You NEED to Read this Webcomic!

As anyone who has read my blog for long enough can tell, I am a firm proponent of representing the struggles of mental health in stories and media. I try to do it myself and I’m always looking for other media that does it as well. When someone I follow on twitter re-tweeted another comic author/artist and added a comment that this other author/artist did an amazing job representing mental health in her comic, I felt inclined to check it out. As always happens, I wound up not actually doing that for almost a month. I followed the author/artists on twitter and then promptly forget about the comic I was supposed to start reading. That was a huge mistake and I regret it immensely.

Daughter of the Lilies (link to page 1, so don’t worry about spoilers), by Meg Syverud, is an amazing webcomic about self-doubt, depression, anxiety, and religious themes cleverly hidden in a comic about fighting monsters in an epic fantasy world. The religious themes are cleverly-hidden and the mental-health ones are part of the main themes for each chapter as we follow the story of the protagonist, Thistle, when she looks for work with a local mercenary group. There is some gore and some uncomfortable moments the author/artist handles well (with warnings and obfuscated pages that require you to click to see), but the amazing story and excellent characters make it worth it. The religious themes are not yet fully explored and are more along the lines of a more subtle Narnia than the sort of “in-your-face” version seen in most Christian rock. Honestly, unless you read the blog posts under each page or know a lot about Christianity (well, as much as a general practitioner of a Christian faith would know), you might miss the references entirely.

I sat down to just check it out after seeing a few more recent shares on twitter and subsequently forgot about everything else I was going to do that night. It is so good! I came in at the perfect time. Since the beginning of the comic, the protagonist’s face was hidden. There were hints, but the most popular thing for fans to do was to theorize about what she looked like. The day I started reading was the day her face was finally shown. I was able to read through all of the that the author/artist had spent the last few years creating, enjoying the drama of not understanding her identity, before finally seeing it once I’d caught up. I immediately went to support her on Patreon because I want this comic to update daily and storytelling as wonderful as this deserves as much support as I can give it.

This comic has pretty much everything you could want and does such a good job of creating a world that I might be copying some of the stuff I’ve read here for Dungeons and Dragons campaigns. The mercenary leader actually has paperwork to do, to register the protagonist as an official part of his team and it looks just as confusing as tax forms! The logistics of the world are incredible. It is firmly grounded in the typical fantasy world, but it moved the time forward a couple hundred years, so you have more of a “renaissance” feeling instead of a “peasants farming dirt near a castle” feeling. The orcs can be friendly, the racial designs are great, and everything is so colorful! The clothes are probably one of my favorite visual details since almost everyone wears them and they’re so incredible to look at.

I went to go look up some stuff for more to write about and accidentally re-read the entire comic. Whoops. There’s just too much that’s wonderful about this comic for me to try to chop it down into a review. I suggest you read it for yourself. You’ll understand, then.

Coldheart and Iron: Part 5

READ FROM THE BEGINNING


The attack came a little after three in the morning. They were silent, with top-tier pre-collapse gear: Night-vision goggles, motion trackers, and audio sensors. We had flares and synchronized watches.

That’s the thing about Wayfinders we never leave anyone alive to talk about. We don’t fight fair. Our groups are almost always smaller than the bandits roaming the tundra and we don’t have any hulking bruisers among us, so we’re usually individually smaller as well. As a result, Wayfinders avoid fighting at all cost and, instead, simply kill any threats we face. Our preferred tactics are ambush and surprise, but only when stealth killing isn’t an option. Someone who dies before they wake up can’t raise an alarm or escape their bonds in order to help their allies fight.

Camille was one of the first to take the practice of ending fights before they began and turn it into a codified practice taught to others. Before the Wayfinders were an official group, when we were just four people trying to find the rest of our friends and families, Camille protected us from bandits by killing every single one we found while sneaking from city to city. When I decided to turn our side job of guiding people from settlement to settlement into a business, she was ready with training and guidelines. She made us into the militaristically strong organization that we are today, the only strength and justice in the tundra for people who just want to travel safely. There were no better hands to be in than hers and the bandits only realized their mistake when it was already too late to save themselves.

The night was overcast with an ever-falling blanket of light snow to cover any noise as they approached. Our scouts had already spotted them and warned us of their arrival, well before they had even set up their small staging camp outside of the hills that separated this farm from the plains. They wore their night-vision goggles and all we had were eyes trained to make out detail even in the harshest blizzard. We watched the thin light reflecting off their goggles as they approached and, once they snuck up on the dummies we’d placed at all the barricades, we ignited our flares.

In the confusion that followed, the muffled crack of each silenced Wayfinder rifle firing was drowned out by the pained screams of our targets and the sharp roars of their guns as they blindly fired. Their confusion and blindness did more damage to their allies than we had done.  After firing two rounds each, our snipers stood down, waiting for the bandits’ panicked firing to stop and for more targets to appear. Five minutes and a few careful shots later, the remaining bandits started their retreat. As they retreated, Camille signalled to my group.

