This Game Has A Destiny Too Complex To See

One of the games I’ve been playing a lot recently is Destiny 2 on the PC. It isn’t Borderlands, but it is still a shooter with super interesting guns and special powers you can swap around. That’s close enough for me to enjoy, especially since I can easily get all of my friends to show up on an evening to play some Destiny 2 with me and I’ve yet to actually finish the story of a Borderlands game with anyone but my librarian friend. It may not have the same sense of humor, cell-shaded glory, intriguing characters, smooth control scheme, super supportive community, excellent campaign mode…. Okay, maybe the comparison isn’t as great as I’d originally thought.

That isn’t to say Destiny 2 is bad or that I’m not enjoying it. I actually really enjoy Destiny 2, even the online PvP (Player versus Player) modes. I play it all the time by my own choice, even if I never really play it by myself. The campaign doesn’t have as much replayability, but it is also super easy to just power through if you’re interesting in earning the XP for your clan (a loose association of players that can bring you some minor benefits and is basically just a list of people who’ll do the three-player missions with you) or trying to increase your chances of getting a rare gun. It was a lot of fun to play through the first time, even if it wasn’t super compelling. You can definitely tell that the main focus of the game is supposed to be on what happens AFTER you complete the campaign.

There’s already a lot to do after the campaign ends, and there will only ever be more as new content is created and released. There are Strikes, which are three-player missions that have a good chance of dropping good gear, which come in a couple different flavors. Vanilla (normal) strikes are relatively easy and vary widely, but don’t drop very good gear that often. Heroic strikes are more difficult and drop better gear along with having a chance to drop the best gear. Nightfall strikes are even more difficult and have special rules, but also drop better gear in addition to having the best chance of dropping the rarest gear. There’s the Crucible, which is the main PvP mode, and the Trials of the Nine, which is a special format of the PvP mode that gives you really great gear if you manage to win 7 out of 9 matches. There’s also the Leviathan Raid, which is the highest-tier of end-game content, requires six people, and is the best way to get gear. There’s also a number of things that happen on each world, such as public events that anyone can join, small adventures for alright look, and the constant grind of earning tokens you can trade in to each world’s representative for random loot around (but usually below) your level.

All of this content is geared toward players who enjoy making multiple character, doing weekly or daily grind sessions to get the best possible weapons, gear, cosmetic items, and emotes. There’s some room for more casual players since the best way to get gear to do the weekly milestones, which basically just requires that you just play a little of every game mode every week. You can do it in a couple of hours one night a week if you’ve got a decent group of people to play with, though doing the Raid can easily double that. You can just keep playing with the same character the entire time or switch between a few characters to get the weekly rewards all over again as you help the more casual members of your clan earn their weeklies. Personally, I like to play it whenever there’s someone online to play with but I usually stick to one character because I’m not super motivated by the rare weapons. I just like to “Captain America” things as a Titan (you get a shield you can bash people with, block attacks with, or throw at distance enemies to damage and blind them. It’s so much fun to just run around punching the crap out of enemies in a shooter. And, if you get the right gear, it’s a totally viable strategy.

The sheer variety of play style available to the players is where Destiny 2 shines. There are three very different classes with different styles of play and each of those classes can be played in a number of very different ways based on the special properties of your armor. I have arm armor for my Titan that includes the lunge distance of my melee attacks and the damage the attacks do, which stacks with a class ability that does the same thing. If you set it up right and time everything well, you can fly around a battlefield like superman, punch everything to death. Warlocks do incredible amounts of damage in general but are probably also the biggest utility class since you can modify them to increase damage, heal, use more grenades, be super mobile, and so on. Hunters are the high-damage, very mobile sort of class that have the best mobility and the most options when it comes to attacking (In terms of strategy rather than in terms of abilities). Each of these has sub-classes that change their abilities and grenades, and writing about them all would be at least a full post per class.

The biggest problems the game has come in the form of the continued support from the studio, Bungie. There have been a number of uproars in the player community already in regards to some the questionable decisions Bungie has been making, all of which is compounded by the fact that Bungie isn’t very good at communicating with its fan base. There was the XP debacle (XP was being weighed so that super grind-y players didn’t get too many of the loot boxes you get by leveling up or by purchasing from Bungie), the only recently resolved issue involve the DLC (players without the DLC got locked out of almost every post-game activity that was a part of the weekly reward system), and the tumultuous Prometheus Lens arrival and subsequent nerf (PvP used nothing but this gun because it could nearly insta-kill other players and a large segment of people wanted to keep it around. Personally, I hated it since it made every PvP match the same boring grind of who pulls the trigger first). In the last couple weeks, Bungie has really started communicating more clearly and openly about what’s going on, but a lot of players are still left wondering just how all of this stuff made it through testing or why Bungie made some of their clearly dumb decisions they’ve subsequently backtracked on.

