Showing posts with label television. Show all posts
Showing posts with label television. Show all posts

Friday, November 28, 2025

Stranger Things (Season 5)

A nice Thursday Thanksgiving filled with Turkey and the traditional fixings was followed by a binge-fest of the new Stranger Things season by my family...something my daughter had been eagerly anticipating since the last season of Wednesday wrapped up. We (the fam) stayed up till roughly 2am this morning watching the season in its entirety...although my wife begged out about 1ish. 

As usual it was pretty good.

I have only the following few things to say:

#1 The music contained no glaring anachronisms that I noticed. Tiffany's album did, indeed, come out in 1987 (I remember being in Mrs. Kearnan's class at the time and remember it was about this time I was completely done with pop music...I was heavily into Def Leppard's Hysteria at the time). So that goes in the "good" column.

#2 No glaring D&D mistakes until the last damn episode where they work an incredibly obnoxious 3rd edition reference into the conversation. Just so awful. And while most folks probably won't notice, for me it completely breaks my suspension of disbelief and makes me want to throw things at the screen...do your damn research, morons. However, I kept this to myself so as not to spoil the show for everyone, stewing in silence.

#3 Millie Bobby Brown is still great. 

#4 Actually everyone is pretty good; the cast is quite likable, the performances believable (mostly) and...I don't know..."heartfelt?" But the energy seems to be a tic down...I think the writing is starting to wear thin. It feels like everyone is ready to move on from this story...on to bigger and better things (film) or, at least, different things from Stranger Things. Maybe touring the comic con circuit is getting old? I don't know. Maybe it's just the writing.

#5 I'd really like to see a film of Elric of Melnibone with Finn Wolfhard in the titular role. He needs a couple more years under his belt, but he has the "wolfish" look I've always associated with the character...spent a little time messing around with AI modifying photos of the kid and I am more convinced than ever that he's perfect for the show. Of course, I hadn't realized till just now that someone had already acquired the rights to the literature with an idea to turning it into a television series. Of course, considering this was "news" six year ago, one can only speculate what's happened....

#6 The AI in episode #1 isn't great. But this is the way things are going to be.


All right, that's it. Later.

Monday, November 10, 2025

Good Bones

In the past, I've watched a lot of "house flipping" and "remodeling" shows on television. My wife digs this kind of programming (she finds it relaxing) and I find it...well, interesting enough. I am rather the opposite of a "handyman" type. But I don't mind spending a lazy weekend afternoon, sitting on the couch and drinking coffee.

[we rarely have the time to "veg" that much these days, considering all the weekend kid events...but I did start this post with the phrase 'In the past...']

Anyhoo, I myself have done very little "remodeling" in my life...I've certainly never "flipped" a property. But as I said, I've watched these shows and there's this phrase that I sometimes here come up about a house...that it has "good bones." Which, I assume, means it has a good foundational structure on which to build or hang new drywall or, well, whatever. I don't know...I said I wasn't "handy" like that.

What I AM somewhat handy with is adventure writing/design (well, I think I am anyway...). The last couple-four days I've been working on my rewrite of I4: Oasis of the White Palm. Oh, man, it's really good. Not to toot my own horn, but I'm kind of in love with what I'm writing...this looks like it's going to be really fun to run. I'm digging it. 

But I want to give some credit to Philip Meyers and Tracy Hickman, the original writers. Because the thing has good bones...there IS a strong foundation here, mainly in the maps and some of the overall 'Big Concepts." Not the story, mind you...the story is terrible and I've discarded it completely. But many of the situations and factions are quite workable. Well, re-workable. Er...I mean, they're stuff that I can work with and pound something good and decent out of. If that makes sense. Which, maybe it doesn't. But I mean it as a compliment...if a back-handed one.

I'm currently working backwards through the thing because dungeons are more fun (and, in many ways, easier) to stock than other areas. Eh, what am I saying. It's all pretty easy to stock. But the dungeons are definitely more fun. Because they have more obvious threats (and bigger treasures...I like treasure). So I did the Crypt of Badr al-Mosak first (even though it's Part III of three) and then, today, I finished up the Temple of Set (Part II). Yes, these have all been renamed. No, there are no "EverFall Pits" with flying mummies, nor any kidnapped princess-brides...you want that, you can buy the original as a $5 PDF and run it. This is going to be clever, okay? Without the silly puns and with a modicum of sense and sensibility.

I mean...*sigh*  So, NOW, I was just about to sit down to start in on Part I (the Oasis itself), and...as is my wont...I started diving into my analysis of just what is here. What IS this town? I already know a lot of what MY town is going to be, but I want to look at the BONES of the place, the underlying structure. Because the structure is functional...I've run I4 before, back in the day, pretty much exactly as written and I don't remember any hiccups or problems. So let's see what we've got...first up, the Oasis random  encounters, lifeblood of a dynamic environment (or, at least, that which provides verisimilitude of a living-breathing town). What have we got?

Women carrying water. Women carrying clothing. A trader "with beads." Traders with palm dates. Traders with camels. Home Guard. A drunk. 1-4 Male Drow. A noble. A slave on an errand. A....

Wait, what? 1-4 male Drow?! In the desert? Who cares if it's at night...how the hell did they get there? What the heck are they doing? They're not even one of the "special" encounters...just a normal evening encounter around the village.

*sigh* This is why O Great & Glorious Hickmans...this is why I rewrite your adventures. Crap like this. There's a lot of whimsical stuff here that doesn't really fly in my view of an AD&D adventure, but I can stomach a certain amount of whimsy (even if...sorry...I'm writing the pegasus squadron OUT of the adventure). But there's "whimsy," and then there's nonsense. A thriving oasis town filled with fantasy-Islamic/Bedouins is not a place where Drow are just "walking around."

Many, many problems here.

Ah, well. The first two bits have turned out great; no reason to think the town part can't be spruced up. I've even added a couple new NPC personalities to the mix, which is also good fun. One nifty thing about my version: the writing's quite a bit tighter (which is to say, I don't pad it out as much as the original). Consequently, I've already trimmed about four pages from the text. That is GREAT; I really want to keep this thing to 32 pages (max), but I want to add more actionable, game-able content, not just:
D. Hills

Craggy, low hills of broken and baked stone jut upwards at weird andles and cast tortured shadows.

Play: Movement rate is half normal in such areas for all persons except dwarves. There is a 60% chance per hor spent searching of finding a cave shelter large enough for the party.
Or this:
E. Bleached Bones

The trail suddenly broadens amid the dunes. The clean, white bones of camels stand in a roughly 100-foot circle.