We slipped out of our hiding spot near the entrance to the barn and started collecting weapons from the dead bandits. By the time we’d grabbed the dozen guns and all their ammunition, the second group was on its way back. Leaving the flares burning and hiding the looted guns in the bushes, we crept around behind them, sneaking through the gap one of our snipers made when she silently killed the pair approaching us from the south. Ten minutes later, as the Wayfinders traded shots with the bandits, we struck their base camp.

There were eight of us. I and one of the trainees went around the far side and started working our way into the tents. We killed the two bandits we found sleeping, finished off the injured ones that had been dragged back to the camp, and drew a line of kerosene through their camp. We poured from tent to tent and then dumped the rest over their ammunition after giving them a quick scan. While we did that, the other three trainees and three Wayfinders, led by Natalie, slipped through the sentries and awake bandits, swiftly killing them all. Once we were all finished, we dumped out their camp stoves and used them to light the trail of kerosene. While they burned, we dashed back to the cover of the hills.

A couple of minutes after we’d lit them, the fires reached the ammunition and the whole camp exploded. Natalie led us through the hills, taking us wide around the farm so we wouldn’t run the risk of encountering anyone racing back from the farm to find out what had happened to their camp. Half an hour after we had left, at about three forty-five, we made it back to the barn. Natalie signaled to Camille that were had finished and we made a dash for the barn.

Once we were all safely inside, I climbed up the spikes we’d stuck into one of the beams and crawled through the hayloft until I found Camille prone, peering through the scope of her rifle. I crawled next to her, raised my scope, and looked in the same direction she was. Just through the trees around the farm, I could see the red glow of the bandit camp burning shining off the tops of the hills. I watched it for a moment before lowering my gun and reporting.

“The camp was dead before we left. No major resistance and only one minor injury on our part. A bit of debris from the explosion nicked Matthews. Clean cut, just needed a quick wrap to stop the bleeding and a patch to his gear.” Camille grunted, pleased that her plan worked. “How about up here?”

“No injuries at all. They couldn’t handle the flares and were counting on their goggles giving them an advantage in marksmanship. Between our two groups, that should account for all of them. There were a few left alive when they left, so I had our ground troops follow the bandits back to their camp to make sure none of them returned again. Find anything useful?”

I shook my head. The bandit stores had been empty aside from their ammunition, which was useless to us, since we used rifles and all of their guns were semi-automatic. “No food or extra gear we could have used aside from the tents and blankets. They must have a much larger force following them if their scouting party was almost three dozen people. There’s no way they could live out of their packs alone for the entire time they’ve been following the nomads.”

Camille nodded. “That confirms the reports we got from one of the bandits we questioned. A survivor whose passing we eased after he answered our questions.”

“How did the laborers and nomads take that?”

“They didn’t see it. Luke took care of it while doing a second sweep right after they fled.” Camille lowered her rifle and looked over at me. “We need to reset quickly if we’re going to be ready for their main group. Have the nomads and laborers been handled?”

“Yes.” I nodded. “The non-combatants are hidden in the farmhouse cellar with our extra supplies and the cellar is barred from both sides. Two nomads were stationed there with their weapons and Natalie is passing them the extra guns and ammo. Just in case. The rest are hidden in the farmhouse with orders to use it as their fort if we give them the signal. They did a good job of staying silent through the fight.”

“Make sure everyone is still in their places. I’d worry they fled if we hadn’t had eyes on the entire clearing.” Camille winked and made a shooing gesture with her hand. “I’ll keep an eye on things from up here.” Her small smile faded and her usual grimace returned. “Hopefully sniping can convince the main force not to push for the barn.”

I crawled backwards and turned around, ready to crawl out of the hayloft. “Hopefully killing their scouts without any major injuries or losses on our sides will accomplish that. I’d prefer to avoid another fight.”

“Sure. That’s exactly how things work out here.” Camille chuckled darkly and raised her scope back to her eye. “They’re just going to leave us alone because we’ve already killed enough of them to make them afraid. They’re definitely not going to decide that we deserve killing for daring to stand against them.”

After a moment of silence, I patted Camille on the calf, pushed her feet aside to make more room for my departure, and made my way back to the ladder. It was just about four o’clock in the morning and I was starting to feel it. I did a quick round of all posts, made sure everyone was good to go, and then settled in the farmhouse with the laborers and nomads to wait for dawn and whatever attack would come. Unfortunately, I didn’t have to wait long.

Tabletop Highlight: Dungeons & Dragons Under The Sea.

Underwater or otherwise water-centric (sailing) campaigns for D&D Are generally set up from the start as a campaign focused around the water or underneath it. Races will be adapted for wet environments, every actually puts skill ranks in the Swim skill, and everyone makes dexterity-based characters because no one wants to be the person in heavy armor who sinks and then drowns before they can get out of their armor. At this point, handling underwater combat, the drowning rules, and how movement works is fairly academic. It is just one more bit of math that needs to happen for the players to take their turns and determine their actions.

