I Finally Saw Hamilton

On Tuesday of last week, the twenty-eight of August, I got a notification on my phone I had always dreamed of getting but never expected to actually get. I had won the Hamilton lottery and could purchase one or two tickets to see the show in Chicago on the following day. Needless to say, after spending two minutes freaking out, I bought two tickets and then started going down my list of people to invite. Unfortunately, my first pick was busy since it was his first day back at work (as opposed to cleaning up while on the clock) following the flooding and he couldn’t get the day off to drive to Chicago for a matinée showing. Thankfully, one of my roommates was my second choice and he was able to get the day off. So I went. Even with eight hours of driving due to traffic and construction, it was worth it.

Hamilton, Lin-Manuel Miranda’s big-hit musical, was the most beautiful thing I’ve ever seen. I cried throughout it, not just at the emotional moments, of which there were many, but whenever the writing, acting, vocal work, staging, and lighting came together to create these wonderful little moments of perfection. As a whole, the musical showcases some of the most clever writing I’ve ever seen and sets aside the tried-and-true method of weaving songs together for one that relies more heavily on certain phrases that are the best foreshadowing I’ve ever witnessed. Between the moments where the songs themselves pull you out of the show, to impart some useful historical information or to help move things along, I was caught up in a world of song and voice. I can’t remember what the people who sat in front of me looked like, despite the fact that I spent three hours staring over their shoulders. I lost sight of everything while the show was in full swing. I was more caught up in this show than in anything else I’ve ever seen, read, or done. The full three hours of the show passed in a blink, interrupted only by an intermission that felt longer than either half of the musical.

While I can’t speak about the show in a general sense, since my only experience with it was the specific show being performed in Chicago, I honestly can’t imagine how it could ever be done poorly. The set was fairly standard, a level stage with an upper deck the actors could reach using a couple of on-stage staircases or some off-stage ones, and mostly functioned as a place for more of the chorus to dance and sing from, though it was used to add emphasis for some characters during important moments. The set was used entirely for staging, for dictating where people moved and how actors showed up on stage. All of the scene-setting, all of the environmental stuff that told you where the bit the actor were currently performing, was done entirely through lighting and the clever use of props. Using stuff like tables, desks, stools, and various similar things, they were able to create everything from a tent in the Revolutionary War to bedrooms or open fields. The best part of the staging was their use of a two-part turntable so one group of actors or props would spin one way and another group would spin the other way. They used this to amazing effect in one of the songs during the second half of the show, “Hurricane.” It blew me away and created the images that have stuck with me the most.

Honestly, the entire show was memorable. Each moment felt perfect, each little bit of acting and each scene being set felt like it was perfectly natural and complete, like it was unfolding on stage the way it certainly must have unfolded in the eighteenth century (with perhaps some liberty taken for language). I’ve been listening to the soundtrack since I got back into my car after the show and I feel like I can sit back, listen to the amazing music, and rewatch the entire show in my head. Each of the actors stood out from the crowd in their own ways and there was no wasted movement as they made their way around the stage. It was super clear they had the practiced precision that comes with repeating something dozens of times, but the emotion and energy they put into the show felt like this was their first night in front of an audience.

I don’t want to go too deeply into the content of the show because I avoided everything from the music to plot summaries for almost three years before I finally got to see Hamilton and I’m so glad I did. The sheer wonder and powerful emotion in some of the songs would have created scenes in my head and I would never have gotten the chance to see the show for the first time without any expectations or preconceptions. It was worth the years of denial for that moment when the lights dimmed and the first actor walked out on stage. I know it’s probably too late to recommend that you do the same thing, but hold on to that abstinence if you’ve managed to stay away so far. The music is magical and there are scripts out there you can read, but the show itself is better by far and worth waiting for.

What I will say is that it’s a relatively modern take on Hamilton, specifically it reflects modern scholarly opinions of Alexander Hamilton and some of the other Founding Fathers. The music is pretty Hip-Hop centric, which is another way it’s modern, but it seems like a pretty accurate portrayal of history, with the only liberties taken being in the way the characters spoke to each other rather than how situations resolved. I did some research to confirm this and it’s as accurate as a couple hours of reading can show. I’m sure a dedicated historian could shed more light on the subject, but I don’t have the time for getting another bachelor’s degree before writing this review.

I suggest downloading the Hamilton app so you can participate in the lottery or, if you’ve got a bit more money to spend, buying tickets the normal way. No matter where you see it, no matter who you see it with, it’ll be one of the most memorable days of your life. I suggest you go invest in enriching your soul.

Coldheart and Iron: 27

READ FROM THE BEGINNING


The nomads’ old home was in the third, fourth, and fifth floors of a ten-story apartment complex. As we walked up to it, there was an old wooden sign by door that once proclaimed this building was the Park Estates but had been spray-painted over sometime in the last couple years. Now, it read “Headquarters of the Chicago Gents” in fluorescent orange and had a few splatters of blood on it.

“So you actually had to fight your way in, I see.”

“Yeah. Most of the patrols just ran, but the guards out here stayed and fought. I’m having Lucas look around for any more patrols, though”

“Sounds like you underplayed what you did to capture their base, Camille.”

“Not really. I had Lucas cover our backs and left one person to shoot at their defensive position at the front door while I led everyone else to the roof. They didn’t have anyone up there or ever watching all sides of the building since every other door and window on the first two floors is sealed. So we cracked the door and cleared them out. They were panicking when we started shooting and we just took them down. I’ve got a sniper on the roof scaring off anyone who pokes their head out, though.”

“I can’t wait to get some rest!” I stretched my arms and sighed. “It’ll be nice to sleep for a few days.”

“That’ll have to be later, unfortunately. There’s some cleaning to do, though I had everyone I could spare get started on it. We made a mess.” Camille wrinkled her nose and popped open the door. “Honey, I’m home!”

One of the Wayfinders, came down the stairs carrying a body wrapped in plastic and smirked. “Great, now help us haul around everyone you killed. There are a lot of them.”

“We’ll need one of the small supply sleds to move the corpses, so just dump it here for now and help carry supplies upstairs.” Camille gestured out the door at the Nomads who’d stopped to gaze around their old home. “I think they might need a few minutes to get used to how everything has changed.”

“Right away, Lieutenant.” the Wayfinder dumped the corpse inside an apartment and I got a glimpse of the other corpses inside, waiting to be hauled away.

“Any of them still alive?”

“No. I tried to leave a few injured but alive and they just kept trying to grab their guns so no it’s on Lucas’ group to capture someone alive.” Camille shrugged. “From the duty rosters we’ve found, I’m pretty sure that are at least a dozen other patrols out there.”

