Every Day is an Adventure

I remember, the first time I sat down to watch Adventure Time, remarking to my friends that I wasn’t drunk enough to watch this show after only the first episode. For those of my friends who are adults and trying to start the show, I usually recommend sitting down to it with a strong drink because while I adore the show, it starts off a little weirdly. It also continues weirdly, but it isn’t jarring once you’ve made the mental adjustments required to enjoy the show. They’re not strenuous, of course. It just takes a bit of time to adapt to the over-the-top action and characters before you start to see past the surface to the surprising depths of the story and character development arcs.

Like a lot of “children’s shows,” Adventure Time can be enjoyed on multiple levels. At the most basic, there are good lessons about how to be responsible, what it means to strong, how to deal with emotional problems, and how to treat people who are different from you, to name a few. These lessons are delivered through fairly straight-forward plots and the colorful fun of an action show with heart, making it an instant hit with most kids. For those looking for a bit more, there’s actually some complex emotional and interpersonal problems that happen through the various seasons that are resolved slowly. It can be difficult to watch if you want the sort of cleaner wrap-ups of most adult shows since, for example, some things are introduced in season 1 that aren’t addressed until season 5. Emotional development takes a long time, in terms of seasons and shows, but it happens at a rate that lets the adults watching the show appreciate what is going on beneath the surface but also lets the kids slowly see the changes happen in a way they’ll understand as they go through similar (if somewhat less fantastical) situations in their own lives.

For instance, a lot of the earlier episodes are non-sequiturs, with nothing to place them inside the show’s overarching timeline, but there are details that slowly fill in the world around the protagonists, Finn the Human and Jake the (magic) Dog. Finn’s sword is an easy indicator of when an episode takes place as he has a tendency to go through them a lot faster than you’d think. His behavior and age are much more subtle ones since they don’t mark most of his birthdays or give a number to his age that frequently. Instead, you can follow the show’s continuity using plot markers and shifts in character relationships. Old enemies become friends, allies reveal ulterior motives and become enemies, and background characters rise to sudden prominence before establishing a firm place in the long list of secondary characters.

The way information is revealed to the viewer can make it a difficult show to watch haphazardly. While understanding most episodes isn’t dependent on having watched all previous episodes, a lot of foreshadowing or important subtext can fall between the cracks in your understanding of the show. As information is slowly revealed, one small bite at a time (bites that increase in size as the show goes on as the first two seasons are particularly light on details), so much that you suspect is confirmed. If you pay attention to the background in almost any episode, you could reasonably draw the conclusion that Adventure Time occurs in a post-apocalyptic world. You could also conclude that humans are rare, magic has risen in the place of most of the sciences, and there’s an incredible danger present in the world that most people see as ordinary because of how screwed up the world became following whatever apocalyptic disaster befell it. Eventually, you get enough information to assemble a picture of the past on your own. Full reveals or complete pictures are super rare, but they become reference points for the show that help shore up the history you assemble as you watch it and you can usually tell where you are in the show’s timeline by references to these points.

My favorite part of the show is the way the writers use the same method of small hints and details mixed in with a few big reveals in the emotional development of the characters. Finn, as the primary protagonist, deals with the most as he grows. Jake, the secondary protagonist, has his share as well. Even a lot of the secondary characters (who occasionally have small arcs featuring them) have complex emotional journeys throughout the show. The best example of that is probably the Ice King, a certifiably insane wizard with ice powers given to him by a magic crown he wears. Not only does he feature in a lot of Finn’s emotional growth, he changes throughout the show from a pathetic villain to a tragic villain who can’t help himself, seeing as he’s been driven insane by the magic crown he wears. Some of the most powerful and emotional moments in the show come from his stories and the way people start to treat him as they grow to understand and somewhat accept him. There’s a whole list of other characters, some with their own special mini-seasons, that undergo growth and change, and each one gets their moment to shine, even the pesky whiny ones you want to just disappear.

 

Throughout it all, aside from the big reveal or big change moments, the show manages to keep an upbeat sense of humor and a positive look on even the most difficult situations. The characters rely on each other to get through their weak moments and humor is a constant aid as they try to cope with the world they actually live in as it pushes aside the world they want to live in. Even the most resilient characters are sometimes knocked down and we get to watch them struggle to their feet again. The entire show is a lesson in getting back up after failure until you succeed and learning to accept change and growth into your life gracefully.

I’ll admit the pacing can be weird early on and that it can be difficult to accept some of the asides the show makes as it slowly works its way through a difficult problem, but every episode has something important to say if you’re willing to look for it. A lot of these messages are repeated many times, but they’re usually important enough that it’s worth hearing them again. Plus, with how human they all act, even Jake the Dog and Princess Bubblegum (who is made of gum), it can be incredibly refreshing to see people struggle to deal with lessons they’ve already learned and taken for granted.

I recommend watching it. The seasons are pretty cheap on Amazon or Best Buy, but I wouldn’t recommend getting them on a streaming service as they are sometimes in weird orders and the season-by-season breakdown in the later seasons gets super wonky. It is way cheaper to get them on DVD or Blu-Ray than to buy them on Amazon or iTunes. If you want a show that will make you laugh so hard you cry and so sad you just have to laugh, that will take you on an incredibly complex emotional journey through the eyes of a wide range of very (mentally and emotionally, since “diverse” means very different things in our world than it’d mean in their world) different characters, and will leave you constantly wanting more, I cannot recommend Adventure Time strongly enough.

Coldheart and Iron: Part 19

READ FROM THE BEGINNING


I woke up groaning. My shoulders and back were killing me. I also had a throbbing itch in one of my legs, but I was so caught up in trying to move my upper body without moving my head that I couldn’t tell which one it was. I also couldn’t seem to get my eyes to open. They felt like they were crusted together. I tried to lift my hands to my face to wipe them away, but someone grabbed my hand before I could more than half lift them.

“Cap, stop.”

“Lucas?”

“Yeah, hold on. We had to tie you to the bunk last night so you’d finally get some rest.”

A few hazy images of stumbling around a makeshift operating room until I had to be propped up by one of my assistants wandered to the front of my mind, but they were immediately banished by the memory of why. “Shit.”

“You can be angry as you want, Cap, but you gotta direct it at me because not even Camille was willing to try to stop you. I had to carry you out of there.” Lucas rustled over me for a minute and then I felt the tension on my chest and shoulders lessen. Before I could move, he also pressed a warm, damp cloth into my hands.

