it reaches its highest level.

Conan's episodic adventures, enjoyable as they are, are adolescent at best, in comparison.

In this regard, The Hobbit is highly reminiscent of H. Rider Haggard's classic adventure novel, King Solomon's Mines. Despite its 19th century timeline and lack of "classic fantasy" tropes, Haggard's book has plenty of D&D-style adventure in its pages: exploration and privation, treasure seeking and combat, ancient, subterranean labyrinths (complete with traps), and interpersonal relationships with NPCs both helpful and hostile. Despite its anachronistic setting and the shortness of its scope (the book details only one "adventure" per se...though an admittedly massive one), there is a lot for the DM to learn about crafting a scenario worthy of the long-term D&D campaign.

Haggard's book also demonstrates how much raw power and adventure can be generated just using the history, cultures, mythology and geography of our own world. Rather than invent from whole cloth, or create pastiche of favorite fantasy books and films, most Dungeon Masters will find it more productive to seek out the same sources of inspiration and educational reading that informed the settings and scenarios of their favorite fantasy authors (like those in Appendix N): namely, the non-fiction books concerning our real world. Most, if not all, of the strange and weird cultures and situations described from Bracket and Moorecock, Howard and Leiber, are simple re-skinnings and/or re-imaginings of our own world's past (and, in some cases, its present). Many are the neophyte DM who disregards or downplays the "banality" of our mundane "real world" in favor of "true fantasy," failing to understand that the fantasy authors they best love and admire were drawing directly from real world sources. Before the last century or two, our world  had thousands of years of untamed wilderness, mighty cultures (rising and falling), supernatural beliefs, perilous journeys, and adventurous folk of all languages and skin tones looking to find "fortune and glory." That many of us equate "adventure stories" with European/Western colonialism is a sad commentary on the lack of depth in our literary inventory: we read of crusader knights and gold-hungry Spaniards and completely neglect the fact that there are humans in every corner of the globe and history who have sought to rise above their station through adventurous means. 

"Fortune-hunting adventurer" has NEVER been the exclusive purview of white dudes.

However, let us not digress too far from the subject at hand: creating an easy-to-follow blueprint for running Dungeons & Dragons. The DMG is, of course, a great sourcebook and place to start...kind of like the Bible is a nice book to read if you want to be a Christian. But, just as Christianity (any form) needs a bit more to find a lasting and satisfying spiritual life, you're going to need more than just your copy of Gygax's opus.

As of today, the BEST books I've read that describe a typical "Gygaxian campaign" of the AD&D variety are those written by Gygax himself, specifically Saga of Old City and Artifact of Evil. These are...admittedly...terrible books, but they are EXCELLENT descriptions of what a 1E campaign would look like, especially the latter book (Artifact). They aptly demonstrate the weird, kitchen-sink fantasy of Gygax, show how alignment works, displays the emphasis of mass combat (while still maintaining small-scale, personal action), and pays no nevermind to the various anachronisms of speech and culture that crop up during a game session. D&D play is not about method acting or historical reenactment; it is a game designed to be experienced by the players. Reading these books, while perhaps painful to the more erudite amongst us, does show what your average, competent 1E campaign looks like if you play with all the bells & whistles of the original seven volumes (DMG, PHB, MM, MM2, FF, DDG, UA). 

That doesn't make it a great campaign...but it does make it a great example. And probably the best example in print (apologies to Dave Arneson and his First Fantasy Campaign book).

Now, in my next post, I'll discuss the foundational text for creating your own campaign; not the DMG or anything in its "Appendix N," but a pertinent book written with a similar, parallel objective in mind: Tony Bath's Ancient Wargaming.

Sunday, July 30, 2023

How Harry Potter Ruined Literature

Well, not all literature, of course. Just children's literature.

As part of the "clean up" of my mother's estate, I've had to go through all her worldly possessions, the vast bulk of which were retained in the house in which she lived the last 45 years. My mother was not one to throw things out that might retain usefulness...and far less likely to do so for anything of sentimental value...and so I've found plenty of possessions that I recall her having owned since BEFORE we moved into the house where she lived the majority of her life (i.e. the house my family moved to when I was four years old). Hell, I've found things from before MY time, carefully preserved, in boxes, chest, dressers, etc.  An old steamer trunk contained not only her wedding veil, but the top piece from her wedding cake and (what I can only presume is) a  saved piece of the cake itself. A cedar "hope chest" containing mementoes of her childhood, including her own childhood journals, diaries, and scrap books. 75 years of life saved...her own, her family's, those of myself and my brother.

And, of course, books. My family..on my mother's side...has always been readers and lovers of books. I own shelves and shelves of books in my own home...more than half a dozen stuffed full. My mother had twice as many, most of which go from floor to ceiling, some shelves having two rows of books (one in front of the other)...and then there are cardboard boxes, crates, filled with other books (carefully organized by author or genre) that she probably intended for donation, having found a need to clear shelf space (to make room for new volumes). 

