Showing posts with label nostalgia. Show all posts
Showing posts with label nostalgia. Show all posts

Wednesday, March 12, 2025

Revisiting The Past

The last couple nights, I've had the pleasure of watching the first two episodes of Daredevil: Born Again. Man, I missed that show. Vincent D'Onofrio is so great...I've followed his career for years (starting with the Blood of Heroes, cheering him as Rob Howard in The Whole Wide World, even watching him as that evil Billy Corgin-looking serial killer in that Jennifer Lopez movie whose name escapes me)...but his portrayal of Wilson Fisk has got be his greatest role. And Charlie Cox makes a terrific Murdoch/Daredevil. Chef's kiss.

But MCU television isn't the reason for this post's title (although, as usual, it makes me itch to run a superhero campaign. Also, Sofia was watching The Incredibles 2 the other day...I'm sure that's part of it). No. I received an email from someone the other day that read (in part):
Reading The Complete B/X Adventurer I've noticed a teaser for the module "In the Realm of the Goblin Queen". I didn't find it anywhere, was this module published?
Ah, man...I'd forgotten all about that one.

BXC1: In the Realm of the Goblin Queen was an adventure module I had originally planned on publishing alongside...or in conjunction with...my B/X Companion book. I wanted a companion adventure for my Companion that provided a decent scenario for high level B/X play in the same way that B2 was published with Moldvay's Basic set and X1 was included in the Cook/Marsh Expert set.  Unfortunately, it never happened...for a number of reasons.

That doesn't mean there wasn't work done on the thing. Looking through my laptop's hard drive, I not only found my notes on the thing, but whole sections of text that were completed for the module: nearly two dozen pages of text, in fact. Considering the size of other adventures I've written for publication in recent years, this is pretty darn huge...the thing probably would have been close to the size of Dragon Wrack, had it been completed.

Of course, it's too wordy by far, and in need of serious editing. It looks like I last worked on it in 2010 or 2011, and my idea of what's needed/necessary in a module (even an introductory/teaching example, as this one was supposed to be), has changed quite a bit over the last 14+ years. It's not bad...in fact it has some decent ideas in it. But it could certainly be more clear and direct and less, mm, "flowery." There's read aloud text here (similar to that found in B2 and X1), and its presence makes me cringe a bit...I was putting a lot of effort into aping old adventure writing styles at the time.

Understandable, of course. BXC1 was my first attempt at writing any kind of adventure module.

However, it wasn't dissatisfaction with my own writing that kept me from completing the thing. Heck, it wasn't even lack of ideas for content: all the content is pretty much outlined in my notes (and most, if not all, of the more complex encounter areas were the ones I finished writing. Nope. This project got shelved for the two my two biggest bugaboos (of that time): lack of artwork and lack of satisfaction with my mapmaking abilities.

*sigh*

Which is all so dumb. I mean, sure, I STILL drag my feet when it comes to drawing maps (for me, the map is the hardest part about designing an adventure), but I've developed strategies and methods of dealing with that particular weakness of mine. And the art thing? That is sooooo not a concern for me these days. Way too many adventure writers are prioritizing form and style over functionality and playability...to the detriment of the product they're ostensibly trying to create. I'm at the point where I'm more-or-less anti-artwork in adventures. Which I grok is bad for the business side, but the artwork in adventure modules is so rarely helpful/useful. Decorative fluff, rather than truly illustrative.

SO...I should probably just finish this thing. 

I actually don't think it would take that long to do (hahaha...sure, pal! it always takes longer than anticipated!). But seriously, the bulk of the work has already been done. Cutting the extraneous and cleaning up the format doesn't take that long. If I could find my maps (never scanned, though they're around here somewhere), I could probably bang this out in a couple weeks or less. But there ARE a couple things that make me hesitate:
  1. It's a high level adventure written for B/X.  I am sorry, but these days I'm not wearing the same rose-colored glasses I once did with regard to the viability of long-term B/X play. Do I really want to be encouraging this concept? Finishing BXC1, at this point, would be more of a vanity project than substantive (at least, so far as my own development as a game designer is concerned). Good practice for writing (maybe), but doubtful in its practicality.
  2. I've got three (or four) adventures still in need of writing for Cauldron 2025. And all of eight months left before that little trip...eight busy months (with one kid graduating and starting high school, Confirmation classes, volleyball season/playoffs, soccer club tryouts/tournaments, summer travel, etc., etc.). Not to mention I still need to finish cleaning out my mom's house so I can get it on the market. Just a ton of stuff.
But "being busy" is nothing new for me; I suppose I should be used to it by now (though, to be fair, "not completing writing projects because of busy-ness" is also nothing unusual). Ah, well.

Okay, that's enough for the nonce. I'm currently in the process of thawing out a frozen beef liver for my lunch. Talk about "revisiting the past:" I haven't had liver & onions in some 30+ years. It was one of my mom's favorite dishes, though she stopped making it around the same time I started going to high school...instead, she'd get it for her birthday, once a year, when her best friend would take her to the (horse) racetracks.  Just had a craving. 

Later, gators.

EDIT:  Man, there were a lot of typos in this post (fixed most of 'em). ALSO: the liver and onions dish was delicious.
; )

Sunday, October 6, 2024

Old Friends

Last night, I attended Josh's 50th birthday bash.

Damn. Who's Josh? some folks are asking. Well, waaaaay back at the start of last decade (i.e. 2010), Josh was one of my regular Thursday Night gaming group down at the Baranof in Greenwood. Even though it's been a decade plus since that group ended (I moved to Paraguay in 2014, remember?) I've kept in touch with Josh...even been out to see his bar band a couple times in the last year. Our family exchanges Christmas cards. He's good people.

ANYway...for his birthday he had an "adult pizza party" (i.e. they rented out a loft of a nearby pizza parlor and served a lot of beer...). Like Josh himself, the affair was low-key and causal: no cake, candles, or singing, and the invitees were an assortment of work buddies, band members, and old friends plus a few wives/girlfriends. A fairly small gathering all told...maybe a couple dozen people?

But several of those people were the old gaming crew: Matthew was there with his wife, and Matt, and also Randy (the youngest of our original group, now turned 40). Guys I haven't see in over a decade for the most part. 

And, man, it was good to see and talk to them. Yeah, we're all looking older now: fatter, grayer (or straight-up bald). But damn, at least everyone was positive. Stress levels seem fairly low, attitudes were pretty upbeat. Maybe it was the festive atmosphere, or the reason we'd gathered, or just that folks felt the same as me...just good to catch up with old friends in a casual environment. Or maybe, it's just that Josh attracts "good people" as friends. 

Or maybe it has something to do with us all leaving our kids at home. I do hang out with adults...often!...at various events, but they almost always involve a passel of kids (school, sports, a funeral I attended Friday, etc.) And around kids (our own or other folks) we always seem to be slightly on edge and/or uptight. We have to watch what we're saying; we have to model proper behavior, etc. It's not that Josh's party saw a lot of people cutting loose and getting crazy...as I said it was low-key and dignified. But still: that slight stress of little eyes watching and little ears listening and little minds learning...that stress was lifted. And that was nice.

SO, funny enough, there ended up being a LOT of D&D talk at the gathering. Not just with the old crew, but with new people I'd never met. Apparently, even though I don't hang with those guys anymore, they still talk about me. And about our old games. And so I got introduced around as the old Dungeon Master guy and they wanted to know what I was up to and yadda-yadda-yadda.  Spent quite a bit of time in four different conversations explaining 1st edition AD&D and how and why I run my games the way I do.