“No, not that.” I gingerly lifted my hands to my face and wiped away the built up gunk around my eyes. “Jonathan.”

“Oh.” My first sight, after opening my grimy-feeling eyes, was Lucas looking off toward the door of the bunkroom. “Yeah.”

“Did…” I looked down at my hands and twisted the damp rag until moisture beaded on its surface. “Did anyone make it?”

Lucas nodded. “You managed to save a few lives, Mar. You couldn’t save everyone, but none of them would have had a chance if you hadn’t tried. No one else was able to save anyone, though.”

I nodded, swallowing past the lump in my throat as I remembered trying to find the bullet in Jonathan, only a couple of minutes after he’d been carted away, and feeling his heart spot as I frantically tried to remember what to do about his damaged lung. “Shit, Lucas.”

Lucas turned back to me, wiping at his misty eyes. “We haven’t buried anyone yet. We were waiting for you to wake up while we tended to the minor injurious and prepared everyone for burial. Once you’re ready, we can start.”

I nodded and tried to haul myself to my feet. Only after I’d put weight on my throbbing leg did I remember my shrapnel wounds from the night before. “Double-shit. I need someone to pull some metal out of my leg.”

“What?” Lucas had hauled himself to his feet and pulled a makeshift crutch out from beneath his chair, so his spin to look at me knocked over his chair and the bunk I’d been sitting on. “What’re you talking about?”

“I got hit in the leg and just taped over it.” I gestured to the swath of silver coating my leg. “I need someone to pull the bits out and clean the wounds before they get infected.”

“Right. You’re two doors down from your operating room, so just head there and I’ll send someone over to do that.” Lucas gently pushed the chair out of his way and then hobbled off toward the door. “Glad you’re alright, Mar.”

“You too, Lucas.”

“Want me to send Nat in with Cam, to make the picking and report more palatable?”

“If she can be spared.”

“Of course.” Lucas nodded and, as he turned to leave, muttered “given the shape we’re in, we’re not going anywhere soon.”

I sighed and, after a deep breath that made my head throb, limped down the hall to my trashed operating room. All of the blood had been cleaned up and someone had taken away all the used tools to be sanitized, but there were still piles of bandages in the corner, covered by a giant wad of the sanitary paper mats we used to ensure our people were at least resting on something clean. I spread a new one on the table and settled myself on it to wait for someone with steadier hands. While I waiting, I carefully cut the tape and my pants away from my leg and checked the wound for signs of infection.

Natalie was the first in the door and would have rushed over to me immediately if I wasn’t in the process of poking at one of the sharp metal bits that was actually sticking out of my leg. I was still too tired to feel anything but the pain in my head and the knot in my back, so I was doing my best to check the depth of some of them before it started hurting enough to break through my mental fog. Instead, she walked around behind me, kissed me on the back of the head, and started gently pulling on my shoulders.

“Marshall, leave that alone.”

I did as she said and leaned back against her. “Hi, Natalie.”

“I’m glad you’re okay.”

“How are you? You looked pretty beaten up the last time I saw you.”

Natalie gently patted my shoulder. “Don’t worry. It wasn’t anything a good night’s sleep and a shower couldn’t fix. Jonathan and I were trying to play them while we waited for Cam to bust us out.” I felt Natalie stiffen a bit. “It worked pretty well, for the most part.”

I bobbed my head up and down. “I wish I could have saved him.”

“I know. You did your best and you did more than anyone could have hoped. Three people will get to live who probably wouldn’t have without your help.”

“Jonathan could have saved them all. Hell, even Tristan could have. None of them were particularly complicated or difficult for someone who knows-”

“Marshall, stop.”

I considered letting my mouth ramble on for a while, but I trusted Natalie’s opinions. After a moment, she went back to absently patting my shoulder. I leaned back into her for a moment longer before sitting up again. “If no one else gets here soon, I’m going to start pulling shrapnel out on my own”

“Cam will be along in a minute and she’s probably in the best shape to clean you up anyway. She made it through unharmed again, aside from some bruised knuckles.”

“Luckiest woman alive, she is.”

“Oh, I don’t know.” Natalie leaned around and kissed me on the side of my jaw that wasn’t bruised. “I think she’s got some competition for that title.”

I was about to turn my head for a proper kiss, tension-be-damned, when the door bounced open and Camille walked in. I sighed and settled for leaning back against Natalie again. “Patch me up, doc.”

“Sure thing. Take two of these and you won’t feel a thing.” Camille handed me a couple of tablets that I popped. “You look like shit, Cap.”

“And you look like you got everything you wanted for Christmas.”

Camille smirked as she grabbed the clean forceps off the table. “I killed a bunch of assholes and, despite being entirely captured, most of us are still alive. We lost a lot of good people, but everyone still alive at this point should stay that way unless I totally botch this.”

“That’s not a status report.” I frowned at Camille who was smiling evilly at me.

Camille’s smile flickered for a moment. “No, I’m waiting until the pain meds start to kick in before I give you that. It’ll make it easier to do if you’re mostly out.”

“Camille…”

“There are a dozen Wayfinders in good health and three more who are still at risk. You did a good job of keeping them alive, but there’s still a chance they might not make it. We have seven Nomad children, only five of which still have both parents. Three of the male Nomads are still alive, as are eight of the Nomad women which includes that badass grandma who killed almost as many bandit shitheads as most of us Wayfinders did. We’ve captured nine Laborers, but it looks like only six will survive their wounds without medical care which I’ve refused to waste on those traitors.

“Let me know if this hurts at all.” Camille bent over my leg and started pulling shards of metal out, slowly and carefully. It twinged a little, but I barely felt it. “We’ve got thirteen bandits who surrendered immediately and about that many who will survive their injuries. Give or take a few. Some of the injured ones tried to escape, and I would be surprised if they survived their additional wounds.”

Natalie pulled out the wing of the table and pressed me down against it. “That would be a small blessing. We’ve only got our original supplies plus maybe another couple of days’ worth. One of the last things the resisting bandits did was burn their larders. Our stuff only survived because it’s still sitting outside to stay cold or in a storeroom in the eastern wing.”

“How’s that going…” I shook my head a little to clear the thickening fog. “Are we going to be alright if we wait here to heal?”