Going through the books in my mother's home, I have come across shelves containing my own books...books from my youth, books that I haven't read since I was a child of 10 or 11 or younger. Most of these slim paperbacks, the kinds of books one (once) found on the shelves of school and public libraries designated for young readers. Adventures or mysteries or (subdued) science fiction featuring young (kid or teen) protagonists. What I used to think of as typical kids reading. Many of these...especially anything with a detective or mystery or "horror" (think "ghost story") theme I've collected for my daughter, who struggles to find books that pique (let alone hold) her interest. 

And I realized something the other day as I collected these books and showed them to my nine year old and saw her delight and excitement...I realized just how different children's books are these days. The books that I used to read...regardless of the genre, regardless of supernatural or fantastical elements that they might include...were still just about kids. Normal everyday kids. Kids thrust into strange situations or experiencing dramatic circumstances, but kids readily identifiable as normal children. 

NOT individuals suddenly discovering that they have "magic powers" and are destined to go to wizard school to learn why they speak to snakes. NOT kids who are descended from Greek gods. NOT kids who have been trained since birth to become super spies covertly working for MI6 or the CIA as soon as they hit puberty. NOT children endowed with wealth and resources and family legacies of secret societies.

In other words, NOT the protagonists of the various popular kids books...or, rather, series of books...that line the shelves of Barnes & Noble and that my son (and the few kids we know that might read as voraciously as my son) tends to read. Kids' literature these days are not about a normal child having to deal with an extraordinary turn of events...instead, they are stories of extraordinary, fantastical "children" dealing with the burden of being some sort of "Chosen One" figure.

WTF.

Frankly, it made me (and makes me) more and more irritated the more I think about it. Yes, the Pevensie children of C.S. Lewis's The Lion, the Witch, and the Wardrobe are destined to become the High Kings and Queens or Cair Paravel, but only after starting as normal everyday children and undergoing incredible experiences. They are quite ordinary in many respects, and the children of Lewis's later Narnia chronicles are even MORE ordinary...just normal kids trying to get by in spite of the weirdness of their surroundings. The same holds true for Baum's Dorothy Gale...folks of Oz may presume Dorothy has some magical powers or abilities, but Dorothy herself operates under no such delusion. 

But those aren't the books I'm talking about anyway. Those take place in Narnia or Oz or whatever...most of the children's books I'm talking about take place on real world Earth with normal kids that discover an extra-terrestrial or a treasure map or a haunted castle or whatever. Normal kids with normal kid issues (family, school, whatever) in addition to whatever circumstances the author of the book throws at them...and forced to find inner resolve or ingenuity or courage or determination or whatever to deal with that extraordinary situation as a normal child in addition to dealing with the standard kid issues of family, school, etc.  

In REAL fashion. Not just casting a spell on your parents to make them forget you exist so you can go off and fight evil with your wand.

I'm sorry...I know a lot of my readers are probably twenty-plus years younger than myself and grew up reading and loving Rowling's books. I've never liked them all that much. And their incredible success has fueled trends in children's literature that I dislike immensely. Call me an old curmudgeon (I call myself one anyway).

Just wanted to get that all off my chest.

Saturday, July 9, 2022

Jeffro's D&D

This is a post about the style of play being promulgated by the #BrOSR.

I first became aware of Jeffro Johnson and his particular method of D&D play about a year ago (circa July 2021).  Read through his blog, picked up his Appendix N book, had a little friendly back-and-forth with fellow BrO BDubs (on his blog). Meant to write a post or two about the whole thing MONTHS ago, but, well, time got away from me.