Play: There is a 30% chance that a party member will discover that the bones have only recently been picked clean. All worthwhile objects have been taken from the area. A set of three sled tracks leads east to location F.
Or this:
L1-L4. Ruins

Jutting jaggedly from the midst of the desert are ancient broken pieces of hand-hewn stone.

[no other info given, just the boxed text description]
This is what I like to call "tourist crap." It's not nonsensical, but it serves little or no purpose. Regardless of whether or not the players figure out that the bones "have only recently been picked clean," so what? It makes no difference to the adventure. Even if there ARE dwarves in the party, they still can't move any faster than the other, non-dwarf members. This is just extraneous detail for a "tour guide DM" to dole out, presumably to "break up the monotony." Hey, try to roll under 30% on percentile dice? Yeah, you made it? You can see these bones were only RECENTLY picked clean...dun-dun-DUN!

Far easier to simply:
  • Calculate the distance between point A and B
  • Calculate the time needed to travel there.
  • Roll for random encounters based on the time traveled

...and just get to the play at the important bit (wherever that final destination is). 

It's not that we need to 'get to a place where we roll dice,' but it IS about getting to a decision point where the players can make a meaningful decision. Looking at the wilderness map of I4 (which I will be redrawing to match my southern Idaho desert), I can see there's no reason the players would ever have to go to area #D ("Hills")...no road leads there, no plot requirements mandate them passing through the area, nothing. It is just USELESS FILLER.

My adventure doesn't have useless filler.

Anyway, I'm enjoying myself and my little project. Ugly as the original house is, I think my "remodel" will look quite swell. Despite my complaints the thing does have "good bones;" that makes a difference.

Later, gators.

[also, just for fun: this came to mind when I wrote "tour guide DM;" it's kind of catchy!]

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.
; )

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, October 27, 2022

Of Dragons And Elves

Moving right along...

Probably should have drawn some attention to Prince of Nothing's second installment of his No ArtPunk contest. My adventure was able to crack the Top 5 this year (though I believe a late entry knocked it down to #6), so...guess what?...it's going in the compilation book. Which is pretty cool but means that UNlike last year's offering (Hell's Own Temple) I will not be offering the thing for free on my blog: pick up the compilation when it arrives (hopefully before New Year) and Pay What You Will to the charity Prince designated.

One thing I like about the contest (besides an excuse to write adventures and a chance to test myself against other designers) is the opportunity it affords to discuss various aspects of "adventure design." In fact, one commenter suggested I blog my own thoughts and stipulations on how to write adventures...and someday, hopefully, I will (actually, I started writing such a post last month; still in draft form).

But TODAY, I want to come back to the "world building" thing. I've been thinking a lot about world building lately...mainly due, I think, to the shows I've been watching: Andor (Star Wars), House of the Dragon (GRRM), and Rings of Power (Tolkien). I could write (long) blog posts on every one of these series, but for today's purpose I just want to talk about how each one expresses a different fictional world/universe of its creator(s)...fictional worlds in which fans of these shows are, more or less, fully invested.

Hmm...quick aside: I have also been rereading The Silmarillion because I wanted to refresh my memory of Tolkien's Second Age as the RoP series seems "off" (and it is, and I'm not a fan of the liberties the show has taken with Tolkien's timeline. OTOH, modifications like racially diverse fairy creatures and warrior elf women bother me zero. The Silmarillion is, of course, a tour de force of world building, and might as well be an alternate reality compared to the TV series' version.

But let's leave Tolkien's book out of the mix for a moment, because it is DIFFERENT from these other examples of world building...and not just because "text" is a different medium from "television." 

The thing is: all of these TV examples of built worlds exist and are written/created for a very specific purpose: to tell stories. Multiple stories, actually, BUT, still: very specific stories. 

Andor is the story of one man's rise to being a top agent in a guerrilla war against a tyrannical Empire. Side stories include the formation of rebellion, the Empire's response to rebellion, and individual character arcs and side-stories.

House of the Dragon is the story of the Westeros civil war between competing branches of the ruling family. It's not very much different from any other "family drama" centered around the rich and powerful (The Sopranos, Succession, Monarch, Vikings, Blue Bloods, Big Love, etc., etc.). Side stories are generally limited to individual character arcs, all of which contribute to describing individual personalities that fuel the family's struggle against itself.

Rings of Power is the story of how Amazon attempted to recoup its $250 million investment in an established IP with a built-in fan base. Ha! Just kidding. No, it's the story of how a one-time on-line book dealer made a push to become a corporate media giant on par with the Disneys of the world, and attempting to maintain a step ahead of AppleTV.

Okay, no, let's be serious for a moment. Rings of Power is a bit of a mess...and not simply because it makes hackwork of Tolkien's rich and thoughtful world crafting. Mm. I really wasn't going to talk about this, but it's at least a little pertinent. Ostensibly, the RoP series is about...well, nothing really. Just Middle Earth before the Peter Jackson LotR films. Does everyone know what a premise is? Here's a good definition:

The premise of a text such as a book, film, or screenplay is the initial state of affairs that drives the plot. Most premises can be expressed very simply, and many films can identified simply from a short sentence describing the premise. Examples: a lonely boy is befriended by an alien; a small town is terrorized by a shark; a small boy sees dead people. 

That's from Ye Old Wikipedia. Here's what the Wik quotes for the premise of Rings of Power:
Set thousands of years before the events of The Hobbit and The Lord of the Rings, the series is based on author J. R. R. Tolkien's history of Middle-earth. It begins during a time of relative peace and covers all the major events of Middle-earth's Second Age: the forging of the Rings of Power, the rise of the Dark Lord Sauron, the fall of the island kingdom of Númenor, and the last alliance between Elves and Men.[1] These events take place over thousands of years in Tolkien's original stories but are condensed for the series.[2]
See, that's not a premise. That's just a description of what you're going to get in the show: fan service for (film-)Tolkien-philes. Sweeping vistas of New Zealand. Funny/lovable hobbits. Badass elves slaying orcs because they're so fast and agile ('cause being big and strong is never an advantage, right?). Dwarves in amazing subterranean set-pieces. Fantasy languages being spoken fluently. Men of iron and honor and stout hearts and great facial hair. Call backs to the popular films and name drops for the true Tolkien nerds out there (like myself). Etc, etc.