“Only if we are ready to leave in three weeks.” Natalie sighed. “Which isn’t enough time but that’s the maximum time we can stay if we’re going to make it to any of the supply depots I remember. Jonathan had the full list, and I know there are some closer, but I can’t remember exactly where.”

I closed my eyes and nodded, fighting back another pointless wave of guilt. “Got it.”

“And even that is only if we used the healthy bandits and laborers to gather the local supplies I found and then almost immediately send them away.”

Camille looked up at Natalie, her face shifting from concentration to frustration. “We don’t have enough healthy people to monitor a group like that. I’d need at least five people for the twenty-ish people who would include and we’ve only got two other uninjured people.”

“There are a few others who are lightly injured. By the morning, they should be well enough to help out.”

Camille frowned and went back to working on the last couple holes. “I guess. I don’t like it.”

“It’ll only be one trip.” Natalie patted my hand when I grimaced at the sensation of Camille digging around in my leg.

“I guess that’s alright.” I yawned. “I think all the pain was the only thing keeping me–” I yawned again, “–awake.”

“Then sleep. Your face looks like a nightmare.” Camille waved a hand at my face. “Sleep. I’ll take care of turning the prisoners into pack mules before sending them on their way. We’ll take care of the burials tomorrow evening, after I’ve finished with them.”

“Alright.” I gingerly wiped at my eyes. “I love you, Natalie.”

“I love you too, Marshall.” Natalie leaned down and gingerly kissed me on the lips. I felt my face pull into a slightly painful smile as I let myself drift off.

Tabletop Highlight: Misleading and Outright Lying

I know I probably use this phrase a lot, but one of the most important things you can do as a DM is to lie to your players. Selectively, of course. Good storytelling often requires that your readers or players don’t have all the answers and it can be incredibly tempting to give them to your players. If they want to know the answer to a question and have their character start hunting for it, sometimes they won’t find the truth. They’ll find a different answer instead. Even if your players are really good at differentiating between player knowledge and character knowledge, knowing the answer they found isn’t the truth with subconsciously alter how their characters interact with it. At the same time, actually knowing that they got the truth when they find an answer will also change their behavior. Like players in the real world, characters shouldn’t always know when something is for-sure true. There are a lot of uncertainties in life and creating a believable world often means maintaining a certain degree of uncertainty in your created world.

This sort of unreliability of “truth” can be difficult to include in a world where there is objective, measurable Good and Evil. There’s literally a spell or magical ability called “detect Good/Evil” and making them relative to an individual’s point of view will completely screw up a game. Paladins, a type of holy knight with powers granted to them by there god, are required to stick to a particular alignment. Good, Evil, Law, Chaos, and Neutrality make up the axes of the alignment chart and paladins are usually held to one particular combination by their class. A lawful good paladin can do what they think is the right and lawful thing but still lose their god-granted powers because it wasn’t actually good or lawful. Making it relative allows for some really murky and difficult play, especially if you have a player who decides to abuse the system.

The thing is, the same stuff applies to “truth.” There are spells for detecting lies, spells for getting answers to questions, and spells for forcing people to only speak the truth. How can that exist in a world where you need to leave some uncertainty? Usually, people relying on the old idea that you cannot compel objective truth from someone, only what they believe to be the truth. They can’t say something objectively true if they believe an incorrect answer is actually the truth. This works well for people without much information or who aren’t generally expected to know things, like the underlings of some dungeon boss or Big Bad Evil Guy. The problem is, these people don’t generally need to be compelled to tell the truth. They’ll often do it just to save their own behinds. The BBEGs, the people who plot and plan, will do everything they can to mislead the players, so they’re often on the receiving end of magical compulsion. If they just give up the truth, though, where is the fun in that? They’re supposed to be a threat to the players! How can they be a credible threat if they just buckled as soon as they’re not allowed to speak falsely or remain silent?

Hedging, double-speak, and misleading information. Being able to tell the truth without giving the players the information they want is crucial to any magically compelled villain. It is, of course, possible for the players to craft a question that leaves no wiggle room, but that’s part of the challenge! This is a test of intelligence and wordcraft rather than of strength and battlecraft. I wrote about this in a post back in February, so you can find some examples there, if you want more. I want to focus on the misleading information portion.

Part of the problem with misleading information is that there is a skill specifically designed for characters to use when they suspect they are being deliberately mislead. Sense Motive, or Insight in the more recent versions of D&D, lets characters get a grasp of what is going on in the mind of whomever they’re talking to. If they ask someone they’re interrogating a question, they will likely use their skill to tell if the answer they got was genuine or an attempt to mislead them. Fortunately, they don’t always think to use it and it doesn’t apply to information garnered from non-thinking sources. The villain’s motives can be sensed, but the journal they happened to leave behind as they fled their lair has no motive. You can’t use that skill on something written down, so the players themselves have to decide whether or not their characters will trust the information.

That’s why I prefer to direct my players to libraries and colleges or universities when they’re looking for information. They have no way to ascertain objective truth or to detect falsehoods when they get them out of a book or as secondhand information from someone studying whatever they are trying to learn about. Or when they learn something from a story passed down through the generations, as related to them by the Bard that just happens to follow the party around to provide backup healing and attack boosts. For oral stories, a good mixture of truth information and outright lies is best, since that’s generally what happens to stories as they’re verbally passed around. No one is trying to be malicious, but enough minor shifts (always to make the story more interesting, of course) happen along the way that a decent amount of information isn’t true. The same happens to ancient history. “History is written by the victors,” so histories tend to reflect well on whoever wrote them and glosses over the actual truth of what happened to do so.

Delivering the information the same way for both instances is key. If your players can tell the difference between what is false and what is true, their characters will know as well and act accordingly. If everything they get winds up being true, they’re going to stop trying to actually think about what they’re learning and simply take you at your word. If too much of what you tell them is false and they can never figure it out beforehand, they’re going to distrust everything you tell them and likely end up doing a different quest line. If you strike the balance just right, they’re going to get immersed in your world as they hunt down more information, try to verify its accuracy, and then figure out how to apply what they believe to be the truth. Hopefully, they won’t be right all the time. It gets really boring if they are, but some characters (and players) are really good at ferreting out the truth and that should be respected. If they’re playing a knowledge-hungry researched and they’ve already learned the lesson of not trusting everything they read in a book, chances are good that they’re going to verify their information before they act on it.

