Sunday, July 30, 2023

How Harry Potter Ruined Literature

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

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

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

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

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

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

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

WTF.

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

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

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

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

Just wanted to get that all off my chest.

Saturday, July 15, 2023

Batman

Hey! Must be the money!

["Ride wit me" playing in the background as I start to type this post. Followed quickly by another incredibly insipid song, "Butterfly" by the stupid stupid band Crazy Town. Only difference...far as I can see...is that Nelly was nominated for a Grammy for God-knows-what reason]

*sigh* Don't mind me. It's been a long day. And a long week. And a long month.

I decided, a few days ago, that it was time to introduce the kids to the various Batman movies. Of course, they know who Batman is...in addition to numerous animated shows, Lego films, and comic books, they've seen many of the old Adam West sitcom episodes (and the 1966 movie starring the same actor). But for [reasons] we've just never gotten around to watching the later films, not the first series kicked off by Tim Burton in '89, nor the Chris Nolan series from the early 2000's, nor any of DC's rather sorry attempts to create something like the Marvel Cinematic 'verse.

Which, considering A) the kids have seen nearly every Marvel film ever made (multiple times), and B) have long proclaimed Batman as one of their favorite superheroes of all time...well, it felt like it was time to fire up Ye Old On-Demand streaming service and get to watching.

Now, a couple+ of preamble thoughts for folks.
  1. I've never been what you call a "big" Batman fan. Despite having owned and read comics and toys and (does anyone remember these?) colorforms of the Caped Crusader since I was a wee lad of 3 or so, he was never very high on my list. Captain America, the Hulk, and Spider-Man certainly outrank him. Within the DC universe he'd definitely come in somewhere below Green Arrow, Green Lantern, and Wonder Woman (heck, I owned more Blue Devil comics as a teen than I ever owned of Batman titles). He was just never one of my favorites, okay?
  2. Having said that, I've seen many of the various Batman films over the years. Well, I watched the first Michael Keaton one, and I've seen all the Chris Nolan films (multiple times). And I have seen Batman vs. Superman and rather enjoyed it (right up until the ending with Wonder Woman and Doomsday making trashy fan-service appearances)...Affleck may be my favorite Bruce Wayne of all time. 
  3. As an adult I do enjoy a LOT about the Batman concept...though I probably still prefer Batgirl.
So, after running through the trailers for all the various Batman films, the kids decided that the first (1989) one with Jack Nicholson and Alec Baldwin's ex-wife (sorry...hold on. Kim Basinger. Jeez, my memory).  It was...pretty good. Some of it is really good. Not, unfortunately, most of the Keaton bits...he brings too much comedic sensibility to the role, something that doesn't fit very well with [my perception of] Batman. But I rather love all the other members of the cast, and their performances.

And here's the other thing I quite liked about the film: it wonderfully captures a near picture-perfect look at the starting career of a 1st level superhero in Heroes Unlimited. Of course, I'm talking an early edition of HU, not that bloated "2E" version. Burton's Batman could easily be a 1st level Hardware character from HU Revised (you need the Revised edition for its rules on building super-vehicles) splitting the character's budget between his car, flimsy "bat-jet," and computer-filled lair.

Grapple gun? Check.
Which I love (duh) as it gives me great ideas for the types of encounters, story, and staging one would do for such a character/game.

A day or two after this, we sat down to watch Batman Returns, the kids having thoroughly bought in to the project. Having never before seen the film, I was quite taken aback by how strange and surreal the thing is...far more of a Tim Burton film, I suppose, but quite dark and strange for a superhero film...especially a pop icon superhero like Batman. 

[and which led me to research the strange development history of every single Batman film. Fascinating, though quite a deep rabbit hole to tumble into]

Also it's a bit...mm...tedious? I fell asleep during the movie (a lot of long days lately, did I mention...?) and so will probably need to go back and re-watch the ending. But this film, too, struck me less as a coherent story, and more of a series of images, scenes, and situations designed to provoke emotional responses...which is fine (some films do that), but I guess it's not my preference.

However, Batman Returns still feels like someone's Heroes Unlimited game...probably more so, due to its overall weird disjointedness. Watching it felt like Burton was the young GM who, fresh off a successful romp in HU with his one buddy (Keaton, playing the bat-themed hardware character) brings in a second, NEW player (Michelle Pfeiffer) and tries to find a way to integrate her cat-themed anarchist into the ongoing campaign. It's still low-level, high-competence gameplay of the HU variety...no world vaporizing Thanos on the horizon, no Kryptonian mothership crashing into New York, just a weird penguin-themed villain teaming up with smash-able stooges with guns...with the usual, expected results.

