Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Sunday, December 15, 2019

No Time Like the First Time

This past summer, while sitting in the hot tub with my youngest child (age 7), she announced that she had an idea for a D&D character.

Now, I am not a sports dad, so I don’t know what it feels like to have your child come to you for the first time to say they want to learn how to throw a football.  And I am not a musician dad, so I don’t know what it feels like to have your child come to you at a young age and tell you about the song they’re trying to write.  But I imagine that what I felt at that moment, in that hot tub, was comparable to those scenarios.

My two youngest spend a lot of time in the pool (mostly fighting, or playing, and sometimes doing both at once), and I like to sit out with them and work on my computer stuff and watch them.  Occasionally I get in, but, honestly, I’m not much for playing in the pool these days.  I still do laps sometimes—it’s really the only exercise I actually enjoy—but that’s not a thing you want to try to do while kids are playing (or fighting) in the water with you.  But, when they’re all tuckered out from playing and fighting and playfighting, they often get in the hot tub to cool down (figuratively, obviously).  My littlest one likes it way more than the middlest one: like her old man, she loves the heat.  The middle child will usually give up after a while, complaining “it’s too hot!” And then it’s just me and her.  Sometimes we play 20 Questions.  Sometimes we just talk about mostly nothing.  But, this time, she decided to tell me about her D&D character concept.

It’s perhaps important to establish that she’s never played before.  She’s watched us play many times, of course, and once I let her be a sort of pet character,1 but she didn’t really do much.  Sometimes we listen to a D&D podcast in the car—specifically, the excellent Dames and Dragons, which is the one she really likes—but, overall, not any real prior experience.  And, yet, this was not a vague idea she was presenting to me.  This was a fully-fleshed out concept: this character had a name, a race, a class, hair color, eye color ... she even told me what type and color of armor she wore.  When she said, “now, her parents—well, she has kind of a dark backstory,” I almost squeed.  I’ve had thirty-year-olds who put less effort into their characters than this.  “Dark backstory”?  What kind of weird YouTube crap is she watching?  But, from a GM2 perspective, it’s gold.

Now, some things changed as time went on, but the final character is remarkably similar to what she gave me that first day.  Corva Ravenstone is a half-elven ranger with turquoise hair and lavender eyes.  Here’s the current version of her backstory:

Corva’s parents disappeared into the jungle when she was just a baby.  Corva thinks they were studying nature, but she doesn’t really remember because she was too young.  When she was barely old enough to walk, they never came back from collecting herbs one day; the only clue Corva has is that some blood and black fur were left behind. From then on she was raised by her tiger friend Bone.

Corva dresses all in green, except for her light blue armor.  She carries a bow and has a monkey companion named Chip.

Please note that, although I helped put the thoughts above into nice-sounding sentences, I didn’t really write any of it.  None of it.  It’s all her.

So, naturally I decided that this deserved a corresponding effort on my part.  This couldn’t just be a throw-away character concept; this had to be a real character that my daughter played in a real campaign.  The problem, of course, is that creating D&D campaigns is a major effort.  I did a little bit of it for my eldest child, but mostly it’s just been using pre-written adventures for the last several years.  But for this I felt like I had to put together something memorable.  The other two kids are joining us, of course, for what we’re currently dubbing “the Family Campaign.” And I’ve probably put more time and effort into trying to write background and plot and adventure hooks for this one game of D&D than I have in the past 15 years.

Therein lies the problem, of course.  I bit off more than I could chew, and it’s taken me six months to get ready to go.  All this is pressure I put on myself; the kids, I’m sure, would be happy just to play whatever.  But, the more I thought about it, the more ideas I had, and the more the older two started to get excited as well, and the more complicated it all became.  Definitely no one to blame but me, but it just felt like it had to be ... well, not perfect, but at least special.

And I’m definitely not done yet.  But I came up with this wacky idea where each of my three children would play a short, solo intro adventure, which would set up the whole background, and then they’d come together.  I’ve taken to calling these “flashbackstories,” an over-obvious portmanteau word to be sure, but too cool to pass up.  They will each take place 5 – 7 years “ago”3 and they will tell the story of how each character left their original home and came to be indebted to a mysterious benefactor, who will then call upon them to perform a certain mission in return (which will be the kickoff to their shared adventure).  For this purpose, I’m designing mini-adventures that are specifically too hard for their beginner characters, but then pairing them up with a higher-level NPC.4  So, the idea is, basically, there’s a fight they can’t really handle alone, discovery of a greater danger, and a guide to help them get out alive and take them away to some relative safety, whence they, years later, come together at last.

Did I mention I was making it way too complicated?

Anyhow, I finally got to the point where I could start with the first flashbackstory, which is Corva’s.  And, this past Wednesday night, my youngest child played her very first game of D&D with her own character.  And it was pretty amazing.

She took to it pretty naturally.  There was the standard amount of newbie fumbling around with which dice to roll, and which numbers to add to the totals, but my eldest volunteered to help out with that aspect.  What is often harder for people to get into is putting yourself into your character’s position and really roleplaying.  That part she just instantly grasped.  She asked intelligent questions and made intelligent choices.  When she ran into her first dangerous encounter, she understood instinctively that it was a fight that she couldn’t win and opted to stay under cover while her much more capable tiger mentor went in to do the heavy lifting.  Then, in a twist that frankly astonished me, she correctly identified my NPC as a friendly and ran to her (staying hidden, of course), and said “I want to grab her by the wrist and help her run away and hide.” This was the character I sent to make sure she survived, you understand.  But my girl knew that Corva knew the jungle better than this outsider ever could and wanted to get her to safety ... she was trying to save her would-be-savior.

We played for a couple of hours before we called it quits, and the next morning she asked when we were playing again.  “Soon,” I promised.  “Maybe when you get out of the shower?” she asked hopefully.  “I have to go to work,” I pointed out.  She seemed very disappointed.  And she’s already asked at least twice more since then.

So I would have to say it was a success, and, assuming I don’t kill myself trying to do all this extra work, I think it will be a pretty cool campaign.  And I think my youngest child will, at age 7, be a pretty amazing player.  I can’t wait to see how it all comes out.

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1 For those of you who speak 5th edition D&D, I was playing a pact of the chain warlock, and so she played my improved familiar.

2 And, for those of you who don’t speak D&D, the GM is the “game master.” Sort of like the referee of the game.

3 That is, from the perspective of “today,” which will be whenever we start the full campaign and they all meet for the first time.

4 You might find it interesting if you’re a fellow D&D player (and especially interesting if you’re a D&D player from my old gaming group) to know that, for these NPCs, I’m using updated-to-5e versions of my own old player characters.  At this point, I’ve played for long enough that I have an old character for just about every occasion, and I found what I think is the perfect one for each of my 3 kids’ character concepts.











Sunday, November 17, 2019

D&D and Me: Part 6 (The Contemplative Life ... of Punching the Crap out of People)


[This is the sixth post in a new series.  You may want to begin at the beginning.  Like all my series, it is not necessarily contiguous—that is, I don’t guarantee that the next post in the series will be next week.  Just that I will eventually finish it, someday.  Unless I get hit by a bus.]

[Last time I talked about more of my D&D characters and what attracted me to each one.  I had just reached the point of buying 3rd edition and thinking I should try out a new class, with my friend Tim DMing.]


Tim, ever my exemplar, had played a monk, named Edax Rarem, for many years, and I’d always admired him.  Many people hate monks in their D&D games, for basically the same reasons that they hate psionics, or dinosaurs, or guns (even very primitive ones): fantasy purism.  Get your chocolate out of my peanut butter, so to speak.  But I like mixing odd things, so I never had any hang-ups about scifi-style psychic powers in my high fantasy, nor about wuxia-style mystical monks in my solidly Eurocentric medieval-based fantasy.  Bring on the weirdness, I say.  And, as it turned out, Jin Shangtzi was probably the character that I ran for the longest amount of time.  He survived an edition upgrade (from 3e to 3.5e), he played with multiclassing into psionic classes, he spoke little and broke things a lot.  To this day, Jin is one of my fondest D&D character memories.