So lie when you can, tell the truth as much as possible, and make sure your players are always wondering which you’re doing. Curiosity and uncertainty are good. Players can thrive in an environment like that.

Hand on my Heart

If you had asked, I’d have said yes. I never could deny you anything. You could have asked for my heart, and I’d have cut it out for you.

They say you never really know love until you hold your child for the first time. I usually like to argue with that because I feel like that denies the love of people without children, but I don’t think I can anymore.

I would have said yes. I would have given you my blessing. Sent you off with the knowledge that, even if I do not agree with what you want to do, I will always support you. But you didn’t ask.

I can’t blame you. I wanted you to be strong and master of your own destiny. I wanted you to do whatever you wanted with your life, even if I wound up trying to stop you. I am so proud you became everything I ever hoped you could.

I just wish you knew that. There are so many things I’d have said if I’d known you were leaving, so many lessons I’d have liked to teach you. But you left. Now, you have no more lessons to learn.

I saw you do an interview once, a couple years after you left. I was so proud of you. I carried newspaper clippings in my wallet so I could brag like I used to when you were a baby. The fire in your eyes warmed me even as I felt the cold distance that I could never seem to close.

One day, I hope you find this. You never replied to my emails or messages, so I hope you eventually pick up this letter. It will be too late, but at least you’ll know. I’ll always be your biggest fan.

 

Saturday Morning Musing

Last week, I completely rearranged my room. Originally, I was just going to clean it from top to bottom (multiple times since a ton of dust had built up thanks to my pet bird whose full-time job is dust generation), moving things around so I could clean underneath them, but I got hooked on the idea of changing how my room was laid out so I would up permanently shifting almost everything. Rearranged my books, threw out a bunch of junk, set up a new shelving system so I’ve got space for additional books, and even figure out a way to flag all the books I haven’t read yet so I don’t forget about them.

What originally started as a project about taking care of myself and the spaces I inhabited turned into a sort of meditative rejuvenation projection. All the physical labor involved in moving every single thing in my room and the mental labor of figuring out how to improve on an incredibly packed room using what I had previously thought was the optimal layout left me with no energy to berate myself or get caught up in thought spirals. As a result, I was able to really clear my head for the first time in a few weeks and actually think about how I’m feeling after what had been an emotionally exhausting May and June. It felt good, once I got past the incredibly gross feeling of being coated in dust and sweat for nine hours.

Beyond just the fresh feeling of having a “new” space to inhabit, I feel like I finally got all of my emotional processing from my break up to finally click into place. There’s still some healing, growing, and changing that still needs to happen, but it’s all stuff that just needs time now. I don’t regret it, anymore. I also don’t really want to make any more “pronouncements” about my emotional state right now because I recognize that my feelings are going to shift from day-to-day as stuff happens and I continue to go through the post-breakup process. I’m sure I’ll have another day before too long where I’m upset about everything all over again because something will remind me of a part of my relationship that I loved and my OCD will seize on it so I can’t get it out of my head. If I try to deny that, I’ll only wind up in a negative thought spiral about my relationship and another one about how I shouldn’t be upset anymore. That wouldn’t be good for me.

After I’d finished the new layout for my room, finished processing all my emotions, and actually did most of the work of laying out my room, I settled into a couple of hours of putting things back to rights so I could occupy my room again. While I did, I thought about the difference between being emotional or mentally healthy and being able to cope with one’s emotions and thoughts. I am not terribly mentally healthy, thanks to how often I struggle with depression, anxiety, and OCD, but I’m actually pretty good at coping with my own emotions and thoughts. I process things quickly, can figure out what’s going on inside my head, and have healthy outlets for emotions that are not productive or useful in living a life that makes me feel good.

Sometimes, it can feel tempting to say I’m emotionally or mentally well-adjusted even if I’m not emotionally or mentally healthy. The problem is both phrases mean mostly the same things, so it can be difficult to find the right way to talk about this. When I meet people who would probably get a clean bill of health from a psychologist or psychiatrist but have almost no ability to cope with, process, or handle their own emotions, I wonder which of us is better off. I usually think it’s me, because at least I’m not a gigantic shitshow of a human being intent on making my issues into problems the rest of the world has to deal with.

These days, it feels like these kinds of people are coming out of the woodwork and showing up all over the news. Fans harassing actors, artists, writers, and other content creators online. Political extremists who know nothing but assume everyone who disagrees with them is some kind of monster. Horrible people who decide that shooting a bunch of people is an appropriate response to rejection or anger. It can be difficult to remember these people, for the most part, always existed and they only seem to be more prevalent than emotionally well-adjusted people because the current twenty-four/seven news cycle is almost entirely a platform for stirring up fear.

There is still a lot of important reporting that happens, but it tends to get lost in the constant stream of idiotic crap that spews out of “news” sources. I don’t remember who said it and I can’t find it since I don’t remember the exact quote, but someone said that governments and public figures used to mislead people by controlling what information they can access. Nowadays, governments and public figures mislead people by flooding them with information until they can’t tell what’s true and what is false. That’s a lot of what is going on, these days. The internet is flooded with crap until people can’t tell what is true and what is false. It’s incredibly frustrating.

I deal with this sort of frustration by writing about it, by talking about it with people, by trying to learn more about the problem and ways to counteract it. One of my favorite ways is summaries of recent news articles followed by citations from trusted news sources pertaining to said stories. A few people (including a friend of mine whose page you can find here) have taken it upon themselves to do just that and finding someone to help weed out the truth from the crap is great, especially when they cite their sources so you know whether or not you can trust the story.

This all went rather far afield from where I started and where I originally planned to go, but I wound up taking a break to read some stuff in the middle of writing this and got a little distracted. I hope you have a great day and find a positive way to deal with your frustrations!

Captured in Words

Once, I wanted to try to find
The words to say how I felt.

All I found were little phrases
That didn’t serve my needs
And quiet thoughts that lived
Past the edge of speaking.

I would have liked to continue,
Trying as hard as I could,
Just to see,
If I could have ever figured it out.

I never could find a way
To talk about the wonder
I felt when I looked at you.

I wouldn’t have minded
Spending the rest of my life looking.

Now, all I have left are memories
Of what I once wanted
And echoes of a feeling
I once felt resonate.