Yeah, "expected." It's a tad strange to watch Batman casually murdering folks in these movies (as compared to the comic character or the later Nolan films), but casual murder of mooks and villains is par for the course in your average Heroes Unlimited game. Well, in my experience...probably there are GMs out there who have seen more Principled (in the HU alignment sense) behavior from their PCs. 

It's just tough when hand grenades retail for $60 a pop.

Anyway. The busy-ness continues (it's taken me some three days to find the time to write this up). Another multi-game soccer tournament going on this afternoon on the other side of Lake Washington. The stress of life events has been...getting to me, a bit, I guess. If the dog gets me up at 2am, I can find it difficult to get back to sleep, especially if I start to dwell on all the stuff I've got going on. Which sucks. I might have to get back on the regular coffee. Musings about Batman and (especially) Heroes Unlimited is a welcome distraction from everything.  Might have to get a game going, in the near future. Stuff like these old movies are fairly inspirational.

One last interesting (to me, anyway) thought. When the 1989 Batman (Burton) film premiered, I was 16 years old, and definitely NOT a Batman fan. I think I might have still been collecting Silver Surfer comics at the time(?)...a bit more "cosmic" in scope in terms of conflict. I had been exposed to the Heroes Unlimited game by this point (friends in high school), but they were running something far more high powered with the Revised rules in combo with Transdimensional TMNT. Those guys (they were all guys...my gaming with females ended at middle school and didn't start up again till university), were BIG into comic books in general and Batman in particular (I'm sure they saw all those movies, while I tapped out after the first). And, yet, they never ran anything "street level" in their games...instead they added as much "twink" as they could, even creating a list of "mega-powers" when HU's major powers weren't deemed beefy enough. Thinking back, it really makes me wonder what the appeal Palladium held for them, at all. Crunchy character building? Granular move-by-move combat? Bullet calibers and grenades?

Weird. They never did want to play Rifts and ridiculed that game soundly (unlike myself). 

All right. That's enough for now. Time to wake the family.

Tuesday, July 4, 2023

Happy 4th of July

Summer business (busy-ness) has officially landed. This year, in addition to all the usual stuff (kids, soccer tournaments, road trips, etc.) I'm dealing with all the 'stuff' of my deceased mother's estate. 

It's...a lot. Just the logistics of it all.

And cleaning out my mom's house has resulted in us cleaning out our own house. Split the kids into separate bedrooms. Converting the toy room into the new guest bedroom. Organizing the junk-filled garage. Again...it's a lot.

SO...that's why I'm not posting (in case folks are wondering). "Pickle ball camp" starts tomorrow (in friggin' Mercer Island) and I have been tasked with driving the carpool. I will be making a lot of phone calls to various banks and creditors while the kids are learning how to bat a whiffle ball with a ping-pong paddle. 

*sigh*

Probably should grill today. And mow the lawn. D&D is going to have to wait a bit.

Happy 4th, folks. Hope y'all are having a good one!
: )

Monday, June 19, 2023

Con Games

Hope those who celebrated yesterday had a wonderful and happy Father's Day. Mine was pretty good. The fam is generally pretty great about catering to my every want (for a change), though when no one besides myself is up before 11am, you do feel a little "short-changed."
; )

Still and all, it was great because the main thing I wanted to do was play some Dungeons & Dragons. Or, as I put it to my family when they asked, eight hours of D&D played in two four-block sessions with a break in between. Because I had some pretty specific play-testing I wanted to do.

As I mentioned a while back, I'm going to Cauldron, "the OSR EuroCon," in October and my plan, as of now, is to run three sessions with three different scenarios. As of now, I have two of the scenarios written  (more-or-less) but I feel it's important to test them and fine-tune them...I don't want to just show up and run a bunch of off-the-cuff stuff and crap the bed. Best to have an idea how things are going to unfold, see where problem issues are, etc.  I'm paying too much money for those plane tickets not to give a solid effort.