You generally do not see a lot of mixing water environments and non-water environments. It happens occasionally, as most land-based campaigns need to cross water at some point. Oceans, rivers, lakes, marshes, and underground lakes in dungeons are all fairly popular. At that point, the players are forced to scramble. If they have time to prepare, a typical Dungeons and Dragons part can figure out a way to get everyone across safely and have a few plans in place for accidents. If they’re just shown a bit of water they have to cross in a dungeon, they will still plan. Their resources are just somewhat more limited.

Unless the campaign established that water environments are going to be a big part of the campaign, most of the players probably won’t look up the rules for swimming. The rules are fairly straight-forward. The swimming skill check to move around in water is dependent on the type of water. Still water is very easy, while flowing water is harder, floods are harder still, and stormy oceans or rocky rapids in rivers are incredibly dangerous. When swimming underwater, there are a few more things to consider, such as how long the character can hold their breath, what can affect that (fighting something underwater makes them run out of breath more quickly), and then what happens once they run out of breath. The rules are pretty brutal, but so is water. If the water is still enough that the checks are easy, some good common-sense practices like having a plan for extra air (extra-dimensional storage spaces are often full of air) or knowing how far you have to go to get back to the surface are a must.

Unfortunately, those do not always happen. After a few sessions involving water, including a couple close-calls, on of my players finally had a character drown. The character was a Halfling, so his movement was barely worth mentioning underwater, even though I’ve house-ruled half-speed movement instead of the usual quarter, and though he had plenty of rounds for holding his breath, he spent a lot of them fighting something because he tried to be invisible underwater as a means of sneaking past the security octopus. Invisibility is mostly ineffective in water, since an invisible person still displaces water, and there’s very little other cover to provide a means of effectively stealthing your way up to an octopus for a sneak attack.

The rest of the party, of course, helped him kill the octopus, but the Halfling couldn’t make it back to the surface in time, failed his constitution checks to survive, and then died before anyone could get him to the surface since no one else was a very strong swimmer. Tragic, of course. The scout then set a land-speed record for getting his body back to the druids for reincarnation because that isn’t his original body and a standard Raise Dead spell wouldn’t exactly work the way they wanted. But that’s a story for another day.

Sticking aquatic environment adventures into my dungeons is always a tricky concept. I had two possible traps that involved water in the first dungeon my players encountered, but the plan for those dungeons was to radically shift the campaign if the party got trapped by them, since it would have swept them all away. I left them out for a while, because the party wouldn’t really have an answer for them and they’re difficult to deal with. Also, to be entirely fair, the number of monsters and creatures that’d maintain water features in dungeons instead of just living in underwater dungeons is rather small. There just isn’t much of a need for them in most low-mid to mid level adventures. There’s plenty of other ways to kill a party. At the same time, water can be a great equalizer. Unless they’re specifically prepared for it, a high-level party has no advantage over water that a low-level party wouldn’t have as well. Drowning can kill anyone, no matter their level.

If you want some good resources on water combat, D20SRD.org has some useful information and the SRD section of dandwiki.com contains a lot of important info as well. Otherwise, feel free to make it up when you need it. Just make sure to write it down so you’re consistent. As I said when the Halfling drowned, “Everyone has to follow the rules, even the DM.” Once you set a rule, stick to it.

Tire Swing

There was a tire swing here once, hanging from a tree on a hill.

The swing was a flying machine, carrying its passengers from the ground into the sky, captained by a laughing child as it flew so high they could touch the clouds. It was a portal to another world, used to pay the entry fee to a land no one but they ever found. It was a seat for eating ice cream on warm summer nights as fireworks exploded above the horizon, cradling its occupant in a world suspended and protected from all the problems of home.

The tree that held it was alone, but stronger for it. It was a stopping point on a speedy descent, providing a place to hide for both children avoiding baths and easter eggs in the spring. A home to birds and squirrels, it stood as a testament to nature’s ability to thrive even in difficult places. It was shade and music on windy summer days.

Now, they are gone. There is nothing left but a bit of moldy rope, a hoop of vulcanized rubber, and the rotting husk of a tree choked by creeping plants and parasites. Long before they fell into disrepair, becoming only their constituent parts, their magic faded. They could no longer be used to hide or to escape and slowly other things took them over. They became only a tire swing hanging from a tree on a hill.

Now, they are that no longer. Now, they are destined for a dumpster as their home is plowed over and prepared for a new life as something else. New seeds are planted and new life is laying its foundations.

There was a tire swing here once, hanging from a tree on a hill. Now, they will become something new.