Maybe, if I can capture this in words,
I can stop feeling it
And finally let it go.

The Return to Overwatch

I’ve been taking a break from Overwatch for a while. I got to a point where my favorite teammate, my roommate, wasn’t playing very much, so I was mostly playing solo or with other friends. Unfortunately, most of the time, I got placed with people below my skill level or who weren’t trying to play well, and so I got trounced repeatedly. I’d often wind up with the most kills, the most damage-dealt, the most time on the objectives, and the most kills around the objective, four out of five of the measures of individual player achievement in Overwatch, all despite playing a tank character who is supposed to focus on keeping people alive. One or two out of the possible four (the fifth is healing and all the tanks I’m best with don’t do healing) is not a problem, but consistently getting all four is frustrating, especially when we wind up losing because I’m the only person contesting the objectives or trying to coordinate the team.

I’m no savant. I’m not even an amazing player. I’ve got a good grasp of team strategy, character dynamics, and how to figure out people. I have a few skills I’ve polished very well and I’ve got an excellent sense of timing and battle flow. As a shot-caller, I’m pretty good at figuring out where my team needs to be and what we need to be doing. As a tank, I’m good at being where I need to be. Unfortunately, as I’ve said before but with a different take-away, Overwatch is a team game. I can’t win the match on my own. I can do everything right and still lose. I can call every shot with perfection and lead every charge perfectly, but my strategies are doomed to fail if all the people who were behind me when I started peeled away to do who knows what on their, leaving me to get shredded by an enemy team that stuck together.

It can be incredibly frustrating to lose because my teammates either aren’t trying to win (“it’s just Quickplay, quit trying so hard” is a common refrain when I try to communicate with my team) or everyone is trying to play Call of Duty. I don’t might losing if the other team is just better than we are. It can be incredibly frustrating, just like any loss, but at least I know I lost because they were just better or smarter or faster than my team. Losing because my team is a pile of idiots who pick the worst possible characters or refuse to play healers or tanks doesn’t feel good at all.

A common response to this sort of behavior in matches is to just stop caring. Most of my friends don’t really care or can just shut it off when they started to get bummed by dumb Overwatch matches. They’ll lean into whatever dumb thing the rest of the team is doing and laugh as it inevitably collapses. I can enjoy that. Some of the most fun matches I’ve played have been when we did something dumb that would up working in the silliest way possible, or failing in a huge but hilarious way. The thing is, those matches aren’t super fulfilling to me. The matches I enjoy the most, that I get the most from, are the ones where we execute brilliantly timed plays, where the entire team operates in sync, where we manage to just barely scrape a win because we were slightly better or managed to combine our abilities perfectly. Those feel amazing and they’re the reason I play Overwatch.

I want those games because I feel like I’m learning something new or improving myself. I like forward progress and that’s difficult (if not impossible) to get when you can’t actually play at your current skill level. I don’t like re-treading the same ground again and again because I’m being held back.

I’m sure I’ve screwed up matches for other people. I’m not some poor victim of the twists of randomly assigned teammates, I’m also one of the perpetrators. I can get a little tilted (playing aggressively and unwisely because I’m angry) when I get frustrated. I’m good at keeping my cool and playing consistently, but I occasionally mess up horribly because I’ve misread the situation or made a terrible guess at what the enemy team was going to do. I get that most people aren’t doing it maliciously and I’d probably benefit from trying to help other people play well than lamenting that they play terribly, but there was little incentive for people to actually care during most matches or to try to be a team player beyond winning or losing the match (which people don’t always care about).

That might be different now. Recently, Overwatch added an “endorsements” feature. You can endorse allies for sportsmanship, shot calling, or being a good teammate. You can endorse enemies for sportsmanship. If you get endorsed frequently, you get rewards and a little ranking thing next to your name. It also shows what you get endorsed for by coloring each endorsement differently and showing the percentage via color around the endorsement level in your name. Now, players are rewarded for actually working as a team beyond a win or loss. You can also spot when people just get endorsed because people see no drawback to endorsing as many people as possible after a match. If they are heavily endorsed for sportsmanship and very rarely endorsed for anything else, there’s a really good chance their opponents are just auto-endorsing them at the end of matches. If their teammates like them, there should be a higher percentage of “teammate” or “shot calling” endorsements.

I’m cautiously optimistic (like always), so I’m willing to get back into the game. I’ll give constructive leadership and shot calling a try again. I’ll do my best to make my teams the best we can be, try to reward good teamwork with endorsements, and hope positive reinforcement is going to be enough to change my experience with the game. If I can get back to a year ago, when I just loved playing the game whenever I had the time, I’ll be ecstatic. If I can stop feeling frustrated every time I play, I’ll count this as a rousing success. The internet is aglow with praise for the endorsements feature, so maybe it really will mean a shift in the game’s culture.

The Dark Lord? He was more a “Shady Lord” Than A Dark One

The Wizard Derk was a simple man who wished for nothing but to putter around his gardens and magically breed interesting creatures. Unfortunately, in The Dark Lord of Derkholm By Diana Wynne Jones, Derk is selected and that year’s Dark Lord for the tours that pass through and has to scramble to perform a job that he is not only ill-suited to perform, but which was purposefully given to him in the hopes that he would be the last Dark Lord. Not only does Derk need to worry about all the “Pilgrim Parties” (vacationers from a different world who have paid to be the heroes in an adventure story) passing through on their vacations, but he has to worry about the leaders of his world who have set him up for every kind of failure they can imagine and a few they never expected.

The Dark Lord of Derkholm is a wonderful fantasy book that does a great job of satirizing fantasy. The story illustrates how silly (and how devastating) some of the typical fantasy tropes can be for the people experiencing them. World leaders complain of destroyed countrysides, ruined crops, obliterated towns, slain citizens, and pillaged homes, all while some man from the same world as the Pilgrim Parties, referred to only as “Mr. Chesney,” reaps profits that put the collected salaries of the people actually doing the work to shame. As a result of the damages, each person hosting a part of the events spends more than they earn and are in the end stages of slow economic decay. If that wasn’t enough, most of the damage comes from large groups of condemned criminals who are brought into their world to act the part of the Dark Lord’s Army, some of whom wind up escaping their prison camps in order to pillage the countryside for real, killing and burning as they go.