Unfortunately, what with the lateness of our start yesterday (the kids are on summer break already, which means late nights and sleeping in), we were only able to get through the first session. And that was okay! Because not only did the play-test go well (which was important), the kids were enthused enough about it that they are quite excited to to part 2 at the earliest opportunity. Or (as my kids put it):

Diego: I didn't really think this was going to be fun but it turned out to be really good!
Sofia: Yeah, Paps, I thought it was going to suck dog poop but it didn't!

The adventures are set in the classic David "Zeb" Cook module I1: Dwellers of the Forbidden City. The first scenario is cribbed from the original tournament scenario, but tweaked and tuned for my purposes. Designed for five to seven PCs of 5th - 7th level, it is a fairly linear affair consisting of a dozen or so numbered encounters...which is about all you can expect to get through in four hours of focused play.

For our play-test, the kids broke out their 6th level PCs "Salamander" (elven assassin) and "Potter" (half-elf fighter). Neither of these characters had been used since last August (!!) because, while they had shown themselves to been fairly successful adventurers (knocking over both N1 and I6 and having last absconded with about 10,000 g.p. in owlbear eggs from an abandoned wizard tower), the kids had decided they wanted to create NEW characters that would not be subject to level caps...because of their particular class-race combinations, neither character expects to progress beyond 10th level.

[I *do* use Gygax's updated rule from Dragon #95 allowing single-class demi-humans a +2 increase to their natural level cap, though ONLY in the case of a class that could normally be multi-classed (like fighters). That's why Potter can expect to reach 10th level, and why Salamander canNOT expect to reach 12th level]

SO...since it's been 10 months since we used those characters, I updated their records with upkeep costs (10 game months passing when no active play otherwise occurring) along with their age records, etc. Before whisking the PCs down to the Oregon jungles, which is where the Forbidden City exists in my campaign world. Just what had been occurring to them while the rest of our campaign had been passing made very little difference...probably lost in a drunken haze of debauchery that is commonplace for adventurers after a successful score (see Conan the Barbarian for examples).

For the convention I am (of course) bringing pre-gen characters, taken directly from the list in the back of the original module. Since we only had two players in our game (Kieran, Maceo, and Winston presumably occupied with their own Father's Day festivities), I allowed the players to choose four of the six pre-gens to accompany them as NPCs. They chose Nasaldromus (5th level magic-user), Bruti (6th level dwarf fighter), Daniel (6th level cleric), and good ol' Olaf Peacock (a 1st level bard with 6th level fighting and 5th level thief abilities).

Timer on the clock was set and 20 additional minutes was granted for additional outfitting: swapping gear or purchasing additional equipment. The PCs had an extra suit of (dwarf-sized) Chain +2 that they gave Bruti to better his AC, and extra gear/weapons was procured and noted. I allowed the players a day to cast continual light on a pair of torches the day before starting on their adventure. 

[first "pro note" for the convention: we actually ended up running about 25 minutes over-time, so it's probably a good idea to have ALL pre-gens functionally equipped. That way minimal time will be lost in playing the session]

Nasaldromus was killed in the 2nd encounter area, which was kind of awesome (I mean dead-dead-dead). But it did leave the party without a magic-user for the rest of the session, which made several encounters MUCH harder/longer. That's good to know.

However, it brings up an important question: what do you do with players who get killed straight away? For us, it wasn't terribly important (Nasal was an NPC we'd only just met, after all) but at a convention this might be the character of a player who'd paid good money to sit down at the table. Is he/she just supposed to sit there for the next 3.5 hours watching?

[second "pro note:" have areas where new 'back-up' PCs can be introduced, seeded throughout the scenario]

There are at least three, fairly complicated fights in the adventure, consisting of multiple groups of opponents with varying abilities and tactics. Several of these include a vertical element to them, which adds further complication. In general, I've never been a DM to use miniatures or map grids in my AD&D games, instead making quick sketches when necessary or (with the kids) using Lego minifigs to show relative facing and placement of opponents, but this was pretty rough to run in actual play due to the time crunch. If we hadn't been pressed (pacing was brisk, for the most part), I would have preferred to calculate ranges (especially for missiles and movement) with more specificity, using right triangles, etc.

[third "pro note:" draw out area maps ahead of time; have scales and ranges pre-calculated and determine speed of climbing for all PCs based on armor and/or encumbrance. "Winging it" worked fine for our table, but at a con you never know what kind of stickler players you might have...best to be prepared]

The cleric was downed at the two-thirds mark...knocked down to -2 hit points, he nearly bled out (only being aided at -9). This meant no more healing for the rest of the scenario. Fortunately, the party members that remained had very good ACs (ranging from 1 to -1) and high hit points (40s+). But it was a close thing: the four remaining PCs were at 11, 12, 16, and 39 by the end of the penultimate encounter, and things might have ended very differently if the one of the quartet had blown his save vs. spells. 

