Coldheart and Iron: Part 20

READ FROM THE BEGINNING


When I woke up again, I was back in the bunk room again. Thankfully, I wasn’t strapped to the bed this time and Natalie was waiting beside my bed rather than Lucas. I turned my head over to her and smiled. “Hey, gorgeous.”

Natalie looked up from the papers she had in her lap and smiled back at me. “Ah, sleeping beauty awakes!”

“Oh, I don’t know about that.” I put my head back down, yawned, and mimed falling back asleep. “I haven’t been woken by true love’s kiss, so I think I might go back to sleep to wait for that.” I closed my eyes and gave a few loud, fake snores.

“Then allow me to be your gallant prince, my sweet.” I heard Natalie’s chair clatter as she stood up and then, as I puckered up for the kiss, I felt a slimy finger stick into my ear.

“Ugh!” I opened my eyes and tried to leap to my feet. As I sat up to do so, Natalie placed her hands on my shoulders and pushed me back down to the bunk, laughing all the while.

“Sorry, Marshall.” Natalie leaned over and kissed me on the lips. “I couldn’t resist!”

“I bet you couldn’t.” I glared at her as I wiped at dampness clinging to my ear. After Natalie returned to her seat, I pulled myself into a sitting position and checked out my leg. Camille must have done a good job because the swath of bandages wasn’t showing the slightest hints of red. A few lances of pain seared through my leg as I twisted it around, but that was it.

“You have been out for almost ten hours. You woke up a little when the painkillers Camille wore off, but only enough to drink a little water.” Natalie picked up her papers again. “Camille is currently out with the prisoners and I’m working on trying to figure out possible routes so we decide what to do once you’re awake.”

I poked at my leg a little, check that it still had feeling. As I turned to Natalie, I poked one of the spots that must have held a larger chunk of shrapnel at one point and the sudden wave of pain almost laid me out again. “How-” I gritted my teeth and forced myself to stay up while silently berating my own idiocy. “How much longer until Camille gets back?”

“She left two hours ago, so it’ll probably be another six to ten hours.”

“Alright.” I propped my leg up on the bunk and shifted around so I could lean back comfortably. “What are our options?”

Natalie unfolded what turned out to be a map and pointed to a single green dot in a sea of black lines and little notes. “This is where we are.” She pointed to a few red dots she had marked. “Here are all of the supply cache locations I know of. I suspect there’s one over here and another to the south.” She pointed to two yellow dots. “But I’m not certain. Without Jonathan around, I’m not willing to risk it on my memory alone.”

I nodded. “Why do we need to hit a supply cache? Even if the bandits ate all our food first, we should have had enough stockpiled in our base to entirely resupply.”

Natalie looked down and shook her head. “They’d brought in everything we’d stockpiled and trashed the base.”

I could feel my stomach descending through my body, weighed down by dread. “Then why are we sending people out for supplies? There should be plenty here?”

“The last of the bandit resistance burned the food stores. Almost everything we brought, everything we’d stockpiled, and most of the food the bandits had was destroyed.” Natalie stared down at the map in her hands. “Camille didn’t want to mention that last night, not while you were still so tired.”

“Right.” I sighed and rubbed my face in my hands, ignoring the flashes of pain I felt as I touched bruises from a few days ago. “Which is why we’ve only got three weeks.”

Natalie nodded. “Yes, and that’s only if we go for the closet supply cache, which would mean going due south on a long path toward St. Louis. Any of the others would change how long we can rest.”

“Damn.” I took a few deep breaths while I processed this. “Well, since we’re not taking the laborers to their destination anymore, I suppose our old plans don’t really matter.”

“Yes. The Nomads will follow us wherever we go, since they wouldn’t stand a chance out here on their own, now, even with all the guns we could give them from the arsenals here. Given the extent of our injuries, though, I think we should probably head back north or east, even though that’s one of the furthest caches. We’re too too injured and we’ve lost too many people to maintain our normal operations.”

“How many people do we have, total?” I scratched at my beard and tried to remember the last reports I’d read on the areas outside of our intended path.