I can’t really hold the game accountable for the mistakes of the company that made it, though, so I would definitely recommend getting Destiny 2 (and its DLC because the extra missions they’ve added in Curse of Osiris were a lot of fun).  I’d recommend playing casually or settling yourself in for the cycle of frustration and excitement my roommate seems to go through every week or two, but that’s really up to you. If you’ve got an open evening every week that you’d like to fill and a group of friends you like to game with, I strongly suggest filling it with Destiny 2. You’ll have a lot of fun, if nothing else.

Coldheart and Iron – Introduction

Every night, once I’ve settled into my shelter for the night, cleaned up from dinner, and banked the fires that are the only things standing between us and never waking up again, the idle conversation around the fire inevitably turns to the past. I’m taking my first steps into my forties, older than most people traveling through the tundra, and there are often a lot of children in the groups I guide. The children, curious about an older stranger, all want to know the same thing.

“Where were you when it ended?” Tired, wind-chapped faces peek out of heavy coats and the insulated sleeping bags every traveler keeps if they want to survive once the fire burns low. Even the adults gather around, always eager to hear a new story. “What were you doing when you knew it was over?”

They ask not because they want to know what the world was like before the end, there’s still enough civilization left that even the children of the permanent nomads have seen towns and the comforts afforded by intact generators with gasoline to power them, but because they are bored. All of us who knew life before the collapse will wax rhapsodic and go off on tangents, telling stories about all the things we loved and people we knew. All things now lost to us are fair game and most of us would go on until the weight of our words and the low light of the fire brought us to a mumbling halt.

Then, in order to break the silence and regain some of the strength we felt before remembering what we lost, we would share the story of when we knew that everything had gone to shit. It was a different moment for most people, and not just because everyone was doing different things when it happened.

For some of us, myself included, the moment predates what is commonly considered the collapse by the few scholars and scientists we have left. Most of them admit it was a gradual thing but they insist that one event can be pinpointed as the time when we had irrevocably passed the tipping point. According to the data dumps that are passed around the few working computers still attached to the net, few of them actually agree on what it was, though.

We maintain that it happened much earlier and everything after that was merely a consequence. The fate of the world was sealed and all subsequent potential moments merely hurried it along. Unlike both other groups, the scholars with their tipping points and every other person with their single moment of no return, all of us are very nearly in agreement. Within a week of each other, so far as I’ve found.

Ultimately, though, I don’t know how much it matters. I haven’t spent a lot of time examining what it would mean if humanity ever agreed on what exactly triggered the collapse. I prefer to avoid spending too much of my time thinking about it since survival and my work are more important. In other circumstances, I’d have been a writer. Here and now, I just do what I can to keep my groups alive as I guide them from community to community, and part of that includes keeping their spirits up. So I tell them my stories of what I miss, the people I’ve lost, and then of the moment I knew it was over. It was a moment that was heard around the world, as it would have to be to effectively end the world as we knew it, but few saw exactly what it meant at the time.

Most people only realized it in retrospect, but it was significant enough that they still remember when it happened with crystal clarity. I was preparing for the end since the moment I read the first news reports and saw all the things he said. I was prepared for the fallout and ensuing winter, even if I didn’t anticipate exactly how those would be delivered. I was one of the few who listened to the ranting of a person everyone dismissed as a lunatic and I felt no satisfaction when it turned out I was right.

Unlike most people of a like mind, I think we could have still avoided the collapse at that point, if we’d done all the right things. But we’re humans. Doing the right thing isn’t exactly what we’re known for, nor can we ever really get enough people to agree on what the right thing is. I don’t tell the younger people in my group this, though. Post-apocalyptic society is easier for humans to handle if we can blame something outside ourselves for everything. Instead, I just focus on my memories of sitting at my desk, reading the news reports, and solemnly outlining the plans I’d made to my friends as we ate lunch and they ridiculed me.

None of them made it.

I don’t tell the young ones that either. They see enough death in any given week, let alone the past twenty or so years. They don’t need me telling them how almost everyone I knew from back then was gone. Given the overall decrease in population, the average human has lost about 80% of the people they know. As is usual for statistics, they fail to paint a complete picture. People in first-world countries that were used to harsh winters had relatively low death rates while countries not used to them were almost entirely wiped out. I was the exception to the rule, though.