The final encounter (only played after our time limit had expired) ended up being a cakewalk, though mainly because of streaky dice...Sofia rolled something like four 19s in a row and everyone was hitting for max damage, while my dice had run ice cold with nary a hit dispensed (and all damage rolls 1s and 2s). The players thought it was too easy, but mathematically it should have been very tight, especially given the shambling state of the remaining party members. Luck, which you can't really count on, had a huge impact.

While my initial thought was that an extra party member might be helpful in offsetting any streaks of "bad luck," on further reflection, I think that being able to 'sub in' new characters for downed PCs [see pro note #2, above] would accomplish the same end. All of those encounters get much easier with one or two extra bodies absorbing punishment.

All in all, a very good time. As I said, the players were very enthused...they'd said they'd like to continue playing I1 as a campaign game (i.e. open exploration) rather than in snippet scenarios designed for convention play. And I don't blame them: I1 is one of my all-time favorites of the classic TSR modules. 

But testing is important. I learned a lot of useful info from yesterday's play-test...stuff that will important when operating under the time constraints and more rigorous conditions of a con game. It's not that I'm worried a bunch of cranky Germans are going to leave me beaten and lying in a ditch. But I do want to make a good showing of myself...I care about my craft!

Anyway: it's been a while since I sat down for such a long session outside a convention. For the curious (and for my own memory), I make the following notes:
  • Two PCs, four NPCs, average levels 6th (the bard counts as a 7th)
  • 30 minutes prep (character selection, equipment purchase), 90 minutes play, 5-10 minute bathroom break, 110-115 minutes play. Game was "called" at that mark, one encounter short of the end. After (roughly) a couple hours break, we finished up the scenario in about 20-25 minutes.
  • Total monsters slain (by hit dice): 44 (1 x22, 2 x8, 3 x3, 4 x1, 6 x6, 8 x3, 9 x1). Six combat encounters. Number of bugbears appearing: zero.
  • Total treasure recovered: 42,400 g.p. (not counting enchanted items). 
  • One NPC death; one NPC forced to retire prior to completion.
Not bad. Not bad at all, considering. Hopefully we'll get a chance to run Part 2 this week.

Friday, June 16, 2023

AD&D Training

Another "Friday fun post" extravaganza...that I have about 50 minutes to write before I need to pick up my kids (last day of school). 

*sigh* Why do I get myself into these things?

[actually, I know the reason. Playing, running, thinking about, and discussing Dungeons & Dragons is about the only thing that keeps me somewhat sane these days]

Over at the Pedantic Gaming discord server, there was a little bit of a 'back-and-forth' over a statement or two made by moi regarding AD&D training costs in which I wrote (in part):
I do not fault a person using the training costs...they function fine. They become less necessary (or easier to fine tune) with strong world building. Doing away with them completely withOUT the world building, however, can lead to collapse...which is one of the reasons Basic games (B/X, RC, BECMI, etc.) are not suitable for long-term campaign play without extensive modification/addition.
This as an addendum to the fact that I don't use training costs in my game these days.

Naturally this led to some pushback from some and (amusingly) others coming to my defense from inference that I was using Gygax's stipilation (p. 86 of the DMG) that "training must be conducted under the tutelage of a character of the same class and profession...the tutor might possibly accept some combination of gold and service for his tutelage, at the DM's option" to justify that Little Ol' Me was still playing By The Book, RAW, and simply tying players into NPC factions/organizations through "service."

Nope. I just don't require training for characters to advance in level. When they earn enough x.p. they get the new level, new abilities, new hit points...just automatically.

As this will no doubt cause consternation to some, I thought maybe I should take a moment to elaborate on the WHY of my excising this (fairly fundamental) part of the Advanced D&D game.