But there's no single story here. We have multiple points of views, multiple "things going on," and the only thing tenuously tying it together is the fact that it's all set in Tolkein's universe. That's it! Elrond hanging with the dwarves. Galadriel on her personal quest. Elf dude and his forbidden love. Human mother-son tandem dealing with orcs. Numenorean family dealing with their own shit. Other Numenorean family dealing with other unrelated shit. Proto-hobbits struggling to survive. Dwarves dealing with THEIR issues. Evil elves looking for Sauron. Gil-Galad's elves are withering. I mean...*sigh*.

Look, let's talk about three fairly successful TV series that including multiple POV characters with multiple "story arcs:" Lost, Downton Abbey, and Game of Thrones. In all three cases there is a central premise that UNITES all the characters and stories together: a hub around which the spokes of the wheel rotates. For Lost, it's that all these different, distinct people with distinct agendas are trapped on a mysterious island. In Downton Abbey, for both the aristocrats upstairs and the servants downstairs, their lives revolve around the enormous manor house (Downton) in which they live and work. For Game of Thrones, you have three distinct families (the Starks, Lannisters, and Targaryans) all vying for rulership of Westeros.

[that IS what GoT is about in the end: the Targaryan queen's conquest of the eastern continent is just a step in her grand strategy to take back the Iron Throne. The Lannister's protection of their house and fight with the Starks is just their desire to maintain their hold on the Throne. And the Stark's war of revenge with the Lannisters? What do you figure is their endgame if they win? Of course, they'd take the throne! What else would they do? Even the whole "white walker" storyline is secondary to this (Jon Snow's quest to unite the realm against the undead is just another form of conquest through diplomacy). There's a constant thread throughout the show of individuals seeking to climb higher and higher, hoping (eventually) to end up on the Throne, at the pinnacle of power]

Rings of Power has...nothing. It's just sightseeing in Middle Earth (with occasional...and brief...side-treks to Numenor and Valinor). Storylines are ramped up for drama value...and then connected only by the barest of coincidence, often feeling forced or contrived (both adjectives aptly applied). Please understand: I'm not decrying the acting or direction or editing or dialogue or fight choreography or anything. Just the overall story/writing/plotting of the show. You can praise the reimagining (or bitch about the mangling) of Tolkien's mythology, but as a television series, the show lacks a solid, unifying theme, except maybe "life is inexplicably hard in Middle Earth despite the conspicuous lack of a Dark Lord threatening everyone."

Seriously! This is the time between Morgoth's dominion and Sauron's ascendancy and the various peoples of ME are worse off and more stressed than Jackson's free peoples? Whaaaat? Are you just trying to drum up drama here, showrunners?

[probably, because...again...there's no central premise/story here]

Contrast that with The Silmarillion (just to come back to that): the point of Tolkien's opus was to create a rich mythology of England that could...in some other reality...stand as an alternate, prehistoric history, explaining both the existence of fairytale creatures and the evolution of the English language (and nicely paralleling Tolkien's Catholic belief system). But it is mythology...it is a creation story, a fiction along the lines of the Judaic Genesis, albeit with elves and dragons. It is not literature...it is not a novel. It is an imagined story of the world, not for the world (i.e. the reader). When Tolkien does spin a yard (as in his Lord of the Rings trilogy) it is around a unified premise and plot, even when the text is split between multiple point of view narratives: the book may jump from Gondor to Rohan to Mordor, but everyone is still talking about The Ring and the war against Sauron, right?

All right, JB: so what's the point here? What does any of THIS have to do with world building for Dungeons & Dragons?

So, all right...I'm assuming here that you're already on the same page as me as far as the absolute importance of world building, at least so far as it comes to running a rich and satisfying, long-term campaign that both the DM and players can invest in and engage with (if you're not there yet, um, none of this will probably matter to you...). When most of us sit down to "build a world" we're constructing it from an eclectic variety of sources: real world history and geography, mythology, and (of course) fiction, fantastical or otherwise. For folks who are initially drawn to D&D through fantasy serials...like Tolkien or Martin, for instance, or the "space fantasy" of George Lucas...inspiration is likely to come from these sources.

And yet the world building that goes into MOST literature (and its television adaptations) is there in order to serve the needs of the story. Hobbits are present because the author wants to show the triumph of the humble everyman over The Wise or The Impossibly Powerful Evil. Luke Skywalker grows up on a humble backwater planet in a run-down galaxy (rather than some sort of Philip K. Dick urban sprawl) to draw parallels with similar hero stories of the Kid-From-The-Sticks being pulled into the Wider World. Martin has White Walkers and dragons because he's a big D&D nerd and wants to do this Fire/Ice contrast thing against a pseudo-War of the Roses fantasy retelling. The setting (i.e. the world the author has built) only needs to be as  solidly constructed as it is useful to the storytelling.

But D&D is not about telling stories (stop me if you've heard this before). It is a game of fantasy adventure. The rules of the system are there to facilitate play of that game...and the act of game play is an experiential one (okay, I know I've written that before). And because of that, because players are experiencing the world through their surrogates (i.e. their characters), it must have enough verisimilitude to facilitate that experience. Which is probably DEEPER world construction than what an author (or show runner) requires for the telling of a story.

Let's say you're playing an adventure scenario that features a small village (call it a hundred or so souls) with a small. three-level dungeon nearby. The party wants to hire some meat...er, "extra swordsmen"...to bolster their numbers. The party is circa 5th level with a well-stocked war chest, and can offer each man 10 or 20 or 25 gold pieces per day (in addition to arming them)...more money than a farmer might expect to earn in a month or more (depending on your fantasy economy). 

[FYI: 1 day of grain for a horse in AD&D is one silver piece. An active, 1000 pound horse eats about 9 pounds of grain (in addition to grazing)...so let's call it 10 pounds of grain per silver or 200 pounds of grain per gold piece. A medieval farm was about 30 acres on average and would produce 7-15 bushels of grain per acre (60 pounds per bushel). SO: 1 average farm produces an annual yield of (11 x 30) = 330 bushels = 19,800 pounds = 99 g.p. worth of grain annually or 8.25 g.p. per month. However, in a poor year that yield might drop to less than 4 bushels per acre...which would produce (on average) less than 7,200 pounds of grain. That's an annual return of under 36 gold pieces (3 gold pieces per month!)]