“Twelve Wayfinders in good health, two who might still make it, and one who probably won’t. Eleven Nomad adults and all seven Nomad children, all of whom are in excellent condition.”

“Way too many untrained people for stealth, then.” I almost had to physically bite back the desire to which Wayfinder wasn’t likely to survive. There’d be time for that once a decision was made. I took a moment to clear my mind and then nodded to Natalie. “Tell me what we know about all the other routes.”

I listened as she spoke, talking about routes, the last reports she could find, the distance and terrain separating us from the caches along her proposed routes, and the kind of resources we would have available to us at each of our potential end destinations. Eventually, as the silence following the last route outline grew, I sighed. “I guess we’re going to Chicago. We’re going to need a lot of supplies and that is the hub of the midwestern Wayfinders.”

Natalie nodded. “I agree. This is our best long-term option. I’ll start figuring out how we’ll need to ration our supplies in order to get to the cache once Camille returns.”

“Good.” I lay back down on the bunk as Natalie stood and wearily closed my eyes. “Wake me up when she gets back. I need to handle the bandits and Laborers.”

“Of course, Love.” Natalie bent over to give me another kiss and I smiled up at her. “I’ll do my best Prince Charming impression, my sleeping beauty.”

A few hours later, when Natalie woke me with a kiss, I actually managed to get to my feet. The twinges in my leg were still bad, but not so bad that I couldn’t ignore them when I walked. I did a few turns around the room while Natalie watched to make sure I could maintain it before following her out of the room and down the hall to the large storage room we were keeping the prisoners.

When I got there, I found Camille and the two uninjured Wayfinders standing guard at the door. Just inside, there was a large crate with a smaller crate next to it and, beyond that, were all of the prisoners sitting with their arms behind their backs and the legs folded beneath them. I stepped up onto the taller box, flanked by the two Wayfinders who just so happened to be carrying the automatic rifles that Laborers on the balcony had been wielding, and Camille stepped up onto the smaller box beside me.

“You’re all probably going to die.” I glared out at them, resisting the urge to just have them all gunned down where they sat. “Some of you are traitors and the scum of the earth. The rest are lawless bandits preying on innocent travellers.” One of the laborers leaned for, opening his mouth to speak, but I cut him off. “I don’t care how you feel or what you think. The only reason you’re not all dead right now is because we had something for you to do. That’s done. The only reason you’re not getting gunned down for your crimes right now is because it would be a waste of bullets.”

A different laborer rushed to his feet and was shot in the chest, three times in rapid succession, by Camille. A couple bandits and a few of the laborers, in the process of following their companion, froze. I chuckled. “There’s always one. For those of you listening, I said you’re only probably going to die. Those of you who aren’t morons know this means you have a chance. That chance disappears if you do anything but silently sit here and listen.”

All of the people frozen in place settled back to the ground and one of the laborers off to the side started weeping. I carried on. “You’re going to be stripped of everything but your clothing and sent out into the city. If you come back here, you’ll be shot dead. If you try to follow us when we leave, you’ll be shot dead. If you can survive until we’ve left here, you can have what’s left of this place once we blow up anything resembling a fortress or a cell.

“There are plenty of supplies and warm nooks in this city, but you’ll have to find them on your own and then stay there. If we see so much as a glimpse of any of you, we’ll assume you’re trying to follow us and kill you. Stay away until we’re gone and you should be able to survive. That is, assuming you’ve got any survival skills and weren’t planning to rely on stealing from people passing by in order to survive. If we get any reports of bandits out this way, I will personally come back here and hunt down every last one of you.”

I looked each one of them in the eye, though most of them wouldn’t meet my gaze. The only laborer who would was the crying laborer who started talking as soon as my eyes landed on him. “Please, Captain Marshall. I had no choice! All of them decided to betray you to the bandits and there was nothing I could do!”