The thing that is awesome about D&D monks is that they are not the greatest offensive fighters, they are not the stealthiest, they have little abiltiy to sling spells and can’t heal for shit, but, when it comes to defense, they are insanely good.  They have the best saving throws in the game, their armor class scales with their level and their nearly-always-astronomical wisdom score, and they’re the fastest characters in the game.  Besides a nearly pathological desire to break things, Jin was focussed on mobility.  I kept his balance and tumble skills maxed out at all times, and his climb and jump and escape artist weren’t far behind.  I used his few psionic abilities to enhance his already impressive strengths: inertial armor boosted his already high armor class, burst briefly upped his already crazy-high speed, and catfall on top of the monk-standard slow fall ability meant that he never really worried about falling off anything.  He wasn’t the character who could take out the enemy in one round, but he didn’t really care about how many rounds it took, because he wasn’t getting hit by anything, and he was running circles around the bad guys while they tried.

A quick story, which may have been one of favorite Jin moments ever:  We were attempting to rescue some captives who were being experimented on in this big open underground chamber which was overlooked by a large balcony thing—the way Tim described it, it sounded like the observation deck at a sports stadium or something along those lines.  But there were no stairs or ladder or anything; it seemed that you had to get to this balcony from somewhere deeper in the cave system, because there was literally no way to get from where we were up to it.  And, up there, looking down and (figuratively, at least) thumbing his nose at us, was the Big Bad (or at least who we thought was the Big Bad at that time).  So I decided to let the rest of my party handle taking out the mook guards down here and resucing the hostages: I was going go get that fucker.  You can’t reach the balcony, says Tim.  Jin jumps for it, I say.  Roll a check, he says—I make it.  Okay, but now you’re just hanging off the bottom of the balcony; you still can’t get to the railing, he says.  Jin starts climbing, I say.  Roll a check, he says—I make it.  Okay, but now you realize that the balcony isn’t just open, there’s a transparent barrier of some kind, he says.  Jin breaks it, I say.  But it’s not glass, Tim says; it’s some sort of crytsal, only fairly thin, so you can see through it, but still pretty strong.  Jin starts punching it, I say.  It might take him a while, but he’ll get through it.  By this point, the bad guy’s sneer is gone, and he’s starting to look a bit worried.  As the first cracks appear in the giant crystal window, he decides to get the hell out of there.  Patient as ever, Jin just keeps right on punching.  No need to worry: he knew he could run twice as fast as the bad guy ...

Jin was ostensibly an Asian character, but I never really borrowed the cultural aspect of that.  It was mainly a physical thing: if you’re going to play a monk character, who doesn’t want to look like Bruce Lee?  Actually, Jin was more of cross between Bruce Lee and Jackie Chan, but bald.  And no shirt.  In fact, although it wasn’t exactly a vow of poverty, Jin never had any interest in material possessions, and generally travelled around wearing nothing but pants and a rope belt.  He was thin and ropily muscled; not overly strong, but very lithe and wiry.  As a child, he was the youngest of a huge family.  His parents couldn’t really deal with having one more mouth to feed, so, when a group of traveling monks passed by, they agreed to offer their young son in service, in exchange for some food and perhaps a few coins.  Yes, they essentially sold their child; but, on the other hand, he probably ended up getting a better life out of it.  Unlike the standard dark backstory of dead parents, Jin just didn’t ever think much about his family: they never really mattered to him.  The monastery was his family, and there he learned the wonder of breaking things.

See, I had decided that Jin was a monk dedicated to a deity.  This wasn’t strictly necessary, from a game standpoint—if you were a cleric, you definitely had to pick a deity, and if you were a druid or a paladin, you were encouraged to pick a deity, but monks could just be monks.  Not Jin, I decided.  Glancing through the Greyhawk gods,* there was one clear choice: St. Cuthbert, who was, as Wikipedia puts it, “the combative deity of Wisdom, Dedication, and Zeal.”  Could there possibly be a divine figure that more screams “monk!” at you?  I think not.  So I decided that monasteries of St. Cuthbert, while perhaps rare, did exist, and they would typically house two orders of monks: the Gnostics, who believed in study and meditation and concentrating on developing the mind, and the Somatics, who believe in exercise and disciplined movement and concentrating on developing the body.  The Gnostics were the majority in any given monastery, but there were always at least a few Somatics, who were the adventuring monks, the monks of action ... the ones that the D&D class was referring to.  Jin was one of those.  From a mechanical perspective, Cuthbert was lawful neutral (as was Jin), but, while he was not explicitly good, he didn’t allow evil clerics either (Jin certainly leaned more towards good than evil).  Among Cuthbert’s domains are strength and destruction, which is awesome for a monk whose primary mode of dealing with the world is to punch it in the face.

But I decided that Jin was not just a thug who liked beating people up under the guise of religion.  No, Jin (like all the Somatics, in my wholly invented history) believed that the only way to understand the universe was by breaking as much of it down as possible, and by breaking things into smaller and smaller pieces, until you could understand the nature of matter by understanding each of its components.  That the best way to break things down was by punching the living shit out of them was just a bonus, as far as Jin was concerned.  With his absolutely abysmal charisma, he was socially awkward, but not in a shy way.  You know how some people just say whatever they think, without regard for social propriety or whether it might hurt anyone’s feelings?  That was Jin.  He never lied, but not because he had anything against it, particularly: he just sucked at it.  If the party engaged in any sort of subterfuge, they quickly learned that they had to tell Jin to just shut up entirely; if they encouraged him to try to play along with the deception, he would happily try ... and fail, every time.  In any event, he never much understood the point of lying, even if he was happy to play along with whatever his friends wanted.  So much easier to just say what you mean, and mean what you say.  He was a deep thinker (middling intelligence and, of course, very high wisdom), and he was well aware of his tendency to say the wrong thing, so he often stayed completely silent, preferring action to words.  He had no interest in gold or jewels, and even magic items only interested him insofar as they could help him break things.  I’m pretty sure his only real magic item, even at the higher levels, was something Tim invented specifically for him: they were bracers, and they increased his damage against creatures a bit, as I recall, but they were especially helpful in destroying objects, which is something Jin really loved to do.  Can’t get the chest open?  Ask Jin to break it for you.  Can’t pick the lock on the door?  Jin will be happy to break it into splinters, I’m sure.  Dangerous artifact needs to be destroyed?  Jin is practically salivating over there to have at it.

Though Jin concentrated on being a monk, I still retained my fascination for D&D’s weird little system of psionics, and when the Psionics Handbook came out, with all new (much simpler) mechanics for 3e, I instantly siezed on the psychic warrior class.  Keeps the base attack and the fortitude save at appropriate levels, while adding cool psionic powers and (oooh!) psionic feats.  I’d already played a psionicist, so I was familiar with what psionics could do.  And, while many people (including my eldest child) don’t see a connection between monks and psionics, I always thought it was a natural fit: they both need discipline, they both concentrate on developing their minds, they both are just slightly to the left of “regular” magic.  So I loved adding a few psychic warrior levels to Jin’s solid monk background.  The last level I took (which I believe brought Jin up to 12th) was a variation of sacred/psionic fist, which I reworked specifically to get access to the destruction domain.  Once a day smite and an inflict light wounds deliverable via touch attack?  Well, Jin’s method of “touching” people was to punch them in the face, so, hell yeah: sign me up for all of that.

Jin was a big part of my D&D experience and, as you do with any of the PCs you carry around for a while, I began to think of him more like a friend than a fictional character.  It was definitely the only time I really enjoyed being a primarily combat-focussed character, but then Jin was always more that just a guy punching people (although he thoroughly enjoyed that aspect of it).  He was a bit of a philosopher, a bit of a mentalist, and a big believer in the orderliness of the universe.  He never wanted to be the ruler of the kingdom, but when his friend Magnus (a sorceror-cum-dragon-disciple played by our friend Marcus) ended up taking the throne (due to a series of weird circumstances kicked off primarily by his emergent draconic nature), he was quite pleased to take over the job of head of the palace guard.  Instill discipline in a bunch of raw recruits while simultaneously keeping all the important people safe?  It was perfect.



Next time: the long break, exploring Pathfinder, and coming back home to 5th edition.



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* Greyhawk was the default setting for 3e, just as the Forgotten Realms is for 5e.










Sunday, October 27, 2019

D&D and Me: Part 5 (Multiple Personalities)


[This is the fifth post in a new series.  You may want to begin at the beginning.  Like all my series, it is not necessarily contiguous—that is, I don’t guarantee that the next post in the series will be next week.  Just that I will eventually finish it, someday.  Unless I get hit by a bus.]

[Last time I talked about some of my earliest D&D characters and why I enjoyed playing them, including the very first time I played a woman.]