So all these strapping lads...and adult farmers suffering from a poor harvest (or who have been a victim of raids from the humanoids in the nearby dungeon) jump at the chance to earn hard coin carrying a sword, regardless of the danger. After all, everyone has a price...when the price gets high enough, you'll get your red shirts to line up. And the party does. And they go into the dungeon and all the hired swords get butchered. Then the party returns to the village, rich with treasure, and offer MORE money for swords...and get them. And then those 0-level "warriors" get gutted in the next foray. And then they return again. And again. And again.

At what point does the village run out of strong backs? At what point have enough able-bodied farmers get slaughtered that there's no one left to bring in the harvest...forcing the abandonment of the village and/or the starvation of the populace?

Without world building, new cardboard cutouts sprog from the countryside as often as needed. With world building, the resource of hirelings becomes another challenge to be solved. Especially if the DM is on the ball and giving the people actual personalities. Families wondering what ditch Dad or Brother Bill or Sister Sue ended up dying in, and whether or not this band of rich adventurers actually deserve praise for their actions or...rather...scorn and eventual lynching.

Back to Tolkien...real Tolkien, not "Amazon Tolkien"...for a second. It's often been said that Middle Earth, despite its richness is not a great setting for an adventure campaign specifically because so much of the world's "story" and history has already been told by Tolkien himself. That there is no room for "new heroes" in a world that already contains Frodo and Bilbo, Aragorn and Gandalf, Beren and Luthien, etc.

I do not disagree with the sentiment, only with its reasoning. The fact is: Tolkien's world is not ROBUST enough to facilitate D&D. Even going back and using the earlier Ages found in The Silmarillion. Look at how few people enter into the stories: a tiny handful of families. Three branches of the Edain. A half dozen elvish clans. A couple-three instances of human-elf mating. Maybe a dozen dwarf families and twice that in Hobbiton.

Our world...our REAL world...has hundreds and thousands and millions of stories that could be told of individuals and families, even if you confine your setting to limited regions and periods of history. That's because there are far more people in our world than in Tolkien's. Prior to 1500 CE, the population of Europe (a geographic region about on par with Middle Earth) accounted for 10% of the world population and hovered right around the 25 million mark from the 1st-10th centuries. Tolkien's population has been estimated as never getting much beyond 20-30% of that range (here's a true Tolkien nerd who's done his best to calculate pop. figures from the professor's text). JRR's world, for all its rich history and thoughtful crafting, is a very small world and far less densely populated than our own.

Which, by the way, is FINE because it is a setting that he uses to tell his stories. But D&D is not a system for telling stories.

[and just as one more aside: the fact that Middle Earth is SMALL is not a knock on Tolkien's world building. If you want to look at poorly designed worlds, you need look no farther than Martin's Westeros]

And THAT, more or less, is the point: any fictional setting one creates is FINE if the whole point is to facilitate the telling of stories. A descendant of the last King of Gondor claiming a 3000-year empty throne after a tremendous victory over Satan's lieutenant? Good theater, absolutely...the fridge logic only becomes apparent when one starts contemplating the ramifications of such a political ascent. And that "good theater" thing isn't good enough for Dungeons & Dragons.

Because D&D isn't a book you close. Or a film with credits that run. 

Ideally, your D&D campaign is something you continually come back to. It is a fictional world in which you "live" (through your various characters) experiencing all the wonders and perils the setting has to offer.

All right, that should be enough scribbling/meandering for now. The only other thing I'd add is that ALL of these shows I've mentioned (yes, including Rings of Power) have given me enjoyment in the watching (some to a greater degree than others) and many hours of fantasy entertainment. And all have likewise been useful to some degree: things that I'd like to borrow/use in my own game, and/or pitfalls I'd like to avoid. 

Saturday, June 4, 2022

Other Games

Watched the first episode of the new Stranger Things last night (well, this morning...around 1am) and now I am annoyed. Like, really annoyed. Not because of the new characters or plot developments or story arc changes...no, all that stuff is neat, interesting and welcome. Well done, intriguing, makes me want to watch more.

No, what has annoyed me to no end is the new D&D player boasting about her 14th level rogue character...in 1986. Three years before 2nd edition would introduce "rogue" as general class specification of thieves and bards, and 14 years before 3rd edition would introduce "rogue" as a specific, playable class in lieu of the thief. 

Color me the brightest color of nerd on the planet...fine. For a series that prides itself in grounding its setting in a particular time period, this is an annoying, gross misstep that I simply cannot unsee. It has tainted my enjoyment of the show; it's broken my suspension of disbelief. It's lowered my opinion of the Duffer Brothers' "D&D cred;" born in 1984 did they ever actually play the brand of Dungeons & Dragons their protagonists do?

*sigh* The things that annoy us. Everyone has their pet peeves...this is just one of those things that really chaps my hide.

[the idea that ketamine...i.e. "Special K"...would have been available to a casual drug dealer in '86 in as small a town as Hawkins also seems a bit dicey, though that may simply be my naivete regarding 80s drug culture (it wasn't on my radar till the 90s). But THAT particular anachronism bothers me a lot less...go figure]

Moving on to other, non-"nerd rage" topics: I wrote...mm...last weekend (maybe?) that I wanted to introduce my kids to some new RPGs, particularly Gamma World and Top Secret. Top Secret it was (or, as my kids call it, "super spies"). My son's British MI6 agent, "Chad" caused me no small amount of amusement (mainly due to his name which, to him, sounded "very English") though his antics were a bit more Johnny English than James Bond. In the end, he was KIA while trying to rescue the U.S. president (Operation: Executive One, from the TS Administrator's screen)...having his foot shot off by a shotgun-tripwire trap.  

Fun, but not as much fun as D&D (that cleric magic can really mitigate missteps, you know?). And I'm afraid Gamma World wasn't even tried, and probably won't be any time soon. There's a LOT that I dig about the GW game...just reading the 1E rules or early adventures like Famine in Fargo and The Albuquerque Spaceport are a JOY. But I'm not a huge fan of the GW system...it's just so...

Mm. I don't know the word I'm looking for. It's kind of immune to planning or manipulation. It's too "swingy;" there's no mastery of design, really. Um...hm. Okay, how 'bout this:

Gamma World, unlike other RPGs, is poorly done when it comes to character generation. Not because it's poorly themed (I rather like the PSH, Humanoid, Animal selection), but because...outside the first choice of "character type"...you are a slave to the random die roll. It is possible to create an Uber-mutant...or a complete genetic dead end. And it's all based on a random throw of the bones. Vast discrepancies in effectiveness are possible between different players' characters...and the success of the PCs adventures largely comes down to how heavy a hand the GM is willing to take.