But then a couple days ago, I had the chance to watch Aaron the Pedantic's video interview of Jeffro and James Streissand and I found that I had a few thoughts to share, regarding this...rather interesting...version of old school D&D play.
  • RE Appendix N and retracing roots: I haven't finished Jeffro's book (it sits on my nightstand along with several others), but I've read large sections of it and skimmed others. In addition to providing general overviews of the Appendix N books I haven't read, there are some good insights into certain books impact on the D&D game. There are also (at times) some minor diatribes and obnoxiousness that I find grating, and some "points" that I find a bit wide of the mark. Still, just as I find the main value of the DMG to be in its insight into Gygax's mind (that is, his approach to the game...which one may or may not disagree with), I think going back and reviewing this literature can give one an understanding of how that mind (and, thus, the game) was formed. It's a starting point from which to evolve and build.
[hmm...I'm probably not explaining that right, and will receive a lot of complaints from all sides. However, that's not the point of this post. I guess I'd just say: I find it useful to understand the origins of things in order to contextualize certain ideas, even if those ideas were larger (and later) influenced more by the context of how they functioned as a matter of play. Understanding that context can determine how imperative or intrinsic they are to the overall concept/paradigm. However, that doesn't necessarily mean that these things are sacrosanct...and this point also applies to the next bullet]
  • RE the Value of playing AD&D RAW: I have almost zero quibbles with Jeffro's reasons for playing AD&D "by the book." I think the points he makes regarding this (in his interview with Aaron) are pretty spot-on. As I wrote myself (a couple weeks back): the more I play, the more I simply default to the book instruction. Even his explanations of why to use, for example, player grading with regard to training time makes sense: it encourages a particular style/method of play. THAT being said: I'll reiterate that I find SOME of these rules to be A) crutches that are unneeded when proper world building is applied, and B) detrimental to player autonomy that (again) are unnecessary in a richly developed world. Factional play based on alignment, for example, is a limiting and rather elementary approach to determining motivation. It's possible to have a deeper world than that (especially given an adult mindset). I think some of these things, played long enough, can naturally melt away. Still, similar to having an understanding of Appendix N, it's good to have an understanding of the original rules (hopefully based on actual play) BEFORE discarding/replacing them.
  • RE running your campaign with 1:1 time keeping ("JeffroGaxian Time Keeping"): First, I'll state the obvious: it is clear that Jeffro is running a wonderfully fun, kick-ass campaign that players are enjoying. He's excited, they're excited, everyone's feeling happy and fulfilled. That's wonderful...keep on keeping on, Bros. Now the less obvious: I think Jeffro is pretty clearly incorrect to state this is the fashion D&D is intended to be played in, or was played in during the 70s. He's made some gross misinterpretations of the AD&D text (and other, early wargaming sources) which are easily cleared up by checking them against the original text of OD&D (from which the bulk of AD&D rules are derived). The section on TIME is the last main portion of LBB3 (before the Afterword, pages 35&36) and states:
As the campaign goes into full swing it is probable that there will be various groups going every which way and all at different time periods. It is suggested that a record of each player be kept, the referee checking off each week as it is spent. Reconcile the passage of time thus:

Dungeon expedition = 1 week
Wilderness adventure = 1 move = 1 day
1 week of actual time = 1 week of game time

The time for dungeon adventures considers only preparations and a typical, one day descent into the pits.

The time for Wilderness expeditions would include days of rest and recuperation.

Actual time would not be counted off for players "out" on a Wilderness adventure, but it would for those sequestered in their dens, hidey-holes, keeps, castles, etc., as well as for those in the throes of some expedition in the underworld.

TIME in the D&D (and AD&D) game is, as has been pointed out by those from The Old Days is meant to be elastic.   When Frank Mentzer states he was in "training jail" for a couple weeks and had to play a different character in Gygax's campaign, I wouldn't see that as a literal need to wait two (real world) weeks for playing a particular character; rather, that's two (or three or four) game weeks that need to be waited out...weeks that could be passed in a hand wave of time during, for example, travel from one town to the next. To the player, of course, it would still seem like a penalty...if the rest of the group was getting to delve some dungeon during the time (in game weeks) that the character was out doing "down-time" activity. But the impetus here is on keeping careful records of character action within the campaign (in order to order/structure where folks are and account for any anomalies/discrepancies...like those outlined in the DMG). 
Using 1:1 time in ALL matters, makes the careful tracking of time UN-necessary; "Let's see it's July 8th and it you want to rest for two weeks and then train for three? Okay, we'll see that PC again on August 11th." Certainly that's easier than tracking individuals by day (as I interpret the DMG outlining as the correct procedure), and especially easier if your campaign has a large number of characters. But that's what we did back in the day, taking the HARDER road...and without the advantage of computer spreadsheets. It's what I still do (albeit with spreadsheets)...but fortunately the number of characters in our campaign is small (six at the moment) and they're still in the EARLY stages of their careers (thus adventuring together).
With regard to the "best to use 1 actual day = 1 game day when no play is happening" quote on DMG page 37, I've always interpreted "no play" as nothing going on: PCs aren't on adventures, they're not traveling, they're not doing anything "game related" (like training, spell research, hiring experts, etc.). The party's out of the dungeon, back at the village tavern, and our group doesn't meet/play for a couple weeks or a month...okay, then, a couple weeks (or a month) have passed in the campaign. But time spent on game stuff is game time and game time is elastic. Without elastic time, I would argue that Jeffro & Co. is neglecting a LARGE part of the AD&D game, namely the deeper delves that are possible (expeditions into the Underdark, massive castle/tomb structures, journeys to other planes of existence...or other planets/dimensions). I'm not saying what they're doing ain't fun...I'm just saying there's more fun to be had.

  • RE "Patron Play" (giving PCs high level NPCs to run):  When I started reading about Jeffro's experiments with (what he calls) "Patron Play," I didn't really grok what he was doing or how. After hearing him discuss it on the aforementioned video, I now have a better grasp of what he's talking about: basically, he's shortcutting what would be a normal part of the long-term (organically grown) AD&D campaign. On page 7 of the PHB, Gygax writes:

Players will add characters to their initial adventurer as the milieu expands so that each might actually have several characters, each involved in some separate and distinct adventure form, busily engaged in the game at the same moment of "Game Time". This allows participation by many players in games that are substantially different from game to game as dungeon, metropolitan, and outdoor settings are rotated from playing to playing. And perhaps a war between players will be going on (with battles actually fought out on the tabletop with miniature figures) one night, while on the next, characters of these two contending players are helping each other to survive somewhere in a wilderness.