I’m not sure I fully understood it at the time I wrote the last installment, but, having had some time to reflect, I think that I probably have my good friend Tim to thank for having the courage to play a female character.  It’s one of the many things I have Tim to thank for: he also taught me more about how to be a good game master than anyone else.  Tim was never bothered by playing a woman, which he did fairly often.  I recall the exquisitely icy Toxana, a drow whose class I can’t recall, but who wielded a powerful +3 sword as well as a broom of flying.  And then there was the lithe and elegant Raeze Terpsichorean, who approached battle like a dance and just flowed from enemy to enemy, slicing as she went.  The thing Tim did that was so great was to play the women exactly as he did the men: there was never any juvenilia, never any “hey, look! I’m a chick!” ... it was just that, sometimes, he was a she.  No big deal.  Looking back on it now, I doubt I would have been comfortable enough to play a woman without Tim’s example.  But, after I took the plunge the first time, I was never hesitant about doing so again.

In the midst of all these nature-based characters, I was convinced, a handful of times, to play a fighter, one of the 4 core classes that I was trying to avoid because I naturally gravitated to the paths less traveled.  Both times I decided that, if my class had to be that vanilla, I would let my freak flag fly using my choice of race.  Once, for a morally questionable mission,1 I played a half-ogre named Trask.  I desperately tried to embrace the “just turn off your brain and deal buckets of damage” philosophy, but I hated it so much that by the time he lost his lovely plate mail to the rust monsters outside the dragon’s lair, I didn’t really care any more.  I charged screaming at the dragon and was fried to a crisp.  I vaguely remember just shrugging and starting to plan out my next character.

There was also a short stint that we referred to affectionately as “the freak campaign,” where everyone (except our resident min-max-er, who of course played a human, because: no penalties) played a totally non-standard race.  Tim was an aarakocra (bird-person) named B’Gawk, my friend Marcus played a wemic (like a centaur, but with a lion instead of a horse), our other friend Carl played a bramble (tiny faerie creature covered with thorns), and I chose the alaghi, sort of a yeti-like creature.  His name was Gron, and he couldn’t really speak the common tongue, but he was perfectly happy to work for raw meat, and he was fiercely loyal to his comrades.  (In retrospect, I still should have been a barbarian.)  But, overall, I failed to make playing a plain fighter interesting enough to hold my attention.2

Anyway, after my happy, bright, nature-y phase, I went through a dark brooding phase.  Because: Batman.  I mean, seriously ... who doesn’t love Batman?  Even I liked Batman as a kid, and I pretty much hated all the popular superheroes.  But Batman got a pass, because being all wrapped in shadows like that while punching bad guys in the face is just plain bad-ass.3  And, honestly, starting with Batman can quickly lead you to the real dark and mysterious heroes like Phantom Stranger and Ghost Rider and Moon Knight and Swamp Thing and Ragman and Cloak & Dagger ... if you have a love of horror and a love of comics, there are plenty of characters waiting in that juncture to scratch your itch.  And why not carry some of that over to your love of fantasy?

For one of our “evil campaigns,” I played a sneering, ultraintelligent psionicist named Ravell, a salt-and-pepper bearded, one-eyed gray elf, who carried, among other things, a cloak of absorption and a carpet of flying, and who had inherited Toxana’s magic longword.  For another evil campaign, I was Galbraith, a wannabe necromancer who was an expert in anatomy and necrology, worshipped Mictlantecuhtli (the Aztec god of death), had the flaw of “insane babbling,” and was too low level to animate anything really useful, so my GM (the ever-excellent Tim again, as it happened) let him wander around with a small flock of undead chickens.  Then one day I was reading over someone’s shoulder while they played Arena and saw that one of the class choices was something called “nightblade”: apparently a cross between magic-user and thief.  I was very intrigued, but that kind of thing wasn’t really doable in D&D at the time:4 thus far in my gaming career, we’ve only gotten as far as 2nd edition.

Then along came something called the Player’s Option series and of course we bought them all.  The first book in the series, Skills & Powers, contained a character point system, including a way to trade in some of your standard class abilities for other things.  Strictly speaking, you weren’t supposed to be able to buy the abilities of another class, but we never paid any attention to restrictions like that.  My first attempt at the “nightblade” concept was a thief who gave up some of the less useful “thief skills” in exchange for a few choice wizard schools (probably just necromancy and illusion).  Thus was born Shan Blackmoon, probably the closest I ever came to an actual Batman rip-off.  He dressed all in black, could cast some spells—but only at night!—and could use his short sword just as well in total darkness as in full daylight (thank you, blind fighting proficiency!).  Worst of all, a previous injury (I think it was something like someone had tried to slit his throat once but he miraculously survived) left him with a rough voice and a hesitancy to show his lower face and neck ... so he talked exaclty like Batman, and he had the partially exposed face thing, just in reverse.  Still, I really dug that guy, even if I couldn’t really make the mechanics work the way I wanted.

Attempt two was to do it the other way around: start with magic-user, give up a bunch of schools of magic (even the flashier ones like evocation—I wasn’t in this for the fireballs), and grab a bunch of thief skills.  This required taking a hell of a lot more flaws, so I decided this woman (my second female character, I believe) had been fathered by a demon or somesuch, so she had blue skin, red eyes, and a forked tongue.  I can’t remember if she had a tail or not, but probably.  Of course, I was essentially creating a homebrewed tiefling:5 tieflings probably existed by that point, but they were only in Planescape, and I don’t think we had bought that setting.  Certainly I didn’t find out what a tiefling was until a bit later, at which point I went, “oh, yeah ... wish I’d had that when I was designing her ...”  I can’t actually remember her name, except that I’m pretty sure it started with a “V” ... Valandria, maybe? Valestria?  Something like that.  Valandria-or-whatever-her-name-actually-was lived in Ravenloft, where she’d been raised by Vistani, and was used to hiding her demonic features, but, despite her appearance, she was actually quite gentle, and worked hard to overcome her cursed ancestry and the prejudicial expectations of strangers.

Of course, with today’s rules (5th edition), Shan would probably just be an arcane trickster (at worst a rogue assassin with a few sorcerer levels), and my Ravenloft waif would just be a classic tiefling warlock (or tiefling sorcerer—Strix from Dice, Camera, Action is a useful role model).  In fact, I recently(ish) did a sort-of-almost-recreation of / homage to my demon-girl for a one-shot run by my eldest: Sabina Zinkara was a tiefling rogue/warlock (inquisitive/Raven Queen patron) who fancied herself a bit of a detective.  But, back in those days, gluing together classes via Skills & Powers was the best we could manage.

Of course, in retrospect the Player’s Option series is sometimes referred to as “2.5e,” as it indicated an ackowledgement that the old edition wasn’t flexible enough and had too many restrictions.  Little did we know that a new edition was in the works, and a mere 5 years later, we had 3rd edition, with proper multiclassing, many fewer arbitrary limitations on race and class combinations, much more sane psionics rules, and a more consistent ruleset all around.  We were very excited for the new edition and my friend and ofttimes GM Tim—by that point the only other remaining member of the gaming group I’d originally joined—agreed to DM us through our first 3e campaign.  I was over my dark broody phase, and I wasn’t ready to go back to playing nature-bound characters,6 but I was still interested in going against the standard tropes.  I had bucked trends with druids and bards, by playing a psionicist instead of a wizard, and by trying to forge new classes out of combinations of two standard offerings.  What was left?  Well, I’d never played a monk ...



Next time: exploring 3e and the monk class, and even more things to thank Tim for.



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1 I’m pretty sure this was our trek to Dragon Mountain.
2 At least in 2e.  Fighters got cooler in later editions.
3 It also didn’t hurt that, via the pages of The Brave and the Bold, Batman introduced me to a lot of obscure superheroes, which is what I was really into.  See also part 1.
4 I mean, not really.  You could be a “magic-user/thief” if you were willing to be an elf—or could talk your DM into ignoring the race restrictions—but it didn’t really work that well, plus you were always at least 1 level behind everyone else.  Multiclassing in 2e sucked.  See also my History of Multiclassing series.
5 Although, honestly, I was probably more inspired by Nightcrawler, who was always my favorite X-Man.  I know Wolverine usually gets all the fanboy love, but I just always dug Nightcrawler.
6 Not then anyway.  I did so not long afteward though, with a class I built out of a heavily customized version of the NPC “expert” class, which I dubbed “naturalist.”










Sunday, October 13, 2019

Eldritch Ætherium I

"The Chase of the Black Beasts of Zephirus into the Caverns of the Demon King"

[This is one post in a series about my music mixes.  The series list has links to all posts in the series and also definitions of many of the terms I use.  You may wish to read the introduction for more background.