[just so folks know, I did spend time in OTHER conversations, too: about kids and school and weather and soccer and Paraguay and politics and earthquakes and bands and food and all that other 'casual party conversation' jazz...I'm not a TOTAL nerd, even if (these days) I am an unrepentant one]

One guy, slightly older than me, was talking about his newfound love of DMing (he boldly stated that when he retires, DMing is the main thing he plans on doing). He runs all sorts of games, but goes more for the "rules light" stuff these days (he talked about enjoying his Mothership game). Me being ntroduced to the guy as a "good DM" by Josh, he wanted to pick my brain for my thoughts on why people consider my games "good" or (I assume) enjoyable. I was not trying to convert the guy over to "my side" or anything (that kind of preachy-ness is something I reserve for the blog), but even so, I think I might have changed his perspective a little bit. Here's a guy who's been running regular games with regular (adult) people for the last four years, and all of a sudden I could see him opening his eyes (or, rather, his mind) to the possibility of running D&D as a true game, rather than as this role-playing thing (which he's not as big into anyway).

Randy and Matt and Matthew also, it turns out, are still gaming together, doing a regular Thursday night thing along with another old Baranof crony, Heron (aka the Iron Goat). They are running 5E these days, but I didn't give them a hard time about it...instead we talked about the various things they liked (playing D&D with good friends, generally) and the things they didn't (differences in play styles, min-maxing versus role-playing, lack of player agency because of story based rewards, length/complication of combat encounters, etc.). Again...and this is important!...I did NOT make any attempt to criticize or rain on their parade with eulogies about "what they're doing wrong" or anything like that; I save that kind of dickishness for Ye Old Blog. I just wanted to listen and explained my own, current, perspective on the D&D game (short version: I've found the robustness of 1E to be more conducive to long-term campaign play, and focus more on the world building than previously).  It would seem that currently their characters are around 9th level and they are getting ready to take on a god and so (perhaps) they're campaign is starting to wind down a bit(?). "Sounds like you're having a good time," is about all I said to that.

But I did offer some of my perspective on the "min-maxer" v. "role-player" thing. Matt was the one being offered up as the example of the former (he complained to me a bit...in a side conversation...about how his character, a rogue, has become an "advantage junkie," needing to gain his backstab bonus damage just to feel like he's contributing to the group; meanwhile, Matthew was the one being roasted for his penchant for "role-playing," making sub-optimal decisions or getting caught up in tangential ideas. Having DMed both these guys before, my labels for them would be a little different: Matt is more task focused and Matthew enjoys the escapism of a fantasy world. The fix for both players is pretty much the same...run a 1E game...but I didn't say that (well, not exactly or explicitly). But I did try to share how world building and offering players more agency in how they interact with the world  could assuage or mitigate these tendencies (currently viewed as idiosyncratic if not problematic). 

Or, at least, that's what I tried to do. It's fine; they're having fun. Matt said he even 'bit the bullet' and purchased/downloaded the new 2024 PHB (though I didn't hear a whole lot of enthusiasm for One D&D...). As I said, I really was NOT trying to convert anyone to anything.

There will come a time, in the not-so-distant future, when I will finally get off my ass and start running a regular game for adults again (I've even picked out the bar I want to run at and, no, it is NOT the Baranof). Even then, when that happens, I don't plan on being some sort of evangelist preaching the "Gospel of AD&D." I'm jut going to run the game. Having seen the power of 1E in action, I expect the players will end up converting themselves into "true believers" (as often happens).  To which I'll strive to give the proper response: I just run the game. I'm only using this ruleset because it works for the kind of game I want to run...The End. 

Anyhoo. It was nice seeing the boys again. It was nice talking D&D shop with nerds my age. It was nice that Randy expressed his appreciation for me introducing him to the game (a game he's now been DMing for 10 years). It was nice to be remembered fondly. Hell, it was nice Josh's drummer invited me to karaoke to show off my vocal chops (I politely declined). It was just a nice evening.

After a long Saturday of soccer games and running around with the family it was nice to have a break. I'm really glad I went.

Friday, April 19, 2024

On Winning

 For one, brief moment...in this moment...I feel like I'm on top of things.

This is not a very common feeling for me; so much of the time I feel like I'm running behind...like I'm constantly trying to do the bare minimum to tread water or stay afloat or get just enough done so that things don't completely fall apart. It's like the pressure (I imagine) of going into the 9th inning of a ball game with a one run lead...you're winning, but it's a struggle to make sure you don't give up the tying (or go ahead!) run, knowing that you'll be batting the bottom of your order against a really good closer if you somehow screw things up.

Or something like that.

At this moment, I'm feeling comfortable. To continue the baseball analogy, this morning feels like we're in the 4th inning and have a five run lead. Yes, there's still ball to be played...several innings worth...but for the moment, we're taking a breather, cruising a little bit. It's not so imperative to press at the moment...it's not so necessary to hold on for dear life. 

I savor these moments: they're few and far between, and they don't last. Tomorrow, for example, is Saturday and we have a soccer game at 9am (Sofia), a playoff volleyball game at 2pm in Bellevue (Diego), and 5pm Mass in Shoreline for the anniversary of my mother's death. On Sunday we'll be hosting Sofia's birthday party (I'll be picking up cupcakes at 10am), Diego's golf at 11ish (unless he skips it for Sofia's party) possibly another playoff volleyball game at 1pm (if we win Saturday), plus a flag football game at 5pm, and (hopefully) dinner reservations in the evening. And sometime between now and tomorrow, I have to pick up supplies and such for the party, and it would probably help to get her a gift of some sort...tricky since the kids get out of school at noon today.

This moment is simply the calm before the storm.

Sometimes, I wonder at how games like Dungeons & Dragons...complex games that take time and effort to master...were ever invented, let alone became popular. Because they WERE popular when I was a kid; popular enough, anyway, that most kids had at least heard of D&D (and, thus, their parents), even if they hadn't played the game. We had sports and school and church and stuff, too, back in the 1980s but we seemed to have far more time for playing D&D then we do now. Hell, we had more time for a LOT of stuff that my kids don't seem to have: bike riding and camping trips and books...man, I read so many books in my youth. So many.

But I know what's different now: we live in the Age of the Screen. The television, the game console, the laptop, the smart phone, the streaming services...all things the eat up the time. 

Yes, of course they offer plenty of convenience and time-saving: my wife only needs to go into an office twice per week, I can write books while parked on my couch, birthday parties can be stocked via Amazon orders and bills can be paid without needing to write checks and place them in the mail. No need to take cooking classes or higher handy-people when How-To videos abound for free on the internet.

And, yet, the screen is mesmerizing, hypnotic, consuming. I can waste hours over the course of the day reading wikipedia entries or streaming useless videos on worthless subject matter. My family can (and does) spend hours of our "free" time watching television shows in the evenings and filling "empty" moments on the weekends. My kids will (when allowed) blow hours of their childhood lives playing nonsensical video games, rather than exercising their own creativity and imagination...and they fail, so often (so, so often) at any sort of self-direction outside of using a game console or screen device for game play. 

At least the weather is getting nicer and I know they will (of their own volition) spend more time in the yard, playing football and baseball and badminton. But indoors, when the sun goes down or the rain comes out? It's back on the screens, more often than not, rather than choosing something NON-screen related. Unless I am there and available for them.

This was not the case in my youth: we had only one screen (the television) and it had less than a half-dozen channels. When my parents were unavailable (which was MOST of the time), my brother and I were forced to entertain ourselves: reading, playing, gaming, or just making shit up. I feel like we even talked more...with each other, with our friends...but perhaps that's a false memory. My kids certainly talk with us (parents) a LOT, if not each other, and there were plenty of times I was absorbed in some book or other rather than engaging with my brother. 

Yeah, that one's probably inaccurate. 

*sigh*

I sat down to write an article "On Winning" and its turned into the usual Old Man Yelling At Clouds post. I am getting to be a geezer, darn it...just in case there wasn't already enough evidence of that. Mm. Let's try to salvage something:

With regard to volleyball, I wrote back in February that youth sports are a wonderfully safe way for kids to learn how to fail, building character calluses that will give them some durability against the future blows life deals out. I also wrote that I expected a lot of failure this season and hoped that it would still be both fun and useful.