“Eleven or fewer, now.” Natalie walked up with her pack and an armload of papers. “We took out one of them on our way to the rendezvous. Once Lucas gets back, I should have their maps and routes copied into my maps so we can make sure we won’t run into any of them.”

“I’m more worried about them coming back here at some point.” I gestured for Camille and Natalie to step aside so people wouldn’t have to walk around us. “You’ve got a sniper on the roof, but what about someone on the ground to grab them if they sneak up?”

“That’s my job. Now that you’re back and once you’re unloaded, I’ll be going back outside to do a circuit of the neighborhood.” Camille moved toward the door. “Speaking of which, let’s get you unloaded.”

It took us a few trips to get everything up the stairs, but we managed it by mid-afternoon. It would have been faster, but there was, as Camille said, a lot to clean up and the Nomad parents didn’t want to expose the children to all of the blood and gore. It took most of the rest of the day to get the corpses moved since there were more of them than I wanted to count. Camille had led the Wayfinders in an absolute slaughter. As the sun began to set, the Nomads began walking through their old home, setting everything to rights and gathering everything the bandits had left behind onto a table in the central rooms while I led the Wayfinders in getting a meal started.

Once we’d finished cooking, using most of the perishable supplies after checking that they were still good, Lucas and the scouts showed up. By the time we’d served the food and the Nomads started going over everything they’d found with Natalie, Camille returned.

“Any luck?” Lucas looked over at her as he scooped stew into his mouth.

“Yeah. I found a small patrol. They’re cooling their heels in one of the lower areas. We’ll get to them in the morning. Now, I just want food and a bed.”

“Ask and you shall receive!” I placed a bowl of stew and an ancient biscuit in front of Camille. “Soak the biscuit before you bite it. I recommend using the stew, but Lucas seems to be enjoying his biscuit water well enough.” Lucas raised his glass and swirled it around, sending the soggy lumps dancing again.

“How’s the state of our supplies?” Camille stuck her biscuit into her stew and then used her spoon to push it to the bottom of the bowl.

“With what we’ve picked up here, we can wait a week before leaving and then take out time getting to the enclave without worrying about running out. We could even wait here for the Blizzard to pass, first, if that’s what we want to do. That’d require hurrying once the Blizzard ended, but we’d still have a day or two of buffer without moving too quickly.”

Camille nodded, a pensive look on her face as she picked at her stew. “One of the bandits offered up a bit of information as I dumped them in their new temporary home. He said there’s a rumor going around, passed between bandit groups when they trade, that the Chicago enclave has some big thing happening before the blizzard.”

“Yeah?” I sat down with my own bowl of stew, sans biscuit. “Did they finally figure out where the heat was leaking out of the subway system?”

“No. Maybe. They rumor wasn’t about that. Apparently, they’ve got some kind of wall or barrier tech they’re going to put to use before the blizzard. According to the rumor, it’s supposed to fix everything including the cold so finally people can use computers outside of bunkers, grow food outside of greenhouses, and protect them against any of the monsters that show up.”

“Does it grant wishes, too? Maybe provide us all with immortality?” Lucas sniggered and took a swig from his biscuit water. “Maybe it can provide everyone with biscuits that are entirely water-soluble.”

“Laugh all you want, but this guy believed in what he said. Maybe it isn’t everything he wants it to be, but the rumors are worth checking out.”

“It’s kind of a moot point since we’re going there anyway.” I shrugged and stirred my stew a bit. “Does it really matter?”

“If the rumors are true, we should probably get there sooner, rather than later. I’d suggest skipping out on the rest we had planned and heading straight there.”

“We’d have a mutiny on our hands.” Lucas set his glass down and pushed his bowl aside. “I’d mutiny.”

I gestured at Lucas to calm down. “What would we gain by heading there before the Blizzard? If they’re testing out some new technology, better to wait until it’s been put through its paces before we put ourselves at risk near it.”

“That makes sense, Marshall, and I’d normally be one hundred percent with you on this, but there’s something you’re both overlooking.” Camille leaned on her elbows and propped her head on her folded hands. “If this group of bandits is sharing rumors with us that they’re getting from other groups of bandits, and they actually believe everything they’re saying, what do you think is going to happen to the enclave when they start up their barrier?”

“It’ll keep bandits out, so who cares?” Lucas shrugged.

“The bandits will attack and try to claim the enclave, and this barrier, for themselves.”

Camille nodded. “And if we want to keep the Chicago enclave alive, perhaps even settle down there for an extended rest, then we should go offer what help we can before it’s too late.”

“Shit.” Lucas sighed and pulled his food back towards him. “I’m going to eat, talk to Natalie about maps so she doesn’t murder me, get eight hours of sleep, and then head out. I’ll listen for more rumors and start clearing a path to the enclave. I’ll send a scout back for you all, so be ready to move by noon.”

I smiled at Lucas as he shoveled food into his mouth. “How do you know what I’m going to decide?”

“It’s easy.” Lucas shrugged. “You always opt for whatever is going to help people or protect the people trying to keep society together. Plus, they need our help. Not even the Chicago enclave could take on the full force of the local bandits.”

“Well, now you have the force of an order behind your plans. Get it done, Lucas. We’ll catch up to you tomorrow.”

“So much for resting up.” Camille spooned stew into her mouth. “I’ll revisit the prisoners in the morning, make sure they’ve shared everything they’ve got for us. In the meantime, I’m going to finish eating and then crash.”

“Get some rest. I’ll take care of guard tonight. We’ll need you in top form for clearing the way forward tomorrow.” Camille nodded and I turned back to my stew, planning how to tell everyone we weren’t going to stay here as we originally planned. It was going to be a hard sell, especially for the nomads, but the prospect of a return of at least parts of the life we knew before the collapse would be enough to tempt anybody. Even now, I had to push down the excitement bubbling up inside of me. I needed to stay focused, or else we’d never actually get the chance to find out.

Tabletop Highlight: Creating Fun and Interesting Characters

Having played and run tabletop games for over 8 years, I’ve learned a lot about what it takes to create a fun, interesting, and engaging character in almost any tabletop RPG. While the strict definition of those first two descriptors means there’s a lot of subjectivity involved in the process, there are a few things you can keep in mind while you figure out what you think would be fun and interesting that would help keep the game an enjoyable experience for you and those playing with you. For the most part, they fall into two categories I’d summarize as “the ability to be engaged in or by the story and other characters” and “a series of imperfections that expose them to risk.” These are two fundamental parts of creating a character that are generally built into tabletop games with a basis in hard numbers but they can often be overlooked in other games. Additionally, the later can be avoided in hard number games like Dungeons and Dragons if the player optimizes their character in such a way that obviates all risk.