Like all my series, it is not necessarily contiguous—that is, I don’t guarantee that the next post in the series will be next week.  Just that I will eventually finish it, someday.  Unless I get hit by a bus.]


So, I’ve been writing quite a bit more lately about my love of D&D and other gaming topics.  Of course, writing about music, and in particular my music mixes, is another of my favorite topics.  So why not combine the two and write about a gaming mix?

I’ve talked before in this series about my discovery of Shards of Eberron, albeit briefly.  Here I was buying a D&D setting book—already somewhat of a rarity, as I’m by nature more of a mechanics nerd when it comes to D&D supplements1and there’s a CD in the back of it.  Why is there a CD in the back of my gaming book?  Was it perhaps supposed to be a CD-ROM (those were all the rage at the time), with some maps in PDF format or somesuch?  No, apparently it was a music CD.  But why would I need music to go along with my D&D game?  It just didn’t make any sense.  Until, you know, I actually played the damn thing.

I was blown away.  I mean, sure: I was familiar with the concept of playing music in the background while you gamed.  Some people have a fondness for “Carmina Burana” or other Da Vinci Code-style music.2  Others swore by Wagner.  But, you know: either way, that’s opera.  I don’t do opera.3  And, anyhow: I just didn’t see the point.  I don’t need music for my gaming.

But this ... this was something else.  It was orchestral, and cinematic, but definitely not opera, nor even classical.  It was like the soundtrack to an epic fantasy movie that hadn’t yet been made ... maybe never would be made.  This was the epic fantasy movie that stars you and your pals, which is why you’re playing D&D in the first place.  You’re creating an awesome story, and, dammit, why shouldn’t that story have a soundtrack?  I was so enamored by Shards of Eberron that I immediately went out looking for more music just like it.

Which is where I hit a bit of a dead end.  At the time, there just wasn’t that much going on in this area.  I found V Shane, who did music and sold it via whatever the early-aughts equivalent of DriveThruRPG was.  Eventually I stumbled across Midnight Syndicate, because they had the grace to put out an album specifically named Dungeons & Dragons ... a bit on the nose, perhaps, but it had some great tracks.  Mignight Syndicate, of course, is a prolific band, and there were dozens more albums in their back catalog, but none really had the same vibe as their D&D-focussed album.  Most of their music, as well as that of fellow “dark ambient” artist Nox Arcana,4 is more in the “dark and spooky” vein.  Now, some of that stuff can be good for gaming music, but not all, by a long shot.  So selections from Nox Arcana and those tracks from Midnight Syndicate not off Dungeons & Dragons will be a bit more rare here.

In fact, Shards of Eberron and Dungeons & Dragons together provide 40% of the tracks here on volume I, though I managed to bring that down on future volumes.  As you may know (or at least could guess), gaming music has gotten much more widespread now: the rise of D&D actual play (in both streaming and podcast form) means there’s a much larger market these days.  But, at the time I developed the first volume, those two sources, plus the odd track here or there from V Shane, were most of what I had.

Of course, I could come up with a few other options.  Back on Mystical Memoriam I talked about my discovery of zero-project, an Internet artist from (probably) Greece who has some great cinematic music.  On that mix, I was mining their Fairytale album; here I move on to Fairytale 2, which is somewhat similar to Evil Dead 2 in that it’s not quite a remake and not quite a sequel, but somehow a little of both.  Again, not all the tracks are great, but they hit it pretty hard when they hit it.  And of course there’s Dead Can Dance’s epic Aion, which I originally talked about way back on Smokelit Flashback II.  Much of that album has a Renaissance faire vibe to it, which means that it features a lot of music with medieval origins, or at least medieval tendencies.  And if you don’t make the connection between Renn faires and playing D&D, then I doubt much of what I have to say here is going to help you out.

So nowadays I enjoy using music while playing D&D, although I have to say that you can’t make a proper mix out of it in that context.  See, when you’re actually gaming, you want to have different playlists for different moods: one for traveling, one for being in town and visiting shops or inns, one for pitched battle, one for exploring spooky underground caverns, etc.  But those sorts of playlists don’t make good mixes: too samey.  For a proper gaming mix, you need a mixture of proper gaming music.  So I don’t use this mix to actually play D&D to.  But I love to listen to it while I work on D&D-related projects: world-building, rules tweaking, and so forth.  It always puts me in the perfect mood to create fantasy goodness.

For this mix, as with Classical Plasma, I tried to arrange the tracks in an order that would tell a bit of a musical story.  As gaming music is almost entirely instrumental (except for a few “wordless vocal” tracks, and there’s not even any of those on this volume), I’m once again stumped for a volume subtitle, and reduced to gluing various bits of song titles together.  This time around I really embraced the potential silliness that can result from this practice and produced my longest subtitle so far:5  “The Chase of the Black Beasts of Zephirus into the Caverns of the Demon King.” Let’s follow the journey, shall we?

“Cut to the Chase” is the opener of Shards of Eberron, and I thnk it makes a great opener here.  It builds for a bit, but pretty quickly gets to a point where you feel the scope and drama of an epic adventure.6  From there to “Troubled Times” by Midnight Syndicate, which further sets the tone that something dramatic (and possibly just a bit spooky) is coming.  Then we visit Amber Asylum’s “Black Lodge,” which has a feeling of marching off to battle.  This is a long song, and it gains more dark, creepy overtones as it plunges steadily forward.  Then back to Dungeons & Dragons for “Beasts of the Borderlands,” another track that gives that sweeping, epic fantasy battle feel.

From there there’s the transitional medieval street-performer vibe of Dead Can Dance’s “The Garden of Zephirus,” and then the long, meandering “Lost Map” from V Shane, which is pretty much just what it says on the tin.  Once we get off the map, we go “Into the Dungeon,” of course, for some echoey, cavernous exploration music.  Which makes a beautiful transition into the underwatery, midnight-zone feeling that Reef Project is putting out in “Deep Mysteries.” That inevitably brings us to “The Lower Dungeons,” where the foreboding of the previous few tracks seems to burst into actual danger.  The tolling of the bells is pretty standard, but I consider it a bit impressive when you can turn in a tune fueled mostly by electric guitar that still somehow fits a fantasy soundtrack.

From there we slow it down a bit by letting Midnight Syndicate take us out of the dungeons and into an “Ancient Temple,” and then Nox Arcana takes over to guide us down, down, into the “Crone’s Caverns.” Things are sounding pretty dour and the outlook seems bleak at this point, but then zero-project gives us “The Defeat of the Demon King,” which makes it all okay again.

It’s mostly downhill from there.  There’s brief detour through the brightly-coloured Coraline-chaos that’s represented here by “Wybie,” then a final bit of relaxtion as we bask in the approval of Kitaro’s “Heavenly Father.” Finally, the reprise of “Cut to the Chase” reminds us that, while the journey may be over for now, new adventures await tomorrow.



Eldritch Ætherium I
[ The Chase of the Black Beasts of Zephirus into the Caverns of the Demon King ]


“Cut to the Chase [Main Theme]” by David P. Davidson, off Shards of Eberron [RPG Soundtrack]
“Troubled Times” by Midnight Syndicate, off Dungeons & Dragons [RPG Soundtrack]
“Black Lodge” by Amber Asylum, off The Supernatural Parlour Collection
“Beasts of the Borderlands” by Midnight Syndicate, off Dungeons & Dragons [RPG Soundtrack]
“The Garden of Zephirus” by Dead Can Dance, off Aion
“Lost Map” by V Shane [Single]
“Into the Dungeon” by David P. Davidson, off Shards of Eberron [RPG Soundtrack]
“Deep Mysteries” by Reef Project, off Aquaculture
“The Lower Dungeons” by zero-project, off Fairytale 2
“Ancient Temple” by Midnight Syndicate, off Dungeons & Dragons [RPG Soundtrack]
“Crone's Caverns” by Nox Arcana, off Grimm Tales
“The Defeat of the Demon King” by zero-project, off Fairytale 2
“Wybie” by Bruno Coulais, off Coraline [Soundtrack]
“Heavenly Father (Tenchi Sohzo Shin)” by Kitaro, off Silk Road I [Soundtrack]
“Cut to the Chase [Reprise]” by David P. Davidson, off Shards of Eberron [RPG Soundtrack]
Total:  15 tracks,  71:55



Other than the sources I’ve mentioned thus far, there’s the one track from the Coraline soundtrack, which is really best suited for Phantasma Chorale, where it features prominently, but I thought this one track worked well here.  Amber Asylum has been seen before on Shadowfall Equinox I and II, but their Supernatural Parlour Collection works a bit better here.  Also featured on SfE2, as well as on Paradoxically Sized World II, Reef Project provides background music for underwater documentaries, which works perfectly for spooky, echoey sequences in gaming.  And, finally, Kitaro isn’t really known for epic fantasy music, but still his Silk Road suite occasionally comes close.  Designed as the background music for a Japanese documentary series way back in 1980, I think it’s one of Kitaro’s few albums that deviates from the meditative into a more dynamic, almost navigational feel.  It felt like an appropriate tune to help us wind down to the end of this epic journey.