Well, it turns out we've had much less failure then I anticipated. The players have been eminently coachable, and the amount of effort and athleticism they've squeezed from their bodies is simply remarkable. We have, for the most part, been under-sized and under-manned in every single game we've played (the sole exception was against a team comprised entirely of 7th graders playing up a year) and still managed to roll out enough victories to be playoff eligible. Every single player on our squad of nine is lacking in one or more key areas: size, speed, skill, confidence, discipline, jumping, serving. And yet they compensate for each others' weak ares and they are scrappy as hell; even the games we've lost (with one exception) have been "tough outs" for our opponents. 

I am immensely proud of them (in case you hadn't guessed). They are playing their best volleyball right now, at the end of the season, and they are excited and eager to play more, to win, in the playoffs. 

And this is the other wonderful thing about youth sports: when it's working, it should be building kids' confidence and sense of self. Team sports, especially, are useful as players find ways to contribute to the team's overall success: yes, some players are stronger than others, but everyone gets their moment to shine. Everyone can celebrate their teammates' individual victories; everyone can be there to support each other in hard moments (and know they have that support). It is so easy to get kids...young, impressionable humans...to gel as a cohesive unit, when you give them an opportunity to play and have an objective for their focus. School pride, for example, or a championship run.

Again, old edition D&D is much like this. Players are a team of disparate individuals, each with their own strengths and weaknesses, and yet each necessary and valuable contributors to the team's success. And when they are successful...working with and for each other, picking each other up, doing their own part...that success breeds enthusiasm and energy, eagerness and engagement. All rallied around - and directed towards - a common, shared goal or objective.

Coaching and DMing aren't all that different. In both cases, my work mainly consists of opening my players' eyes so that they SEE what it is they're doing and why. To help them understand the value of both themselves AND their teammates. To FOCUS them so that they can be successful, together, despite their differences.

There is, sadly, not enough of this in our world today (yes, yes, the curmudgeonly opinion of one old geezer). For my own kids, it's important (to me) that I wring out every last drop...for their sake.

Happy Friday, folks.
: )

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.

Wednesday, January 11, 2023

Live-Action D&D Television

[was going to write something about copyright law, fair use, and game "licenses," but everyone's sick of that stuff, right? Maybe next week...]

So...we watch a lot of TV at my house.

Too much, I'm sure...at least by the standards of a guy who spent several years (in his twenties) not even owning a television, and not missing it one bit. But the wife enjoys it, the kids enjoy it, and it's a (lazy) way to all spend time together as a family...huddled around the video altar for an hour or two every evening. 

The current slate of programming isn't all that great...Wednesday was the last decent series we finished which, for me, was kind of a "light" (or kid-friendly) version of Sabrina. Yellowstone is what the wife likes to watch after the kids go to bed and it's...fine. It's just the same old 'powerful family drama' thing again (see Sopranos, House of the Dragon, Empire, Billions, etc., etc.), just in a different setting.

[I will say that the Kayce character is the most 'Montana' of all the characters written for the series...his attitude, physicality, manner of speaking, way of thinking is very much like any one of my uncles. They don't wear cowboy hats in Missoula, though...I'm guessing that's more of a Bozeman/Wyoming thing]

Current shows watched with the kids are multiple. Ghosts is pretty funny, and while some of the humor is too risque for my children, most of that is pretty over their heads. The latest install of The Mysterious Benedict Society has, I think, ended(?) and it kind of went out with a whimper instead of a bang, though that show has some of the most likable kids in television. National Treasure (based on the Disney film franchise) is...ugh...I'm not a fan. The main character is pretty cool/interesting but all her friends are SO DUMB and the plot is so contrived and filled with coincidence it's like reading a BAD Nancy Drew story (though IS there such a thing as a 'bad Nancy Drew' story...?). I find myself cringing a lot. Some of the Mesoamerican stuff is good...and some of it shows the writers could stand to do a little more research. Yeah...but the kids really dig it (it's a Disney show).

Then there's Willow...or as we like to call it: "D&D the Series." We just started this one last week or so (after rewatching the 1988 film) and, as of last night, we're all caught up with the series (I think the season finale is tonight, but we probably won't watch it till tomorrow). 

Oh, boy...where to start?

George Lucas originally conceived of the idea for Willow circa 1972...long before D&D was a pop culture phenomenon. His idea was to create a kids' fantasy film that (as with Star Wars) incorporated a plethora of tropes from myth and folklore: fairies, brownies, witches, knights, trolls, etc. The idea was always to have a little person as the lead (original title: The Munchkins) as a literal interpretation of the small guy going off into the big world of adventure. Lucas met Warwick Davis when doing Return of the Jedi (the actor's first role...he played Wicket the ewok) who would become a staple figure in later SW films. In 1987 Davis was offered the role of Willow; he was 17 at the time.

Having had a chance to rewatch the film twice now in the last year (coincidentally we showed Willow to the kids over the summer, before we were even aware the series was going to be a thing), I'd call it cute, light-hearted fare, typical of the late-80s and a cut above most kids' fantasy films not involving Tim Burton or Jim Henson. In fact, it might have been the LAST (halfway-)decent live-action film featuring swords and sorcery until the 2000s. 

[when was Legend done? 1985? Yeah, same with Ladyhawke. Highlander, Labyrinth, and Big Trouble in Little China were all 1986; The Princess Bride was '87. After that, there's nothing worth mentioning till Jackson's LotR (2001). Maybe the 13th Warrior in '99? Not much magic in it, though. I LIKE Erik the Viking, but that's more parody and snark than earnest fantasy]

SO...fast foward to the new Willow which is, yet again, another example of Hollywood nostalgia-mining IP from decades past to appeal to the hearts (and wallets) of aging geezers like myself. 

TV's Best Beard
It's...okay. The casting is pretty good. Warrick Davis, veteran actor, is a highlight; so is Amar Chadha-Patel (whose physical appearance will henceforth be the basis for ALL future D&D characters of Yours Truly, regardless of class). Tony Revolori is (surprisingly) growing on me. Elle Bamber and Ruby Cruz seem...fine, I guess (as actors), but their characters (especially "Kit") are written in a way that I find extremely obnoxious and grating. 

*sigh* I'm just not into teenage angst...and it is (for me) incredibly unbelievable given the circumstances in which the characters find themselves. They're just one step removed from "I miss my cell phone!"

Erin Kellyman seems to have already been typecast (after watching her in Solo and Falcon/Winter Soldier) and her emotional range seems...short. I can't tell if she's limited by the writing or her ability; probably a bit of both. But mainly her character ("Jade") is just...boring.

[I also hate Jade's sword; every time I see it on screen I just think of how unbalanced it looks and how many fingers she'd lose trying to wield it. Like, ALL her fingers]

The bit parts and cameos, however, are stellar: Joanne Whalley, Hannah Waddingham (!), Christian Slater (!!), Kevin Pollack, and Julian Glover all make the most of their brief appearances in the show. Adwoah Aboah, too, isn't half-bad, especially considering (I think) that this is her first on-screen acting role (?!). Every time some random human character appears on-screen with more than a few lines of dialogue/action, it's generally a much needed shot-in-the-arm for the series.

The show, Willow, is D&D. But not the good kind of D&D.

"I was once a paladin..."
(yeah, back before
your alignment change)
It was my (non-gamer) wife who first pointed this out to us: "This is just like Dungeons & Dragons!" You have the adventuring party composed of a pretty standard lineup (a couple fighters, a couple spell-casters, a thief, etc) going on an adventure, fighting monsters, looking for treasure, delving dungeons, finding secret doors, facing traps and obstacles, etc.  The classes and tropes are easily recognizable. First level adventurers off on their first real adventure.

But this isn't father's (or geezer blog writer's) D&D. This is D&D with DRAMA, where every character has a "secret past" (backstory!) or closeted skeleton or SOMEthing that is going to get worked out 'on-screen' over the course of the series. 

Because the STORY by itself (um, something-something about saving the world) isn't COMPELLING (or compelling enough) by itself. No. We need to resolve our unrequited love and deal with our murdered siblings and find out about our secret family members and blah, blah, blah.