What occurs organically in play...and what I experienced in the multi-year campaigns of my youth...is that player characters that achieve great success (i.e. achieve high level, build strongholds, acquire followers) become the faction leaders and 'patrons' of the campaign setting. This does not mean they are retired from play...far from it! Generally they become the movers-and-shakers, hatching their own plots, pursuing their own schemes/goals, raising their own armies of conquests...and, at the same time, starting new, young characters who would be adventuring in small delves, or acting as agents of these powerful scions of the realm. Most players in our old campaign had multiple characters: Jocelyn had half-a-dozen, Matt had five, Scott had (at least) five. One or two PCs of each player were powerful figures with all the trappings and ambitions of such...the rest were minor characters, started because someone wanted to play a Drow or illusionist or whatever. Minor players (i.e. players who didn't play regularly, like Crystal, Jason, and Rob) would only have one character, but some of these were still high enough level to be factions of their own (like Jason's thief guildmaster) or had dedicated henchmen (like Crystal's fighter, Tangina). 

While the presence of these power brokers didn't preclude "normal" adventuring (my co-DM and I still ran modules, including Tsojcanth, Ravenloft, and the Demonweb Pits), much of the campaign action was driven by these high level characters, their agendas and their rivalries. My own character...a high level bard with no stronghold...often acted a wandering monkey wrench / force of destruction (something like Elric in the Young Kingdoms, perhaps...but with more dying and resurrection)...and there were many times when some characters would stumble across the evidence of another (player) character's passing army or the remains of a crucified rival, or one group would plan to assassinate another character at his wedding. Things were happening all the time, at multiple levels/layers, all while being (semi-)coordinated between two teen Dungeon Masters. It IS a fun way to play...but it is also prone to a lot of inter-player conflict and PVP issues which, at this particular time (and for many reasons), I'm disinclined to allow in my campaign. 

Then again, my players haven't yet reached the "mover/shaker" levels of experience...that critical mass of self-sustaining campaigning, that I was trying to explain the other day. Jeffro doesn't have this issue: instead, he's distributed high level non-player characters of his setting amongst his players. Which is...admittedly...one way to get to the same place. I don't mind this approach (terribly), but right now I'm trying to train up young players in the art of AD&D. Different level ranges have different "feels" to them: a 5th level character doesn't sweat the same encounter as a 1st level character, and a 10th level character looks at 5th level challenge much the same.  Likewise, the goals and objectives of play change at the various tiers of play: a first level character isn't going to get as much out of the knocking over the Sultan's treasure vault, while such a score is EXACTLY what a 9th level fighter could use to fund her army and add a curtain wall to her stronghold. 12th level magic-users aren't (usually) going to find coveted 6th level spell scrolls lying around hobgoblin lairs.

Dungeons & Dragons absolutely works...and rocks!...on multiple levels of play simultaneously, just as Jeffro describes.  And it is a style of play that probably seems very foreign and alien sounding to folks who grew up with D&D post-DragonLance era (with a story centered on one small group of heroes), or the computer RPG era (limited by its medium to a single party), or post-WotC era D&D (where each "campaign" represents a single story arc to be played out prior to players creating new characters for the "next campaign"). My own D&D play started years prior to those eras and, over time, evolved into something very much like what Jeffro (or Arneson, in The First Fantasy Campaign) describes. However, done "organically" (i.e. without just handing our various NPC faction leaders as "patrons"), this evolution takes years of sustained, committed play to develop. Maybe that sounds like a long time...but remember that D&D is a game that can last your whole life; it's okay to put in the time to do it. In fact, I personally believe it makes for a richer campaign, as the participants have a greater depth of care and commitment to something they've grown and developed themselves.

All right, that's all my thoughts on what Jeffro and the BrOSR is doing as far as their game goes. As far as some of their other stuff (cultivating a particular brand of hostility), I won't say much more than I think it's detrimental...both to the hobby and to what they're trying to promote. But...well, that's all I'll say.

I am now officially back from vacation (pulled into the driveway last night). It was very enjoyable and restful, but I'm glad to be home.