Next time, we’ll celebrate the season with some more autumnal ambience.







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1 In proper gaming jargon, one would say I’m more of a crunch guy than a fluff guy.

2 To be fair, Hans Zimmer was still a year or two away from writing the soundtrack for The Da Vinci Code at the time, so “Carmina Burana” was still the go-to piece.

3 For a fuller discussion of this anti-preference of mine, check out Fulminant Cadenza.

4 Fun fact: Nox Arcana founder Joseph Vargo was a former producer for Midnight Syndicate.  This probably explains any similarities between the two.

5 A record which it will hold until we get to Eldritch Ætherium III.

6 You may also recognize it as the theme for Dice Camera Action, if you’re into watching D&D actual play.  As I theorized before, I’m pretty sure the Wizards of the Coast folks just don’t want to pay any royalties for music at this point.











Sunday, October 6, 2019

Another proud father moment


Tonight my youngest told me her idea for what I believe is her first D&D character.  She will be a white-haired elven ranger with pink armor and a bow.  She likes bows, apparently ... my daughter that is, not her character.  Well, both, I suppose.  She’s getting to the age where she’s ready start playing—I suppose that, instead of finding myself a new gaming group, I’ve been breeding one.  But I’m cool with that.

My favorite part was that she had already concocted a backstory, which she described as “kinda dark.”  Remember the days when you had to explain to people what a backstory was?  Apparently kids these days are just picking it up on the streets.  I blame the Internet.

A longer post next week.









Sunday, August 18, 2019

D&D and Me: Part 4 (If I Could Talk to the Animals)


[This is the fourth post in a new series.  You may want to begin at the beginning.  Like all my series, it is not necessarily contiguous—that is, I don’t guarantee that the next post in the series will be next week.  Just that I will eventually finish it, someday.  Unless I get hit by a bus.]

[Last time I talked about playing a lot of different games, including a lot of D&D.  More importantly, playing a lot of very different characters.]


One of the most awesome things about D&D—all tabletop roleplaying games, really—is that it’s open to a lot of different playstyles.  Different people can get different things out of it, and that’s great.  I’ve talked before about my personal goals: chiefly, that I believe that roleplaying is storytelling and, in any story, character is king.  So I’m one of those folks who puts a lot of effort in my character when I’m a player, and wants my players to do the same when I’m the GM.  D&D can feed a lot of needs for people: a need for tactical combat simulation with more flexibility than any computer game can provide, a need for an improv space where you’re not limited by even a rough story outline but can do (or at least attempt) literally anything that pops into your head ... or, for many, it’s even simpler than any of that.  It’s a chance to play make believe, like you used to do when you were a kid.  A chance to return to a time when you could be anything ... be anyone.  Don’t like your name? fine, pick a new one.  Frustrated by your family situation? no worries: recast yourself as the long-lost heir to a vast fortune, or an orphan who discovers their parents were superspies who had to give them up for their own safety.  Don’t like your age? poof! you’re a little kid, an old man, a middle-aged matron with a huge family, an aging oil baron, an alien intelligence trapped in the mind of an infant, a faerie changeling in a pre-adolescent body, a girl who falls down a rabbithole, an orphan boy who finds out he’s a wizard, a girl whose house is carried away by a tornado, one of a family of orphans whose parents were involved in a secret international organization.  Anything.

And that’s all D&D is, really.  It’s make-believe for grown-ups.  Well, and still for kids too, but for kids who are ready to stop fighting about whether your invincible forcefield actually stops my laser sword or if it’s really true that MY LASER SWORD CAN CUT THROUGH ANYTHING!!  It’s just a way to roll some funny dice and figure out who wins: unstoppable force, or immovable object.  And what you use that for is to relive those childhood fantasies about being anything you could imagine.  Or anything you could steal from popular culture.

When I was a kid, I was really into animals.1  So a lot of who I wanted to be was wrapped up in Tarzan, and Mowgli, and Dr. Dolittle.  This is one of the very few concepts that D&D struggles with, actually ... the closest I ever came was playing a “beastmaster” bard (technically, the “meistersinger” kit from The Complete Bard’s Handbook).  You might ask: what do bards have to do with animals?  But apparently the theme was sort of a “pied piper” character.2  I really loved this character, although his name and stats haven’t survived, unfortunately.  But he was problematic in a fundamental way, because a beastmaster-style character “breaks the action economy.”  This is a phrase us D&D nerds use when we talk about characters who can do too much in a single turn.  How much you can do in a turn is limited in different ways for different versions and editions of D&D, but it’s always limited.  My beastmaster character had a weasel, a leopard, and a jaguar, which meant that when my fellow party members were taking one turn, I was taking four, because I was essentially four characters.  Sure, the weasel couldn’t do much, but even being three characters can monopolize a combat.  Eventually the GM put his foot down and I had to retire that character, and I’ve never seen anything approaching it ever since.3  But, you know, there are plenty of other ways to do animals in fantasy settings.

There are druids, for instance.  As a druid, you get to hang around with animals, talk to them, and even turn into them.  I played a druid for many months, possibly even years.  I have a vague recollection of doing so twice, although I may be misremembering ... certainly Sillarin is the only one whose name and character sheet has survived.  He was, according to the latest sheet I still have, an 8th level half-elven druid, with +1 leather armor, a ring of protection, a ring of invisibility, and a staff of the woodlands,4 who favored spells like entangle, faerie fire, dust devil, and spike growth.  He was left-handed, and the “flaw” he took was “tongue-tied.”  Back in those days, you could accept roleplaying disadvantages in exchange for mechanical advantages, which is overall a terrible system if your goal is to have roughly balanced characters.5  On the other hand, there are many cases in my own experience where those flavorful disadvantages are the main things I remember about the character.  And that’s never more true than in Sillarin’s case, where I decided that interpreting “tongue-tied” as “having a stutter” was just a cop-out.  Sillarin’s issue wasn’t with stuttering; in fact he spoke rather eloquently, and often at great length, and sometimes, if you got him started, he couldn’t really stop, and it was just that, sometimes, or even often, you might say, if you knew him, sometimes when he began a sentence, usually with the best of intentions, he would somehow get lost in the middle of it—through no fault of his own, mind you!—and you might never see him emerge from the other end, which could make conversational gambits with him somewhat ... tiring.  I loved playing Sillarin, who was endearingly annoying (as opposed to annoyingly annoying), and not exactly heroic, but not exactly not heroic either, and who believed that good could not exist without evil, which meant that, in the end, evil wasn’t all that bad, and that the preservation of nature was really the most important thing.