For the most part, exposing your character to risk is part and parcel with playing a tabletop game. There are some characters who avoid most risks as a result of their playing making them cowardly or extremely self-centered, but those often include the risk of negative social consequences or a loss of advancement opportunities (advancing via level or ability progression, specifically). Risk is a pretty broadly defined word and the only real way to avoid it entirely is to find a way to make your character so powerful that nothing bad can happen to him or to play with a group of people who are going to enable your (the player’s) machinations and rule-lawyering (a term that means you rely on your knowledge of the rules, their exploits, and the various gaps between them in order to manipulate an interaction in the game, either as the player or as the character, so that it resolves to your advantage). Typically, the only players who do this are the ones who actually enjoy having a character who never fails, so most of the failure here is the fact that it often frustrates other players, by either wasting their time as you argue through some obscure rule with the GM (who is always the final arbiter of rules but often lets things slide just to get the game going again) or by making their characters essentially useless.

Risk is essential because it the main vehicle for growth and change in the story your character is telling. Even if they aren’t a central part of whatever plot is currently unfolding, being unable to make them strive or risk something means they’re going to remain unaffected by whatever happens. They might learn new information or they might gain interesting new abilities, but there’s no way for them to actually change their course unless they fail something. Failure is the best teacher there is and sometimes the price of the lessons we learn are steeper than we’d like. If there was no risk of failure or loss, then what is the point in playing out the scenario? We all roll dice because we’re not certain of the outcomes and removing the chance of failure removes the need to roll dice. At that point, you might as well be reading a book or listening to someone tell a story. Sometimes, you lose it all and your character dies. Sometimes they lose something important to them. That’s just part of the game and the sooner you accept that you might need to let go of a character you loved, the sooner you’ll be able to really enjoy the character you’ve created and their experiences in the world of the game.

Thanks to the structure of games like Dungeons and Dragons, your character is automatically a participant in the story that’s about to unfold. If your character wouldn’t actually leave their humble origins and go on an adventure, you don’t actually make them. There’s always some part of them that has a goal to accomplish or some reason to want to explore the world beyond their village. In other games, it isn’t always that simple. Some games, like any that use the Fate system, require a little more intervention on the player or GM’s part. A lot of the Fate system games are based a little more in real-world sensibilities. For instance, the Fate game I’m currently playing in is based in a fictionalized version of the city we all live in because we’re familiar with it and the game requires a certain amount of city knowledge in order to navigate the game and tell a story together (the Fate system is much more role-play intensive and gives more story-telling power directly to the players). As a result of this more real-world feel for our game, are people need to be functional adults in this game. We all have lives and jobs and responsibilities that existed before the game began and most of which still exist after the game has begun. If you weren’t careful, it would be possible to create a character who has little connection to the plot and the other characters, which makes it even more difficult to keep them involved in the story. The GM can only do so much. The rest is on the player to write their character in such a way that it is easy to involve them in the story or else they’ll spend more time sitting out than anyone else.

The easiest way to get your character involved in the story is build in some flaw that allows the GM or other characters to pull them along. Maybe they have really bad luck and a history of being in the wrong place at the wrong time, as my character in the Fate game does. Maybe they’re an insatiable thrill-seeker with little regard for their personal safety or the lives of others, like my first fifth-edition character was. Maybe they feel it is their duty to protect the overlooked members of society and are banished from their home for speaking out against their lord when the lord raised taxes too high for the peasants to afford. Maybe they’re easily swayed or they have debts they need to pay. Maybe they’re morbidly fascinated by crime scenes and bought a police scanner so they can go gawk every day. Maybe they are so meticulous that they can’t rest until they’ve reviewed every little detail that seems out of place. All of these things have one thing in common: there’s something that allows them to be easily put in danger, manipulated, or otherwise involved in whatever is going on at the time. If you’re having trouble thinking of something that would be applicable to your current game, just ask the GM for suggestions that would make it easier for them to set a plot hook or get the players involved in some story they’ve cooked up.

How you specifically apply these ideas is really up to your own interpretation. Like I said earlier, your definition of “fun” and “interesting” is probably different from my own and you should make sure your character fits into them. Including the two things I mentioned here, risk and engage-ability, should easily fit into your definitions, though. And don’t be afraid to give them more flaws or take more risks than necessary. Most of the fun in tabletop RPGs comes from success against all odds or when everything hilariously blows up in your character’s face.

Descent Into Darkness

“Listen well, children, for I shall tell you of the world we lost and how this place came to be. Of what once was and may someday be again.

“The world was peaceful, once. A place of prosperity, light, and community, where anyone could reach out and connect with whomever they wished. Though conflict remained, it was small and often little more than jest. A brief disagreement blown out of proportion as a symbol of the bond between two brothers. Brothers born from a shared love rather than the same mother. Truly a time when the commonality between men mattered more than the weak bonds of blood and circumstance.

“Some decried this time of peace and love as nothing more than the death throes of a society brought down by its own complacency, and they may have been right, seeing how we now live in darkness and solitude, all that we once held dear lost to us as the great libraries of Alexandria were lost to the Ancients. So to, has much of our culture and what made us great been lost to us with nothing more than the elements to blame. And we, proud and once mighty, assumed ourselves safe from such trite things as a storm or the wind and rain.

“But no. We were proud and we were wrong. And now we pay the price of our hubris as we live out the rest of our days in darkness.”

“Charlie.”

“As the darkness descends ever deeper, we must-”

“Charlie, do you and the kids want cupcakes?”

“Mom! I’m trying to talk about the collapse of human civilization!”

“What? It’s just a power outage. Are you that upset you can’t play your games online?”

“This isn’t about that!

“Leave your cousins alone and go read a book.”

 

Saturday Morning Musing

Ever since the flooding in the Madison area happened, I’ve started to regard thunderstorms and rain storms as actual storms rather than a simple minor shift in weather conditions. I used to enjoy sitting on my porch during storms, drinking a beer or just watching the rain fall. Now I can’t really shake the feeling that I’m looking at one of the first steps required to create a natural disaster. I used to take comfort in rain but now I spend most of the storm wondering if this is going to be enough rain to flood again or if the slow but steady rain over several days is going to make the lakes and rivers around here rise even more. I’m not in any danger, thankfully, but tons of people who live near me are in danger, as are a bunch of people I know.

Storms were once incredibly dangerous weather phenomena because they could knock over buildings, wash away months or years of hard work, and easily ruin the lives of people who were in their path. As humans developed into what we are now, we learned to set up our lives in such a way that it would mitigate the dangers of a storm. Things like better building techniques, irrigation, mechanical pumps, and stuff like gutters or cisterns or aqueducts are all things we’ve developed or learned to use as part of our adaption to storms. Most of them were meant to make it more likely that we’d survive the storms or to prevent the storms from wrecking our things, but some of them were things we built to make the storms work for us. Humanity, ever-adapting, learned to be able to thrive in an environment where chunks of ice, huge globs of water, and the occasional bolt of electricity are fairly frequent over the course of a year.