I’d lost all but three people I knew from before the collapse. Three friends from college who had actually listened when I raised the alarm. Everyone else is dead or missing. Most people who are missing end up being dead since the communication networks lasted a while after the collapse. People aren’t really missing if you can call them on your cell phone. It is only when their phones go unanswered and the obits fail to post their passing for two years that they’re declared missing, presumed dead, and you’re told to get on with your life as best as you can. We still occasionally find communities that have been entirely cut off, but most of them are long dead.

That’s how I became a Wayfinder, I tell the adults who were too young to remember when this winter began. I went looking for the people I was missing and became one of the models they used to create the Order of Wayfinders. Now I have brothers and sisters everywhere in the continental US, even if I’ve never met more than a handful of the ones outside my group.

I still keep an eye on the obits whenever I get to a town still connected to the net, but I’m certain they’re all gone by this point. Over ten years of solo or small-group survival is impossible, given the patrols we Wayfinders run. They’d have to be very lucky to have survived this long or found some odd community that isn’t connected to the net but still strong enough to survive bandit attacks.

Now that I’m no longer looking for people, I lead the largest group of Wayfinders and guide entire families and small communities from one place to another. Mine is the only group in the midwest that actually has the firepower to stand up to the bandit tribes that prey on any wayfinder group they track down.

Wayfinding for large groups doesn’t come cheap, but most families are willing to pay my prices in exchange for a chance at surviving travel through the wilder zones of the tundra. The history lessons and storytelling are free, though. They keep my mind sharp and they’re an important part of humanity’s past if we want to ever have a future. So I keep walking, picking up groups and dropping groups off, telling stories in the silence of my shelter, and trying to survive the frozen wastes of what was once the US.

Tabletop Highlight: The Dresden Files RPG

I’ve mentioned my love of the Dresden Files by Jim Butcher before. I’ve yet to go into it at any real length–I’m saving it for a longer Wednesday review–but I wanted to write about something a little tangential as it has gotten popular enough to have related games and comics. There’s a card game now, a few board games, and a RPG that uses the Fate system. I haven’t played any of the board games yet, or the card game, but I’ve run the RPG and I have to say it was a lot of fun.

For those of you who haven’t played a game using the Fate system, you build a character using a point-allocation system for attributes and skills. You can use points to buy skill modifiers that give you extra ability in specific applications of that skill, but the result is ultimately decided by how many positive modifiers you have after rolling a set of what are called “Fate Dice.” Fate Dice have 6 sides, two of which have a “+” mark, two are blank, and two have a “-” mark on them. “+” adds to your end result, “-” takes away from your end result, and the blank sides are do nothing to your end result. The whole system is fairly low on numbers, compared to most RPGs I’ve played.

Most of the character sheet is actually taken up by what we call “flavor text” in D&D, except the Fate System relies on all of this color and characterization to focus your character. You have to pick strengths and weaknesses, which have the potential to affect your skills and dice pools (how many dice you can roll for a particular check), and almost all of the skill checks amount to a Pass/Fail system with the only real modifications on that being how well you’ve succeeded. The whole system focuses very heavily on storytelling rather than number-crunching, which means it can be either super forgiving or very harsh depending on how your Game Master prefers to run it.

The whole system feels super different from everything else I’ve played since almost all of those other systems are heavier on the numbers side of thing. All of the numbers feel super reassuring to me as both a player and a GM, since math comes easily to me and I’m comfortable enough with the rules as a whole to know when to fudge things, so the Fate System was almost like having to learn an entirely new language rather than just playing a different game. That being said, I don’t think a number-heavy system would work very well for a Dresden Files RPG.

While the book series has a lot of elements that would fit into a more hard-math rule system and shares a lot in common with many of those same systems, it ultimately fits best into the story-driven Fate System. There are many times in the Dresden Files were a character digs deep within themselves to snatch victory from the jaws of defeat, but it is hard to have something like that play out in a rules system that has clear results because of numerical dice and hard math. In the Fate System, there is literally a mechanic for saying “actually, I succeeded that because I’m a determined son of a bitch/really good at this one thing that helps out unexpectedly/got extremely lucky that the one thing I needed just happened to be in this little cabinet here.” Those are aptly called “Fate Points” and they allow a player or GM to insert an element of story into one of the times when numbers would otherwise rule outcomes.

Fate Points are allotted to a character based on how many points they have left after their character is made. This means that a higher-powered character has fewer opportunities to fudge the numbers and just succeed than a lower-powered character. In the Dresden Files RPG, this means characters who have no magical abilities or affinities can wind up steering the plot or showing up just in the nick of time to save the bacon of a powerful shape-shifter or wizard. Just like Butters has done for Harry.