A while back (August of last year) there was a lively discussion at Princes blog about the various "upkeep" costs foisted on AD&D players; at the time I wrote the following, specifically with regard to training:
Anthony Huso is as big a proponent of Rules As Written as anyone on the internet, and even he has modified training costs…he uses the same rate, but in SILVER pieces, rather than gold. For me, I’ve tried running training As Written, I’ve tried using it with (Huso’s) silver mod, I’ve tried running it with ONLY for characters wanting to learn new spells or special abilities, and (at this point) I’ve dispensed with training costs completely. 
Here’s the thing about AD&D training: it’s not really about sucking $$ out of the players’ coffers. Let me repeat that: TRAINING IS NOT A MECHANIC FOR SUCKING MONEY OUT OF THE PLAYERS. Especially as characters progress in level, training costs become MINUSCULE compared to the amount of treasure coming into the party. 

Training costs exist to SLOW THE PROGRESS OF THE CAMPAIGN. Advanced D&D is designed for the “long haul” campaign. Training draws out game play by 1) extending the length of time PCs explore/experience low levels (as they have to acquire enough treasure to level up), and 2) by forcing PCs to experience periods of inaction (i.e. taking them out of active play for weeks while training).

Why do we want to enforce periods of inactivity? Because it is assumed the game will still continue AND SO the player with the missing PC will have to CREATE A NEW PC FOR ACTIVE PLAY. Why is this desirable? Because it keeps the game “fresh” for the player! Playing a cleric for some dozen+ levels is likely to get tiring…but when the cleric has to train that allows the player to break out his/her halfling thief or elven fighter-mage! As the campaign goes on, MOST players will develop a stable of different characters…some favorites and foundational pieces of the campaign, some just to be played for a lark now and then. AD&D is designed to be played in the LONG FORM…and training rules are one of the things that help this go.

Why don’t I use “training costs” in my own game? Because I don’t need to at this point in time. My players are young enough that EVERYTHING about the AD&D game is interesting (and difficult) enough to keep them enthused. They’re also dying a lot and thus creating new PC types so they’re getting lots of chances to play different things…but generally, 6 months SEEMS like a super-long time for a kid of 11 years, unlike a 30/40-some year old adult. At this point, I’m not interested in “slowing down” the game play…I’m making up for lost time (the years when I didn’t have an AD&D campaign going).
And this remains my stance. However, I'd like to elucidate even further:

My campaign is just that: an on-going campaign. While I seed my game world with various "dungeons" cribbed from published adventure modules, I'm not running the thing in truly episodic fashion (i.e. you go to a dungeon, 'complete' the adventure, then go to the next dungeon). Instead, my players live in the campaign world. There is "adventure" between every dungeon, within every town and village, on the road, etc. just as a matter of existing in the imaginary environment. My game is always "on;" it doesn't focus on the highlights of a delve, players are under no (out-of-game) geas to participate in an adventure, and they can leave adventure sites at any time. Likewise, the PCs are free to podunk around in a town or wilderness section as much as they want, exploring the world...though, as a DM, it is my job to offer hooks and incentives that are enticing enough they don't linger over-long.  And fortunately, players being players, they tend to bite at ANY adventure hook...because, in an Advanced game world, PCs are always short of money and looking for the next "big score."

Consequently, PCs are often 'on safari' and nowhere near a place where one might find a tutor, training hall, "adventuring guild," or whatever when they come to a point of leveling up. If I'm running I1: Dwellers of the Forbidden City and the players have bivouacked in a ruined building while exploring the place, who is going to train them? If they are in the middle of the Desert of Desolation when they hit their level cap are they forced to remain at 4th or 5th level when the dungeons still remaining to be plumbed are increasing in deadliness all around them?

For my game (YOU don't have to do this), I have the take that experience points earned represent just that: experience. And when a character hits a breakpoint, their level has been earned...no longer is the character the farmboy getting pwned by a lone sand-orc (Luke Skywalker) but now a more capable character with a bit better fighting ability a few more hit points, the ability to cast stronger enchantments...whatever. Advancement always involves a period of rest and reflection (i.e. at the end of a game session), but I don't force the PCs to return to town to engage in weeks of training. As I wrote: training is a method of regulating the pace of the campaign. And, at this point, I want my campaign to continue moving along at a steady clip.

Besides which, my players have enough money issues as is...I don't need to suck their purses dry.