We got used to the storms and nature’s wrath expressed through earthquakes, giant storms, hurricanes, tornadoes, and lava spewing out of giant rocks on the horizon. We learned to adapt and to build our homes in a way that would leave them somewhat more likely to survive the same disaster again. We refused to move away from places we’d adopted as our homes and determined we would master our environment. No amount of flooding, storming, hurricaning, or erupting would stop us from living where we wanted. For a while, that even worked. We built giant walls to keep the water where we wanted it, with complicated doors and windows so we could control where the water went once it was gathered up. We learned how to make big, strong buildings that would not only stay upright in an earthquake, but protect the people inside them. We learned how to predict eruptions and what to do when they started in order to save as much of our community as possible. We figure out how to predict the worst of the storms and then communicated to people that they needed to hide in specially designed shelters. We just adapted to the problems we found in our areas, invented insurance to pay for the homes that kept getting wrecked, and carried on with our lives.

And then we screwed it all up. Thanks to global warming and the fact that the entire world dragged its feet on responding (and many parts of the world still refuse to respond and at least one significant part of the world refuses to accept as fact), we get the leveled-up version of every storm. Hurricanes flood and destroy the costs. Tornadoes rip apart the interior of the US. Earthquakes show up in areas where there never were any before. Giant waves wreck coastal countries. Rainy seasons and typhoons stick around much longer in come areas and disastrous droughts show up in other places. Wildfires burn all summer and destroy ever larger patches of land. All the while, the people leading my country stick their heads further up their asses, people with money decide how best to screw over everyone else, and reactionary politics starts working its way into political systems that seem designed to let them have their way. The world is on its way to hell in a hand basket and it feels like all I can do is watch. And write.

I don’t really think I’ve got the power to change much right now. I’ve got a platform and a voice, but not a lot of people listen. I’m not even the person people should be listening to for these problems. Those people are screaming at the top of their voices and all the systems that should be taking notice are ignore them. It sometimes feels like there isn’t much of a point to trying. I wonder if there’s any point in trying all the time. Not about sticking to writing, I’ve thankfully passed that point in my life, but about trying to make people see what’s wrong in the world. So many people want nothing but confirmation of their own biases or to be told that someone else is taking care of the problem. What’s the point of reaching out if everyone who will listen already agrees with you and everyone else refuses to accept anything that differs from their opinion? In the age of the internet, it’s super easy to find whatever you want to confirm your incorrect beliefs. I mean, we’ve got people who think vaccines are bad because one shitty-ass doctor lied to the world (and lost his license) and we’ve got people who believe the Earth is flat because some people wanted to figure out if they could make people believe something stupid. How the hell do you try to talk to people about scary, difficult topics in a world where people will believe governments are controlled by some fictional “deep state” and that a bunch of money-grubbing assholes are actually prophets of some insider who will shortly expose the “deep state” for the dark cabal of secrecy and manipulation it supposedly is?

The world suddenly got too weird for me to understand it. I want to be a voice of reason, but it’s pretty clear that people care less and less about reason lately and more about emotional appeal. But only emotional appeal that benefits them because screw all the people who die due to, or have their lives ruined by, worsening natural disasters, racism, police brutality, fascism, extreme poverty, or disappearing natural resources.

Normally, I’d like to go sit on my porch and take comfort in the rain that’s gently falling on the area, but I can still see the pile of ruined furniture and carpet sitting next to my neighbor’s driveway if I do, so I can’t really enjoy the rain that’s probably helping to grow mold behind what’s left of the drywall in their once-finished basement. Instead, I’m going to sit here and write something until I feel better about being unable to make the change I want to see.

 

Today is My Birthday

After a certain point in high school, I haven’t been super fond of my birthday. To be honest, I never really dissected that. I don’t know if I ever spent any energy on why I’m decidedly neutral on the subject of my birthday before today. I’m all about other people’s birthdays and throw myself into celebrating them as much as I can with my limited means and social energy. But not mine. I like to mark them, sure, but mostly by gathering my friends around me to do something like we’d do any weekend. Hang out, go hiking, play D&D, maybe watch a movie or play a game together. Hell, last year I got a cake to celebrate moving day two weeks after my birthday and otherwise pretty much forgot on my own birthday.

If I’d had to say why I wasn’t very interested in my birthday before a couple of years ago, I’d have said that I’d rather celebrate personal achievements. Sure, birthdays are a celebration of life, but I’d rather just do that as a part of living it rather than taking a day to specifically celebrate a particular life. I didn’t really want attention back then and I much preferred to do things on my own terms than try to accommodate people’s desire to mark my birthday. I wouldn’t stop them, of course, I was never that much of a Grinch, but I wasn’t about to encourage it.

Now, I see that birthdays are a chance to let people celebrate you. Structure is super nice and while we should let people we care about know that we appreciate them all year long, it’s still nice to use their birthday as a bit of an excuse to make a production of it. To kick it up a notch or do something special just for them. Which is why I’m more interested in other people’s birthdays than my own. I like letting people know I appreciate them. Any resistance I currently feel to celebrating my birthday is because August has never really been that great of a month for me and I don’t really keep track of my life in terms of years. Sure, I know my age, but that stopped being a measurement of my growth a long time ago and now I keep track of time since big events.

My life has had a lot of big events and there are definitely a few that are sort of definitive moments that I know had a big impact on my life. Looking back on them, I can see how my life would have been incredibly different if I’d made a different choice and how the choices I made contributed to me being the person I am today. There’s a wide variety of events and while reflection on my life is the purpose of this birthday post, I’m not going to go deeply into all of them. Some of them were moments I don’t want to share because they mean more to me for being private or because I don’t feel ready to share them.

The first one, and one that actually was two forks disguised as one, was my parents telling my three siblings and I that they were going to have another children who would wind up being twelve years younger than me. I fell out of my chair laughing and wound up being almost a third parent to my younger sister since my dad worked a lot and my mother was homeschooling us at the time so she needed all the help she could get. I eventually realized that this was the moment that I decided to deal with the crazy randomness of life and (mis)fortune by laughing instead of crying. There’s more behind that, but this isn’t the post to go into it. I also realized that I enjoy taking care of and teaching people. It really helped me to learn to cope positively and how to be patient and compassionate.

The second is not something I’m willing to write about in any detail online, but I learned how I respond in a crisis and that there’s a certain part of me, beneath the compassion and desire to just love people that will stay firm and act when I feel like I don’t have any other choice.