Each of the characters who takes part in the story, aside from the one who came up with the idea of ending the Pilgrim Parties instead of just getting more money from Mr Chesney, is a wonderful and complex person who still plays into stereotypes in ways that serve to better accentuate their characters rather than limit it. The one exception, Querida, the head of the Wizards, is an enormously powerful and clever old woman who feels one-dimensional because all she does is come up with a plan. That’s it. Her plan is to ask the oracles how to end the Pilgrim Parties and then throw as many wrenches into the works as possible. She comes up with ideas and then has other people actually figure out how to make it happen, but winds up getting all the credit for things working out. Not only that, but she expresses no concern when Wizard Derk is devastated by the results of the Pilgrim Parties, callously tries to separate him from his wife, Mara (magically, since Derk and Mara love each other and their children too much to separate), and tries to kidnap or trick most of Derk and Mara’s children. She’s awful and seems to be just as callous as Mr. Chesney.

Give the clever ways the other characters are written, how human and real they feel, with personalities distinct from each other and personal goals they pursue in entirely Human ways even as they’re tasked with seeing to the Pilgrim Parties, I can only conclude Diana Wynne Jones wrote Querida that way on purpose. There are a lot of powerful characters in this book, from Elven lords who can just wander into any part of the world they like to ancient dragons who can warp reality with the merest hint of their power, but most of them fall into one of two categories: those who respect people and those who do not. Even in Derk’s world, the ultimate victim of Mr. Chesney’s machinations, people with power but no respect for individuals without it are just as bad as Mr. Chesney and, though it is never confirmed, you get a sense that those sort of people are the ones who agreed to Mr. Chesney’s proposals in the first place. “I’ll get what I want because I have power and screw everyone else.” All of the villains that emerge are like this and so are some of the supposed good guys. The people who respect others, some of whom aren’t even people, wind up being the true heroes of the book because they work to mitigate the damage being done by this last season of Pilgrim Parties as everything goes haywire, eventually bringing the story to its happy conclusion where all the villains get punished, the ‘good guys’ are mostly ignored, and the good guys get to return to the happy lives they knew before they were interrupted by the awful ‘good guys’ and the Pilgrim Parties.

To be entirely fair, the plot itself wasn’t anything remarkable. You know from the start that things are going to more or less work out the way they seem to even though there’s not much in terms of foreshadowing, subtle or otherwise. In the end (SPOILERS), things literally only work out because the gods intervene, which apparently only happens because the world rose up to save themselves so the gods finally decided to pitch in. Literal deus ex machina. It hurt a little bit to see everything capped and explained in a few pages by gods who let all these people suffer for so long simply because the leaders hadn’t decided to put a stop to the Pilgrim Parties. Which is another example of powerful people who don’t respect less powerful people. The book is full of them, and they show up in the least likely places. Almost like it’s a theme, or something.

In the end, the only people who are truly happy are those who respect other people and treat everyone with a certain amount of kindness and care, regardless of how much power they have. The theme only becomes visible once you get to the end and can reflect back on the book, but it was a really fun read so I recommend taking the time to get there. If you want a good book that plays with your emotions and reactions to make its point, reads very easily (I cannot stress how wonderful a read this book was), and will show the humanity inherent in everything from Dragons to Griffons to Demons, definitely give Diana Wynne Jones’ The Dark Lord of Derkholm a read.

Coldheart and Iron: Part 18

READ FROM THE BEGINNING


When we opened the door, the rain of bullets flying out met nothing but empty air. One grenade rolled out, but Camille kicked it back as she and two other Wayfinders chucked a handful of grenades through the door. Half a second later, the bang of the grenades exploding was accompanied by the shriek of metal and the screams of whoever had been trying to keep us out. Camille dropped to the floor, peeked around the door, and then waved us in.

At the end of the hallway, right in front of the next door, was a machine gun mounted on top of what used to be a metal barricade. All that was left of the checkpoint was some gore, twisted metal, and the acrid smell of explosives. I stacked up on the door, two Nomads behind me and Tiffany, one of the Wayfinders trainees, across from me. I nodded to her and, after nodding back, she pulled the door open.

I fired at the first bit of movement I saw and heard someone curse as they dodged away behind one of the I-beam pillars. As I took in the rest of what looked like a large gathering hall, I noticed there were barricades set up around the bases of each of the pillars. A closer looked showed they were our barricades, but I had to duck behind the door again before I could get a count of how many there were.

“They’ve got our barricades set up!” I yelled over the din of gunfire from the gathering hall to Camille who was still looking around the corner at the far end of the hallway. “We’re going to need more grenades.”

“But your barricades!” One of the Nomads, a man who looked maybe a few years older than I was, poked his head out into the open doorway for a moment before a bullet whizzed past his face. He flattened against the wall again, his eyes glassy with a mixture of fear and adrenaline. “Won’t you need them?”

“Not if we’re dead. Pull!” I grabbed one of the grenades tossed forward by Camille and, after pulling the pin and waiting a second, tossed it high into room. It landed behind the barricade my first target had hidden behind and I watched as three bandits scrambled out from cover to get away from the grenade. They weren’t fast enough.

One of the grenades that had landed near the center, short of the others, burst into smoke and, after a few seconds, I waved my group forward. We rushed forward and off to the side, directly toward the now-smoking ruins of the barricades I’d hit with my grenade. With the Nomads covering us, Tiffany and I did our best to reassemble the barricades in a dozen seconds, took cover behind them, and cleared out the next set of barricades from our position. After trading places with the Nomads, Tiffany and I rushed forward again, to the next barricade, moved them around, and then settled in for a longer slug fest.

All across the smoke-filled room, we listened to the crack of rifles as our squads moved through the smoke to engage the bandits. Every so often, a bandit would pop up from behind a barricade to shoot and Tiffany or I would take them out. Just as the smoke started to clear, a grenade sailed out of the smoke and landed next to us. I kicked at it, scooting it across the floor, but Tiffany tackled me away from the barricade, swept around to the front, and then started pulling me around it as the grenade went off.

A few bits of shrapnel hit me in the left leg as I was being dragged around, but the barricades protected us from the worst of it. I started to roll around to the front, but Tiffany slumped over on top of me. I immediately pulled her around the other side of the twisted barricade and fired a few blind shots over it to cover me while I checked her out.