Such is not the case with D&D, for example: 1st level characters have their different skill sets, but they are largely comparable in power...and experience/leveling gives a good indication of what types of challenge/obstacle are appropriate for a party of a particular size. That's ain't GW, where a beginning mutant may (by dint of fortunate rolls) come out as a powerhouse while her amigos are all primitive weenies. I saw a lot of this, Back In The Day (when I used to run 2E)...more than GW setting nonsense, this is what eventually turned me off on the game. Somehow, I always seem to forget this aspect of Gamma World, right up till it's time for chargen.

[and I'll probably forget about it in the future as well. Dennis Laffey's GamMarvel World idea remains an intriguing one...something I'd love to run with pre-gens sometime...]

Other games:  I picked up the latest version of Twilight 2000 a few (three to five) weeks back. It continues to sit, unopened and shrink-wrapped, on my living room coffee table. I don't know why. I don't know what I'm waiting for. I'm going to open it. Soon. One of these days. 

Ugh. I'm scattered all over the place this morning. Truth be told, there's nothing burning terribly brightly on my mind this morning, other than the sunshine streaming through the window. I'd like to go for a bike ride today, I think...a little exercise, a little fresh air. That's what I need...not more games. 

I already have/own/run the BEST game. The session with the new kid went well yesterday. I won't bother to bore folks (more than I already have) with tales of the party's exploits, but great fun was had, and much success as well.  I don't know why I need to collect and hoard other RPGs.

All right, this post is going nowhere...maybe I'm just tired (still). Going back to sleep for a bit.

Friday, February 4, 2022

Hey...A Review!

Tim Brannan over at The Other Side blog wrote up a chapter-by-chapter review of my latest book COMES CHAOS. Interested folks who've been wanting to read someone's opinion of it (besides mine...*ahem*) should check it out. It's a decent overview of the thing.

I spent half the day writing my first post on "world building;" it sucked and was pretty incoherent...um more so than my usual ramblings...so I'm taking a moment to step back and think about exactly what I want to communicate. Definitely more than empty platitudes (which is kind of what it was turning into).

And speaking of weird ramblings: despite feeling "done" with the Star Wars franchise I have been watching the Book of Boba Fett, and man is that thing all over the map! But the most interesting part of watching the most recent episode is finally realizing what it reminds me of: an old 80s SciFi series like Battlestar Galactica or Buck Rogers (especially the latter). Not only is there a heavy rubber-mask alien vibe throughout the thing...much less than in the Mando series where most of the cast was either human or helmeted...but droids feature more heavily and everyone is just nonchalant about the weirdness of it all.

[which, by the way, is very different from the Star Trek M.O. Everything in Star Trek always seemed allegorical...used to tell some sort of morality lesson...and all the main (human) characters constantly alternated between smugness or bending-over-backward-to-understand-our-culutral-differences. Gah. BoBF doesn't care about any of that...things are just weird in the galaxy. Period. Who cares what a weequay or jawa thinks about life? It's rubber mask escapism

Of course, the most interesting / fascinating show I'm watching these days is The Morning Show with Jen Anniston and Reese Witherspoon. Good stuff that. 

Okay...enough, I don't want to get into a TV discussion at the moment. Life's too short.

Thursday, April 1, 2021

Thinking Out Loud

Another Thursday, another D&D session on the horizon. The kids are anxious to get back to their characters, lost in the dark though they are.  Little do they know they're about to run into the mutants ("orcs") that make their home in the tunnels the party are traversing.

But that's all for this afternoon. Right now, I'm thinking about game design. My son is writing his own RPG at the moment (a Star Wars game) that he...amusingly...calls "D&D 5" (all my kids' game designs seem to be "D&D" with an added version number), and while it would mostly seem to be emulating the old D20 Star Wars system, I am pleased with his work on the project (and also that he's drummed up some enthusiasm for it with kids at his school) 

But that's a digression. I mean, I am thinking about Diego's design (at least as much as I'm thinking of the RBI he got in last night's baseball game...man, it's good to have sports back!), but mainly I'm focused on the superhero thing I'm putting together, my semi-knockoff of MSH (should I call it MSH Dos? Maybe as a working title) and how I can do it different. That is, different from other RPG systems of the genre. 

NOT, by the way, because I want to "stand out from the crowd." Fact is, my stuff is so low budget that any grandiose plans for publication are far more likely to fail than the newest version of...well, of whatever's the "established brand of the day" (probably M&M4?). No, I want it to be different...specifically, different in focus...because so many of these games fail to work

At least, they fail for me. I'm not as pig-headed stubborn as some GMs when it comes to the hero thing. I was never a HUGE comic book collector, even as a kid (maybe a couple dozen issues - not titles! - PER YEAR, at my height). I liked to read comics (usually those of my collector friends), but I just didn't have the money to spend on comics, nor the easy access to a solid comic book shop; consequently, I don't have the depth and breadth of comic book knowledge that some GMs possess. In my experience, the folks who can run a system like Heroes Unlimited or DC Heroes or Mutants & Masterminds over the long term is a person who has been steeped in hundreds upon hundreds of superhero comics.

That's not me. And it's not really my kids, either (for whom this game would be written) or even a LOT of folks these days who might be fans of the super genre. They read a couple titles, perhaps, but their main exposure to the genre is through the screen medium: film and television (and maybe video games). That's a tough thing to emulate in an RPG, and I don't really want to try.

What I want to try is bringing the screen medium's sensibility (with regard to genre) to the experiential nature of the RPG medium.  Can that be done?

My question of the day.

Clearly, the drive behind the supers thang is different from my usual brand of Dungeons & Dragons; in D&D characters have impetus be proactive. Go out and get that treasure! Level up! Become powerful! Tackle bigger challenges! The superhero genre isn't that at all, and approaching the genre with a "D&D mindset" will quickly turn the PCs into something a far cry from "heroism" (celebrity attention seekers at best; super powered villains at worst).