The third was the college I chose. I grew more than I thought possible, in ways I never expected, and learned things I never knew I didn’t know. I met a lot of amazing people, a handful of terrible people, and discovered that we’re all the heroes of our own narratives but sometimes that means we’re the villains of someone else’s. I made mistakes and I hurt people. I made mistakes and hurt myself. Like I said, I learned a lot. Without the place I chose, I’d have been an incredibly different person, to the point of it being useless to try to guess what or who I might have been. I’ve got no frame of reference for who that other Chris could have been, so how could I ever guess? The other side of my college choice is that it also resulted in a giant pile of student debt due which has left me feeling like I’ve been forced to put my life on hold until I pay it off. Even though I don’t regret my choice and think that the choice I made was the right one, I still struggle with the prospect of all my student loans and how much of my money I’ll have sunk into them by the time they’re paid off.

After that, there’s my move to Madison and my first job after the move. It didn’t go well, but I really figured out what was important to me and what my limits were. Tied to that is another thing I don’t want to share online, from two years ago (almost to the day), that irrevocably altered my life. There are some questions you never want the answers to and, throughout my life, I’ve gotten two of them I’d prefer to have never come across. But it reinforced my resolve and sense of self. The two experiences, my first job and the thing from two summers ago, weren’t positive influences on my life, but I learned a lot from having made it through them. “He who learns must suffer. And even in our sleep, pain that cannot forget falls drop by drop upon the heart and, in our own despair, against our will, comes wisdom to us by the awful grace of God” (Robert F. Kennedy on hearing of the assassination of Martin Luther King Jr.).

It’s been a long twenty-seven years. I’ve hopefully got many more years ahead of me, but I wouldn’t mind if they were a little less eventful. I’d prefer if my next major life event was something good, like being able to write full time, getting married, or buying a house. Those would all be nice, even if there’s less to learn from the happy moments than the difficult ones.

Despite the Bumpy Road, I Haven’t Forsaken Destiny 2

Destiny 2, despite the hopeful and positive review I gave it in December, has had some major struggles during its first year. There have been numerous controversies and even damage control didn’t manage to do anything but limit the fallout of the problems. From the numerous bugs breaking the Player versus Player elements of the game that cropped up every time something big came out to the discovery that the game was specifically programmed to rarely drop ammo for the gun you’re using, the first year of the release was a series of ambitious ideas that ultimately fell flat. There were out of control power-balance issues that made it difficult to succeed in PvP unless you did very specific things people shared on the internet so literally everyone could do them. There were frustrating bugs preventing a lot of the more interesting unique armors and weapons from performing as they were supposed to. There were even a few instances were doing events the way you wanted to became impossible because getting kills with your character’s special power (their “Super”) didn’t count toward the goal of getting X kills with your character’s Super. I ran into that one and had to change how my character worked in order to complete the objective. Sure, it was an easy change to make, but it’s so incredibly frustrating to only realize that the game wasn’t counting my kills after getting what should have been half the kills I needed.

I’ve fallen through platforms, used a piece of armor that literally didn’t work the way the description said it would work, had to deal with ineffective grenades because enemies could just run away after they exploded and ignore the secondary damage effects, had a gun whose special effect wouldn’t trigger half the time despite its trigger literally being “is being continuously fired,” and gotten stuck in loading screens for more hours than I’d like to count. The game has crashed at random only to give me reasons that had nothing to do with why the game actually crashed and I’ve had horrible moments where clicking out of the game has caused it to fail to finish loading the activity I’m about to do.

Despite all that incredibly frustrating crap, I’ve continued to play the game. Either my roommate or myself has figured out a way around the bug we encountered and we kept playing. I got better at the game so I could more easily tell when server lag for the PvP matches was to blame for me missing my target and I even helped set up a raid that took forever because some of the mechanics for a particular portion of said raid are incredibly obtuse and stupid. I’ve stuck through it for an entire year, keeping at least one character near the maximum power level so I could stay relevant and it is finally about to pay off.

As is now tradition for a Destiny game, the first year of its release is an absolute train wreck. Once that year is over, the live team takes over and will take care of all development for the game until the next one comes out. In Destiny 1, the live team fixed all the problems, managed to quickly fix most of the problems they introduced, and actually gave the player community what they wanted. By the time Destiny 2 was imminent, Destiny 1 was actually a really fun and successful game. As is evidenced by the announcements we’ve gotten ahead of September 4th’s expansion and the patch notes from the groundwork update we all downloaded today, it is entirely clear that the live team actually took the lessons they learned to heart the first time. It is equally clear the core team did not. To be entirely fair, the core team tried to entirely bypass the issue by doing something new but it ultimately failed. To make matters worse, it often felt like no one had actually tested out the software before they sent it out to the players and the proposed solutions generally felt like someone was pretending to listen to your problems while planning to just do what they want in the end.

Now, the live team is swooping in to give the players what they want, fix the balance of the game, and literally give the protagonist of the voice, The Guardian, their voice back. Seriously, the core team didn’t let the protagonist speak at all, instead using the little magic/holy-powered robot orb that made you into the unkillable killing machine you are as the voice for the protagonist. It was rather frustrating to have the orb, your “ghost,” constantly talking at your character or cracking jokes with other people. In addition to a bunch of quality-of-life updates and fixes, they’re adding a new game mode, a huge new expansion, something they’re calling the biggest raid ever, and a whole host of new weapons, armor, and unique items in order to revitalize the game so that everyone isn’t running around with one of four guns in each of their three gun slots. Hell, now you don’t even need to worry about the gun slots as much because now it’s almost possible to have a gun of any type in any gun slot, with the exception of some of the most powerful ones, like swords and rocket launchers.

While it remains to be seen just how much this power shift breaks the game, I think it’s a far better way of fixing the game than the core team’s strategy of trying to pull back on the power. Just give everyone godly powers and then no one will complain because they’re just as stupidly powerful as everyone else is. To paraphrase the villain from The Incredibles (the first one, not the second one): “If everyone’s super OP, then no one will be.” It’s a good strategy for a game where you’re essentially supposed to play an immortal, god-killing terminator of all that would stand against you. Seriously, your character killed a god-equivalent creature in the first game and I’m pretty sure we killed one of its almost-god children in this one. There’s nothing wrong with being a little OP if everyone else is, too.

It’s really been a mixed bag, this first year of Destiny 2. All signs point toward things improving, but I think I’m going to remain cautiously skeptical for now. I don’t really want to get my hopes up after they were crushed when I moved from playing Destiny 1 on my friend’s PlayStation to playing Destiny 2 on the computer. As much as I’ve enjoyed the game, there’s always been this sense of missed potential hanging over it because of how good the first game was by the time they stopped updating it. Hopefully this new expansion will help it finally reach that potential.