I stepped off the box. “You could have done literally anything to warn us. Leave a message, take one of us aside, help us escape, or just argue against their plans. But you didn’t. You threw your lot in with them and now you will face the same consequences.” I walked over to him and looked down at his red, tear-stained face. “I lost more of my friends and family guaranteeing your safety and the safety of people like you than I want to remember. Thinking about it makes me angry and, the longer I think about how many burials I’ll be attending tonight, the more I want to just shoot you all now.”

I turned around and walked back toward the door. “You will be released one at a time, starting with you.” I pointed to the bandit nearest the door. “Stand up and come with me.”

I guided the shackled man through the hallways of what used to be his base and dropped him off at the processing room where Lucas and one more of his scouts were waiting with thirty sets of winter gear, taken from the storage rooms near were I’d been imprisoned. Once he was uncuffed and suited up, I guided him to the door. “Leave.”

The bandit looked at me out of the corner of his eyes and then took off running. I watched him go for a minute before returning to the detention room for the next bandit. I repeated that for all twenty-eight of our other prisoners and only one person, our third prisoner, tried to escape in the equipment room. Lucas stabbed him through the winter coat he was wearing and then dragged the body out into the snow beside the door. The red stain on the concrete floor seemed to convince everyone else that doing as they were told was their best bet.

By the time the last Laborer was pushed out the door, night was falling. I watched them go and turned around to find Camille behind me. “Thanks, Camille.”

“I’ve always got your back, Marshall.” She punched me in the shoulder and then pulled my arm over her shoulders. “Now let’s get you to the mess hall for dinner and get you a crunch so don’t make your leg any worse.”

“That sounds fine to me.” I sighed and let Camille half-carry me through the hallways. “We’ve got to leave in a week if we’re going to make it to the cache. We’re heading towards Chicago.”

Camille grunted. “Natalie had said as much. I’m going to have to find some snowshoes and build you a snow crutch or something.”

I laughed, imagining how awkward it’d be to hobble around with three snowshoes. Two was hard enough as it was. “I should be better by then.”

Camille was silent for a moment and, when she finally spoke, it was so soft I could barely hear her. “Lucas won’t.”

I nodded. “We’ll figure something out for him and any of the others who are too hurt to walk. We aren’t leaving anyone else behind.”

“Even if they volunteer so they aren’t holding us up?”

“I will personally tie anyone who even suggests that to a sled.”

Camille chuckled a little. “I’d like to see you try that. Almost all of the surviving Wayfinders could kick your ass without breaking a sweat, even as injured as they are.”

I shrugged. “Sure, but they can’t kick yours and you already said you’ve got my back, so you’re stuck fighting all my battles for me while I’m injured.”

I could feel Camille roll her eyes and I smiled as she shifted my arm into a more comfortable position. “Sure thing, Captain.”

“Now that we’ve gotten that straightened out, let’s go get some dinner so we can bury our friends on a full stomach.” My stomach twisted in a knot as I said that, but I had already ordered every Wayfinder to show up at dinner so I couldn’t exactly skip out either. Even if we were eating reduced rations, the icy tundra that was our home wouldn’t forgive us for skipping a meal. It was going to be a rough month without facing starvation in the frozen wilderness and there was no guarantee we’d even be able to avoid that.

Tabletop Highlight: The Appeal of the Classics and Why Fifth Edition is Perfect for That.

Some days, all I really want to do is throw aside all of my current Dungeons and Dragons campaigns in favor of returning to what I always call the “simple roots” of the game. My main campaign is a complex game with political intrigue, long-term mysteries, a fully customized world, a huge history full of references for my players to explore, a whole range of villains the players can kill or continuously encounter, and is an absolute delight to run despite being completely exhausting. I put a lot of work into keeping the campaign running smoothly and making sure my players are enjoying themselves, so I often fantasize about running something a little simpler. Something smaller-scale, really.

I have a tendency to let my imagination run away from me so even something I’ve described as a “shiggles” (shits-and-giggles) campaign winds up with a complex political landscape and more customizations than I can easily manage without a lot of reference work. My main campaign was supposed to be a simple campaign, focused around a small area and with tons of adventure for the players to find without pulling in politics and “Grand Adventure Across the World!” so I could enjoy running without constantly exhausting myself. That plan lasted maybe half a dozen sessions before I thought of a great story I could tell my friends. I don’t regret it and I enjoy running my campaign, but I’m starting to crave something a little simpler again.