Saturday Morning Musing

Lately, I have enjoyed joking that my life is finally in order so now I can say that, for sure, I am the mess. There’s some truth to this expression, but it isn’t entirely fair to me. I believe that my mental issues are a part of me and that they are a significant characteristic, but they are not limitations. I am bigger than my mental illnesses. I am more than them, though I am them as well. I may be a mess right now, but I’m a fairly organized mess and I’ve got a plan for becoming a not-mess. I’m in-between bookshelf organization methods. Sure, my books are stacked all over and covering the floor, but I know each stack and where each stack needs to go. I’ve just got to do the work of putting the books away.

I’ve been having a lot of stressful weeks, lately. I’m currently trying to do everything I can to avoid feeling too depressed and wanting nothing more than to just stop doing stuff for a few days or weeks so I can rest. Dating, writing every day, blog posts, working more, and more! Then there’s been a lot of individually stressful things like a few super busy weeks at work, tax-filing, and realizing I need a strict budget. This leaves me spending my Sunday in bed, watching my Steven Universe DVDs while listening to the Steven Universe soundtrack and playing Pokemon, only leaving bed for D&D at 5 pm and a few times before that for food and the bathroom.

I don’t even know if I can say I actually enjoy days like those. I have them every so often and I know I need them, but I don’t really enjoy retreating from the world to that degree. I talk to almost no one, get nothing productive done, and make a mess in my room because I can’t even be bothered to go downstairs to put my dishes in the sink. Don’t forget the time I spend agonizing over stupid little things that shouldn’t be stressing me out as much as they are while I ignore the actually legitimate issues I should be fretting about. Sometimes I eventually work through it all and can think about the real issues, but not always.

Depression is a bitch. As John Green once said in a video (I can’t find the video so I can’t attribute it to its primary source), “Depression is melancholy, without its charm.” There’s nothing fun about this. Anxiety also sucks. Nothing ruins a day quite like feeling like you forgot to turn off the oven about literally everything. I woke up at 6:30 because I apparently don’t like to sleep and then spent the next seven hours stressed out. That was last weekend and it was the longest day I’ve had in a couple of years.

I really want to find a way to calm down and let go of my tension, but my tension is a result of constantly working on things that are good for me and that I enjoy. I want to do everything I’m doing and more, so I’ve only got myself to blame for the position I’m in. If I want the successes I’ve set as my goals for 2018, then I have to pay the price. It’d be really cool if I could just get out of my own way and no longer waste so much energy on dumb shit like freaking out about whether or not I’m going to see an increase in the daily average views for this blog or if I’ve actually got enough clean underwear for the next week (which doesn’t matter because I’ve got a washer and dryer, so I can just do laundry whenever I want).

I’m used to being able to turn my anxiety and OCD toward useful ends. Even my depression had its uses. Now, all of my worries and OCD traits feel frivolous or irksome. It is hard to enjoy the feeling of being in control engendered by the act of cleaning your space when you can’t actually get down to cleaning because your cleaning supplies need to be cleaned first

I’d like to just shrug and say I’ll figure it out in the end, but it feels difficult to maintain that level of confidence and belief in the strength of the future when I feel like I no longer have any part of my mental health problems figured out. That’s the stress and exhaustion talking, but they sure talk pretty loudly these days. They’re becoming dominant aspects of my mental landscape every week. Hopefully another quiet weekend or two, following on the tail of a quieter work week, will help me get back on my feet and feeling like I can figure it all out in due time. That’s always a nice feeling.

Poison Drops

These little drops of poison dew
Collect upon my heart.
These little drops are not from you
Nor did you make them start.

No, my dear, they have always been,
So do not shed a tear.
These poison drops feel lesser when
I can hold you near.

These drips have taken no small toll
But they are not a threat.
You need not worry for my soul,
Its strength is greater yet.

I will not lie or hide the pain
Poison drips can cause me
But worry not, they leave no stain
And are temporary.

They’re little remnants of my past
That will not go away.
They do not fall upon me fast
Nor do they overstay.

I’ve lived with them all of my life
And doubt they’ll ever cease
But they are to my wit a knife,
It’s sharpness to increase.

I’ve made my peace with poison drops,
Painful that they may be,
For I have pulled out all the stops
So they may work for me.

Communication and Teamwork in Overwatch

Watching the Overwatch League has made me want to play the game more than ever. Watching teams pull off these amazingly well-coordinated plays makes me want to assemble my own team. Not in order to compete at even the amateur level, but to play with that level of communication and trust. That being said, the league is still rife with examples of people doing their own thing, including both times that it pays off and times that it does not. Single DPS players have, with minimal support from their teammates, either crippled or halted an entire enemy advance. In juxtaposition, tanks have recklessly charged and players of all kinds have wasted ultimate abilities that would have been more useful if they’d saved them for a minute or less later. Often, the reckless tank and wasted support ultimate ability have led to the team collapsing. Interestingly, half of the team collapses I’ve seen have turned into times when a single DPS found the right moment and help the enemy team off.