UnEpic Was the Opposite of Mundane

Do you like RPGs? Do you like the idea of having a fully customizable character you can turn into a super-specialist or a jack of all trades without having to sacrifice character effectiveness?  Do you like Fantasy that is aware of the typical tropes and has a delightful mixture of falling in line with said tropes and standing them on their heads, both in such a way that it makes even the most tired trope feel fun an exciting? Do you like all of those things and side-scroll action, too (AKA, a “Metroidvania” style game)? If you answered yes to all of these questions or found the potential combination of them intriguing, then I have a game for you to try out!

UnEpic is all of those things and more. It is a side-scrolling RPG starring Daniel (at least, that’s the name he gets in the promo materials, you get to name your character when you start the game but that’s mostly for save file reference), a typical video gamer who got transported into the game when he went to the bathroom during one of his first ever tabletop gaming sessions. He finds himself in a castle and, deciding someone must have slipped something into his drink or food, decides that he’s hallucinating so blithely wanderings further into the castle. After a few rooms, he happens upon an evil spirit (AKA Zera) that tries to possess him, but it fails to do anything more than get stuck in his body. As he moves deeper into the castle, slowly becoming convinced he’s not hallucinating, he eventually figures out what he needs to do in order to get home. As he does, there are a number of humorous scenes as he and the dark spirit sharing his body try to trick each other. Daniel wants help navigating the castle and the spirit wants to kill him so it can leave his body and inhabit another that it can actually control. Daniel usually comes out on top since, ultimately, it is up to the player to decide whether or not to follow the Spirit’s advice, and the spirit is initially only trying to get Daniel killed. As the game goes on, the Spirit starts mixing in actual help with the incorrect instructions, making it much more difficult to figure out what is good advice and what isn’t.

As he explores the castle and learns more about what it’s going to take to get him home (and it’s fairly early that he learns he has to defeat the lord of the castle), he find money, items or gear, and magic to help him on his way. A lot of it is fairly typical fantasy fare, stuff like swords, bows, heavy armor, and more specifically named stuff like “Tunic of the Ranger” that makes you better at using bows and even unique stuff like Excalibur and an axe you get for, uh, helping out Goblins during mating season. Did I mention this game requires you to enter your age when you navigate to its page in Steam? Definitely not a game for young children, what with the references to sex, alcohol, and drugs. Fun fact, it’s also on the Switch now and plays even better on the handheld, wide-screen glory that is the Switch than it did on the computer.

Anyway.  As Daniel explores the castle, he discovers he needs to defeat the lord of the castle and, in order to do so, must free 8 light spirits from their prisons. From there, it’s all finding keys, exploring secret rooms, trying not to get murdered by traps, and finding the right gear so you can kick as much ass as possible while trying to figure out how to make it through rooms that randomly drop rocks on your head and through dungeons where every door you find is locked by a key that isn’t the one you just picked up. For the most part, in terms of gameplay, it’s nothing special. It’s fun, light-hearted take on dungeon delving is what makes it stand out. There are games with smoother controls, more intuitive interfaces, better layouts, and better levels, but this one hits the “satirizing fantasy” niche better than most similar games I’ve ever played.

The protagonist’s video gamer roots show in the way he tries to address his problems and the game’s mechanics catch him and any similar players off guard when it starts to introduce a lot of rules more commonly associated with tabletop games like Dungeons and Dragons. For instance, skeletons take (slightly) reduced damage from swords and spears, but extra damage from blunter weapons like maces or clubs. Bows require targeting for enemies that aren’t straight in front of you, which can be a little frustrating because you might have to cycle through available targets before getting to the one you want, but the fact that you can miss a slug crawling across the ground when firing straight ahead is the first real evidence you get of the game’s excellent hit-box management. Never will you take a hit you feel you shouldn’t have taken and never will you hit something unless you see your weapon enter into the enemy’s model. It can be incredibly risky to use a close-range melee weapon since that requires getting within striking distance of most of the enemies in the game, but they usually do more damage and have better bonuses or stats than spears and bows.

It’s a fun game with relatively simple mechanics that don’t take long to pick up and really start to flow smoothly once you get used to swapping between items in your shortcut menus and rapidly targeting enemies with ranged attacks while avoiding the enemies closing in on you in melee. It even has a ton of fun little references to other games and media liberally sprinkled throughout. Some of them have been a little obfuscated in the Steam and Switch versions (the only versions I’ve played, but I read a few articles about it while trying to figure out if the spirit’s original name was a reference to something) for copyright reasons, but most of them are still there. There’s even one a few minutes into the game, when you fight your first enemy. I won’t spoil it, but it really sets the tone of the game.

If you’ve got ten bucks (or less, if you get it during a Steam sale event) burning a hole in your pocket and want several hours of relaxing dungeon exploration, I recommend checking out UnEpic. It’s not going to blow your mind, reveal the secrets of the cosmos as they relate to your inner-most heart, or make you acknowledge the secrets hidden deep inside that you won’t even admit you’re hiding to yourself (we’ll leave that to Celeste), but you’ll have a good time as long as you don’t mind a bit of a bratty protagonist who keeps getting shown up by the evil spirit possessing him.

Coldheart and Iron: Part 26

READ FROM THE BEGINNING


We woke the next morning to a light snowfall and Natalie’s reminder that we had only twenty days before the next blizzard. That would be plenty of time to get into the Chicago enclave barring an encounter with the army of monsters that might be wandering around what was left of the northern suburbs of Chicago. Bearing this in mind, I sent Lucas and his scouts ahead as soon as they’d all eaten breakfast and then busied everyone else with breaking camp and following them north as soon as possible.

The day passed uneventfully, with only one tense moment when one of the Wayfinders spotted a glint of light being reflected from the top of one of the local buildings. Thankfully, it turned out to only be some old weather monitoring gear, but it cost us an hour as Camille snuck up to the building and investigated it. When we finally caught up to Lucas, he guided us toward what looked like an old park and had us set up camp under some of the aging picnic shelters. While people set up tents and attending to their evening meal, Lucas pulled me aside to report.

“We’re on the edge of the bandit territory. They match the description Camille gave me, mostly blunt weapons and one person with a handgun or rifle in each group of five. Pretty good thermal gear, from what I can tell, so they obviously know what they’re doing when it comes to avoiding monsters. Might even support Natalie’s theory that they got pushed out by whatever came out of the Waukegan landing area.” Lucas waved a hand in the air before I could chime in “Either way, there are tons of them and their patrols are thick enough that we’d have trouble sneaking through, but they’re nothing we can’t handle.”

“Any chance they’ll spot us out here if we give Camille a couple of days to sneak in and neutralize their leadership?”

“None.” Lucas gestured to the line of trees at the edge of the park. “The trees and playground equipment make the shelters practically invisible from the street and they don’t have regular patrols more than a mile from their base. They have a group that walks around the perimeter once a day, from what I’ve seen so far. Just checking for anything new or signs of someone encroaching on their space. As long as you’re gone before noon tomorrow, you shouldn’t have to worry about them and that’s even if they decide to check out this place”

“Okay. Keep an eye out for that tomorrow, but I’ll let Camille know what to expect.”