: )

Saturday, February 12, 2022

Why D&D

[blogger tells me I started this draft on October 30th, 2021. In light of comments on my recent "Why World Build" post, I think it's high time I got back to finishing it up...as best I can]

Last week Grognardia posted an excerpt from a 1979 issue of White Dwarf that included part of an interview with Gary Gygax. My attempts to find a PDF of the mag/article have been wholly unsuccessful, so I will transcribe the text from the image:
D&D/AD&D allows players to have adventures. In a world where these aren't likely - at least without risk of life and limb - this is a real boon. The game form also allows each group to tailor the campaign to their own likes. The game form additionally allows participants to freely use imagination to the fullest. Participants can create and develop personal heroic fantasies. Mistakes are rectifiable - or at worst a new start can be made. Wealth abounds. Good and evil are easily distinguishable. Roles are clear, and soul-searching basically unnecessary. Each and every play is competitive and self-sufficient. DMs, in turn, are the creators and orderers of universes (in short, gods). Instead of a limited and restricted actuality, D&D/AD&D offers boundless realms where real success is quite attainable. Finally, the game form offers various challenges, group co-operation, and is open-ended, so that one player isn't clearly a winner, the rest losers.
[White Dwarf #14, in answer to the question 'Why do you think D&D has become so popular?']

I'm curious to know how much of this was thoughtful or calculated response, and how much of this was off-the-cuff musing (one of the reasons I went looking for the whole article).

[never mind: just found the thing via a comment on the original Grognardia post; it's worth a read]

Please note, I'm not the one emphasizing the word "adventures" in the quote: that's how it's written in the original White Dwarf article, causing me to infer that the word was emphasized by Gygax himself.

Just what is an adventure? I'm not talking about in "game terms" (Gygax isn't speaking in game terms when he's answering the question of D&D's popularity)...when I say: D&D allows players to have adventures, just what is this adventure thing that is deemed to be so desirable?

My old American Heritage Dictionary offers four definitions of the word adventure:
  1. An undertaking of a hazardous nature.
  2. An unusual experience or course of events marked by excitement and suspense.
  3. Participation in hazardous or exciting experiences.
  4. A financial speculation or business venture.
[my Webster's dictionary offers the same four definitions, but with slightly pithier wording]

Reading over these, it should be clear that old edition D&D...the kind that I play, the kind available to Gary & Co. in 1979...checks every single one of these boxes, including #4. After all, it doesn't get much more "speculation" than risking your (character's) life in pursuit of monetary gain, does it?

There are many humans...not all certainly, but many...who long for "adventures." We read about people undergoing adventures, we see films about folks having adventures, we listen eagerly to people recount tales of their own adventures. But few of us have the fortitude, opportunity, or finances necessary to live a constant life of "real" adventure. 

D&D offers adventure to its players: the chance at mentally/emotionally experiencing hazardous, exciting, and suspenseful undertakings without the physical toll that real adventures demand. Regardless of your physical capabilities and for a minimal financial cost, the opportunity for adventure is present every time you sit down at the table.

Why do people long for adventures? Now, that's a tougher question with a plethora of possible answers (I can think of a few). Why are some "called" to the sea? Or outer space? Or war? Or L.A. with a chance of being in the movies (or New York with a chance of being on Broadway)? There is, of course, an adrenaline rush associated with risk...that thing that causes folks to sky-dive or base jump or throw their life savings on one spin of the roulette wheel. But there are other reasons besides adrenaline...curiosity, for example, not just for other places and strange experiences, but curiosity about how we, ourselves, will handle the pressure and impact of an "adventure."

But, as I said: not everyone who wants adventure has "what it takes." I may want to travel to space or Antarctica, but I don't have the money to get there. I may want to be a undersea diver or submarine pilot, but I don't have the training/education. I may want to see the Middle East or Okinawa, but I don't want to join the army (and I'm too old these days to do so, anyway). Heck, even if I wanted to experience a firefight (speaking of military action) I don't really relish the idea of getting hit by a bullet myself.

And even though it's fun to watch television shows about "treasure hunters" on the Discovery channel (or whatever), the whole thing looks like a miserable affair. I mean, the show is edited...I'm sure there are long periods of misery and boredom that never even make it to the screen. All for little/no financial gain (the real money is in selling your TV rights to the network). 

D&D is a far easier path to adventure: you don't have to be young and fit or trained and educated or know the right people or have money to burn in order to adventure. You can experience the adrenaline rush, assuage the curiosity, gain the prestige, feel the sense of accomplishment, earn (imaginary) wealth beyond dreams of avarice, become a bonafide "hero" in the (game) world...all by dint of playing the game. 

That's a powerful, heady draw.

My handful of Spanish readers will undoubtably be familiar with Don Quixote, Cervantes' masterwork. Quixote could be the patron saint of role-players...a man looking for adventure and all-too-willing to escape into his own imagination in order to find it. All long-time D&D players have some measure of The Don in flowing through their veins. If they didn't, they'd be doing something else. If they didn't have a longing for adventure...or if they had the means of pursuing real adventures...they wouldn't be bothering to sit down at the table, over and over again. They certainly wouldn't find the experience very enjoyable.