The best teams, though, are the most coordinated ones. New York Excelsior, Seoul Dynasty, and London Spitfire are all the most coordinated on average and they’re all the best teams in the league in a general sense. Having actually tried to build a 6-player team in Overwatch, I can definitely say that team coordination matters. To be fair, you don’t need to have six people in order to see that, it just makes it easier to see. I love playing with one of my roommates the most because we’ve played together long enough that our play styles complement each other, we trust each other to know what we’re doing, and we can anticipate each other’s needs and movements in a way the really streamlines communication. He also plays DPS (damage per second) characters and I play tanks, supports, and filler characters (swapping around to meet the team’s current needs rather than sticking to one character in particular). Comparing our play to me playing with only one of most of my other friends highlights just how important that almost unspoken communication is to our success as a team.

I’m hopeful that, if the 6 of us play together often enough, we’ll eventually figure out the communication stuff. I have a hard time verbalizing my thoughts in generic specifics because I’m so focused on what is going on in front of me, so my ability to call shots and direct the team is at its best when I can either get the words out properly or when my teammates are aware enough of what is happening in the battle as a whole to interpret what I’m trying to say correctly. It can be annoying, to have a shot-caller who has trouble saying the right names for characters and coming up with the right word while it is still relevant, but I’ve got the best battlefield awareness of the group right now so working on communication is out top priority. For now, I am grateful that my roommate is one of the six people and that I can count on him to interpret and then translate what I’m trying to say.

As much as I try to relax and have a good time when I’m with a large group that isn’t communicating, it is incredibly frustrating. As a tank, a lot of my ability to do anything effectively, aside from soaking up bullets, is contingent on having the rest of my team performing their duties and following the called shots. The other day, I kept telling everyone to group up with me since I was using the other team’s expectations against them, by setting up patterns that I’d subsequently break. It was working great except that most of my team wasn’t following me. I’d call them over to me, see them around me, start moving into position, and then they’d all be gone, getting cut down somewhere else because their tank is off trying to set up a flanking team-fight that would pick off the enemy sniper and supports before the enemy DPS could be brought to bear against us. We were so close to winning so many times that match and we had no good reason for losing, only that we were never all together and focused on figuring out how to circumvent the enemy traps and defenses. That was kind of the theme of the night, really. Knowing we should have won and being unable to say that we just got outplayed is frustrating to me because I’m trying to become a better player than I currently am and those kind of losses don’t do anyone any good.

It isn’t all of my teammate’s faults either. If I’d followed them in and stuck with the grind-y team-fights they kept running into, we might have won. We might have come out on top with enough ultimate abilities left to hold off the inevitable second wave when they re-spawned and pushed to retake the final point they were defending. I played a little more aggressively than I strictly needed to, winding up with all of the gold medals for enemy kills, enemy kills around the objective, enemy damage, and time spent on the objective(s). No tank should ever have all of those. A good tank can often wind up with gold medals in objective time and objective kills, but the DPS should always have the other two.

I’m going to focus on trying to be a better communicator when I’m playing with less experienced players and people who don’t know how to interpret my non-specific exclamations. That is something I can work to improve in every match, regardless of whether or not I’ve got a team skilled enough to help me improve as a tank. As long as I’m improving, I think I’ll be able to accept and number of wins or losses.

Steven Universe is the Best

Where do I even begin.

I’ve watched the series all the way through four times since this summer. First time through was in “streaming” order, the default order available on Amazon’s video streaming service (you’ve gotta buy the “seasons,” but they’re worth it). The second time was in the correct order, based on continuity. The third time was with my roommates. The fourth time was because I was impatient, unable to calmly wait for new episodes to come out. Every time I watched it, I felt like there was more to unpack. After four times, I can definitely say there’s more to this show than I can comfortably cover in a blog post, so I’m going to apologize up front for what a mess this might be.

I love the music. I first became familiar with Rebecca Sugar (the show’s creator) through her work on Adventure Time and, when I found out she was the person behind the song from the “Stakes” mini-series, “Everything Stays,” I bought all of Steven Universe from amazon and started watching it as soon as I’d stopped crying. Music is such an integral part of this show, that I’m not sure any review or discussion of the show can even half-assedly cover the show without going into it. The theme song is catchy and the scenes appearing on the screen throughout it are heart-warming and colorful. In the very first episode, the protagonist, a young human child (Steven), unabashedly signs the commercial jingle for his favorite ice cream treat. The episode ends with a portion of a bright, yet rather sad song whose entirety we do not get until the second season (or until you went ahead and bought the soundtrack or looked it up on Spotify). The second episode begins and ends the same way, but we discover that Steven’s love of music came from his father who was in a band before he met Steven’s mother.