As a precedent for my take, I refer to Gygax himself in module S4: Lost Caverns of Tsojcanth, in which he wrote:
During the course of several games sessions, players may accumulate enough experience points to qualify for an increase in level. Because the caverns are so far from anyplace where characters can train, the DM may allow player characters to advance without prior training, provided that the quality of play has been very high...if you choose to allow player characters to advance in level without training, it should be because of their playing skill, and the special circumstance of this module. Advancement without training should be regarded as a reward for excellence, rather than as a normal part of the campaign.
Keeping in mind that S4 is no more "special" than say other extended adventure module (Gygax's own GD series, for example or I1 or I3-15), and that "quality of play" and "excellence" are wholly subjective measurements on the part of the DM (and, thus, arbitrary), I could take this as Gygax's implicit blessing to discard training altogether, regardless of his protestation that doing so shouldn't be a "normal" part of campaign play.

That is, I could take it that way...if I considered EGG's words sacrosanct. Which, really, I don't anymore (though I respect the hell out of him and [much of] his work). 

I run a fairly 'hard' campaign...at least, by the standards of the last 30 years or so. No fudging. Characters die regularly (sometimes in droves). Adventures are not "toned down;" big rewards mean big dangers (and vice versa) and players are pushed to risk themselves if they want big scores. SURVIVING, in my game, is evidence of "excellence" and "high quality of play." And even when a modicum of luck is involved...well, for the most part my experience has been that players make their own luck. And welcome to it...the bad luck always comes around, eventually!

SO...no. I don't require player characters in my AD&D game to train. All "training" occurred long before the characters set off on their first adventure, when they were learning the skills that made them 1st level adventurers. "Levels" earned by PCs are a measure of how experienced they are in their profession. The characters aren't learning new skills...they're simply getting better at the skills they've already learned.

All right. Happy Friday, folks.

Saturday, June 10, 2023

Not D&D


So I've now managed to watch the new D&D film twice; it's available for free on one of the many streaming services my cable company gives me.

[oh horrors! People cry...JB you have so little time for ANYthing, why would you waste it watching the same movie TWICE, let alone THAT one? Well, folks, the fact is my family watches too much television as it is...usually starting around "dinner time" and then only ending at "bedtime;" because of our daily schedule of activities it amounts to about 2+ hours every week night. So for me to throw on the film in the background while cooking is no big deal (TV's going to be on anyway) so long as no one complains about what I'm watching (and they didn't...in this case)]

I am going to pen my thoughts on the thing. There will (probably) be SPOILERS.

You may think, from the title of my post, that I didn't like Dungeons & Dragons: Honor Among Thieves. That would be incorrect. It isn't stellar, mind-blowing cinema, but it's likable enough: breezy, lightly entertaining fantasy fare. A good, on-the-couch-with-popcorn movie (which is how I viewed it the first evening). My family, including my wife, enjoyed it quite a bit.

Despite liking it, however, I'm rather astounded at the reviews the thing has received. 93% popcorn rating? 90% Rotten Tomatoes?! Wha-wha-what? Really? I mean, it's about on par with one of those Ant-Man films and none of those have cracked the high 80s. Heck, it wasn't much of a cut above the latest Shazam! film, and that thing was under 50%.

Thing is, despite better (and more likable) actors, tighter directing, updated special effects, and delightful music score, I found a lot of the film quite similar to the original (rightly panned) D&D movie. A lot of parallels. That's not an attempted 'put down;' I just find it...interesting.

Okay, let me list a few of the things I quite liked about the film:
  • The actors, their approach to the film, and the chemistry was all quite good.
  • Some fun little "D&Disms" were nice to see: all the traditional PC races (minus...elves?) make an appearance. Seeing black dragons, intellect devourers, and owlbears in a live-action  film is fun. Some iconic spell use (Bigby's hand spells, Evard's black tentacles, timestop, etc.) is neat and showcases some of the unique aspects of D&D versus the usual fantasy drama.
  • Immensely enjoyed some of the traditional class portrayals. The paladin was great (love the idea that he "smells" evil). The half-elf sorcerer was quite a good example of a low-level magic-user. Dug the bard flashbacks when he was wearing some sort of plate armor (perhaps in his days as a fighter?). And the fighter lady (Holga? I really can't remember any of their names) was highly reminiscent of my friend's long-running character, except she used a talking sword and preferred her potatoes mashed. Oh, and she didn't have a thing for halflings.
  • I quite liked the tiefling character! At least, I didn't hate it. But I'm sure many 5E aficionados will say "that's not a tiefling!" and perhaps that's why it appealed to me. The small horns, prehensile tail, and shapeshifting druid thing all gave the character a very fairy tale fey vibe that I quite liked (as opposed to the edgy half-demon warlock with fire abilities and sexy high charisma). No, she was cute and bumpkin-y ("guileless") and a good stand-in for the 'Tolkien elf' which I'm, frankly, quite sick of.
  • Even though I'm not a fan of the Forgotten Realms, I quite liked that the film was set in an actual D&D campaign setting with recognizable names, places, and lore. It may be a stupid setting (sorry to the folks who love FR), but at least it's a nod to the extensive IP of the game.
Aaaand,,,that's about it. But I assure you that's a LOT of what made the thing enjoyable (or interesting) for me to watch. Oh and, sure, it also had some funny bits.