The next time I returned to the concept of a nature-loving (and, this being D&D, pretty much nature worshipping) character was with my first female character: Ellspeth, cleric of the nature domain.  My party wanted me to play a cleric for a change (druids can provide some healing, but not as much as a proper cleric can dish out), so I was doing something I’ve often done over the years: building a character to fill a gap, but trying to find a way to make it interesting for me.6  I’ve always thought of this as being somewhat akin to writing poetry using meter and rhyme: sure, free verse is fun and all, and you get to break the “rules,” but sometimes giving yourself constraints—even artificial constraints—will force you to get more creative than you otherwise would.  So how could I take the concept of “cleric” (which many, many people view as equivalent to “walking first-aid kit”) and make it actually fun?  My min-max-ing friend (who may well have been my GM at the time too) suggested I find a race with a bonus to wisdom, which is the primary ability score for clerics.  But racial wisdom bonuses are hard to come by; one of the few races that get it is the swanmay, which is just a refluffed human who can turn into a swan.  They make excellent rangers and druids, and, yes, clerics, but the one catch is: only women are inducted into the swanmay order.  No men allowed.  I wasn’t looking to play a female character, but I didn’t dismiss it out of hand either.  Could I take on that challenge?  Playing against type is one thing, but playing against gender is quite another, and I think it may be harder for heterosexual cisgendered males (especially younger ones) to do so than their female counterparts.  Intellectually, we all knew that playing a female character didn’t indicate any tendency towards being gay, but societal messaging can be insidious and doesn’t always respond to logic.  So playing that first woman was a bit daunting, I won’t lie.  But there were a lot of things to make up for it.  A swanmay is essentially a lycanthrope—a wereswan, in a weird way.  Where Sillarin worshipped Silvanus, Ellspeth worshipped Artemis, the huntress, and took the bow as her signature weapon.  Her flaw (still taking those to get the corresponding benefits, of course) was a phobia of the undead, which she acquired at a very young age when her family was wiped out by zombies or somesuch, leaving her as the sole survivor.  Raised by elves and then inducted into the swanmay order, she hated undead and vowed to kill them where she could find them, but she was also terrified of them, leaving her with difficult choices when confronted with them.  Since I had dumped charisma for her stats (most of us dumped charisma back in those days), she was blunt and plain-looking, totally unremarkable personality-wise.  But she was fiercely loyal to her friends, had a love for her horse Fiona, animal empathy, omen reading, and in addition to her bow could throw a mean chatkcha (which was just the closest D&D equivalent I could find to a glaive) and favored the hatchet for close-up work.  Unlike druids, when a swanmay transformed, her clothes and equipment just dropped to the ground and had to be retrieved later, which meant that, just as would an involuntarily transformed lycanthrope such as a werewolf, Ellspeth would come back to human form naked and vulnerable.7  This never bothered her; I decided that someone who had to go through that process with this much regularity had probably abandoned the quaint concept of modesty long ago.  She achieved 9th level, as near as I can tell from my old character sheets, and had an even more impressive array of magic items than Sillarin had amassed, including a staff of curing, a cloak of elvenkind, and a bow of accuracy.  She was often gruff and perhaps she sometimes complained about having to heal everyone all the time, but she was yet another character that I developed a sort of closeness to, and one which stretched my concept of what sort of character I could be if I pushed myself to explore parts of myself I hadn’t yet discovered.



Next time: even more characters that I played, and what they meant to me.



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1 As I’ve already mentioned a couple of times in this series.
2 That explains the German name, I guess?
3 Although I’m currently working on a way to import the concept into fifth edition.  If I can figure out a way to do it without breaking the action economy again, I’ll really have something.
4 For those who are familiar with newer versions of D&D but not the older ones, this was a pretty standard amount of magical loot for a 2e character of that level, although I agree it seems excessive by today’s standards.
5 Whether D&D characters of different classes—particularly when pitting fighters against wizards—are even remotely balanced in any edition of the game is an ongoing debate that will probably never die.
6 For a more recent example of me doing this, you could go back and review my character concept for Arkan.
7 It is probably worth wondering why the designers intentionally assigned this particular disadvantage to a race composed only of women.  The early days of D&D are not particularly enlightened in terms of feminism (or any other ism, for that matter).










Sunday, July 28, 2019

Quiet week, just a few demons to deal with ...


This week The Mother took the sprite off camping for the latter part of the week, while I stayed home with the other two.  I took a couple days off from work and mainly just hung around the house, catching up on a few things, enjoying the pool for a change, having a little peach bellini during the day and just generally relaxing.  One of the things that we decided to do with our newfound free time was to build out a giant-ass Heroscape mapyou remember our love of Heroscape, right?—and have one of our crazy 2-vs-1 games, thus monopolizing the dining room table for days, if not weeks.  Here’s the map:


And here’s the pitched battle betwixt the demon horde that my eldest brought to bear (complete with custom demonlord that they’re testing out) and the righteous warriors that the Smaller Animal and I put together to combat it.  The demons have taken out most of us, but you can see one remaining templar cavalryman and his knight leader Sir Gilbert (from my middle child’s army) right in the demonlord’s face, while the only two guys I have left are that awesome angel Raelin at the top of the hill, providing her divine blessings from a safe distance, and you can just make out the back of Van Nessing, the monster hunter, helping the rest of the templars take on those death knights and mezzodemons.

It was a pretty epic battle, and it still ain’t over yet, but I think the forces of good, though having incurred serious losses, will eventually carry the day.  That giant-ass demon guy is down to one life left.


Anyways, that’s all for now.  More exciting stuff next week.  Probably.









Sunday, July 21, 2019

D&D and Me: Part 3 (Playing the Roles)


[This is the third post in a new series.  You may want to begin at the beginning.  Like all my series, it is not necessarily contiguous—that is, I don’t guarantee that the next post in the series will be next week.  Just that I will eventually finish it, someday.  Unless I get hit by a bus.]

[When we left off last time, I had sort of kind of played D&D, but not really knowing what the hell I was doing.  Still, many characteristics of those early games still hold true today (or perhaps are true again): I was the GM, I homebrewed a lot of stuff, I made sure my PC didn’t die, and I played a GMPC.]


To understand my D&D experience in college, we first have to understand a bit about my overall college experience.  I went to college right out of high school, as many folks do nowadays, but back then I was the first person in my family to do so.1  I went somewhat aimlessly for two years: I did well in a bunch of classes, did horribly in others, and dropped more than a few.  After two years, I had neither a major nor enough credits to technically qualify as a junior.  I decided that college was too hard and dropped out to go work in the Real World™.  Well, after 3 years of that, I decided that working in the Real World was even harder (most of my readers no doubt just said “duh” under their breaths) so I decided to go back to get my degree.  Long story short, I ended up spending my last 3 years of college about 3 years older than everyone else.  Being in most cases the only person around old enough to buy beer certainly has its uses in terms of popularity, and I found myself with a much larger friend pool in this second college stint.

I was also attending college with one of my best friends from late high school and the period just afterwards.  He was 4 years younger than I, not even a freshman when I was a senior, but his mom had been my Spanish teacher, so I’d known him forever.  And he was always much more gregarious than I was, so I inherited this large group of people who were predisposed to think kindly of me because we had this great friend in common.  And, at some point, my friend says to me, “hey, you used to play that Dungeons & Dragons thing, right?”  D&D was never his thing, but some of those other folks were into it, so maybe I could hook up with them?  I was a bit hesitant, because remember: I still didn’t really have a clue what I was doing when it came to playing the game.  But at least I had played before, and that counted for something, and soon I was inducted into my first real gaming group.

I first joined that group in about 1990, and played in it very regularly until I moved to Maryland in 2004.  (And my very last game with the group was on the occasion of my going away party when I moved to California in 2007.)  Of course, people came and went continuously throughout that 14 years, and, much like the paradox of Theseus’ ship, it could be argued that it wasn’t really the same group at all by the time we got to the end of that period, with only 2 of us original members remaining.2  By the time it was over, we had not only played every version of D&D up to that point (1e, 2e, 2e + Skills and Powers, 3e, and 3.5e), but dozens of other games besides: Vampire, Call of Cthulhu, Star Wars (two different versions), Traveller, GURPS, Wheel of Time, Mage, Trinity, and In Nomine.  We further rolled up characters for but never played (or only played an introductory session of) Shadowrun, Hero, and BESM.  Games which I bought but never played included Palladium, 7th Sea, Earthdawn, EverQuest, and Jorune.  I don’t reel off this long list to impress you, but rather to impress on you what a huge part of my life this was.  It didn’t consume all my spare time, of course—there were videogames, and books, and TV and movies, and beaches and skiing, and a little bit of dancing and a lot of drinking—but I doubt there was a single month in that 10-to-14-year period when I didn’t play at least once, and, outside of Novemeber and December when the holidays would invariably bork our schedules, not even that many weeks where we didn’t play.

At first, it was all one insane, connected campaign.  If we got bored with one setting or plotline, we just planehopped somewhere else: from Ravenloft to Athas to Sigil, from White Plume Mountain to Castle Amber to a strange land laid out like a chessboard.  Some of us would keep the same characters, some of us would roll up new ones, and I have a lot of difficulty remembering which characters adventured with which and where one adventure ended and the next began.  I remember we decided to play an “evil campaign” once and, instead of rolling up new characters, we just turned all our old characters evil.  It had rather dire consequences for the ranger and the cleric, but I was a druid at the time (and therefore true neutral, whether I liked it or not), so I just sort of shrugged and said “whatever.”3  Occasionally our characters would die, but more often we’d just get bored with them and “retire” them ... you know, just in case we ever needed them again.4  Later, we adopted a rotation system, where we would take turns being the GM so that each person had more time to prepare for their campaign, and we would play a different game—often a whole different game system—every week.  Thus, even when we were playing Vampire or Star Wars or Call of Cthulhu, we were still playing D&D concurrently.