The game does a very good job of balancing power levels by placing additional restrictions on higher-powered characters and giving a wide-variety of cheaper powers to non-wizards so that they have the opportunity to contribute and compete with the wizards for the spotlight. If you want to make a wizard and are starting as low-level characters, chances are good that your character won’t be able to do much at the start, whereas a shape-shifter can already transform and use specialized aspects of their powers outside of their transformation.

That being said, the lack of hard-numbers means the GM needs to be rather proficient at making things up as they go along without a precedent to go off. It can be difficult to resolve combat if no one is spending Fate Points to swing it one way or another. I recommend reading the book thoroughly rather than just skimming like you can with some of the hard-math systems. All of the information you need is in there and talking it through with other people who’ve read it or run the game before should be all you need to clear up any confusion.

If you really enjoy the Dresden Files and want to play a game in as close to the book-world as you can get, I definitely recommend picking up PDFs of the books. Some of them even include character information for the people from the books and all of the books will tell you from what point in the series the information was obtained. You don’t need to have read all of the Dresden Files in order to join it, but having read some of it is definitely helpful.

Wrapped in Silence

As you sit in your bedroom, legs extended toward the foot of the bed and your back leaning against the wall, you can feel the heavy weight in your heart beat against your chest. It beats arrhythmically, out of tune with your heart and the pumping blood that courses through your body.

The weight is silence. The silence of the quiet thump of your heart and the rushing of blood in your ears. The silence of thousands of synapses firing as wild, uncontrolled thoughts tumble through your mind without leaving more than a faint trail that is wiped away by the same winds that give them agency. The silence of love unspoken and bitter last words that can never be reclaimed. A silence so complete that you can feel your voice, the voice with which you narrate your existence and that gives you a sense of self, fade and crumble in its face.

Outside, there is a similar weight pressing inward. It works its way through the blanket that wraps your legs and the sweatshirt you wear until it nestles against your skin like an itch you can never quite find, no matter how long you scratch.

This weight is also silence, but a separate silence. The silence of a fan blowing in the background, a constant whir that never ceases or varies in any perceptible way. The silence of an apartment full of people who are all busy with quiet things. The silence of a nearby highway humming with the steady stream of cars full of people who make their way from one place to another without ever conceiving of you as a being with your own hopes, dreams, and thoughts.

Some people, somewhere in your building, make a small noise that you know exists, but it is not strong enough to make its way through the walls and plaster that guard your apartment against their intrusion. The few people who, passing in their cars, look in your direction cannot see you for the brick and aluminum that guard the outside of your building against intrusion.

The two weights press against each other, pulled to each and yet repulsed by each other, constantly trying to escape from the other in one direction while being pulled toward it in the opposite direction. As the ebb and flow of their tugging begins to tear you apart, you quiet your mind and lay aside all of the rambling, rumbling thoughts that tumble through your mind.

This new silence, the silence of the mind after a long day; the silence of the mind when all thought has come to naught; the silence that reigns over the darkest moments of humanity; the silence that lifts up and glorifies the brightest moments of our lives and the lives of those we love; this silence settles into your mind.

As you sit and feel the power of this new, third silence, you let it flow out of you. It sweeps down to your heart and pulls the first silence with it. It glides outward then, capturing the second silence in its grasp and slowly wraps Silence around you, embracing you with a blanket devoid of warmth but resplendent with comfort. It pulls and tugs until not a scrap of you is left uncovered and slowly settles until you can feel it seep into your very bones. It takes such a hold of you that you are left wondering if there ever was something other than silence in your life; you wonder if have ever had a voice or heard a sound or if it was all a dream from which you have woken.

You feel the muscles in your chest expand and contract as you breath. You feel the muscles in your throat prepare the way for the word that will shatter the silence. You feel your tongue curl and move so that, as the vibrating air passes, it will make the correct sequence of sounds that will forever destroy this heavy, peaceful silence. As it builds, you can feel it coming, you can feel an end to everything you’ve ever know coming on the crest of this wave.

And then your muscles relax and the moment is passed. As your breath keeps its place in the first silence, your throat keeps its place in the second silence, and your tongue keeps its place in the third silence, you feel a fourth silence settle over them all. With this silence, the silence of the word unspoken, you feel the warmth that was lacking settle into you, the comfort is no longer cold and strange but familiar in a way that you cannot comprehend but wish to never be without again.