Starting to play the fifth edition of D&D has magnified the craving. The system is set up much more simply. For example, the numbers are easier to manage across the board in fifth edition versus any prior edition. My main campaign, using the 3.5 edition set of rules, has a rogue with an Armor Class (how difficult it is to hit someone with an attack) of 19 and a scout/ranger with an AC of 31-35 depending on how much he’s moved during his turn. Depending how much effort each character puts into their AC, this gap could shrink to nothing or grow to be even larger. As a result, it is difficult to give my players enemies that are a threat to the higher-AC characters without being over-powering to the lower-AC characters. The same goes for attack bonuses (the bonus a character gets when attacking that contributes to their attempt to overcome their opponent’s AC) since the Paladin can get a bonus of 20 or higher while most other characters of the same level are working with something in the 10-14 range. This also complicates things for the same reason the AC disparity complicates things.

In fifth edition, the bonuses don’t get much higher than 15 and ACs rarely hit 30 for anyone. There’s very little ability for a focused, driven player to get their character’s attack bonus or AC to a level that would make it almost impossible for an enemy to fight them. In fifth edition, it is super easy to fudge numbers as I need to since the players will have a smaller range for me to consider. In 3.5, it can be difficult to fudge numbers because they fudge for everyone and all stats were NOT created equal. This means I need to spend more time on the front end making sure the encounters are balanced so that the low-AC rogue who turns invisible before literally every attack (which means he can only attack every other turn at most) has the ability to not only survive the fight but contribute to the damage at a level that at least comes close to the amount the scout/ranger and Paladin can dish out in their frequently optimal situations.

In 5th edition, all I’d really need to do is make sure I’ve got a general idea of the location and purpose of whatever the players decide to explore. I can make up numbers on the spot, fill in encounters as dictated by the players’ ability to handle them, and even make an easy encounter a bit more difficult by just making everything a bit tougher. I’d be able to focus on maps and letting my players explore than needing to quietly direct them behind the scenes so they wind up someone I’ve got prepared for them. Hell, I could build the entire thing early on and just give them a continuous string of “the mayor’s daughter was kidnapped” and “there’s some gnolls out in a cave who’re raiding merchant caravans” quests until they got tired of playing or have literally bought the entire country they lived in with all of their fabulous adventurer wealth. The whole story would be about creating their legacy and achieving fame and fortune rather than some problem in the world that only they can fix.

In my mind, that’s classic Dungeons and Dragons. I’m willing to bet D&D has always been a pretty even mixture of the simpler style stories of just wandering around a world full of danger and treasure and of being sent on a quest to defeat a series of sequentially stronger Big Bad Evil Guys. I just have a tendency to run campaigns that are mostly the latter and hear about wonderful, fun campaigns other people played in that are the former. I want to run one of the simpler style campaigns, or maybe even a pre-made campaign. It would be interesting to be able to focus on the stuff specific to being a Dungeon Master instead of a story creator when running a game. I bet I’d learn a lot about what makes for good tabletop storytelling.

Before the Beach House

Thomas opened the door and looked down at the woman lying in the sand at the foot of his porch. “Do you need help, Sue?”

“No.” Susan looked up at the darkening sky and felt her heart throb in her chest as the shock of her skid across the asphalt started to fade.

Thomas stepped out onto the porch and looked down the street after Susan’s partner and then eyed the blood staining the sand underneath Susan. “You sure? That looked painful.”

“Everything’s fine here.” She lifted a hand up into the air and waved it in Thomas’ direction. “You can go back inside, Tom. I’ll follow in a few minutes.”

“Alright.” Thomas turned away but paused at the door. “Make sure to brush the sand off before you come inside.”