Throughout the entire series, music comes in at critical junctures, giving us a window into the interior lives of the characters or communicating something they’ve been struggling to verbalize. We see one of the Crystal Gems named Amethyst–an alien race that are nigh-immortal but came to Earth long ago–sing a song with Steven about leaving home because they don’t feel like they belong. We eventually see Garnet sing a song about the strength of working together. Pearl sings several songs, many of them focusing on relaying information or expressing an emotion she’s been hiding for a long time following the passing of Steven’s Mother (who gave up her corporeal form in order to give birth to Steven). Steven sings songs for every possible reason from communication to encouragement to the simple joy of singing with someone. Steven’s dad, Greg (my personal favorite character and someone I aspire to be), sings songs to his son whenever he tells him about the past. Music touches every part of this show and really captures the heart and soul of the characters. Everyone I know who has gotten into this show has subsequently looked up the music on their own. I am not joking when I say I got Spotify just to have access to the album everywhere I wanted to listen to it. I also literally just bought it right before writing this sentence because I realized I couldn’t listen to it in the car because I’m super frugal when it comes to using cellular data. There’s so much amazing music, but I can’t really go into specifics without risking spoilers because it is so tied to each episode. The music alone is reason enough to check the show out.

The characters are so incredibly real and Steven redeems every character from a show you watched growing up whose power was hokey sentimentalism. He is sentimental, kind, incredibly sweet, unbelievably caring, and one of the most emotionally mature characters I’ve ever seen in a TV show, at least at the end. He still messes up, of course, but watching him grow throughout the series is incredibly rewarding and good inspiration for learning to work through your own problems. I won’t share any of the other characters’ growth because watching them change over the course of the series is a huge part of the show. Just as they grow in strength, they develop emotionally. The plot is just as much about emotional growth and learning to deal with your emotional troubles as it is about Steven Universe learning to become a Crystal Gem and what happens between the Crystal Gems and their estranged homeworld.

The supporting characters don’t feel like supporting characters because they’re just as three-dimensional and vibrant as the main characters. They even manage to make a pink lion with no speaking lines a fully fledged character with a detailed emotional life. The world is full and unique to the story. There’s a wonderful number of references to things that match our world despite there being a huge number of things that also separate it from our world. The stories are touching and deal with real conflict, and not just the violent kind. Sure, there are monsters they beat down, but the more difficult conflicts for Steven to handle are people who refuse his help due to their own pride or the people he wants to rescue but cannot. The most heart-wrenching episodes include an episode where the conflict Steven faces is when he has to decide to not save someone in order to take care of himself. Every villain has their reasons and even the worst of them eventually earns a measure of sympathy. You eventually get a sense that there’s something bigger going on, something beyond the characters you’ve seen. That there’s someone else out there who made the decisions that eventually created the bitter hatred and sadness you see playing out in these episodes.

As much as I love the show, I feel I should caution you. Since the show hasn’t finished yet, and the recent episode releases have been rather inconsistent and random, don’t dive right into it if you’re struggling with some unresolved emotional burdens or something big and sad has gone on. While this show can be incredibly cathartic, there are a lot of emotional issues that haven’t been resolved yet and basically leave you feeling sad and somewhat mournful. The tone is melancholic and, despite the fact that many of the sad moments end happily, not all of them have been resolved yet. Still, though, I suggest watching it. Definitely cautiously, and definitely a bit more slowly, but the catharsis and the wonderful feelings you get from watching something amazingly well made are worth it.

There’s so much more I want to say, but I think I’ve said everything that’s important. Watch this show. Take the time to make sure you’re watching it in order (which has been much easier now that you can buy actual DVDs of Season 1 and it is Season 1 that is out of order on all streaming services) and don’t watch more than a few episodes in a sitting. Let the show digest a bit between sittings and you’ll enjoy it even more.

 

Coldheart and Iron: Part 4

READ FROM THE BEGINNING


I never really enjoyed babysitting duty. I was a fair shot by military standards and a good sniper by any standards, but all that meant to the Wayfinders was that our average recruit was a better shot than I was. I had a gun because every hand counts in the kind of combat scenarios we usually encountered, but I was always the first one stuck to any essential non-combat task. I was the least useful in terms of killing people. I was better than most Wayfinders at subduing people, due to my history in martial arts prior to the collapse and my skills at dealing with people, but subdual tactics are only ever used against people we’re guiding or within enclave territory. Everyone else gets lethal force because a dead person is someone who isn’t going to go grab their friends and come back for revenge and one less person in any follow-up raiding parties.

Thankfully, there was plenty to do. Children to comfort and hush, an anxious man to calm, an elderly woman to reassure that no, we did not need her to grab a gun and go shoot some bandit assholes. I was tempted to let her, given how angry she looked at the prospect of people attacking her family. Camille’s orders had been clear and this woman wouldn’t be in here without a good reason. She’d have figured out who to send to the reinforced supply tent during potential firefights and I was in no position to contravene her orders. I’d called combat stations and that meant she was in charge.

After the reassuring was done and everyone sat in silence, dreading the moment it would break and wishing for anything to happen if only to end the waiting, I turned my attention to the supply lists and busied myself with checking stock levels. Something to do to in order to appear calm and unconcerned while straining my ears for the sharp report of the rifles or the quiet phfnkt of the silenced sniper rifles.