Hey, remember the original film? Remember the backstory for Madmartigan? Or Sorsha? Or the titular Willow himself? Remember the film explaining why this farmer was interested in becoming a sorcerer? Or how he learned to be conjurer of cheap tricks? Or why his neighbors didn't like him despite him (apparently) being a normal hardworking family man with a decent farm, a doting wife, happy little children? Remember where he received his unbounded courage and tenacity and moral compass? 

No? Oh, yeah: because there wasn't any. Neither was there for ANY of the characters. You have a character, you have a situation (the plot of the film) and GO. Is Sorsha trying to work out mother-daughter issues with evil queen Bavmorda, some rivalry with General Kael, or moon over some lost lover or other? Perhaps. If she is (and that's all certainly possible for the actor to keep in the back of her mind) it isn't played out on the screen...it is simply background motivation that directs the character's actions.

Here (in the series) we have all this...um..."stuff," that is constantly being dragged out and examined and being discussed and worked on. And I suppose that if the series was about one featured character or protagonist that would be okay. But it's not about a single character...it's an ensemble cast, with six or seven (depending on whether or not you count the brother/prince) main figures, all of whom are (more-or-less) on the same team. 

So...this need to share spotlight time (and film minutes) on their various mental and emotional turmoils just feels like...I don't know...some sort of narcissism.

[which, you know, is kind of emblematic of late edition D&D ain't it?]

That and the anachronisms inherent in the show. Not just the dialogue which (again) sounds like typical teenage petulance and smack talk but the damn music. No need for a sweeping, epic score transporting us to a fantasy world like, say, Game of Thrones or Rings of Power or...heck...the original film Willow on which the series is based. Crimson & Clover? Enter Sandman? Good Vibrations?!

Um...okay. So this is a teen fantasy show that would have been at home on the CW ten years ago. Except with a bigger budget.

"Dude, JB is as big a curmudgeon about his fantasy television shows as he is about his D&D! Hey, Old Man, there's more than one 'right way' to create elf-magic-fiction content!" Sure, yep, absolutely. But, watching Willow would be a lot less jarring, less cringe-worthy experience if expectations weren't set based on the very IP the showrunners decided to mine.

[heck, I'm not even dinging the show for sometimes poor pacing and occasional crap editing. Well, I wasn't till now]

"JB, that Willow movie was 35 years ago! Expectations have changed about YA fantasy! Why do you think D&D had to evolve?!"

Mm-hmm. Indeed. Welcome to fantasy in 2023.

Now, I realize that I am hopelessly behind the times when it comes to modern (well, post-modern) sensibilities, but for me...geezer that I am...adventure fantasy is about something like escapism from the petty squabbles and dramas of daily life. Take the character "Kit" for example and her quest to find her father (which seems far more important to her than her initial quest to find her brother)...I'd say there's more than a few people out there who have had their fathers exit their lives in some fashion, and hardly ever is it for some 'heroic' reason. It might be inoperable cancer or a sudden heart attack that leaves a kid half-orphaned at the age of 12 (as happened to my buddy, Matt) . It might be the guy walking out on the family with no warning (as happened to my brother and I). Hell, I know two different guys (John and Ben) who BOTH had their fathers leave their mothers for some hippy-dippy commune before either was born. 

This kind of thing happens. Worse things happen with parents. I knew a guy who had a real problem with his mother because she sold his younger sister to a couple guys in order to finance her crack habit. There's some fucked up shit in this world...lots of reasons to want to escape reality for an hour or two on a regular basis. Do I need to have a fantasy setting, with magic and monsters, in order to deep dive the emotional wreck of human relationships? Isn't there therapy for that? Support groups to join? Books to read? 

How about a subplot related to the story at hand: for example, Kit has been trained to be a warrior/knight type but pretty obviously has been pretty sheltered up until the events of the story...how about dealing with the emotional baggage that comes with murdering sentient beings for the first time in her life.  She's having a semi-polite conversation with some hairy trolls one moment, and then whetting her blade in their lifeblood the next. And everything is still like "Oh no big deal. How can I get my romantic interest to not still be mad at me?" 

But, okay, maybe we want to de-emphasize the emotional consequences of murder and bloodletting in this "fun adventure fantasy." How about dealing with the issues of duty versus love with regard to her betrothal to a political ally who happens to be on the same adventure with her as with her lover. Instead, she pretty much ignores the man she's supposed to marry, as opposed to A) trying to get to know him, or B) arranging for some fatal "accident" that will remove an unwanted complication from her life. You know?

[can you tell I'm not a big fan of the writing?]

This is adolescent, narcissistic D&D. We are on an adventure, killing monsters, surviving dangers, and working on our (young adult) emotional baggage. We don't have to particularly get along or cooperate to survive because, you know, "plot immunity." Not a lot of fear or real stress, except for the stress of meeting expectations ("Will I ever learn magic? Jeez I was happier just baking muffins!"). This isn't swords & sorcery...it's High School Musical with Ren-Fair costumes and less singing. 

*sigh* I know...I'm an ass. My family's enjoying the show, and the thing has some stylish touches that are entertaining (really dig on the bits of psychedelia scattered about the series, as well as the occasional steampunk flourishes). But, for the most part, its style without substance. The substance of the show is...for my taste...rather bland. Not "vanilla" (pains have been taken to make the show very NON-vanilla in fantasy terms). But bland. 

Ah, well. One episode (I think) to go. We'll see if the finale changes my mind.

Thursday, December 1, 2022

Sand Zones, Star Scepters, And Pharoid's Legacy

SO...looking back over my old blog posts, I thought for sure I'd mentioned my love/fascination with Micronauts somewhere. Clearly this isn't the case. I suppose another dive into my personal history is necessary.

My earliest memories of Micronauts are, of course, the toys which for several years (I'm guessing 1977 to 1980 based on release dates) would inexplicably appear beneath my Christmas tree on Christmas morning.

I say "inexplicably" because (as far as I can remember) I never asked Santa (or my parents) for a Micronaut toy ever (at least, not till the very final series) and they were largely off my "kid radar;" I didn't see ads on TV for them (Saturday morning cartoons had not yet started marketing toys via serial tie-ins to children), my cousins/friends didn't own them (so far as I knew), nor did I ever see them in the stores (not that I frequented these regularly as a small child).  In later years, following the first batch's appearance on Christmas morning, my brother and I, now familiar with them, would sometimes pore over the Sears "wishbook," divvying up which Micronauts each of us would eventually own (as we did with ALL toys appearing in such catalogues)...but we never went so far as to actually LIST these, so far as I can recall.

Typical Micronaut
Antagonist
As a matter of fact, this led to tears (on my part) one Christmas morning when I received a Galactic Command Center and my brother received a Star Wars "landspeeder." While the Micronauts base was, by far, the more interesting and useful toy of the two gifts, all my young mind could process was the fact that my brother had received a Star Wars spaceship...and I had not. Where was my tie fighter? Where was my X-wing? Ah, well, I did get over it (even the same day) as children do, and while I have immense affection for all the Star Wars toys and action figures I received over the years of my childhood, the Micronauts, in retrospect, are far more interesting. There are many times I've thought that I'd wished I'd been a bit older when they'd been released so that I'd appreciated them more.

Then again, if I had been older would they have gotten so tightly woven into my subconscious imagination?

If you had asked me, as a child, which was my favorite Micronaut toy EVER, I would probably cite the last one received: centaurus, with his laser crossbow and glow-in-the-dark (removable!) brain. That's a figure I absolutely wanted and asked for...even saw it on a store toy rack before Christmas. And even today, it's still solid...one of the coolest action figures I remember owning. But two other figures stand out as being exceptionally loved and played with by Yours Truly. One was the (original) Acroyear, whose dagger I managed to retain for years, despite being of the age when one loses accessories right and left. The other was Pharoid and his Time Chamber which fascinated me endlessly. I took it with me to Christmas morning Mass (the only toy I ever treated with such reverence) and recall spending long hours just...fiddling...with the thing. Opening the tomb. Putting him in the tomb. Taking him out. Repeat. What was the story of this guy?