It is, perhaps, interesting to see what type of folks do NOT enjoy D&D. My wife, for example, is plenty smart enough to understand the game. But she finds little/no joy in it. She loves to travel, to see new places, have new experiences. But she is extremely risk adverse. Hates gambling/speculation in any form (her company 401K is set as conservatively as possible), enjoys exercise so long as it's non-contact/competitive (bruises like a peach), has no love of violence or horror or fantasy. In many ways, thinking about it, she is perhaps too imaginative...too empathetic/sensitive (she has stated on more than one occasion that she doesn't like how RPGs make her "feel"). D&D scares her...and she's not a fan of being scared. She'd rather relax, chuckling, with an episode of Friends that she's already watched a dozen times.

Other folks (like myself) don't have quite that degree of empathy. We want the adventure with the minimal loss risked entailed in playing a game. 

Of course, that's just with regard to playing D&D. Being a Dungeon Master is a different story: the DM doesn't get to experience adventures, after all; the DM makes the adventures. The DM is the shepherd, and the players are the flock, being led to green pastures where they may sup on adventure to their hearts content.

Why be a DM? Because you get to be God. Which ain't an opportunity you get every day, either.

There's probably a whole 'nother post on that subject.
; )

Tuesday, January 25, 2022

Sorcery I Like

Well, what do you know: a quiet moment around the old home front, for a change.

I'll be honest: I've (perhaps) had the opportunity to blog recently, just not the spirit. Just lots of things over-occupying my brain/attention. It gave me some peace to simply withdraw from the whole blog-o-sphere for a few days, rather than tread water with throwaway posts and comments. Not that this isn't (perhaps) a throwaway post, but there's enough quiet right now that I can sit and type-type-typity-type.

Mmm. With cup of hot coffee at hand.

Yesterday (or maybe the day before) I had the chance to read Clark Ashton Smith's second Xiccarph story, The Flower-Women (to give credit where credit's due, I only learned about Xiccarph after Maliszewski wrote about it a week or so ago). I like Smith's stuff, though I've read precious little of it (perhaps a dozen of his short stories). His work is reminiscent of other writers, though I recognize he was probably the influence on them, rather than the reverse. But his stuff is (usually) punchy and short, perhaps only slowed down by an expansive vocabulary that requires me to look up two-three words with every reading. 

[quick: who can tell me the definition of odalisque off the top of your head?]

I also like this bit about Smith's writing, aptly summed up by James in his (previously mentioned) post:
Smith is almost unique in the history of pulp fantasy for sympathizing with his evil sorcerers, or at least presenting their thoughts and perspectives sympathetically. It's what sets him apart from both Lovecraft, whose antagonists' motives are largely inscrutable, and Howard, whose dark magicians are never portrayed as anything but villains to be cut down.
I think it's fair to say that, for much of my life, I was one of those who tended to "root for the bad guy" both in story and film. Not always, but often enough. Many times over the years I found myself wishing the villain would triumph, the hero would be cut down (or disgraced), the evil plot would unfold according to its nefarious plan. However, this was certainly more the case when I was a kid...having (in later life) viewed films and such where evil did triumph, I confess that the result is generally unsatisfying.

[perhaps my initial rooting for bad was fueled by too much sympathy for Wile E. Coyote and Sylvester the Cat. My wife, to this day, HATES Tweety Bird, and I can't say it's difficult to understand why]

*ahem*

Anyway, black-hearted sorcerers have long been "my cup o tea;" I think it's fair to say that's part of my fandom of Moorcock's Elric stories, despite the general whininess of their protagonist (for me, his constant bitching-moaning is balanced out by his dark sense of humor and occasional bursts of action). But I like necromancers and black magicians of all sorts; when it comes to sorcerous characters, I become a BIG champion of the flawed, antihero type...a cardboard stereotype that I usually loathe in other genres (action films and supers comics, to name two).

I guess I just like my magic a little transgressive? I mean, sorcery transgresses the laws of reality, so shouldn't a sorcerer transgress cultural/societal norms (the laws of man)?

Eh. Not trying to get too deep here. The heart wants what the heart wants. The funny thing is this: with regard to Dungeons & Dragons, I have long said that my personal play style lines up far better with the fighter type than any other archetype. Even when playing another class (bards, clerics...even thieves) I tend to run my character like a fighter. Bold. Brazen. Hacky-slashy. My old DM famously precluded me from playing anything but a fighter in the last campaign she ran, because I 'always acted like a fighter anyway.' 

I've played a lot of too-loud "war priests" over the years.

Magic-user was the last class I was interested in playing...so much so that, with regard to D&D, I'd never run one as a PC until a Con game in 2019.

[okay, okay...I did play ONE wizard back in a SINGLE session of 3E/D20 years ago, but I gave him feats like "martial weapon proficiency" so that I could use swords, etc. Natch, I was doing Gandalf...and the DM quit the game in disgust when he saw I hadn't taken an "optimal build" for the character. One of the events that led to my disillusionment with that particular edition...]

HOWEVER, while I've generally stayed away from the magic-user class over the years, upon reflection (after reading The Flower-Women) I realized I actually had a hankering to play just such a character...a proper D&D (or, rather, AD&D) -style sorcerer. An old school magic-user. 