Minutes passed. I finished a stock check and started filling out paperwork I’d need at the next city to get IDs and housing for the nomads since they’d never been a part of any enclave. I enlisted the two adults to help me get the information from all of the children and we were just started on the adult forms, half an hour later, when Lucas walked into the tent.

His eyes had lost their usual sparkle, though he kept his usual grin on his face, and he squatted down next to where I sat on a short stack of crates carrying oatmeal. I smiled at him raised an eyebrow.

Still smiling, he spoke. “Millie wants to talk. I’m taking over here.”

I nodded, patted him on the back, and gestured to the form. “Alright. You just pick up from where I left off. All that’s left is information about our group and where you found them.”

I hauled myself to my feet, handed off the pencil, and left the tent. While walking back toward the front of camp, I scanned the area for signs of an attack. I’d been in the tent for about forty-five minutes, but there was still no sign of anyone approaching the horizon. The day was completely silent though, aside from the wind in my ears, and you could feel the tension in the air.

I found Camille at the front barricade and crouched down beside her, saluting as I did so. “What can I do, sir?”

Camille absently returned my salute, never taking her eyes off the horizon. “Lucas reported overnight contact with bandit scouts and, while they fell for the ambush our Wayfinders set, they regrouped quickly, using standard pre-collapse military tactics.”

“Sounds like militia.”

“Yes. All of the actual military groups that were still around after the governments fractured picked an enclave to defend. All of the citizen militias that showed up as every hunter and would-be sharpshooter pulled out their guns either dispersed, were killed as everything went to hell, or turned into bandits. These guys must be ex-military. They’re too organized and professional.”

“What do you want me to do?”

Camille took her eyes off the horizon and looked at me. “I need permission to order us to move camp. This isn’t a good position, given what we’re up against. I need more natural defenses since this camp is too large to defend with the barricades alone.”

“Risks?”

“Snipers. We don’t know if we have any following us close enough to hit us today, but it’d be foolish to not assume so. We can leave a rear-guard again, but they’ll still be susceptible to that if the bandits are as good as they seem to be. Staying here isn’t that great either, since we run the same risk anyway, but we have our terrain scouted and all of the best sniper spots taken.”

“Permission granted. If that’s what you think we need to do, I trust your judgment. Set up whatever guards you want however you like and let me know if you want me to get the nomads or laborers to assist.” I saluted again.

“Go relieve Lucas and send him back here. I’ll send a few people to you in half an hour to start packing up. We’ll have to do it in shifts to make sure we’ve got enough lookouts, but we should be able to break camp in an hour.” Camille saluted back and then turned her attention back to the horizon.

Staying low, I hurried to carry out her orders. An hour and a half later, we’d finished breaking camp. Getting the nomads ready was a bigger ordeal than expected as they hadn’t repacked their gear the night before, and the young children did more to hinder than to help since they constantly needed to be reassured. As we started moving out, noisily enough that every Wayfinder was compulsively staring at the horizon, I reported in to Camille.

“Everyone is moving. Scouts are ahead, nomads are on children duty, and I’ve got the laborers reporting to me as they keep an eye out to the north and south.”

“Good.” Camille nodded and slung her gun over her shoulder. “I’ll keep the main force of our Wayfinders back here and our eyes on the east. Where’d Natalie go? I was going to have her lead a squad back here.”

“My apologies, sir. I sent her ahead to look for our defensive position. If we need to hole up there for a prolonged attack, I want to make sure there’s enough local forage to support us.” I nodded to the west. “Map says there are a couple small towns on this route as well, so she’s going to pick through for supplies as she goes.”

“Very well.” Camille saluted and turned away. “Keep everyone tight and going. We’re too large to do the usual single-file, but keep them in a huddled mass no more than four across and the scouts in single-file to the sides. I don’t think they know how many of us there are yet and I’d like to keep it that way.”

I turned away and jogged up to the head of the group, quietly relaying Camille’s orders as I went. Once I got to the head of the group, I gestured for them to continue and let myself fall to the back of the nomads. I stayed there all day, as we hustled through the snow, encouraging people to keep the pack our vanguard was setting and helping anyone who started to struggle. When Camille’s party dropped back, I got everyone down and a couple barricades up, just in time to avoid the few bullets that zinged our way on the tail-end of the thunderous crack of a rifle.

A few quiet phfnkt’s later, Camille had us on the move again. Twice more, as the afternoon dragged on, we repeated the same thing. Each time, we were up and ready by the time the bandit snipers were in place. Thanks to Camille’s decision to have the rearguard focus on calling out positions and our best snipers firing back from our collapsible barricades, we didn’t sustain any injuries. Our first encounter with the bandits was a success. They were good, but Wayfinders were better.