Such a weird toy.

[if I had to guess, the Egyptian motif probably had much to do with the fascination. The King Tut exhibit traveled to Seattle in 1978, and was another momentous experience in my formative years]

But regardless of childhood toys, it was the Marvel comics written by Bill Mantlo that really cemented my love of the Micronauts.  I am 99.9% sure I started reading Micronauts with issue #34 (circa 1981) in the middle of the whole "Enigma Force" storyline (guest starring Doctor Strange!). I mean, talk about starting with a bang: mysticism, magic, super science, alien species, drama, betrayal...and, of course, a murderous band of gunslinging adventurer-heroes...all in the desert environment ("Sand Zone") of Aegyptia, with its towering tomb monuments, said to house the giant ancestors of the Microversians.

In addition, there was also Pharoid and Acroyear, Force Commander and Baron Karza. 

Well, whatever. I collected more than a few of the comics during its 50-some issue runs, including several of the back issues...mostly ones that were Micronauts-specific rather than crossovers with the X-Men and such. See, I wanted stories steeped in the lore of the specific IP, strange as it was, weird as it was...and, often, quite "dark" in nature (considering the concept's origin as a children's toy line). Some of those body bank stories...brr, frighteningly gruesome. A lot of body horror in Ye Old Micronauts, even the first issue of "The New Voyages" (the last issue I ever purchased, summer of '84) when protagonist Commander Rann was forced to sever his own hand at the wrist

[and people wonder why I like to make player characters suffer...]

Okay, okay, enough with the nostalgia: why am I writing about the Micronauts? Well, the last few days I've been working with the Desert of Desolation module series (I3: Pharaoh, I4: Oasis of the White Palm, and I5: Lost Tomb of Martek), seeing if there is some way, somehow, that I can twist them into something fun and functional for use in my own D&D campaign.  After all, they ARE just sitting there on my shelf, and I have fond memories of them as a child. Plus, they seem to be...more or less...in the proper "level range" for my current batch of players.

Mm. I won't lie. They're all pretty bad. Or, maybe, "inconsistent" is the operative word. Take Martek, for example: it's got some pretty cool ideas in it. The Cursed Garden. The Abyss. The Moebius Tower. But it's a real stinker of an adventure...just really poorly designed and fatally flawed in several gross ways (the Skysea is AWESOME...but it also one of the easiest TPKs I've ever seen in a TSR module). As well, it is just...missing...stuff. Things to do. Monsters to fight. Places to explore...in a non-linear, nor railroad fashion. There are several "here's a place that the DM can develop...so long as it doesn't PCs too long from the story being told" instances. Why the heck not? Because we're in such a hurry to get onto the next story? 

[probably...considering the absolute dearth of requisite treasure levels in these modules]

SO...interesting concepts/ideas, poor-to-terrible execution...and as with my analysis of I6: Ravenloft, I find that a LOT of this adventure would work just fine for LOWER LEVEL CHARACTERS. There is really nothing "mid-level" about this adventure, save that all the Hit Dice of encounters have been pumped up...to no good end.

FOR EXAMPLE: You don't need these unique "noble class" djinni and efreeti...a normal 10 HD efreet with max hit points would work JUST FINE for characters of levels 3 to 5 (remember also that the MM specifically says there are noble djinni with the same HD as an efreet). You don't need all these 4 hit dice dervishes and air lancers...just make them standard dervishes and nomads of the MM. And these new undead? They're just 8 and 10 hit dice NOTHINGS that cause fear and hit for 1d10 points of damage. Just what the hell are we playing at Hickman? It's not like the treasure count justifies a party of 6th - 8th level!

And remember that whole post about how much water you need to carry? In AD&D (the edition for which these adventures were...ostensibly...written) a cleric receives the create water spell at 1st level. By 5th level (the minimum suggested level for I3: Pharaoh), a cleric with a 16 WIS can cast five such spells per day, each casting conjuring 20 gallons of water per day...enough for some 25 humans. As with my review of I6: Ravenloft, it appears that Hickman's design assumptions are based on an earlier rule set (in OD&D, only a 6th level bishop can create water...and doing so leaves the character without the ability to neutralize poison, cure serious wounds, or cast protection from evil 10' radius). 

[side note: when I ran the Desert of Desolation series in my youth, the party tackled it withOUT a cleric, making the adventure considerably more difficult]

*ahem*

SO...the modules are crap, but they're crap with interesting bits. They're railroads and poorly stocked, but they've got a bunch of maps that ain't terrible. So when I think of how to fix them...to take their interesting bits, and make them both playable and (if possible) more interesting...I keep coming back to the Micronauts and those images from my youth: Giant, upright sarcophagus-tombs. Ancient tech/magic lost centuries before. Techno-bedouins riding giant, domesticated "ostras" (think: axebeak) against horse-headed "centauri" (re-skinned centaurs) in tribal warfare. And somewhere, lost in the sands, a laboratory-temple housing the ghost of Baron Karza, waiting to be resurrected and resume his conqueror's ways.

Lots of ways to spin and 'skin this thing. And probably a lot of ways to do it in a way that doesn't require a large group of mid-level characters. A post-apocalyptic, desert wasteland concealing generational secrets buried beneath riddles, legends, and sand. Sand and blood and treasure. Dig it.

Who needs "Sambayan air lancers"
and "Thune dervishes?"



Thursday, June 30, 2022

Full Circle

Yesterday, Maceo (another elvish assassin) was able to rejoin our campaign for a four-hour session (one more backpack to fill with loot!)...surprisingly, we were able to get him to join rather plausibly by simply having him follow the trail of bodies and destruction through the castle (we said his character had slept till noon and hadn't got up to the place till 2) all the way to the belfry/treasure chamber. Even more surprisingly, they decided to continue their explorations, eventually defeating three harpies (elvish blood), a flock of blood hawks, a nest of 37ish giant rats, a 5th level illusionist (color spray!), and a mother-f'ing banshee. The clock has just struck 5pm, there is four hours of daylight left, and the party keeps trudging up to tower roofs in their search for the Countess, figuring a vampire must be sleeping upside down somewhere like a giant bat.

*sigh* This is what comes from children not being allowed to watch vampire movies anymore. At least both Mace and Diego leveled up (4th and 5th respectively). Everyone is still alive, but the ranger was driven hopelessly insane following his perusal of a libram of ineffable evil. So it goes.

A couple folks (most recently Stacktrace) have brought up the the subject of my transition from being one of the "leading proponents" of the B/X system of D&D to now being chest-deep in AD&D. Since I've got a couple-four hours to spare, I figured I'd take the time to chronicle my personal history (as best I can) for readers interested in "the Evolution of JB." Not sure that's really enough time, but here goes:

Circa 1981 (age 8, 2nd grade): while at a Fred Meyer store, I see the Dungeon! board game on display and plead with my mother to buy it, citing the fact that it says its for children of 8+ years and I am old enough. Surprisingly, she does so (a fact that surprises me to this day: my mother was never one to cave to a begging/pleading child back in the day). I am somewhat disappointed by what I find inside...I had intended to purchase Dungeons & Dragons having already learned of this game from the playground at my school (and being, by this time, familiar with the terms "class," "fighter," "magic-user," "assassin," "magic missile," "Demogorgon," and "Blackrazor"). Still, the game provides an education into the very rudiments of D&D concepts (dungeons, monsters, treasure, secret doors, expendable spells, green slime, etc.). It contains a pair of green, plastic D6s with numbers etched on them (instead of dots)...the first I've ever seen. I still own this game today...my children have played it extensively.