My history as a player was both weird and predictable.  Just like with comic book characters, I liked the oddballs.  Fighters were boring: all they could really do (at least pre-third-edition) was swing their swords and repeat.  Wizards were both diametrically opposed and exactly the same: they had this huge plethora of spells (which came with a massive amount of bookkeeping work), but, at the end of the day, all they could really do was cast their spells and repeat.  I was drawn to the classes that nobody else wanted to play because they were strange or “underpowered,” classes that couldn’t do any one thing better than anyone else but could do a little bit of everything.  I favored druids and bards,5 once a nature cleric (who was almost a druid, really), and later on a psionicist and then a monk (who also had a few psionic levels).  I also experimented with hybrid characters, using the Skills & Powers system, trying to create the perfect blend of thief and wizard.  The two times I was reluctantly talked into playing a straight fighter, I chose a half-ogre the first time and an alaghi (pseudo-yeti) the second time.  For yet another evil campaign, I played a wannabe necromancer who was so low-level that he could only reanimate zombie chickens.6  Basically, any excuse to do something different.

Again, it’s an interesting exercise to analyze my behavior in hindsight.  Could I say I was embracing diversity, even back so far as when I was trying to “collect” all the monsters and let them all have an equal place in my fantasy world?  Well, somewhat ... but I don’t want to hyperidealize my younger self.  Absolutely I was always happy to go around slaughtering orcs and goblins just because that’s what you were “supposed” to do in the game, and I will admit it never really occurred to me to question that until I started hearing about other people doing it first.  So please don’t imagine that I’m claiming more social consciousness than I deserve.  But I do want to give credit to D&D for a little of that type of thing.  For instance, the first time I ever imagined myself as a woman was because I wanted to play a swanmay, and there are no male swanmays.  At that time, I wasn’t yet comfortable enough in my identity and sexuality that this was a no-brainer for me: I struggled with that decision for quite a while before I took the plunge.  And I no doubt didn’t do a very good job portraying a woman—just putting on someone else’s shoes doesn’t automatically make you understand their journey.  But it’s a start, and, as they say, every journey starts with a single step.  Since that first female character (Ellspeth, my nature priest), I’ve played straight women on at least two other occasions, and once a shapeshifter character who was very gender fluid.7  And while I might not be ready to give roleplaying credit for broadening anyone’s horizons to the point of epiphany, I can certainly say that it helped me avoid the trap of having all my imagined characters default to white / male / cis / etc—in other words, exactly like me.  And that’s definitely a good thing.



Next time: I’ll take a little closer look at what playing all these different roles meant to me.



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1 Except for possibly my grandfather on my mother’s side, who was the only other person before me to even attend.  But I think even then there was some delay between high school graduation and college matriculation.
2 Actually, technically speaking, I wasn’t an original member myself, so there was really only one.
3 What I actually said had more to do with maintaining balance in the universe and how we’d probably done enough good in the world that we could afford to do a little evil for a while without tipping the scales too much.  But it certainly meant “whatever.”
4 My absolute favorite was my friend Tim’s dwarf (fighter? cleric?), who took his helm of underwater breathing (or somesuch; I’m probably misremembering the exact name of the item) and retired to the ocean floor to become a kelp farmer.
5 Prior to second edtion, bards were notoriously impossible to play; my first bard character was drawn from the Dragon magazine article “Singing a new tune: A different bard, not quite so hard”.
6 I mean, theoretically, he would have been able to raise proper zombies at some point.  But we didn’t stick with that campaign very long.
7 That would be in the Trinity game.  For some reason, I was very attracted to the biokinetics in the game, who could change their body shapes and facial features pretty much at will, and I decided I was actually 3 or 4 different people living in one body, with different races and genders.










Sunday, July 14, 2019

SoCal 'Scapers Summer Gameday, 2019


This weekend we had a Heroscape gameday.  Now, you probably remember that every year we do a Heroscape tournament, and this year will no doubt be no exception.  But, at the end of the tourney, when we’re saying our farewells, we always promise that we’ll get together more than once a year, and maybe have just a casual gameday or two some other time during the year.  We always say that ... but we (almost) never do.  In fact, I would say that, in the decade or so that I’ve been going to SoCal Heroscape tournaments, we’ve managed to get together for a non-tourney event about twice.  We just suck at getting organized.

But we finally managed it, yesterday at a local game store called Paper Hero’s Games.  I and all three of my children, plus the middle one’s best friend, made the (moderately short) trek down and met up with 2 other regular tourney-goers, and we just happened to run into a new person who used to play but hadn’t in a long time.  Brave soul that he was, he came up to us and asked if he could join, so we set him up with an army (I have a tendency to overdo when it comes to bringing ready-to-play armies, so I had 25 or so) and threw him into the mix.  It was a great time, and I personally loved the venue more than other places we’ve tried, although I do admit that it was a tad crowded.  Squeezing into your seat was tricky, and finding a place to put all our stuff was a logistical puzzle, and it certainly was loud.  But the tables were free, the store management was friendly, they didn’t care that we brought outside food and drinks, didn’t give me crap when I finally ditched my shoes, and even asked if it was okay if they took back the table we had unceremoniously absconded with to put our overflow crap on—he asked us if it was okay to use his table that we weren’t even supposed to be using!  I was super-impressed with the friendly staff and hope to go back sometime.

The games were good too.  We only got in about 3 games a piece, but it was a lot of fun, and I think the kids had a good time.  We bought some stuff we really didn’t need (more to support the store than anything else), palled around with our fellow ‘Scapers, and one of our oldest Heroscape friends agreed to trade me a beautifully painted Gothlok for an unpainted one and few bucks.  I wish I’d had a chance to try out even more of my weird army ideas, but my littlest one and I did get to play a bizarre army consisting of Harley Quinn (because that’s her favorite comic book character), Scarecrow and Creeper (who, with their insane personalities, bond with Harley), a passel of Nottingham Brigands for range, and good ol’ Marcu Esenwein to fill out the last 20 points.  (This army, by the way, is not a particularly good one, but it was super-fun to play.)  All in all, a great time, and I hope we get to do it more often.

Next week, something more substantial.









Sunday, June 23, 2019

D&D and Me: Part 2 (Mapping Out the Territory)

[This is the second post in a new series.  You may want to begin at the beginning.  Like all my series, it is not necessarily contiguous—that is, I don’t guarantee that the next post in the series will be next week.  Just that I will eventually finish it, someday.  Unless I get hit by a bus.]

[When we left off last week, my love of lists and my love of horror had collided, and I had decided to come up with the ultimate list of monsters.]


I started learning about monsters from reading about mythology, of course.  There are lots of cool monsters and magical beasts in Greek and Norse mythology: Pegasus and Medusa and Fenrir and Ratatoskr and dryads and naiads and fire giants and dark elves and birds with bronze beaks and horses with eight legs and that’s only scratching the surface.  But this was not sufficient.  For some reason I had decided that I was going to write novels about this fantasy world where every possible monster or magical creature was a separate, sentient race.1  Looking back on it now, we’re talking about the years between roughly seven and eleven, and it seems almost ridiculous when I tell you that I was attempting to write novels, or that I was imagining sophisticated concepts like the various races fighting over what counted as “sentient” and therefore determined whether this or that creature would be a recognized race, but I suppose I was a precocious child.2  And of course the line between “fantasy race” and “monster” is very fine indeed, so the vampires and rakshasas and kelpies and harpies and peri were welcomed into my fantasy milieu.  And I knew perfectly well that books on monsters were the best place to find new fantastic creatures.

Now, I’ve already written at least a little bit about my preoccupation with Monsters Who’s Who, but I don’t think I fully captured why it was special to me.  Remember that last time I talked about the great respect that my family always had for books.  I should also mention that my father was3 a bit of a cheapskate, so, when I would beg for toys, or comic books, or anything along those lines, I usually got a “no.” But begging for books was a much easier row to hoe.  You can deny a kid a Star Wars action figure on the grounds that it’s frivolous, but denying them a book?  Unthinkable.  At least I’m pretty sure this was my father’s position.  So we were window shopping at the mall (we did that a lot when I was younger), in a Border’s or somesuch, and I found this book, which was really more of a “coffee table” sort of volume—great pictures, light on the actual information—and it had all these cool monsters in it, and they were super liberal on what they counted as a “monster”—not only comic book villains like Annihilus and Ultron,4 but even superheroes5 and 50s monster movie antagonists like the Blob and Quartermass (which is possibly a worse sin than referring to Shelley’s monster as “Frankenstein”)—but I wanted it.  So I begged, and I got it.  And I read it over and over, and it was cool, but ... there should be more.