The battle raged around me as I provided first aid to a bullet wound in her side. Thankfully, it had mostly just taken a chunk out of her side as it went rather than going through her or hitting bone, but she was definitely out of the fight. I covered it with gauze, wrapped the whole thing in some duct tape, and then told her to get back to the rest of the injured people when we cleared the room. After she nodded, I wrapped some tape around the oozing shrapnel wounds in my leg, and rejoined the battle.

A few minutes that felt like hours later, we’d cleared the hall, blocked all the doors but the our retreat, and started taking the wounded back to join the rest. No one died, thankfully, but we had two more Wayfinders out of commission, including Tiffany who was angry she wouldn’t be able to help rescue Natalie, and only one Nomad. After collecting the surviving bandits, we took their remaining ammo and grenades before tying them all to tables, spread eagle so they couldn’t move.

While I was heading that up, trying to ignore the pain in my leg as I walked, Camille rigged up traps on every door but the first one we planned to search. There had been no sign of Natalie, Jonathan, or the bandit leader, so we were going to have to search through what the map we found called the dormitory, the training rooms, and the ‘homes,’ which were basically large apartments that went underground rather than further up. Apparently, the bandits had planned to make this a permanent city.

After Camille was finished, we stacked up on the door again and repeated our earlier procedure, this time with the help of the mobile barricades we hadn’t wrecked. Open door, let bullets fly, grenades, approach, cover, return fire, and then throw a couple of grenades or shoot until all bandits are killed.

The first door, to the training rooms, went quickly. There were almost no bandits in there and, after we blew up the checkpoint and machine gun nest, the rest surrendered. The apartments weren’t even dug up yet, so the hallway ended in a gigantic empty concrete room–larger than even the gathering hall–with a dirt floor covered in digging equipment. By Camille’s count, we’d only killed a little over half of the bandits we’d seen and only a handful of the Laborers. As a result, we changed strategies a little bit when it came to assaulting the dormitory.

This time, when we opened the door, we just threw in a few grenades and then slammed the door shut again. After they went off, we opened it back up and fired blindly down the hallway. When no response came, we peeked around the door and found the checkpoint deserted. The machine gun, a chunk of twisted metal at this point, resting on the ruined remains of the metal barricade.

“Camille.”

“Yeah, Cap?”

“Shit.”

“Yeah, Cap.”

“What now?” I stepped into the hallway, following Camille as she silently stalked forward.

Camille shook her head and signaled me to stop following her. I fell back to the door, gesturing for every else to do the same. She held her rifle tightly to her chest and crept forward until she was pressed against the wall next to the door. She carefully put an ear to the door and didn’t move for a couple of minutes. Eventually, when she finally heard whatever she was listening for, her face hardened and she made her way back to us, silently but swiftly.

“They’ve got something prepared on the other side of that door.” Camille was whispering as she pulled everyone back from the hallway and closed the door.

“We need to figure out how to spring their traps safely. Can we blow through the door?” I held up my last grenade.

“Probably not.” Camille held up a single grenade. “We’ve only got five left and it took almost two dozen to get that first door open. I’ve got a different idea.”

I put my grenade back on my belt and stood back. “You’re in command. You don’t need my permission.”

She nodded but I the hard look on her face still hadn’t faded. “Grab some of the injured but still mobile prisoners.”

“Ah.” I took a deep breath and looked her in the eye. “You sure?”

“I said it, didn’t I?” Camille gestured to two of the Wayfinders. “Each of you pick out a prisoner and bring them back here.”

Five minutes later, hands tied to their empty guns, Camille sent them forward to stack up on the door and, after a moment, open it. Judging from the way the prisoners eagerly went along with the plan, Camille seemed torn about changing it. Before she had a chance to change it, the prisoners rushed forward and yanked open the door. As they did so, we all dove for cover and prepared for the worst.

A moment later, the door into the hallway was blocked by concrete and everyone outside it was covered in aggregate dust. “Shit.” I coughed.

Camille stood up and shook most of the dust off her head. “Everyone up and get your guns on that door way! I want Marshall, Alice, and Lauren to set up barricades to cover our backs if they show up through some secret door. Everyone else, pair up with someone and take turns getting your faces clear. Move!”

A busy minute later, we were all set up around the filled doorway, waiting for something to happen. A few more minutes ticked by until, finally, we heard the voice of the bandit leader somewhere above us.

“A pity that trap didn’t catch more of you. Three should be enough, though. There are so few of you left.”

We all looked up. At the top of the main hall, some thirty feet above the ground at the opposite end that we’d originally entered from, a light had turned on and a small balcony was being lowered. I could see figures standing in the shadows of the alcove that must lead to somewhere in the dormitories.

“You’ve done an excellent job, but it ends here. You’ve got some of my soldiers, and I’ve got some of your commanders. We can trade and you can be on your way with whatever you’ve got in your hands, or we can kill your commanders and then shoot you from up here. There’s not enough cover for you to hide behind, at this angle.”

Al stepped forward, pulling Natalie by her elbow. From the bloody look of her face, they’d apparently been interrogating her. Jonathan didn’t look any better. They both had their hands restrained behind their backs and both got prodded to the edge of the balcony by Laborers wielding automatic rifles. “If you do anything but lower your guns, we push your people to their deaths.”

“Cam.” I whispered, not even daring to move my mouth. I heard her clear her through and the almost silent click of safeties being released. “How do we know we can trust you? What’s to stop more of your people from gunning us down as soon as we lower our weapons?”

“My word.” Al spread his hands smiled his same, vile little smile. “That’s all the assurance you’ll get fro-”

Five rifles cracked in unison and Al, two bandits, and the two Laborers with their guns trained on Natalie and Jonathan, all fell. Natalie spun, ducked, and pulled her hands around to the front. She grabbed one of the automatic guns and kicked the other to Jonathan. They both opened fired into the alcove and the rest of the Wayfinders weren’t far behind. A few seconds later, it was all over.

I ran forward and started stacking tables with the help of the other Nomads while Camille got the rest of the Wayfinders into a better position to monitor the alcove. Within a few minutes, we had a stack that was high enough for Jonathan and Natalie to drop down onto. Instead of them both hopping down, Natalie lowered Jonathan to me. “Grab him!”

I grabbed Jonathan and helped him to the floor, Natalie following behind. When he got there, I realized he’d been hit in the chest during the firefight, only staying on his feet due to adrenaline. “Shit!”