Circa 1982 (age 8 or 9, 3rd grade): I discover the Moldvay edited Basic D&D box set at J.C. Penny in the toy section, and (again) talk my mother into acquiring it, perhaps explaining that this was the game I originally sought out. Again (surprisingly) this works, though this may have been in November and the idea was that this would be a birthday present for Yours Truly. I have detailed my delight and discovery of the wonders of this set in other blog posts. I read it cover-to-cover, struggle with the module, and instead create my own "dungeon" (a castle map, no doubt based on B2's Keep, that players must besiege).

Shortly Thereafter: my parents host a caucus at our house for local Democrats. I am upstairs in my room running my adventure for my younger brother. One Dem has brought her daughter, Jocelyn (a year older than myself) to the caucus, and my mother asks if she can join our game. I give her a halfling to play. When it is time for her to finally leave, my brother has been killed two or three times, and Jocelyn has infiltrated the castle, avoided all guards and is making for the castle treasury/armory. This is my introduction to a girl who will become my best friend, later co-DM.

3rd grade: I play D&D mainly with my brother and my best friend, Jason. Jason runs a thief named Sneakshadow. Jason is good friends with Scott (they both have single parents...moms...so they share time with each other). Jason's mom is our soccer coach.

Summer of 1983: I meet Matt during the summer during Little League baseball.

1983 (4th Grade): Matt has joined our school; we become friends. Circa November, I receive the Cook/Marsh Expert set, probably as a birthday gift. At a sleepover at Matt's house (I can pinpoint this to December, as I remember watching the Eurythmics video "Here Comes the Rain Again" on MTV), we make him a high level cleric to try the Expert set rules (giving him fanatic followers and sending him into the desert on a quest to find a blue dragon). Matt owns the Dark Tower board game, which I play long into the night after everyone else has gone to sleep. He also has a vinyl album with Conan the Barbarian stories. In later years, we will dive deep into his older brother's stack of Heavy Metal magazines and share a love of Thieves World books.

December 1983: Jocelyn gets me the AD&D Monster Manual as a Christmas gift. It is incorporated into our games, though a lot of it is difficult to parse as we are still using B/X as our rule base.

1984: We play D&D. Sometime in this year, Jocelyn discovers a copy of the DMG at the bottom of chest of old stuff belonging to her youngest brother Lacey (11 years her senior). I am allowed to borrow it on occasion...much of it is difficult to parse or completely alien. However, we begin to use the combat matrices (which seem to line up with the MM) and incorporate the expansive magic item list, especially the artifacts and relics. Some of the effects are waaay over my head (satyriasis? nymphomania?) but sex-change magic is always good for a laugh when your players include both boys and girls. Jocelyn's character, Bladehawk, has become the premier fighter of the campaign and is legendary for escaping death traps. At Jocelyn's home I run a game for four(?) players including my brother, Jocelyn, Jason (I think) and Jocelyn's friend Brian Hackett. Brian has a high level cleric with the blade barrier spell (also a hammer of thunderbolts) which, because we cannot find it in my rulebooks, I disallow. Years later, I will encounter Brian in high school (he was a junior when I was a freshman) and he will remember me respectfully as "The Dungeon Master."

Fall of 1984 (age 10, 5th grade): at soccer practice, Matt brings me a copy of N1: Against the Cult of the Reptile God, asking if I can run it for our group. While at first I am put off by the low-level of the adventure (our B/X characters have reached lofty heights), I begin to notice various strains of weirdness in the adventure: single class elves, "longswords," "ring mail," etc. Reading the cover ("for ADVANCED D&D game") and seeing the level range (1st to 3rd) it finally dawns on me that "Advanced" does not equate to "Expert" and that the MM and DMG must be for this other, mystery game. The key turns in the lock, the veil falls from our eyes, and all is revealed.

The start of 
my AD&D career.
November 1984 (age 11, 5th grade):
I receive a copy of the AD&D Players Handbook for my birthday, the only thing I wanted. Now, with my copy of the MM and Jocelyn's copy of the DMG, we can begin playing proper AD&D. I make a high level magic-user character for my (now) friend Scott, both to make use of the new rules (intelligence factor! new spells!) and to put him on par with other long-running PCs Bladehawk, Sneakshadow, and Sunstarr (Matt's cleric). His wizard is named Lucky Drake after a character in a Choose Your Own Adventure book. This will be the core of our group for the next several years.

[EDIT: I now believe that the PHB was a Christmas gift, not a birthday  gift. I still believe I received my first DMG slightly later]

December 1984/Winter 1985: my aunt's boyfriend, a DragonQuest player, gifts me with my very own AD&D Dungeon Masters Guide. No longer forced to borrow Jocelyn's (as she doesn't attend the same school as the rest of us, I don't see her often enough), I can delve the thing and really learn the rules.

Winter 1985: Matt picks up a copy of AD&D Deities & Demigods (cleric guy, remember?) and we immediately incorporate it into our game. Sneakshadow fights Thor and kills him.

Spring of 1985: I discover the appendices in the back of the PHB after trying to figure out references to the psionics and bards in the DMG combat tables (previously I hadn't finished reading my PHB as I assumed it was just "all spells" after the mid-point). I immediately make my own character: a half-elf bard with psionics named Landon Weiguard. I show him to Jocelyn. Jocelyn expresses interest in doing some DMing.

Circa Fall of 1985 (age 11, 6th grade): Jason leaves our school. In addition, his family become Born Again Christians and his mother no longer allows him to play D&D. I see him only a handful of times after this. Jocelyn and I decide to blow up our original campaign and re-start the whole thing (all 1st level characters!) as strictly AD&D. She and I alternate as Dungeon Masters. 

November 1985 (age 12): my brother gives me the Unearthed Arcana for my 12th birthday. Jocelyn already has her copy (and incorporated comeliness and all the rest into our new campaign). I believe I receive my copy of Legends & Lore in December, perhaps as a Christmas gift. This will be the bulk of our "canon" going forward, only occasionally adding bits here-and-there from Dragon magazine or the Mentzer Companion set (which Jocelyn owned). 

1985 to 1988: we play AD&D. DMing duty is split between Jocelyn and myself. When I run, I tend to run AD&D adventure modules, rather than original material. Jocelyn runs a couple pre-packaged adventures including (Ravenloft...though I wasn't present for that) and Castle Greyhawk. At some point we re-boot the campaign a second time (we now distinguish "eras" of play by campaign: the Original Campaign, the First (AD&D) Campaign, and the New Campaign), again beginning characters at 1st level. When we do this, we use the World of Greyhawk map, but add our own material (factions, politics, etc.). We have some DragonLance modules (we are fans of the novels) but only use them for the maps, judging the adventures themselves to be "terrible." As time goes on, Jocelyn does more of the heavy lifting of campaign management...I am (mostly) content to just play. We also venture into other RPGs: we play Marvel extensively, BattleTech, some Star Frontiers. We dabble in James Bond and Twilight 2000; get our first taste of Warhammer 40,000 (the book...none of us acquire minis). AD&D remains our main game, however.

Spring/Summer 1988 (age 14): Jocelyn and I have a falling out. Kids fall out with each other: that's a part of life. Often times, over the years, Jason or Scott or Matt would be "on the outs" with the group, but we would always (eventually, somehow) bring 'em back into the fold. As we were transitioning to high school (the boys...Jocelyn at 15 and already in high school) I was the one that got kicked...and the group never recovered. We all ended up at different high schools, going separate ways.

1988-1991 (high school): I make new friends, some of whom play AD&D. I do not play AD&D with them...instead I play Palladium games (Heroes Unlimited, TMNT, Rifts), Stormbringer, or (later) Vampire the Masquerade. I still collect old AD&D modules when I find them, including White Plume Mountain and Against the Giants. For about a year, I run my brother and his best friend Brandon in an AD&D campaign, up till about level 12. I do this mostly to try modules I've never previously run (including the Desert of Desolation series I3, I4, and I5) and to try re-capturing the magic of my earlier campaigns. It doesn't work and I quit playing AD&D.