I honestly cannot remember where I first heard of Dungeons & Dragons.  In addition to having a thing for monsters, I also had a thing for games, even though I never really had anyone to play with me (I was an only child until age eleven).  So here was a game, and it was also full of monsters!  You know what? I bet I saw an ad for it in a comic book somewhere.  Doesn’t really matter.  Point being, I had to have this creation.  I needed it badly.  And, eventually, I got it ... maybe for Christmas one year?  I can’t recall.  I remember it being the so-called “blue box,” and I remember it having cool (and bizarre) monsters, as expected, but probably the thing I remember best is the dungeon: it was laid out on a grid, beautiful straight-edged halls and rooms, with a little bit of more irregularly-shaped cavern in one corner.6  But screw those curvy walls: I was all about the straight lines.  There’s just something about all those perfect, 10-foot-wide dungeon corridors, with their 20x20 or 40x40 rooms to one side or another, that really strummed my OCD, and for a long time I became obsessed with drawing dungeons.7  I asked for graph paper, which my mother thought odd, so she got me some of that stuff with the little green squares.  No, that wasn’t right, I said: these squares are too small.  Ah, my mother says: you want quadrille paper.8  Blue squares, and bigger (according to Wikipedia, graph paper is 5 squares per inch, while quadrille paper is 4 squares per inch).  And my father worked at a paper mill, so he could get all sorts of paper for cheap or maybe even free; I don’t recall.  But I do remember going through several pads of quad paper making dungeon after dungeon.

Now, understand: in all this time, I never actually played the game.  In the first place, I had no one to play with.  Still not many friends, and my little brother would have just been born, assuming I got the game shortly after it was first published.  But, probably more importantly, the rules of these early versions of D&D were kind of insane, and often contradictory.  For instance, I’m pretty sure that there were at least some cases where it just wasn’t possible to resolve whether someone was surprised or not, because your opponent could succeed on a roll to surprise you and you could simultaneously succeed on a roll to not be surprised.  (Perhaps from this you can guess that I was obsessively reading and rereading the rules, despite having no real opportunity to apply them anywhere.)  So no real playing, just reading, and “collecting” all the monsters, and drawing dungeons just to draw them.  I bought the original Monster Manual (because: more monsters), but I never picked up any of the other books, because I had no need for them.  Until ...

So I mentioned earlier that my little brother (and only sibling) would have just barely been in existence at the time D&D came out: in fact, they share a birth year (1977).  There are 11 years between the two of us, and while there are certainly advantages in being the only child (and only grandchild for much of that time), I had decided that I really wanted a sibling.  So I was thrilled when my brother was born.  Finally! someone to play games with!  But, you know, babies don’t exit the womb able to play games.  The situation hadn’t improved much when I was 12 and he was 1, and 13 and 2 made little difference as well.  At 14 and 3, we could at least graduate from peekaboo to tic-tac-toe, and by 15 and 4 simple things like Candyland or Uncle Wiggily were feasible, but, still ... I was getting impatient.  This whole sibling thing took way more patience than I was (and still am, for that matter) prone to.  By 16 and 5 we could really start to get into some good games, but of course by that point I was in high school, and I actually had some friends (although not the sort that might be interested in D&D, as near as I could tell), and I had less and less time to play games with my little brother.  When was it that we first hit on the idea of me running a D&D game for him?  17 and 6? 18 and 7?  Probably closer to 19 and 8, but somewhere during those years.  By this point I had read the rules of D&D so often that I knew them very well, but I had still never played, so starting out as the putative DM (that’s “dungeon master” for the uninitiated) was just insane.  I had zero clues about what I was doing.  Also, running a game where you have only one player is tough, because D&D is really designed to be a game where players work together to solve challenges, and character classes (especially back in those days) had pretty narrow lanes for what they were good at.  I don’t remember much about this game, but I think my brother wanted to be a sort of classic knight, so obviously a fighter with heavy armor, and we went through one of the many dungeons I’d drawn, with random rooms full of random monsters and absolutely no rhyme or reason why any of them were there, just sitting in a room (with no food or anything else to do) waiting for someone to bust down the door.  A fighter, of course, is quite excellent at busting down doors, and pretty darned good at killing whatever’s on the other side, but has no magic at all, can’t heal himself, and (perhaps most importantly for a classic dungeon crawl) has no ability to identify and disarm traps.  So I dreamed up an NPC9 who would be a pixie rogue, thus providing a bit of magic and the requisite trapfinding—I can’t rememember what the hell we used for healing—and I made him a statue in the early part of the dungeon with a puzzle that my brother’s erstwhile knight could figure out to free the pixie from his stony prison.  Once freed, the pixie was so grateful that he agreed to accompany the knight deeper into the dungeon.  My brother, into animals nearly as much as I was,10 also brought in a fierce fighting dog to help out with the combats.

I can’t remember how long we played this ... well, I hesitate to glorify it with the title of “campaign,” and really it was only an “adventure” in the broadest sense, but these few sessions of D&D that were his introduction and, in a weird way, mine too.  More than once, certainly, but as many as five times?  I can’t recall, but it couldn’t have gone on too long.  I had other things to do, and typically when you play D&D you play it for quite a few hours at a time, so it was a pretty big time commitment.  Was it perhaps 10 hours of gaming, spread out over several sessions across perhaps weeks? could it have been 20?  Surely no more than that.  But it was influential in a number of ways.  Firstly it gave me a taste for the game as roleplaying, above and beyond the cool factor of the monsters and the gridded dungeons.  Secondly it instilled a lifelong love for the game in my brother, who continues to play even more than I do and most of whose online identities are named after his favorite D&D character.

But it also gave me what may be an atypical experience of the game.  There were no rules for “fighting dogs” or pixie rogues ... hell, there weren’t any rules for lots of things back then, but certainly not for esoteric things like that.  I had to make that shit up.  So my very first experience playing D&D was me homebrewing a bunch of shit and then running a dungeon crawl.  Maybe I’m wrong and that’s not that unusual, but I kinda feel like it was a weird way into the hobby.  Certainly it’s given me a base of understanding that, more so than any other game, the rules of D&D are ... malleable.  You can always add in your own touches to Parcheesi, or Monopoly—how many of us were adults before we realized that getting money for landing on Free Parking wasn’t actually a rule?—but customizing D&D is a whole ‘nother level of creativity.  I want to explore this more in a future installment, but for now, chronology demands that we back off from my career as a DM and see me finally become a player.



Next week: off to college.  Again.

__________

1 The age-old debate over whether e.g. “a pegasus” isn’t really a thing because “Pegasus” was the name of one unique individual was never an issue for me.  From my budding authorial perspective, any dilemma of this type was instantly solved by whichever answer increased the number of races in my fantasy world.

2 This is possibly a bit of an understatement.  But I have to tell you, from both my experience as a child and as a father: children suck at having the good sense to realize that they’re “too young” to accomplish something.  Or as Pearl S. Buck once (much more eloquently) said: “The young do not know enough to be prudent, and so they attempt the impossible—and achieve it, generation after generation.”

3 Okay: is.

4 Who I was mostly unfamiliar with because, as I mentioned last week, I wasn’t reading Avengers or Fantastic Four.

5 Really? Spider-Man as a “monster”?

6 One would think that, what with everything being on the Internet these days, I could find an image of that exact dungeon.  But, alas, I couldn’t, though I found several that were close.  The one that felt closest to what I remember is Blue Dungeon 013 by Tim Hartin.  Creative Commons share-alike license.

7 In retrospect, my lack of artistic ability may have fed into this.  I couldn’t draw a dragon to save my life, but, given graph paper, a pencil, and a ruler, I could draw the shit out of some dungeons.

8 I have to admit that, until I started writing this very series, I never knew how that was spelled; I always thought it was “quadrle” or somesuch.

9 I suppose this was technically my very first GMPC.

10 My favorite kid-quote from my brother: he once announced, quite seriously, at age 8 or so, that he was opposed to nuclear war, because it would kill all the pets.  Wasn’t worried about the people, you understand: just the pets.