We arrived as the sun was setting and the clouds began to drop a serious snow on us. Natalie and her scouts set up camp in an old barn, a couple of miles away from the second of the two abandoned towns. While not bulletproof in the slightest, it was still sturdy and the bandits would be blind-firing if they chose to shoot into it. And in the fact that the barn was next to a relatively recent farmhouse and both were on a small hill and it made the perfect shelter for us. The pump needed to be unfrozen, but we had our first water in a week that wasn’t snowmelt.

With the little light remaining, I got the nomads and laborers to finish setting up camp, cook, and get themselves settled into guard rotations while Camille and Natalie organized the defense. An hour after sunset, Lucas and his three Wayfinders returned. After making sure they were fed, I settled in to wait for the bandit scouts to appear. Everything was in place, every Wayfinder was ready, and the bandits were soon going to learn just what a mistake they had made in giving us time to prepare.

Tabletop Highlight: Dungeon Building for D&D

I’m not very good at building dungeons, though I should probably add that I’m also not bad. I’m alright. They take a long time, compared to preparing story elements, planning cities, and making up characters. It takes a whole lot of work to get a dungeon built, if you want it to feel customized and unique. Don’t get me wrong, it is probably the most fun I have as a DM, preparing for a session. It just takes a whole day of work or several evenings. Trap assignments, copying stats down, finding references, creating custom traps, designing passageways and rooms, filling the dungeon with residents, and then coming up with any puzzles. Treasure and stuff is usually an after-thought, since I usually just keep refreshing a random treasure generator until I find a hoard I like.

One of the easiest things for me is the entrance. Setting up a dungeon entrance depends on how the party is going to encounter it. Are they going to stumble across a random dungeon? Are they looking for it because they heard a rumor or were sent to find it? For the former, perception checks work great and all you need is some place that the party would reasonably go that not a lot of other people would. If you’ve ever played D&D, pretty much every party is constantly going places no one else would, so that’s easy. If they’re looking for it, that’s even simpler since they’ve got a general location and will be making skill checks until they succeed. After that, you just need some flavor about how they found it, what the door is, and then a hurdle for them to overcome before they can enter. Like spotting a secret door in what otherwise appears to be a simple hidden outpost that hasn’t been used in centuries or having the lookout notice that the sand dune they’re looking at isn’t shifting like the other ones.

After that, my struggles usually start. What traps are appropriate? How many are appropriate? I like undead dungeons, because you don’t really need to think about how dungeon creatures or NPCs would get around. Undead just stand around until they spot something to attack and even the intelligent ones don’t need food or air. My favorite dungeon was actually a tomb built to keep the undead inside it, and the party didn’t realize it until they’d set off or disabled all of the traps at the door to the boos room. More recent dungeons have involved intelligent creatures that need food and water and sometimes air, so I’ve had to be very careful with trap and puzzle placement. How is a gaggle of kobolds supposed to bypass a 30-foot pit trap without some way to go around? Also, how are the lizardfolk supposed to go through the puzzle-door unless they know the answer to the puzzle? Solving these problems would make it easy for the party to by-pass the actual traps and puzzles because they’ve got high perceptions and at least one of them isn’t afraid to do a little torturing if he wants some information.

There are, of course, other ways around this. Labyrinthine dungeons. They’re a pain in the ass to build and draw on a map, but they can be so incredibly rewarding. All of the creatures that live in the dungeon would know their way around and could find the easiest passageways, while the party is stuck trying to muddle their way through without running into another dead-end filled with the newly animated corpses of the last group to fall to the poisoned needle trap the party just set off. Once you’ve figured out the best way to build them (and start saving parts the party didn’t explore for future dungeons), the only real problem is drawing them out so the party has some kind of physical space to move through. Sure, there are any number of software programs that would allow this, but I prefer a more tactile experience when I can get it. Wet-erase markers, a play-mat, and one of my players as the map-maker since it makes more sense to have the players draw the map based on your descriptions rather than to do it yourself and try to guess on their sight-lines/spacial reasoning abilities.

As for filling a dungeon with creatures and NPCs… Well, that’s usually a bit easier since you’ve probably got a themed based on the location or the reason the party is there. Build a few encounters, stick them in the dungeon’s rooms, and then add a few advantages to them to reflect the fact that they’ve had time to prepare for invaders. Also, remember that just because a large creature takes up a 10-foot space doesn’t mean it can’t also squeeze through a 5-foot hallway. Dungeon Master’s Guides and/or Player’s Handbooks should have some rules on how squeezing works, so maybe sticking a large creature in a medium hallway could be a lot of fun for you! It’d be super interesting for a bunch of snakes to show up in the hallway. They’d be able to manage it fine and could maybe use their size to shove the party around as they slithering through the halls.

Just, you know, make sure to build your dungeons a few sessions in advance of when you think you’ll need them. Chances are good you’ll wind up wanting a little more time than you planned to finish building your dungeon and it is usually worth taking the time to do it right rather than rushing it. You’ll feel a lot better about it, that’s for sure.