“But it’s a beach house, Tom.” Susan let her arm fall to her side and tried to turn her head toward her older brother. Her neck screamed in protest, so she stopped.

Thomas sighed and turned around again. “Yes, but I want the beach to stay outside.”

“Sure thing, Bro.” Susan smirked and pointed two finger-guns at the sky. Thomas walked inside. “Yep.” Susan let her hands slowly fall back to the ground as a wave of pain swept through her again. “Everything’s pretty alright.”

Half an hour later, as the sky finally gave in to the sweeping darkness and the first stars appeared, Susan rolled to her front and stood up. Her back was caked in bloody sand, but she didn’t seem to notice it. Instead, she stared after the ex-partner who’d decided assault was an appropriate response to being bought out of a business she’d been holding back. Daisy would be someone else’s liability.

Berserk rages didn’t belong in shopkeeping. She’d be happier as an adventurer again.

Saturday Morning Musing

After spending almost two months reflecting on my emotional state and then doing everything but reflecting on my emotional state for a few weeks after a breakup, I’ve found myself finally settling back into some kind of normal life. I’ve processed the breakup to the point where all I need to do is let more time pass and keep myself from getting caught in any thought spirals (which is something I need to do regardless) and I’m back to monitoring my emotional state with regular (if much less extensive) meditation and reflect. As a result, I’ve achieved a sort of emotional neutrality I haven’t felt in a while. For the most part, it’s kind of nice. I had a small depression episode today that only lasted for about an hour because I knew exactly what was on my mind and what to do about it in order get through it quickly. The only real downside is that I’ve got this emotional state that is in discord with most of the music I’ve been listening to for the past six months.

Music is super important to me. I struggled with silencing the intrusive thoughts from my OCD and anxiety when I was younger, but eventually discovered that listening to music on top of doing normal activities like reading or playing video games would keep them at bay. Music was also what got me into meditation because a retreat I did in high school had a guided meditation where one of the retreat leaders talked to us while we listened to some calming music. When I wanted to achieve that same level of mental clarity again, I turned to music to help. Music has been the basis for my meditation since then, even if I no longer need it. I usually play the song in my head if I can’t clear my thoughts or I’ll get it playing on my iPod if my thoughts are drowning out the mental music.

Even as I write, music plays a huge role. I’ll create playlists full of songs that make me feel a certain way and use them to get me into the right mindset for particularly difficult or emotional scenes. When I need to write something that involves dredging up parts of my past that I’ve purposely buried, music keeps me from getting lost in the memories. When I’m trying to write a poem to help deal with something I’m feeling, I’ll find a song that resonates with that feeling and play it on repeat until the poem is finished. Hell, the meaning of songs at a particular moment in my life has inspired entire stories. The one I worked on during 2017’s National Novel Writing Month was inspired by a song and a book I read. Last week’s Flash Fiction was inspired by a song I was listening to and a TV show I’d been watching.

Musical is an integral part of my everyday life. I use it to help me deal with my emotions by influencing them in one particular direction or another. If I want to focus on feeling an emotion and accepting it, I’ll play something that resonates with it. If I want to focus on pulling myself away from the emotion, I’ll play something that feels similar, but pulls me in the direction I want to go. If I need a temporary but drastic mood change (when a big depression wave hits at work and I just need to get through the rest of the day), I’ll listen to something that sort of counter-harmonizes with the emotion. I keep a huge amount of music around and am constantly building more playlists because I like to weave music into my life. Which is why the current discord is stressing me out so much.

Right now, I feel like everything is pretty alright. Nothing is great, but nothing is terrible either. Nice things happen and bad things happen, but they move along quickly so everything just flows up and down around neutral. However, all of my music is tied to other mental or emotional states. My old neutral music is now tied existential reflection and emotional delving. Some of my favorite low-mood resonance music is now tied to the emotional tumult I felt as my relationship came to an end. Most of the rest of the music from the past six months is songs that remind me of the relationship I’m no longer in or how love feels, neither of which is useful right now. All of this music is discordant with my current emotional state and trying to just let the music wash over me and wipe away my intrusive thoughts is actually making things worse. I get frustrated and antsy. I can’t sit still or focus on anything for too long.