1991-1995 (university): I do some gaming, mostly White Wolf stuff (Vampire, Werewolf, Mage, Ars Magica 3E). Towards the end of university, one of my buddies (Joel) suggests we start up an AD&D campaign; I agree only on the condition that it is 1st edition, none of this crap 2E stuff. While he consents, nothing ever comes of the conversation (no chargen, nothing).

1996 (after graduation): while living with a non-gamer girlfriend, I get heavy into WH40K. Fact is, our relationship was heading south (it would be very up-and-down for another year, up through 10/1997) and getting into some kind of gaming felt necessary for my sanity. A game shop close to our apartment ran 40K tournaments. We would break up (and I moved out) before she moved to New Mexico for grad school.

1997-1999: no real gaming, though I meet some guys (Kris, James, Alex) who played D&D in their youth. In 1998 I will run an aborted session or two, and play in James's (single session) attempt to start a 2E game. All of these ended in disaster. The weed probably didn't help.

March 1998: I meet my wife. Having grown up in Mexico, she has never heard of D&D before meeting me.

2000-2002: 3E is released. I acquire copies and run some games, mainly for my friend Kris and a couple randoms whose names escape me. By 2002, I am done. I am still collecting BECMI edition D&D (the Mentzer sets, the Mystara Gazetteers, the Rules Cyclopedia, Wrath of the Immortals) feeling it is the most "complete" version of D&D. I do a lot of solo stuff with it. In 2007 some stuff I wrote about the Greek Gods will get uploaded to Vault of Pandius. Mostly, I end up finding the BECMI edition to be (both) too staid and too childish for my tastes.

2003-2007: sometime in this period, I make the acquaintance of The Forge and indie gaming and start studying game design. I get the idea to write the Great American Indie RPG (trademark pending!). This is all crap, but it starts me down the road of taking RPGs (and my love of them) more seriously. I do not play D&D during this period, though I collect and read a LOT of other RPGs. As far as I can recall, I didn't play any RPGs at this time (some light indie stuff...Capes, InSpectres...with my nephews perhaps). Sometime towards the end of this period, a person posts an Actual Play report on The Forge about how they tried playing an old game of Basic D&D "by the book" and it was actually fun.

Circa 2008: While reading an interview with indie-game designer Kenneth Hite, I am made aware of James Maliszewski's Grognardia and fall down the rabbit hole of Old School D&D blogs. This leads me to a number of sites, the most influential of which is Pat Armstrong's Ode to Black Dougal. Having the fires of nostalgia stoked by memories of my first RPG, I decide to go "back to the beginning," where my love for the hobby first started.

June 2009: I write down a quick list of 100 possible blog posts (to make sure I can generate content) and start the B/X Blackrazor blog. 

2009-2011: I play B/X D&D regularly, mostly off-line (face-to-face), sometimes running up to nine or ten players at my local bar. This three year period more-or-less matches the time I spent playing B/X at the beginning of my gaming career (1983-1985). I write (B/X) books during this time that are still selling today.

January 19th, 2011: my son Diego is born.

2012: I start developing other games: Cry Dark Future (2012), Five Ancient Kingdoms (2013), various indie type games and other genre games using the B/X Chassis. At the time, if I'd been asked, I probably would have said I was showing the versatility of the game (or writing my own fantasy heartbreaker with regard to 5AK). However, I now believe I was beginning to run up against the limitations of the B/X system...I was growing bored. And I was becoming tired of writing my own "support" for the system.

2013-2016: I am in Paraguay until August 2016. During this time, I do not play D&D.  I reflect on it, read about it, blog about it, work on a couple different "new" heartbreakers. There was a lot going on for me (mentally, emotionally) and my gaming thoughts were pretty random. A lot of good reading on the subject of D&D care of Alexis's books...but I had difficulty grokking some of the concepts he was trying to communicate.

April 21st, 2014: my daughter Sofia is born.

2016-2018: no gaming. Back from Paraguay but too busy with new children in a new school and transitioning to that "stay-at-home-American-dad-thing." Blog posts from this time are depressing...reading through a couple makes me think of a dude who is in need of help but doesn't know how to cry for help because he is unaware of how helpless he is. The blog was treading water just to assuage the ego with "relevance." Ugh. 

August 2019 (age 45): I hit rock bottom while attending a Dragonflight Convention; a convention at which I had the opportunity to play four Basic (three B/X!) game sessions with four different DMs. I was done with B/X as my "go-to-game-of-choice." It is still...and always will be...a fine teaching tool for learning the basics of Dungeons & Dragons.

Circa August 2019: I discover Anthony Huso's blog.

Circa 2019-2020: I discover (and start tuning into) the rather amusing GrogTalk podcast. Because they moderate their language, I sometimes listen to the podcast with my son (especially when it's just the two of us on long soccer drives). 

October 2019: I decide that the only way I will ever be satisfied with D&D again is to commit myself wholeheartedly to running a campaign, rather than one-off sessions. Just like I hadn't done since the age of 17.

February 2020 (age 46): I run my children through their first B/X adventure.

March 2020: the COVID 19 pandemic hits in full force. Schools (and most everything else) close down.

April 2020: I decide to go back to the LBBs and play OD&D with my kids, feeling I can simply add to the game (from supplements, house rules, etc.) whatever is needed for the campaign. At this point, I still feel "tinkering with rules" is the thing that will get me to the game I wanted. Ridiculous. This lasted a month or so before I shut it down. I play no D&D for the next six months.

November 2020 (age 47): I begin running AD&D for my children, teaching them the Advanced game.

February 2021: Taking advantage of a Total Party Kill, I start the AD&D campaign over from scratch using Washington State (and the Pac Northwest generally) as my campaign setting. My world has been in existence for 17 months now...longer than ANY "B/X campaign" I ran back in my Baranof days. 

June 30, 2022 (today, age 48): I've now been running AD&D exclusively for nearly two years; we've only barely begun to scratch the surface of play. The system is so robust...and so deep...that I don't anticipate exhausting its possibilities any time soon. Fact is, unless I get sick of my world (which is hard to see happening, considering its "mine" and I can remake any particle of it, any time I choose), I don't see how the game would ever end. It can only grow larger and more developed with time.

Currently, the AD&D books are available both digitally an in Print-on-Demand form from DriveThruRPG. I recommend every D&D player who doesn't already own a set acquire copies of the PHB, DMG, MM, and Fiend Folio. The MM2, DDG, and UA have useful elements, but are not strictly necessary for play. 

All right, that's all for today. 

Tuesday, June 21, 2022

Pride

5:20am on Tuesday morning. I am up (with coffee in hand); the rest of the household sleeps (except for the loyal beagle). Finally, it's time to write.

I hope everyone had a wonderful Solstice/Father's Day/Juneteenth weekend. I know I did. I am going to tell you about it now:

Saturday was a bit of this, that and the other thing, but we did manage to get into Ravenspire (my re-hashed version of Ravenloft) proper. So far, so good, and I'll write about this later. We should be able to play some more of it today, and I look forward to continuing.

Sunday, on the other hand, was dad's day, and while I would have been happy spending the day running D&D, my family had other plans. Specifically, they ran D&D for me. It went down like this: my son was peppering me with his usual slate of questions over dinner last Friday: what was my favorite AD&D adventure, what was my favorite AD&D character I ever played, what was my favorite character class, etc. He does this kind of thing a lot...asking my opinion on stuff, getting my insight, collecting recollections of my youth...unlike my daughter (she prefers to tell the stories, rather than listen to Pops bather on). However, this particular time he had an ulterior motive: 

Look, Pops, said he, I want to run you through an AD&D adventure for Father's Day, and I want you to use one of your old characters. You pick the module and I'll prep it and run it for you.