Here's what I disliked:

Despite the use of D&D tropes and recognizable game elements, the movie was very much NOT D&D. So much not D&D. It actually fought against itself in this regard (are these treasure seeking rogues or altruistic heroes?) which, for me, made the whole thing a bit of a muddle writing/story-wise. 

But the world doesn't even FUNCTION like a D&D world:
  • Where the hell are the clerics? They are mentioned once in the beginning (wrt their inability to heal the bard's dead wife) and then never make an appearance. There's no healing magic at all (not that it's needed; see below), but boy you'd think some undead turning ability would be pretty handy fighting all the undead foes. No clerical ANYthing, even from the "divine" character types that DO appear (druid, paladin).
  • This is not how magic works. Or maybe it does in 5E. No spell books? No memorization? No interruption of spell-casting? Because that battle with the red wizard at the end should have been pretty one-sided with all the shucking and jiving she was required to do. And the bard has...no magic? Even in 5E, that's not a thing.
  • This is not what combat looks like in D&D. Now, I LIKED that the fighter girl could smack five or six dudes for every one attack of the bard (which is clearly something different than the 1E version, despite what I wrote above). But the way the group tended to stand back and let one character have their spotlight melee moment is NOT D&D (the paladin versus the assassin clan was probably the most egregious example). Points for avoiding and running away from some fights (like with the dragon), but generally there wasn't enough slaying and slaughter for a typical D&D game. Oh, except for castle soldiers: boy, for a group who prided themselves on not harming (killing) anyone in their heists, they sure beat the living shit out of a bunch of Neverwinter guardsmen who were just kind of doing their job. Oh, and the slingshot? I hate the slingshot.
  • What's with the inter-species romance? I guess that's just played for laughs, but there's a lot of iffy-ness in the human-halfling thing. Like, I can buy that Holga and her ex- fell in love and that it was a unique situation...but now he's with another human? And in a later scene Holga is eyeing up another halfling? While I understand that people have their kinks, that's an awkward fetish thang to throw into the film. The tiefling/half-elf is far more believable (especially with the tiefling standing in for a wood elf), considering that there's at least a nod to the different cultural backgrounds (urban versus fey). Ah, well. 
  • I hate 5E. There's a lot of 5Eisms..."attuning" magic items, for example...that just sets my teeth on edge. And is that how druid shapeshifting works in 5E? Just change at will, as often as you like, into any creature including fantastical ones (like owlbears)? Why not shift into a dragon and burn the place down? Sorcerers and "wild magic?" Oh sweet Baby Jesus. Do bards not carry weapons? Do "Harpers" not learn how to play a harp. *sigh*
All right, enough with the negativity. I said (a long time ago, maybe on someone else's blog) that the way to make a "successful D&D film" would be to create a GOOD FILM that had aspects relatable to D&D in it. I also opined that it would be pretty damn impossible to make a film that truly replicates gameplay because what makes the game great is NOT (generally speaking) anything that translates to a cinematic, story-telling art form. Judging by its success (there is talk of a spin-off series), this may be the best movie makers can do with such a tricky subject. I confess that I'm honestly surprised at how favorable and effective the formula worked...but I suppose it's the same formula that worked for Marvel.

Finally: it was a lot of fun to see the OG D&D gang (from the cartoon) make an appearance in the otherwise stupid labyrinth scene...so much so that I found myself wishing the movie was about them, rather than the story at hand. And as the rest of the film unwound its reel, this was a persistent thought that wouldn't quite dislodge itself from my brain: what a missed opportunity! What a fantastic idea!