In order to get through this now-frustrating neutrality, I’ve spent the last week trying random songs on YouTube, screwing around with only Pandora playlists, and letting Spotify recommend songs until I want to throw my headphones across the lab or my room in frustration. Thankfully, one of my good friends does the same thing I do and we have enough connections in our musical taste that we can make good recommendations for each other on occasion. She had a brand new album she’d been listening to that not resonated with me, but had a few more albums show up in YouTube’s autoplay feature that also resonated. Thanks to her suggestions, I’ve now got a new playlist for this particular feeling. After spending the last couple days listening to it, I finally feel like I’m working through this neutrality and will be able to leave it for something more positive soon.

While listening to the music, I tried to pick through what was responsible for the downward trend of this neutral feeling. It wasn’t until this morning, as I lay in bed and fought against the desire to spend the day in bed that I realized that the hardest part of my breakup is that I’ve now got an entirely empty summer. Just over four weeks ago, I had a summer full of new things to do, new places to go, and new people to meet. It was exhausting to think about, but also so incredibly exciting. Now, I have nothing but free weekends. I’ve got nothing major happening this summer and very little to look forward to from one week to the next. What’s worse, I don’t even had anything I want to do. D&D is great, I’ve got tons of great books to read and review, there’s a new marvel movie out, I’ve got at least 100 Steam games I’ve never played, and I’ve got so much I want to write. Unfortunately, during the spring, I decided that spending time with my girlfriend was more important than most of those things and going out to do new stuff in new places with new people was just as important as she was, so now none of that stuff feels exciting or new. Interesting and engaging? incredibly so, just not exciting or new.

I’ve thought many times about reclaiming my summer, filling it up with other things I can do with my friends or trips to visit people, but the neutrality (which turned out to have a decent amount of apathy mixed in) takes over before I get anywhere. Throw in the fact that thinking about why my summer is so empty almost always leads directly to a negative thought spiral and I find myself unwilling to really consider what I’m even going to do for any given weekend until I’m waking up Saturday Morning.

I really need to get more active. Schedule some trips and do something fun with people I haven’t seen in forever. It may not keep me feeling emotionally or mentally positive, but it will at least keep me busy and that will keep the apathy and negativity away. If I can also keep myself supplied with the right kind of music throughout the summer, I might actually come out of this feeling better than I have since I graduated college.

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These words
           have been made by people
           who were born with their own lives.
My words
           are not the same as the words
           that other people have made.
Using their words
           is not the right thing for me to do,
           but I’m still trying to find my own.
I write
           a lot on the subject, but I’m
           not sure how to make it any easier.
My stories
           come from a different place than I do,
           but I’ve always thought
           it would work
           out.
Borrowing these words
           only means I can’t afford
           to use my own.
Filling in the blanks
           was my original
           goal, but I’m still not sure I understand
           what this means.
Someday
           I might make my own words to say
           Something
           I want you to hear,
But I think
           you should know
           that this was made
           from someone else’s
           words.

This Mario Game Was Super. What an Odyssey.

I have a bit of a strange history with Super Mario Odyssey. I got it the day it came out, left work early to play it, and spent my entire afternoon and evening playing it, exploring the mechanics and getting invested in the story. Then I set it down for the night and didn’t pick it up again until last month, at which point I played it for an entire weekend before setting it down and not picking it up again until this past weekend. Which I only did because my roommate started playing it and I wanted to grab a few more power moons since I had fifteen minutes to kill.