Natalie swept up, grabbed my first-aid kit, and started cutting off Jonathan’s shirt. “Hold him. I need to see if it came out the back.”

I called over two of the Nomads and we gently rolled Jonathan onto his side as Natalie continued to cut his shirt away. A moment later, I heard her swear. “No exit?”

She shook her head. “It’s still in there, somewhere. Where’s Tristan?”

I gritted my teeth. “He died in an ambush at a checkpoint when we first broke out.”

“Can you do it?”

I looked down at my suddenly nerveless hands. “I can try. I don’t know nearly enough for this, though.”

Jonathan coughed suddenly. “I can…” Jonathan coughed again and I saw blood fly out of his mouth. “W-walk you through it.”

“Sure thing, Jon. Just take it easy.” Right as I turned to yell, two Wayfinders appeared with a stretcher. “Get him on that and get him into one of the storerooms. They’re cleaner than this place, right now. Grab all the first-aid kits you can find and see if they still have Jonathan’s pack in the storage room.”

I leapt to my feet, pulled Natalie to hers, and gave her a kiss. “I’m glad you’re safe.”

“Ow” Natalie winced.

“Sorry.”

“You’re okay. I’m glad you’re safe, too. I love you.” Natalie pushed me toward the door, where the Wayfinders bearing Jonathan had already disappeared.

“I love you, too.” I ran after Jonathan. “While I’m performing my first surgery, send someone else to tell the other injured people to do something longer-term about their injuries.”

“Aye, Captain.” Camille saluted. “We’ll take care of rooting out the rest of the bandits and Laborers. You save our surgeon.”

I fought down the urge to scream as I ran and settled for a single word as I entered the makeshift surgery suite. “Shit.”


 

Tabletop Highlight: Figuring Out How Much is too Much

The fun of inventing new societies, creating entire civilizations, and developing cultures is what draws me to storytelling, at least when it comes to what I get the most from. As a result, I really enjoy playing Dungeon Master and one of my favorite parts of running my own Dungeons and Dragons campaigns is the prep work. The thing is, preparation work, especially world building, is one of those things that will take exactly as much time as you’re willing to give it. One of the most important lessons I’ve learned as I’ve practiced storytelling, both as a writer and a dungeon master, is that there’s a fine line between over-preparing and creating a world that doesn’t feel real.

One thing that dungeon masters often need to do is create towns and cities for their players to encounter. If it is a sizable city, chances are good that there are multiple blacksmiths the players could hire to create them some new gear. Some of them might be better than the others, some might have a preference for particular kinds of work, and some might just hate adventurers. They all have names, pasts, business practices unique to their specialties and levels of experience, and they all have opinions about each other and each other’s work. You, as the dungeon master, can figure all of this out or you can spend the time working on the political situation that it is likely the players will encounter instead of the intricacies of business and the people behind said business that will mostly be ignored by the players who only want to know who the best smith is (which is usually easy to figure out). To be entirely fair, some players might be more interested in the business scene than the political one, so maybe that’s the system that’s more important to your next session. Or maybe they won’t be interested in either the business or political situations and will just want to kill some monsters and protect some peasants, so maybe you should spend more time focusing on the environment around the town.

The key to figuring out what you need to prepare the most is in figuring out what your players will want. I’ve never met a player who changed what they were interested in from one session to another aside from one player who was literally just doing it to point out the holes in the world and ruin everyone’s good time. All players, even the aforementioned asshole, tend to be very consistent. Your first few sessions with a new group might need a little more work because you’re not sure what they’re going to care about yet, but once you’ve gotten a feel for them you learn where you need to focus.

The way I view dungeon mastering is that I’m basically creating the world only about as far as the next few steps ahead of the players. There’s always a horizon, major geographical features, and a sense of society behind it all, but the majority of the world is an empty canvas I only fill in as the players move or discover. If you wind up preparing in the wrong direction or keep trying to push your players in the direction you want them to go in, they’re going to wind up walking into all of the blank spots and feel like the world isn’t as solid enough to really believe in. Some players are more willing than others to ignore the empty spots they find, but most of the reason most people play Dungeons and Dragons is for the immersion you can achieve when you set aside the concerns of the primary world and fully embrace the secondary world. These are the people I run for and this is the kind of player I am.

No matter what you do, there will always be hiccups. You can’t have every name ready and planning everything out in excruciating detail so you’ve got the name of every blacksmith and item shop proprietor prepared is a quick recipe for madness and frustration when 99% of it winds up going unused. I’ve even seen dungeon masters get angry with their players for not exploring and caring about the world as much as they did. I’ve even felt it myself, when I took the time during the week leading up to the session to prepare an exciting encounter and a new bit of the world for them to experience and then my players spend two hours dithering about who goes on what errands and what supplies they need down to the last copper.

It can hurt to put in a lot of work and not get to see it come out in your game session, even when you know it’ll come up in the next one or the one after that. It doesn’t hurt much, though, so long as you focus on making sure there’s plenty of world for the players to experience as they dither about and shop for really weird things you’d never have imagined they wanted. Really, it just give you a week off of preparation. If all you can see is all the work you’ve done going unnoticed or un-experienced, you’re going to eventually lose your temper.

Part of the problem is how the line between too much and not enough shifts from group to group and even from session to session. My players care a lot more about the names of the people around them if they know they’re going to be in the same place for a while. They also tend to care less about the actual layout of the town the longer they’re there or the bigger the city is. For over two years, they’ve gone through literally the same town every time they enter a civilized area without ever realizing that they’re all laid out the same. All I’ve had to do is scale it up based on how many people live there. I created my second city just recently because I needed something different for a future adventure they’re probably going to go on. They don’t care what the places look like because they’re more interested in the people and the plot than the exact geography, which works for me since I can create interesting characters with ease and I’ve got a list of random names sorted by race and status so I don’t need to spend any time trying to figure them out when I make up a new NPC for them to befriend/eventually fight.

If you’re trying to figure out where the line is for your group, I recommending starting with more detail and slowly scaling it back. That way, you can avoid subjecting your players to a campaign full of blank spots before you figure it out. Step it down slowly and you should be able to notice when your players start to feel like the world isn’t as real as they’d like. At that point, kick it back up a little bit more than you think you need to and work to achieve a level of effort you can still enjoy. You’re supposed to have fun, too.