Leaving aside origin stories and one-off adventures (we're interested in long-term campaign play hereabouts), what exactly is it that motivates the heroic persona to become a costumed adventurer? What gets them out of bed every evening, donning cape and cowl to brave the terror of the night? Just spitballing, I can come up with a few different categories of hero fiction:
  • The Sad Sack: this is the dude who doesn't have a choice in the matter, whether due to psychological or actual pressure. I'd put both Spider-Man ("if I shirk my responsibility, people die") and the Hulk (constantly hunted by the U.S. military) in this category. These are mostly solo adventurers; they often bemoan the fact that they are super-powered at all, and constantly struggle to achieve a normal life. Whether or not they ever achieve that happy ending they want varies based on the popularity of the character (whether or not their series is going to get cancelled). 
  • The Fanatic: this one is pretty close to the Sad Sack but they're driven to become vigilantes because they have an issue with the normal criminal justice system. Lots of these: Batman, Daredevil, Green Arrow, Punisher. These guys (they're mostly guys) have serious trust issues (duh) which leads them to working solo, as much as their understanding that they are criminals themselves and really taking action that's both unnecessary and extralegal. 
Neither of these types of story are good models to emulate in the RPG medium in part because they're not very conducive to group play (due to their focus on a single, spotlight character). Oh, you could have the occasional "dynamic duo:" Cloak & Dagger fit as a Sad Sack couple, and I'd throw Misty Knight & Colleen Wing (during their Daughters of the Dragon title) as part of the Fanatic group. But more than that, I dislike the motivations presented in these two tropes: in both cases, the characters are driven by negativity. That can make for a good, fun series to read (or watch) but it's not a great one to get players up and moving.

So what else do we have?
  • Defenders of Earth: this one works for folks from the Justice League to Doctor Strange. The hero(es) are tasked with the job of handling extraterrestrial (and extradimensional) threats that Earth, being what it is, simply isn't capable of handling itself. Some might complain these are pretty "reactive" stories (and they are), rather than proactive, but when we tune into a Green Lantern comic (for example) we're expecting something to happen. We figure that MOST (not all!) of the "downtime stuff" will be ignored in favor of the Big Conflict that the comic (or show) will showcase. The stories we are viewing are only the "interesting events" that occur in the life(s) of the character(s). They can dip into a bit of the resignation thing, however (if we don't save the Earth, no one else will). A smaller version of this might be Black Panther ("Defender of Wakanda") or Sunfire ("Defender of Japan").
  • Powered Task Force: the Avengers might be "Earth's mightiest heroes" but they're generally tasked with Earthly missions: taking down super bad guys and terrorist organizations. While the Avengers films include bouts with the occasional intergalactic threat, it is made clear that they spend a lot of time on active duty acting as a kind of extra-governmental global law enforcement. Motivation is some form of "duty" - they're pseudo-military after all - with a heaping helping of "for my teammates" (fellow soldier). This category can also apply to strictly national teams (The West Coast Avengers, X-Caliber, etc.).
  • School for the Gifted: this covers everything from the X-Men to the Teen Titans to Sky High to the Umbrella Academy, all stories about youngsters learning about their powers (as a group) and finding their way in the world (as a team) while developing into adulthood. Motivation is the usual teen peer pressure, wanting to look good / not stupid thing, as well as pleasing parents (probably), and possibly school pride. 
  • Super Families: here we have your Fantastic Four and (for the younger generation) The Incredibles, the latter of which is interesting because it deals with the legacy of the parents and their mistakes. Generally, though, I'd prefer to stay away from a set-up that pits PCs in a parent-child dynamic, at least one involving BOTH parents (too much authority); single parent might be okay (Batman feels okay with both Robin and Batgirl in the mix). Siblings are better: the FF, Power Pack, or the Shazam! family being good examples. Motivation is, of course, family (also sibling rivalries), which makes even downtime activity interesting between monster-of-the-week activities.
  • Superheroes for Hire: the mercenary route isn't a great one for the supers genre because "making money" and "heroism" don't really go hand-in-hand. That being said, for a more light-hearted (i.e. humorous) series (like Damage Control, Ghostbusters, or the original Heroes for Hire), I think it might work. Luke Cage and Iron Fist are a pretty good example: despite doing hero work for pay, it's not like they ever get rich...too many widows and orphans can't afford to pay. And anyway Fist IS rich (amusingly) but simply doesn't care about money. In the end, the motivation is still adventure (and buddy/friendship) with the "professional" title being a justification for hanging out and socking people.
Looking over these categories, I think the ones that would work best for the RPG medium are the Task Force or the School, both of which could include Family dynamics under their umbrella (both military units and school peers being something like "second families," right?). Both these categories of "super" series provide a number of features:
  • Provides a reason for multiple player characters of different types to participate.
  • Provides group dynamics that function outside of adventures.
  • Provides justifications for adventures ("missions" and "exams," respectively).
  • Provides reasons for new characters to arrive (new hires, transfer students, etc.)...it's hard bringing a new sibling into a super family!
  • Provides a motivation for hero participation (duty/job or responsibility/grades).
  • Gives leeway for NPC dynamics OUTSIDE the team (soldiers and students both have non-powered family members, friends, neighbors, etc.). Such NPCs may be privy to the characters' job/school or may be completely in the dark about what they do.
  • For characters whose identities are secret, they don't have to worry about supporting themselves as "full-time heroes" (they're paid a stipend or receive a "scholarship" to their fancy school).
  • Players/characters can leave at any time without disrupting the campaign.
Fortunately, in my current design I already stumbled on a way to scale the game to "younger" heroes...I was thinking of the New Mutants at the time and how the system might develop teenagers and their powers. However, the main issue I have with a school is that it's a little tougher to work with the non-powered kid (the inventor or special forces-type hero)...at least, not in a campaign (mostly) devoid of humor, and I have not been known for running "funny" campaigns. 

[not in the conventional comedic sense; cackling at my players' expense doesn't count]

Still, the rules should work for both, and SOMEone might want to run the game with a bit more ridiculousness than myself; look at the popularity of Teeny Titans! Anyway...

Okay, that's enough musing. I've got a host of errands to run before today's D&D game. Totally welcome any thoughts, critiques, suggestions, and whatnot in the comments section...your input in my brainstorm is greatly appreciated!
: )

Typical paramilitary task force 
with extra-national jurisdiction.


Monday, March 29, 2021

A "Heroic" Interlude

Folks who read through my back posts containing the "review" tag will find very few as relates to RPGs or gaming in general; instead, most of these are reviews for various films and television shows I've watched, most (all?) of which could be called part of the "geek" genre (science fiction, superhero, fantasy, etc.). It's been a while since I've written one of these reviews, but it doesn't mean I've stopped watching this kind of thing...just means I've stopped blogging about it.

But the fact is I've probably watched more "geek media" since the pandemic started. Not necessarily because we've been shut in (that's part of it, though) but because my kids are older now so some of the shows we previously skipped with them have been rewatched. And (often) rewatched multiple times.