That character I played back in the 2019 convention? Probably the best time / most fun I've had as a player in a loooong time. And just to re-tell an old saw (for folks who don't want to read the old post):
  • We were using Holmes Basic rules, MINUS the wonky combat (no double attack daggers!).
  • PCs were rolled randomly at the table (3d6) in order; I took magic-user only because I didn't have the stats for anything else.
  • My one spell was protection from evil and it was expended in the first room of the dungeon.
  • I spent the majority of the three hour time slot with 1 hit point (due to being wounded) and no spells.
  • I was only slain by another party member at the end of the session for (reasons).
And it was still a great time. Despite my character's fragility and lack of "usefulness" (sleep spells, charm spells, combat ability, etc.) I was able to contribute and...many times...take the lead on our eight-man band of misfit adventurers. I used the character's multiple languages and negotiating ability, I used poles and oil and torches, I preceded others into trap doors and tight spaces (okay...probably a little foolhardiness there, but not much to lose in a con game), and I was able to help direct attacks...and throw the occasional dagger...such that we didn't lose a single party member over the course of the session. And that's with 1st level characters and zero healing magic.

I was the only magic-user in the party.

The challenge of playing such a character is/was fairly exhilarating. Trying to find ways to be useful (without getting killed) was far more challenging than other (D&D) games I'd played: games where I had lots of hit points and/or good armor and a feeling of invincibility (at least for the first hit or so). I can only imagine the fun that could be had with the increased effectiveness (more spells) and survivability of playing such a character in the Advanced version of the game...it's not difficult to visualize the manifestation of an "imperious sorcerer" the likes of Maal Dweb. Gradually, of course.

The main difficulty, as always, is finding the right Dungeon Master. *sigh*

I've messed around over the years with a lot of different design tweaks for the D&D magic-user. Most of these have ended up being nothing but junk. What follows are my current "house rules" for the magic-user class in my home game (if not otherwise stated, rules are as per 1E PHB/DMG):
  • Magic-users begin the game with three 1st level spells, randomly determined (per the DMG). 
  • There is no read magic spell; magic-users can read magic-user spell scrolls automatically.
  • All spells known may be cast once per day; a particular spell may not be cast more than once per day (no multiple memorizations of a single spell).
  • New spells are added after training upon reaching a new level of experience; new spells are presumed in the cost for training. Preferred spells are chosen by player and then diced for based on Intelligence (per PHB). Spells from spell scrolls and spell books may not be added to the magic-user's repertoire of spells...a magic-user knows what he/she knows.
  • Spell books are part talisman, part grimoire, part journal/scientific notes. Study of the spell book is needed to regain spells. Spell books can be prohibitively expensive to replace; losing (stealing) one's spell book is akin to losing (stealing) one's power. Magic-users will endeavor to recover lost (stolen) spell books (and will punish thieves with great vengeance, if possible).
We've been using these rules for a while now (a couple years) and they work for us; i.e. there haven't been any complaints. I'm sure long-time AD&D players will recoil at the thought of NOT having the option of adding "extra" spells to their spell book; in practice, it's been a non-issue (and it's a lot more convenient to simply HAVE the spells available then to need to search them out). The bonus spells at 1st level provide additional effectiveness to the new character, and the randomness and single memorization clause ensures creative use of even the most "worthless" spell (all spells are precious commodities to be treasured by the first level magic-user). 

We have yet to see a thief reach 10th level (or any high level illusionists/rangers) so it's hard to say how their abilities to "read (magic-user) magic" will interact with these rules. As it's a bridge we've yet to cross, I'm content to leave the issue alone and continue with what works...for now.

As an aside: spell-casting dragons in my world know spells as a magic-user equal to their hit dice (a red with 10 HD, for example, would know spells as a 10th level magic-user). This makes dragons considerably more magical...at least the ones that can use magic (I've toyed with the idea of making ALL dragons speaking and magic-using, but I like the idea of there being more "vermin-esque" dragons who are ignorant...and mundane...threats to civilized folk). For me, in addition to dragons being more sorcerous, this helps justify the dragons' hoards, as magic-users pay them in coin and treasure to be trained in higher level spells (what "magic schools" there are being few and, often, strictly regulated).

All right, the coffee pot is empty and the brew in my mug is considerably cooler than when it was first poured (and the house is not nearly as quiet...the wife is wanting me to make lunch), so I'll sign off for now. Hope y'all are having a good January.
: )

Thursday, June 17, 2021

Killing Gods, Final Thoughts

There's a lot to write about deities and their place in D&D...so much so that it would be the epitome of easy to allow this series to spiral endlessly down endless digressions. As such, I think it's time to bring it to a close; I'm sure I'll have the chance to revisit the topic in the future.