[it would seem that my family has finally come around to accepting their father is a Big Fat Nerd. Gifts I was given over a breakfast of biscuits and sausage gravy, which my lovely wife cooked for me (I am the only person in the household that will eat such fare...their loss...so it was a special occasion)...they included a new wallet emblazoned with the Dungeons & Dragons moniker and a 20-sided die and a flat black stocking cap that said "Dungeon Master" across the front. I was truly touched]

Well, I have to say I was pretty darn surprised by this offering. We had just finished discussing my past AD&D characters and the fact that I'd only really ever had ONE (many AD&D characters were rolled up by Yours Truly back in the day, but the vast majority had never seen table play). So it was that I found myself sitting down to play the Tomb of Horrors on Father's Day with a character that I hadn't used in 34 years, with my son acting as a proper AD&D dungeon master. 

...

...never would I have imagined, as a 14 year old, that such an event would ever occur...

We'll get to the game in a moment. We decided on S1: Tomb of Horrors as the adventure for a number of reasons. For one thing, my character was a high level character...whatever adventure got used would have to be in that high level (10-14) range. For another thing, it was short to prep...at 10 pages and a single map, it is one of the shortest classic adventures ever published...and in all honesty I didn't think there was enough time between Friday evening and Sunday for Diego to prep something like Vault of the Drow or Q1 (I know I'd need more time than that!). Finally, Tomb is one of those adventures I've run many times over the years...most recently in 2020 using the original OD&D version...but one that I've never suffered through as a player. As a one-off event using an insanely over-powered character, it seemed like a fine test: would my knowledge of the adventure module allow me to conquer the thing where so many others had failed before? I dug the adventure out of the closet and handed it over to the boy (with strict instructions to not let me read it/re-familiarize myself with it), while I set about doing my own "prep work."

In a dusty folder at the bottom of a pile of dusty folders containing pages collected across decades of RPG play, I have a sheaf of characters from my earliest AD&D campaigns. One goldenrod sheet may be the the earliest AD&D character I ever penned (a dwarf fighter-thief for my brother). And several of the sheets detail various iterations of my character, Landon, from the last long-term campaign in which I played. 

Some of these (the character at 1st level) are hand-written on loose-leaf notebook paper by my dungeon master. Others (later in his career) were printed up on fan-fold dot-matrix printer paper, pages and pages of magic items and "background material" (loves, hates, enemies, allies, etc.) accumulated over years of gaming. I don't usually go through this stuff...I am already painfully nostalgic, and there's a lot of "lost youth" and regret stuff I associate with my old gaming group...but I needed a version of Landon to play in the adventure.

We had decided to run the adventure strictly "by the book" (using only the PHB, DMG, and MM) so the first thing I had to do was clean up the character. Regular readers have heard me expound at length about how my old AD&D group tried to hew as closely to Rules As Written as possible, but we didn't always succeed. We incorporated Dragon magazine articles that we liked. We adopted various bits from the Unearthed Arcana and extrapolated on it. And quite frankly, we got some things WRONG in our interpretation of the RAW that I, as an older, wiser man, find a little embarrassing.  

I settled on the 16th level version of my character...I am fairly suspicious of the higher level versions of the character (my DM was tracking XP and advancement and I distinctly remember some hand-waving towards the end of the campaign). Landon was a 1E bard, so the experience point total for the character, even including his fighter and thief levels would put him on par with a 13th level fighter or wizard...i.e. right in the 10-14 level wheelhouse of S1.  More editing, however, would be required.

Ability scores got knocked down to their original levels (which were high enough) as I'm not sure how many librams and wishes had been used to raise those stats and questioned their accuracy. His exceptional strength was removed (bards don't get that), and his fighter/thief levels reduced to 7th/8th instead of 8th/9th (there's some discrepancy about this in the DMG and later TSR modules but I'm fairly certain this is correct). UAisms were axed from the sheet (including a huge swath of magic items, weapons specialization, etc.), as were unique magic items ("bad luck swords" and "endless bags of food"). Hit points were re-calculated (should have only had one hit die of thief and CON was now back to 15), and weapon proficiencies corrected. Finally, I removed his incredibly beefy psionics (one of his major advantages in our old campaign) because A) Diego hasn't incorporated them into the game, and B) per the PHB, half-elves shouldn't receive psionics. 

[there IS a later Dragon mag that corrects this...i.e. that allows half-elves to get psionics...but we weren't going to use apocryphal texts]

Even after all this, the character had (in my estimation) too much "stuff," so I went a step further: I advanced his age 34 years (real time, Jeffro!) and calculated the total cost of his living expenses from the passage of time: 652,800 gold pieces. I then sold off enough of his magic items and treasure to cover the deficit. What I was left with was little enough in the way of magic (bracers of defense, a magic sword and dagger, a single bag of holding, one ring of protection and another ring of feather falling) and something around 800 gold pieces in treasure. A bit better equipped than the pre-gens in Tomb...but then, this was all gear that had been found in actual adventures. 

Other than my character, our party was composed of pre-gens from the module itself. Sofia would play the 14th level magic-user, and we took along the 14th level cleric and 12th level paladin as NPCs. Since we were going "by the book," spells were memorized beforehand (including clerical and druidic spells) and I did the bulk of the selection, as well as the outfitting of the party members. Sofia chose her own spells (with some suggestions from me) and purchased her own equipment (Tomb pre-gens receive up to 1,000 coins of any type to spend, and up to 5,000 g.p. worth of gems).  Lastly, I recruited two henchmen (a 1st level elven fighter and a 1st level half-elf thief) and equipped them from my own (swiftly diminishing) funds. Light (leather) armor, ten foot poles and lanterns lit with continual light spells was the order of the day. 

So prepared, we set out to the conquer the Acerak's tomb...or die trying.

...

Hmm. How much to talk about? Well, I'll be brief:

Our extreme competence, our plethora of resources, and my personal knowledge served us well, ESPECIALLY in the beginning phases of the tomb...everything up to and through the "evil/good chapel" area. A piece of cake, really (Diego bemoaned that we were kicking the tomb's butt). But as we got into the middle section, my knowledge started to fail. I knew what was in the Tomb, I knew what we were looking for (and what to avoid), but I was less familiar with the actual logistics and placement. 

Tomb of Horrors is a GRIND. Even for someone like me...who has run it half-a-dozen times over the years and read the thing countless others. Finding and locating secret doors and passages is a pain. Trying to remember the later stanzas of the riddle...or not remembering their proper order can lead to panic. You second-guess yourself. You grow impatient. You fall into a pit or trip some trap that you damn well know you shouldn't have. The thing wears on you, the farther you get into it. Even without wandering monsters, being stuck in the middle of the dungeon with no readily available exit (those one-way teleporters), you end up feeling pressure. Even with the plethora of healing magic at your disposal, there is an attrition of the mind that occurs...the players argue with each other, tempers fray, snap.

It got us. Five and a half hours in (we were keeping time on a stop-watch) it TPK'd the whole party. Didn't even make it to "the columned hall;" opened the wrong door...incautiously...and put the whole expedition to sleep (no saving throw). We were then crushed flat by a stone juggernaut. Thanks for coming.

Totally, terribly unfair. Total asshole move, Gygax.

And it sucked...not because my long-time character had died (for all intents and purposes, he died a long time ago...in the Spring of 1988). No, it sucked because I wanted to beat the damn thing. I wanted to say that I killed Acerack and that he "wasn't so tough." But even knowing the adventure, I still screwed up. And paid the price. But really the only "loss" I took was to my pride...something I probably have too much of anyway.

And pride is easily replenished anyway. At least, it is for me. All I have to do is look at my children. My son, 11 years old, did an excellent job as a DM. My 8 year old daughter did a great job working with her old man (even saving my bacon by remembering a couple lines from the Acerack poem/riddle that I'd forgotten). Yes, I had to pull Sofia's character away from a couple of deathtraps that she wanted to wander into, but in the end it wasn't her play that killed us all.

Yeah, I am very proud of my children. I really can't express it.

Afterwards, we ate pombazos (made, again, by the wife) and watched Big Trouble In Little China, one of my all-time favorite films, and one that the kids had never seen. They liked it a lot...a perfect cap to a (mostly) perfect Father's Day. Maybe the best one I've ever had. They sure set a high bar for next year.
; )

Later.