This game is simultaneously a ton of fun to play but difficult to pick up. Odyssey takes me back to one of my first major gaming memories, when I tried to get all one hundred twenty power stars in Super Mario 64 on my own, but it feels even more rewarding now since there is no real interruption when going from one power moon to the next. In 64, you got brought out of the level after every power star (except for the 100 coin stars), but Odyssey lets you flow from one power moon to the next with only a small “got moon” cut-scene. The only exception is when you’re altering the map as a result of pursuing one of the ongoing plot points (such as causing an upside-down pyramid to rise into the sky, exposing a sinkhole or beating a mini-boss and returning to the level following the storm that was the backdrop for your battle. The fluidity of the gameplay is important because there are power moons EVERYWHERE, with a wide-range of difficulties associated with them. Some or simply sitting on the top of a tower you need to climb, while others are buried behind quizzes and mini-games or secret doors that are only revealed if you notice every tiny little detail or spend your time attacking literally everything. If there was even the relatively short “get sun” cutscene from collecting a Shine Sprite in Super Mario Sunshine after getting each power moon, it’d be a real drag to collect them since your gameplay would constantly be interrupted.

Mario’s moveset has grown again, which is part of what has made this huge variety of difficulties possible. In addition to his classic air-dives, long jumps, spins, wall-jumping, this game introduces a companion, Cappy, a hat-spirit that replaces Mario’s destroyed hat and gives him all kinds of new abilities a whole range of attacks based around throwing Cappy, like a mid-air jump (by throwing Cappy out and then landing on him), and the ability to take over the bodies of various enemies. This lets you do thinks like turn into a T-Rex, a tank, a Hammer Bro, or do crazy things like create a tower of Goombas that stretches into the sky (my current max stack is 20), all of which is often a requirement to find hidden power moons or progress through the level. In addition to these powers, Mario can also roll around (for the first time in a 3D game) if you hold the crouch button while running, which so far seems like a great way to pick up a little extra speed when going down a hill. It’s a bit silly at times, but it can be super convenient despite the difficulty of steering Mario when he’s on a roll.

These abilities, combined with levels designed as somewhat “open-world,” means that it is entirely possibly to string together move-combos that entirely by-pass the mini-games that allow you to access secret areas or let you avoid lots of obstacles by moving over open-air that you probably shouldn’t be able to cross. If you spend any amount of time looking, you can find tons of creative solutions to the puzzles in the games that bypass using the intended mechanics for something either much faster or something incredibly and ridiculously over-complicated. The inventiveness required to get some of the power moons in the earlier levels does an excellent job challenging the player to think outside of the box when it comes to the usual linear approach to collecting power whatevers in a Mario game. It leads the player to consider the wide variety of options available when it comes to moving through space and then, after the second or third level, just starts dropping power moons everywhere and letting you figure out how you want to get them. The range of difficulties in the puzzles also means that less experienced players can find enough power moons to move the story along while still providing challenges to the more experienced players. It also cleverly helps newer or less exacting players find the more difficult moons by incorporating a hint system and a coin-based system to help you figure out the puzzles. With enough time, any player can find all the power moons.

The biggest downside to me, and the sole reason this game isn’t easy for me to pick up and play is that it almost requires you to play with the Switch on the TV and the two JoyCon in your hands. Because of the huge variety of moves available to Mario, there aren’t enough buttons or button combinations to let the player control Mario with button inputs alone. Some of the moves require specific motions to be made with one or both of the JoyCon. These moves can be reproduced using only inputs, but they are almost always incredibly complicated strings of inputs that combine other moves together to produce a move that can be done by simply shaking the JoyCon. They can also be done using the Pro Controller or the Switch in Handheld mode, but they become incredibly clunky (and create a significant risk of accidentally dropping the controller or system) because the JoyCon are meant to move independently. As someone who primarily uses the Switch as a handheld device, I’m super afraid of trying to perform one of the “controller twist” moves and accidentally flinging the Switch at the wall or the ground, so I only play this game when I’m feeling like lounging on my couch, in front of the TV.

That’s pretty much the only fault of the game, though, and is more on Nintendo for, once again, pushing a frustrating gimmick (I mean, most new games for the 3DS don’t even pretend to have a “3D mode” anymore…). I’d definitely recommend this game to everyone if it was easier to play without the JoyCon separated from the Switch, but I’m only going to recommend it to the TV players. The game is fun, but it’s not so fun that I’m willing to play it with a super frustrating control mechanic.

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.