The last month or so, that's been Marvel stuff found on Disney Plus. We streamed the Wanda-Vision series and now we're watching the weekly installments of Falcon-Winter Soldier as well as the previously cancelled Agent Carter (which none of us saw at the time it was being made. Too bad...it's excellent.). Along with the old Chris Reed Superman and Avengers films (including Black Panther, Doc Strange, Iron Man, etc.), and the multiple viewings of DC's Wonder Woman films, I've been steeped up to my eyeballs in the cinematic superhero genre. 

[the family also enjoys the old Adam West Batman TV show on occasion...still a hundred or so episodes yet to be streamed!]

I have not seen the most recent re-edit of Justice League, so I can't comment, but my taste in superheroes probably does run along a more "Disney-fied" vein. Heck, I enjoyed WW84 quite a bit...for me, it was reminiscent of the Wonder Woman I grew up with (in TV, cartoon, and comics)...campy and fun. My kids liked it a lot less than the first film (because they love the WWI stuff), but I just can't get behind a WW with a sword and shield, getting all stabby like a Greek hoplite or something. Give me more magic lasso any day of the week. 

*ahem* But that's DC stuff, where the power levels scale way off the chart of plausible (remember when Superman reversed time in that first movie?!) and I'm still (mostly) a "make mine Marvel" kind of guy. 

And, man o man, do I love love LOVE the Captain America stuff. The Falcon-Winter Soldier is right in my sweet spot for the genre. As far as "lore" goes, Cap has some of the best, and Falcon, Bucky, Zemo, U.S. Agent (!! Shout out to Wyatt Russell who is, like the perfect casting choice! Can't wait for him to turn psychotic!) just really gets me cranked. It's just such a cohesive bunch of comic book gobbledy-gook with plenty of Marvel soap opera mixed in to this idealistic concept set against the shady backdrop that is the military-industrial complex. 

*sigh* I could gush on-and-on about all these characters (and Carter, too! She's part of the whole Cap stuff), but I will spare my gentle readers. However, I will say that all this "hero stuff" has inspired me to once again look at the idea of running a superhero game (see Trey? You're not the only one!) and Lo And Behold the system I've been looking at most recently is NOT the B/X-based system sitting on my design board but (rather) the old Marvel Super Heroes RPG from TSR...a game I "gave up on" some decades back. I'm tinkering with it at the moment, especially with its universal FEAT mechanic, finding ways I could scale it down AND up at the same time.

[hmmm...that last bit probably makes sense to no one but me]

Unfortunately, as usual, I'm a bit pressed for time so all explanations (if any...sheesh I'm bad about this stuff) will have to come out in a future post.  What I do have time to say, at the moment, is the following:
  • I think (I think) that, for me, the super hero comic book as a source of "lore" and as a genre may be a dead one. I just don't care very much about "the ongoing story" because most of it is just...eh. Let's just leave it at "I don't care" but ESPECIALLY I don't care about all the new "hero teams" that have been created over the last 20 years (mixing various heroes and villains like a Wild West version of NFL free agency with no salary cap). Just. Don't. Care.
  • I think the cinematic MCU is fairly coherent and is a good model to try emulating. Trey, over at Sorcerer's Skull, started doing an analysis of cinematic supers (how they differ from their comic counterparts) and I think that's a pretty good place to start.
  • Some may detest the light-heartedness and camp that creeps into these films, but I enjoy much of it, not least because it's too hard to take the genre uber-serious. While I appreciate the new DC films since (and including) Nolan's Batman trilogy, there is something I find very pretentious about using grim-dark to tell stories about characters in tights and/or hot pants with silly code names. I like that the actors take the material seriously, but the writers and directors (i.e. the filmmakers) needn't do so. Damn. Have some fun with it! 
And these three bullet-points I think are my new jumping off place for my own private Super-verse. A core "bible" of titles that doesn't play mix-and-match hell for "innovation." A downplaying of four-color costumed shenanigans with lower power levels (though still powered). And a willingness to not take the thing too serious, to allowing humor and the occasional eye-wink to show up.

The supers genre doesn't (generally) make for great "art," but it can still be fun, escapist fantasy. The same could be said about RPGs.  But I have to say that the more I consider the genre, the more differences I find from the D&D genre, and the more I feel I want to escape from systems that build on D&D's design tropes. Jeff Grubb's MSH was a far cry from the opus of Gygax and Arneson, despite some similarities (ability scores, power classes). I kind of want to go back to that well...I think there's still water there. 

All right. Later, gators.

Tuesday, February 16, 2021

Off the Rails

As I'm sure I've written before, the problem with not posting for a month (or more) is that the brain keeps working and the ideas/concepts keep accumulating and you end up with a bunch of random detritus you want to talk about and no good way to organize it into something manageable.

*sigh*

Ah, well. Guess I'll start with the title.

The AD&D game with my kids continues (sporadically) and they're doing fine and still rather enthusiastic about the game. But (of course there was going to be a but, right?) I'm having...um..."issues." It's not the system, or the complexity, or the rate of advancement, or the game "tone" that's bothering me. Nor is it the attention to detail or the depth of simulation which (despite adhering to the rather abstract AD&D rules) is (still) pretty deep. All that is well and good. 

It's just that...mm...the thing lacks "magic."

How to put this...hmm. An idea came into my head a few days ago; an idea that took the form of a couple questions and a couple answers. For the benefit of my readers (and my own sanity), I'll go ahead and type 'em out so they stop rumbling around my noggin:

  1. Why did Gygax end up adding so many new spells to (the original) D&D rules, beginning with the Greyhawk booklet ("supplement 1")?
  2. Why did Gygax end up adding so many new monsters to the game (see Fiend Folio and the Monster Manual 2 for plentiful examples).

I have come to believe that the answer to both these questions is: because he needed to.

After all the work I've done over the last 11+ years of writing this blog, I consider myself something of an expert on the B/X edition of D&D, and a passingly knowledgable mind when it comes to OD&D as well as other "basic" editions of the game. With regard to AD&D, however, I barely scratch "journeyman" status...yes, I can run the game just fine using the core three books, even down to running an unarmed combat with the system given in the DMG. I can parse out the initiative sequence and make use of speed factors and whatnot, I can locate drowning rules and wilderness travel rates, and have a good head for encumbrance and what constitutes "bulky" armor. I've got a handle on the basics of the game.

But I don't know everything. Not in a truly comprehensive way, not by a long shot. Not in a way that allows me to take in and digest the game as a whole and manufacture something that makes use of its various nuances. 