“Good.” Lucas rubbed his hands together and grinned. “And now we start my favorite part. Watching them all night long and tailing any patrols that operate at night. I hope they sent out a couple.”

“Just keep an eye out for any monsters. I want to know if we’re going to need to deal with any of them while we retake the Nomads’ home.”

“Aye, aye, Captain.” Lucas saluted and then headed off toward the treeline where he was joined by his remaining five scouts.

Camille walked over as he disappeared into the snow. “With him scouting for patrols and monsters, and with me leading a group to take the base, you’re only going to have four Wayfinders, counting yourself and Natalie, to manage the Nomads and Tiffany isn’t going to be much use if it comes to defending the group.”

“I’m planning to just vanish for a couple days. Your groups won’t need any support or supplies, so we’re just going to swing a little further north and drop off the radar for two days. After that, we’ll head toward the base and help you out or just waltz in because you’ve cleared everything.”

“Do you think you can count on the Nomads if it comes to fighting?”

“They did well enough when we were captured. You’re taking one with you, to answer any questions you have, so you must trust their abilities to some degree or another.”

“Yeah, but I can always leave them behind if they start becoming a liability. You won’t have that luxury.”

“I think they’ll be fine. They’ve come this far and haven’t gotten any of us killed.”

“They’re also half children at this point.”

“What do you want me to do, leave them behind while four of us sneak up on a building full of bandits and hope that we can manage if it comes to a firefight? It’s not like our skills are going to help much in an urban environment. The more guns we have, the better.” I pointed to the two machine guns mounted on the sleds. “Plus, it’s not like they need to be good with a gun to use one of those.”

“Fair.” Camille smiled and punched me in the shoulder. “Warm beds! Real food that hasn’t been dried out for years before we dunked it in snow to soften it up a bit. A chance to rest for a day, in safety and warmth, before we start preparing the way to Chicago! So much to look forward to!”

I smiled back at her. “Just don’t let visions of cozy pillows distract you from your mission. You can’t enjoy a bed if you’re a prisoner or dead.”

Camille laughed and gestured to the waiting group of Wayfinders. “With this lot, we’ll have them surrendering before they even fire a single bullet! They don’t bother Wayfinder duos, so they’ll probably run in terror when they find out there are eight of us.”

“Good luck, Camille. Stay safe!”

“Yeah, you fight monger. Get us some nice cozy beds and don’t let any of our people get killed in the process.” Natalie walked up and hugged Camille. “Think you can manage that?”

“I’ll do my best, mom.” Camille rolled her eyes but was still smiling as she turned to leave.

“Did Lucas leave already?” Natalie turned to me. “I wanted to give him a map I drew with likely routes the monsters might take if they’re wandering around.”

“Yeah, just a couple minutes ago. I can catch up to him if I run, though.”

“Don’t bother. He’ll figure it out. He always does, somehow, even if he always forgets to map them afterwards.” Natalie patted her pocket absently and then looked over at me. “So we’ve got the tent to ourselves tonight. I think neither of us are on first sentry shift, so we should head to bed right away.”

“As you command, so shall I do.” I bowed and gestured toward the bag that held our tent. “However, it’ll take a little bit before we can busy ourselves with resting. I’ll have this ready to go in a few minutes if you wouldn’t mind grabbing food for our dinner.”

“Very well, Marshall. You can play house and I’ll bring home the bacon. See that you’re ready by the time I get back.” Natalie winked and then sauntered off toward the supply tent. I tore my eyes away from her and hastily set up the tent. Despite the fact that I’m pretty sure I missed a couple stakes and one of the tent poles slipped out of its socket halfway through dinner, we had a pleasant night, even if we didn’t get much sleep.

The next morning, we packed up and consolidated everything we had to one sled. We hid the other one under a snowbank next to what were probably bathrooms once upon a time and then hurried north. Natalie led us toward a place she knew of that used to be a bandit hideout before the Chicago enclave drove them out and I focused on covering our tracks. The light snow would help, but it’d still take several hours before our tracks were completely covered unless I did something to help it along. Simply smoothing the snow out was enough, though, since the falling snow would quickly mask any traces of human intervention.

We made good time and didn’t find so much as a trace of other humans, so we managed to get to Natalie’s temporary hiding spot in the late afternoon without being spotted. While I put a little more work into concealing any trace of our passage into the build, Natalie took our thermal sensor and made sure our little hideout was secure. Once we were both done, we joined everyone else inside and started passing the hours. At first, we all slept. This was our first time with more than a bit of nylon between us and the snow, so it felt nice to be able to move in and out of out tents without worrying about letting snow in as we moved from sleeping to guard duty.

After the first twenty hours of resting passed, people started getting squirmy. I broke out the cards and got a few games going while we waited, but those only lasted another couple of hours. When people started arguing, I got everyone together for a meal and we shared stories as we sat around in the cold, abandoned office building. Since there hadn’t been much opportunity before, due to me keeping on eye on the Laborers, I shared my story about the beginning of the Collapse and listened to the Nomad’s leader, Brianna, share her stories of life before the end of society as she once knew it and how she missed the brief golden age when it seemed like Humanity was going to prosper until the universe ended.

It was really interesting to compare her perspective to my own. She was about twenty years older than me, so she had a very different take on the world I knew growing up, seeing more of the good in it than I had. Even though she saw the Collapse coming from the same time I did, she reacted slower because she believed that Humanity wouldn’t be taken down that easily. It made me a little sad to listen to her as wistfulness and a sense of loss crept into her voice as she talked about the potential that we had squandered.

Once her voice fell silent, one of the younger adult Nomads pulled the kids aside and started telling some more fun and light-hearted stories. Everyone else stayed in the circle and talked about Humanity’s current potential and our likelihood of long term survival. When that headed down a dark path, Brianna started talking about all the food she missed and how excited to she was to go into an Enclave where some of that food might still be available. From then on, everyone shared a story about their favorite foods or fun events that had involved food.

After all the stories were told, everyone settled down to sleep again. I took the last watch and woke everyone up at about ten in the morning on the day we were supposed to meet up with Camille. While everyone got ready, I went over our little group’s fighting and scouting plans with Brianna, Natalie, Tiffany, and Gregory–the Wayfinder Camille has left us to help protect the group.

It was a simple plan. Brianna would keep the Nomads organized and enforce my commands. Natalie would pick out route, making sure no detours took us too far from our path. Tiffany would scout ahead, since she was the stealthiest, even without her hand, and Gregory would stay a little bit behind her, ready to spring into action if she needed help or if there was someone who was in our way. I’d stick with the sled and focus on relaying communication between everyone and taking care of any small, isolated threats that poked their head out while we were in motion.