Because if you do just want to make a light-weight fantasy movie, with magic and wonder and the tropes of D&D, you could do a lot worse than drawing inspiration from that cartoon. Heck, what's a D&D movie without a Dungeon Master? What could more firmly stamp a film with a D&D moniker than to have the appearance of a DM? Besides which Venger is a deeper, more interesting and nuanced antagonist than ANY of the "bad guys" in the existing D&D films. Yes, that includes Hugh Grant's character...fight me on that if you will. Plus, you still get hand-wringing sentimentality, self-doubt, impassioned speeches, humorous pratfalls...basically all the same stuff that (I guess) makes Honor Among Thieves a hit movie.

And it would be far more similar to D&D.

Wednesday, June 7, 2023

My Magic (Part 3)

Not much time to blog today (plus, I'd like to get to some other subjects...like the new Dungeons & Dragons film). But, for the sake of completeness, I wanted to add one more installment to this series. I'll keep it short.

Druids. Illusionists. Bards.

The last time a player ran an illusionist in one of my campaigns, I was (maybe) 14 years old. Maybe. I can't even recall any gnome multi-class types. Just a single illusionist...a pre-gen created specifically to try running D1: Descent into the Depths of the Earth.

I have never had a player character druid in any campaign I've run. Ever.

I have an (adult) friend, who really wants to join my game, and wants to play a druid. Unfortunately, he resides on Camano Island and isn't exactly mobile, which means the only way we'd be able to play is via the Zoom or something...which I am loathe to do for a number of reasons. Still, there remains the possibility that I'll see a 1st level druid in my campaign at some point in the near future.

But I have had time to think about it, and my gut reaction is to simply leave druids exactly as written in the PHB. Yes, they must memorize (or "pray for") spells at the beginning of the day, unlike my clerics; however, this "memorization" represents the druid preparing their mistletoe and whatnot (via shamanic/ritual magic) in anticipation of the coming day's events. 

Besides which: I've never seen a druid in my game (didn't I just say that?). So why should I go about "fixing" something that may work perfectly fine?

Illusionists are a...slightly...different matter. I've written extensively about my love for the illusionist class as both a concept AND as originally imagined/designed for the OD&D game by Peter Aronson. As reworked by Gygax for the AD&D system, the spell list for the class is...poor (see prior blog posts here and here, and specific discussions on color spray and phantasmal force). The class, unfortunately, needs a lot of "clean-up."

But how can I say that, when I haven't actually seen a player run and develop an illusionist character over a long-term campaign? How do I know that the class...as printed in the PHB...wasn't reworked specifically due to extensive play-testing and is, in fact, the perfect representation of the class?

How indeed.

I would love to play an illusionist character...if I were playing in the campaign of a DM that I respect and trust. Say, someone like me. I have played illusionists before...on two occasions with different DMs. Both times they were using the Advanced Labyrinth Lord rules (which just means B/X with some AD&D adaptations). Neither game lasted more than a single session, and the character had little opportunity to "stretch its legs." But, then, neither of those games was what I'd call "open worlds;" just dungeons that we were stuck in. You know...typical Basic level play.

[I'm so tired of basic play]

SO...illusionists. Don't really know HOW I'd run them now, because no one wants to play them in my campaign. I do have extensive spell list revisions stored somewhere on my laptop...I'd be tempted to break those out. But probably, I'd just start with the standard rules (if someone wanted to play an illusionist). Probably tack on the same house rules I use for magic-users. Probably. There's a part of me that likes the idea of an illusionist creating more than one phantasmal image in a day...so long as it's not the same image. 

The testing is all in the playing.

And as for bards: welp, since I started my new campaign I haven't seen any of those yet, either...although Diego keeps saying he'd like to play one; he just keeps missing on the ability scores needed. 

Oh, right, forgot to mention: I scrapped the whole single-class bard idea, I posted a while back. The fact is, I've played and run MANY 1st edition bards over the years (eight that I can think of off the top of my head, and not counting pre-gens like Olaf Peacock in Dwellers of the Forbidden City) and, in my experience, the class works fine as written. Would I prefer their magic is a little more "bardic" in nature, rather than druidic? Sure. And perhaps I'll do something about that one day. Like, the next time a PC actually acquires a 1st level bard in my campaign (after first progressing through fighter and thief classes). Until then, I'm not terribly worried about it.

Which, by the by, is also my attitude towards high level rangers and paladins (both of whom receive some spell-casting ability). I've seen a lot of high level fighters over the years; I can't recall ever seeing a ranger over 7th level or a paladin over 3rd. SO...unless and until I do, I'll just run these characters By The Book. 

That's all folks.
: )