This became readily apparent to me when I was listening to last week's Grogtalk podcast (their "Valentine Special").  The use of two monsters from the MM2 in their playtest adenture (the "annis hag" and the "stench kow") completely threw me for a loop...despite having owned the book for decades, I had no idea that these creatures were even "a thing," and simply assumed that the monsters in Carlos Lising's game had been specifically created from whole cloth for the module. Not so; Carlos was utilizing the AD&D resources that he's become familiar with over decades of constant AD&D play. Then there was the (frankly hilarious) discussion of various hybrid creatures and PCs that took place over the last 40 minutes or so of the special (interbreeding and "love connections" being part of the Valentine theme)...it raised all sorts of valid questions like: Just why the hell are there half-elves in the game anyway? All issues of disparate cultures aside, the sheer magnitude of longevity difference between the species makes any sort of romantic relationship incredibly unlikely. What elf wants to marry (or dally with) a human whose lifespan isn't even a tenth of her own? What elven parent wants a child that will age and die before she's even reached middle age

Kind of crazy...once you consider it. Which I hadn't. Because I'd been too intent just running the game.

And that's the thing. Focusing on the simple nuts and bolts of the system and the game world...things like halberd formations and goblin motivations and market economics has been a "drill down" that sacrifices the forest for the trees. Resulting in a game that has been interesting and (in its way) "logical," but lacking in magic. Not magical items or wizards per se (though both these things have, to date, been rare in the game)...I'm talking about the magic of playing a fantasy game in a fantasy world. Not going gonzo and nonsensical but certainly "off the rails" more than negotiating relations between humanoid tribes and the local human garrison. Jesus, this is a game that contains the Machine of Lum the Mad for goodness sake! Shouldn't it be a bit wilder than the step-and-fetch (or seek-and-destroy) of a 5E scenario?

[wondering what I'm talking about? Check out the 5E "Essentials Kit" for examples. Here's one: take a message to a logging camp. Fight some ankhegs. Return for a reward. Go to an apothecary hermit with a message. Fight a manticore. Return for a reward. That kind of thing...]

It brings me back around to those questions above (and my presumed answers for them). Gygax didn't just add astral projection and gate to the spell list of Greyhawk just because he wanted to fatten the page count, nor did he throw owlbears and beholders into the book just for the sake of creating new intellectual property. Things like probability travel, nightmares and devils, liches and golems, artifacts and relics...these were things that were used...they weren't just added to show "what is possible" or define parameters of the game or "fill in niches" (like aquatic elves or evil dwarves). Rather, these things were practical content, used to enrich the game being played at the table. These things...just like assassins guilds and psionics and level drain and (yes, even) alignment language...these things that seem wily-nilly, half-baked, and off-the-cuff (i.e. poorly thought out) aren't just there for kitchen sink, 31 flavors, pick-and-choose your poison. They ARE the game. 

Setting limitations and toning down the weirdness is a bit of a disservice. 

That's why, I think (maybe), my recent experiences have seemed to lack "magic;" the scenarios created in UK2 The Sentinel and UK3 The Gauntlet and B2 The Keep on the Borderlands are far too reasonable; it is far too easy to assign real world analogies, motivations, and "naturalism" to them. These adventures are dealing with banditry and sieges and diaspora and treachery and colonialism...dammit, that's all just too "normal" for the campaign to feel like a D&D game. Where are the giant magic statues? Where are the subdued dragons being used as mounts? Where are the sentient blobs and oozes looking to melt your face off?

There's not enough "dungeon" in my Dungeons & Dragons game...and I'm not talking about some sort of absurd, dozen level mega-dungeon. Been watching a lot of History Channel this last year with the Search for Yamashita's Gold and the Curse of Oak Island and all that jazz: finding subterranean treasure chamber's in our real world is hard, dangerous work and it should be even more so (with suitably bumped up rewards) in a fantasy adventure game. In D&D, Howard Carter would have had to deal with actual magic curses (and probably undead monsters) before he could recover King Tut's treasure because that's the game. I haven't been giving that part of the campaign enough attention. 

I realize there are those people who, upon reading this post, will reflect that my issues relate to the pre-fabricated source material I've been using for my campaign, and that's a fair point to bring up. While the main reason for using these adventures has been a matter of convenience (my time for producing adventure material is pretty scarce) and familiarity, I suppose I could be choosing different modules...except that many end up in the same category of mundanity when scrutinized. Certainly I'd throw the Slaver series (especially A1 and A2) into the same pot, the Giant series (though giants are neat, they're still just big humanoids), and even Dwellers of the Forbidden City (not enough snake-folk to make the thing truly strange). The Special series (S1-S4) clearly fits the bill of what I'm looking for, but those adventures are all designed for higher level characters than what my players have...all the low-level stuff is uncovering cultists and rooting out bandits and fighting goblins. 

Ugh. Simply not good enough. And maybe I'M not good enough (or not familiar enough) with AD&D to design myself out of this funk that I seem to be digging for myself.

[if you think THIS post is ranty, you should have seen the one on the draft board that was never posted. This is my attempt at being "thoughtful"]

Anyhoo, that's where my head's at (with regard to gaming) at the moment. Just to be clear, I'm not of the opinion that "all hope is lost;" the campaign is still in its early stages and I think there's plenty of time/space to inject some "magic" into the thing, but it'll probably require me taking my eye and focus off the mundane aspects of the campaign/system, and instead shift to the strange(r) aspects inherent in the game. Heck, I'm even considering bringing back cosmic (capital-E) Evil...despite all the handwringing over alignment, it does provide some shape to the cosmology of the game.

[perhaps in a later post I'll talk about how that lack of "shape" ends up requiring a lot of rewriting of system when one starts needing to justify souls and spirits and raise dead with regard to different game species (like elves)...systems that provide balance and necessary checks to the game. Pull one thread and the whole thing starts to unravel...]

Too bad there're no gnomes in the party; would really love to introduce some talking squirrels or woodchucks into the mix. What ancient secrets could they reveal!   ; )

All right, that's enough for now. We're still on mid-winter break in the JB household, and while the snow from "Snowmageddon 2021" distracted us for a couple-three days (building forts and snowmen and having snowball fights) things have warmed up enough to slush-ify most of it. As such, our gaming has moved indoors, and I'm nearly certain we'll have a chance for some more campaign crawling once the kids are up and breakfasted. Maybe. We still have a pretty solid game of Axis & Allies (& Zombies) going on from last night. More info to follow.

Later Gators.