For ease of reference:


The initial impetus for this series was Prince of Nothing's (probably facetious) comment on an earlier post:
I think if you could manage to distill the right approach to portraying S&S style deities in DnD, complete with a few examples, you'd be doing the OSR a huge favor.
Never one to pass up doing a "favor" for the OSR (!!) I set out in my normal meandering fashion, throwing out the odd barb and jab as is my wont. While I despair of having distilled "the right approach" to the subject of S&S style deities, the series has at least helped me to distill my own thoughts. Here then is what I believe:

While D&D draws inspiration from the Sword & Sorcery genre, for long-term play it is probably best to draw parallels to long form fiction...which S&S ain't. S&S generally applies to short stories, dealing with a particular situation that a protagonist must face. Many of D&D's major influences (Leiber, Howard, Moorcock) wrote in this form...the books of Conan or Elric or Mouser are compilations of short stories rather than actual novels. A distinguishing characteristic of the novel is that a protagonist changes over the course of the book; such is not the case with the short story. Elric is much the same asshole at the end of the series as he is in the beginning; Bilbo or Frodo, on the other hand, are changed drastically by the course of events in their respective novels. D&D can be played like short fiction (i.e. in episodic fashion) but PCs that survive are forced to change by the very rule system by which we play (a 12th level wizard or fighter or thief bears no resemblance to a 1st level character with regard to capability or responsibility). 

S&S deities are reflective of the genre, i.e. they serve the needs of the situation at hand whether you're talking the mysterious entity encountered by Jirel in Black God's Kiss, Arioch's whimsical cruelty in Elric of Melnibone, or the soon-to-be-beheaded naga in God in a Bowl. Attention to continuity and coherence are of secondary importance to telling the story of the protagonist's particular adventure of the moment. For the same reason, there's no single particular way gods are portrayed in the S&S genre: Crom may be a mythical non-entity for all his appearances in Howard's work, while Death is an incarnate being in Leiber's Nehwon setting.

D&D, however, is meant to be played as a campaign over a lengthy (perhaps endless!) period of time, and thus a coherent cosmology is imperative to the setting, in order to facilitate the players' engagement with the game. If the rules for the cosmology shift constantly, depending on the needs of the DM's "story," it works to break the players' immersion and undermine their faith in the DM as a fair and impartial arbiter of the rules. 

And D&D has rules for deities baked into the game. Every edition I've played or read, with the exception of un-supplemented OD&D, has some version of "gods" inherent in the system, followed and worshipped by clerics (Mentzer's BECMI tries to take them out, but then adds the Immortal rules, many of which are named/modeled after the same gods found in historic religions of the world). Finding the "proper way" to portray gods in the game is a non-issue when the rules for modeling divinities are already hard-coded into the system.

Essential Reading
SO...if there is no specific S&S way to portray gods, and D&D already has rules for modeling gods in the game, and if (as I propose) the best way to play D&D is long-term with consistent attention to  setting cosmology (to allow maximum familiarity and, thus, immersion of the players), what then do I postulate is the best way to write gods into adventures?

And, for this, I look to the early (pre-1982ish shift) adventure modules as my examples. Here are the conclusions I draw:
  • Gods exist, they are immensely powerful (by PC standards) yet still fallible; there is no "eternal Supreme Being" in D&D, that role being taken by the Dungeon Master, who creates the entirety of the campaign setting, including the gods worshipped by the player characters.
  • There are creatures that attempt to imitate and/or are worshipped as gods but who are not; likewise, there are priests that promote false practices and/or worship false deities. Such deceptions can be sniffed out by the simple fact that no spell powers are granted to these would-be clerics.
  • Being that the gods exist, they may be encountered by the player characters. Being that the gods' power is an order of magnitude far greater than that of the PCs, the way and manner of such encounters should be commensurate with the capability of the characters, as defined by the game rules. Having the gods (mainly) inhabit the outer planes is an altogether practical approach, as planar travel is generally limited to high level characters.
  • Divinities may still be encountered indirectly...through agents, avatars, and relics...even by low- to mid-level characters, and such encounters with divine forces often break standard rules (helping imply the immensity of the divinity's power). Examples include the chaotic chapel in The Keep on the Borderlands, the temples to the Elder Elemental in the Giant modules, the Shrine of the Kuo-Toa, and (of course) Lolth in Vault of the Drow. Being that D&D is a magical world and the PCs are bold adventurers, such indirect encounters may be more common than one might suppose...unlike actual encounters with divine entities.
  • Given the rules as written, PCs can kill gods. Doing so should be damn near impossible, which is not the same thing as "impossible." The consequences of such a deicide would be profound: the permanent death of Lolth would eliminate the Drow as a meaningful threat both above and below ground (and would probably lead to their genocide at the hands of the other Underdark species). Such scenarios should never be taken lightly, and are probably best suited as a capstone adventure to a campaign that is coming to a close. Definitely nothing I'd want to see for PCs below name level.
And there it is: the end of this series. Probably NOT as specific as Prince wanted, but still some guidelines to follow. And I honestly feel I've said about all I have to say on the subject...for now. Though, as always, I am happy to field questions, comments, and discussion.

Pax.
: )