It was a tense four hours as we walked through the snowy city to find Camille and the other Wayfinders, but it went smoothly. There was only one scouting patrol we had to take down, and Gregory handled the whole thing by himself after Tiffany had alerted him. When we got to the rendezvous point Camille had set, we found her sitting out in the open, gun on her shoulder, as she smirked at us.

“What did I say, Cap? They ran without firing a single bullet!” Her smirk grew larger.

“Really?” I looked at her and took in the fact that she still hadn’t really taken her attention off the area outside past her seat. “Looks like you’re making things up so you sound more badass.”

“I’ll admit they shot a few bullets at us, but the they certainly didn’t hurt anyone. We snuck in the back entrance the Nomads had escaped through, killed their commanders, dealt with a little bit of wild shooting once they realized their bosses were dead, and then chased them out. We won’t find much by way of supplies since they grabbed most of the food as they went, but it’s safe and warmer than anything I’ve felt in what feels like years.”

“Sold.” I stepped forward and hauled Camille to her feet. “Let’s go get us some well-deserved rest. You especially.”

“Did they have actual beds?” Natalie took Camille’s pack and slung it over her shoulder.

“No, just giant bundles of feathers that aren’t really beds. They smell kinda funny.”

“That’s what a feather mattress is, Camille. A funny-smelling gigantic bundle of feathers. Though I thought they only came in pillow variety.”

“You’d be surprised at how literal I’m being.”

“You’ll have to show me. It sounds more comfortable than a sleeping bag and the ground, though.”

I watched the two of them walk off for a moment before signaling everyone else to follow. As we walked toward the Nomads old home, I could see their spirits lift and I found myself praying to all the gods I’d ever heard of, once again. This time, I prayed that they wouldn’t be horrified at what they saw when they got there. And that Camille had the foresight to clean up the mess she must have made for a bit before we departed. Whatever happened, I was looking forward to being able to walk around without my thermal gear on and actually sleeping without a tent around me, for once.

Tabletop Highlight: When You get a Little Minmax in Your Roleplaying

As a player of Dungeons and Dragons, I prefer to roleplay. I like the idea of coming up with a novel character concept and sticking to a personality I’ve devised to fit that concept, no matter what. What can make me frustrating for other GMs, though, is my propensity for focusing on excelling at one or two particular things. Given my understanding of the game, I’ve found it relatively easy to maximize my potential for a couple specific things that fit my character concept, such as the 3.5 edition Scout who could move 210 feet as a move action (that’s 120 miles an hour in 3.5 rules) or the fifth edition rogue who couldn’t fail a search, perception, or trap disabling check thanks to high modifiers and the skill that lets you get no lower than a ten on your check for a certain set of skills.

While this falls short of outright min-maxing–the act of using the game’s rules in such a way to sacrificing things of minimal importance in order to maximize your character’s more important abilities, also known as “optimization”–it can still be a little jarring for people to deal with. Sure, I don’t do something crazy like sacrifice my character’s ability to spell their name right or make friends on purpose in order to increase their total skill, but I’ve clearly found some loophole or another I can exploit in order to game a rather ridiculous benefit. Fifth edition Dungeons and Dragons did a good job of cutting down the potential for loopholes, but 3.5 is the best edition for it since there are so many wonderful ways to break the game if you really want to.

For my part, I don’t really mind it when my players do a little bit of minmaxing so long as they can justify their reasons for doing it or how their character got it. The paladin wants to take a special feat that lets him add his Charisma bonus to his damage in exchange for his ability to use Turn Undead? Sure, we’ve already established he’s got a close relationship with his god since he’s one of a select group of Paladins who serve that minor deity directly so it makes sense that the god would direct him toward being able to better slay evil. The rogue wants a sword made of a material I’ve never heard of, that can only be found and forged on one of the deep layers of the lower plains which technically doesn’t exist in my world thanks to the customization of the planes. Sorry, no can do since the very material itself would be counted as evil and the current laws of Heaven and Hell prohibit the export of materials to the mortal plane. If he wanted to make a trip to one of the layers of Hell in order to get that material, then we could talk. But there’s no way some random shopkeeper in the capital city of a federation pretty much run by a lawful good religion is going to stock a material literally made out of compressed evil. The black market might have it, but then how can you trust it is what you want? And it’s likely they’re not just carrying it around, so you’d need to go on a minor quest to get it and then you have to deal with the Paladin who is already one his last straw thanks to the Hellhound you bought on the black market and trained to be your hunting dog.

Hell, my party’s Scout has the highest Armor Class in the party because his main attribute is Dexterity, the rules allow scale mail to be made into light armor if you’re a particular prestige class (some dragon champion thing that I’m forgetting the name of because I tweaked it to fit my world), and he got reincarnated as a Bugbear the last time he died. He got really lucky and a bunch of stuff came together to put his AC through the roof. If he’d down it on purpose, I’d have taken him aside and told him no since no ninth level character should have an AC of thirty-one (or thirty-five if he’s moving), but it was just the culmination of chance and some custom stuff he and I’d put in the game.

In this case, role-playing and minmaxing work out since the whole theme of this game is to make the players feel like they’re ridiculously over-powered. They’re supposed to be able to reshape the world by tenth level because I want them to eventually fight gods or demons and Ancient Dragons. They’ve encountered plenty of powerful NPCs as well, which helps them feel like their extreme power is more in line with the rest of the world. My big rule is we can work out pretty much whatever they want so long as they can justify it in-game. Which means the Paladin is basically an honor guard of a god, the Scout is the chosen champion of an Ancient Dragon, and the Rogue/Assassin has a dagger that can cut through anything and potentially drain souls, in addition to becoming a business magnate between dungeons. To be entirely fair to the rogue, he’s probably stuck the most to role-playing since he’s not sure how he can make his character as powerful as the Paladin and the Scout, but they all do it really well. The Paladin has been on his current course of serving this god since before first level and the Scout has setting himself up to be a slayer of evil dragons since his conception. The Rogue has had the most change in his character’s journey throughout the two and a half years we’ve been playing, so it makes sense that he isn’t as hyper-focused as the other two are.

As long as your intentions are good and you’re not doing it to break the game or mess with the GM, I don’t really have a problem with character optimization or minmaxing. There’s a fine line between breaking the game and minmaxing, but it’s there and I’ve known plenty of people who have managed to walk right up to it without crossing it. The best ones have always been people who were in it for the roleplaying. I wonder if that’s a coincidence or a startling insight. Let me know if you’ve had cases of good roleplaying going hand-in-hand with character optimization or if your experiences have differed! I’ve love to hear your stories!