 

Saturday Morning Musing

For a long time this year, I wasn’t writing or updating this blog very much. I’ll admit part of that was by choice (at least for the blog since I felt like I didn’t have anything to say) and part of that was because I just couldn’t make myself string the words together unless I was super moved by an idea. I was pretty busy most days and that meant I didn’t have much energy for working on my books, much less my blog. A lot of my time was filled with trying to manage my depression and a related self project: trying to avoid making myself depressed or anxious for no reason at all.

Honestly, that was probably the most successful “project” I worked on up until National Novel Writing Month and this daily update thing. It worked pretty well for the most part and only didn’t work when I had fairly legitimate reasons to feel depressed or anxious about something. During those times, my pinpoint focus on not making things worse for myself helped me avoid spiraling into a fugue or going back to my bad habits of closing off and hiding away from everything but my minimum work requirements and meals.

It was exhausting, though, because I needed to be constantly aware of what I’m thinking and focused on jerking my mind away from depressing thought spirals and needless anxieties. My OCD neither helped nor hindered, thankfully. My tendency to obsess over depressing subjects was effectively cancelled by my tendency to sort of automate small mental activities, like emptying my mind or tracking patterns in the world around me–which are only “small” activities because I’ve been working at doing those things for over a decade now. Making a habit of forcibly jerking your mind away from its habit of obsessing over negative thoughts and ideas is basically a wash.

I’ve been doing it for long enough at this point that its become a solid habit, even outside of my OCD. I catch myself more frequently than I used to, even though the spirals are a bit stronger than before. There’s nothing like a new relationship to lend strength of some negative thought spirals. At the same time, one of my major sources of stress is gone and I’ve got a significant source of positive emotion. No longer living with my frustrating roommate and having a girlfriend have definitely had a positive overall impact on my life even if I still occasionally have moments of intense anxiety. I don’t know if I’ll ever be entirely rid of those thought spirals or, as I refer to them in my head, thought tornadoes (because only the incredibly powerful ones are a problem and there’s no reasoning with them because they just carry you along with them), but I can definitely appreciate the fact that they’re the only major problem I’ve got right now.

I really wanted to write a post about how awful my roommate was, as a form of catharsis for myself and in order to start a conversation about how painful it can be to try to live with someone who doesn’t respect you despite the fact that you get along great as friends. I wound up sitting on the idea for a couple of months, which was probably wise, because I feel like I’m in a better place to actually think about it and respond rather than simply vent about it. Which is to say that I think the thing that stressed me out wasn’t so much his behavior, but his refusal to actually take steps to work on it despite constantly acknowledging it. So many times, I would sit down to discuss something with him and he’d cut me off by proving he already knew what I was going to bring up. It felt awful to be living with someone who knew what they were doing was wrong but continued to do it anyway because they didn’t care enough to change.

I worry that he’s going to see this, or that one of our mutual friends is going to see this and then share it with him, but that might be for the best. He obviously didn’t hear what I was saying to him during the 21 months we lived together, but maybe reading it will help it click. It’s worked before, with my original blog. Maybe it’ll work here as well.

I’m not going to hold my breath, though. After successfully reducing the amount of self-inflicted pain and stress I encounter on a weekly basis and spending an entire month writing up a storm, I think I’m ready to return my attention to what is most important to me. That, and the most common issue I face when I’m working on my creative projects. I will take breaks to rest up and recharge, but I never seem to be able to get the recharging part working properly. I can rest, feel ready to push again, but I haven’t managed to recharged myself past the low-levels I’ve been feeling for three years at this point. I don’t need to get out of low-power mode in order to write, but I feel like it’d be a lot easier if I could.

Of course, its been so long that I’m not sure if I can actually get recharged or if I’m making the entire thing up as an excuse to stop when things get difficult. Time will tell, I suppose. It usually does.

Late-Night Writing

When midnight approaches
And exhaustion encroaches
I make a silent wish:
Just one more late-night hour
To write and feel the power
I have when I create.

A mind full of thick fog
Permeates my daily slog
When I choose to stay up.
Better fog than the loss
I feel as I turn and toss
When I instead choose sleep.

Second shift and spare time
Is never enough to climb
The mountain before me.
I just want to explore
Writing in a time before
I’m bidding friends good night

So for now I contend
With foggy days that descend
From my late-night writing,
All while hoping someday
I will be able to say
I spend my days writing.

“Ich Bin Euer Schild:” How to Reinhardt in Overwatch

One of my favorite games to play these days is Overwatch. I don’t normally go for player-versus-player games since I dislike that toxicity that PVP environments usually generate, but Overwatch is just so much fun that I’m willing to deal with the toxicity when it comes up. I love those moments when a team comes together, communicates, and winds up kicking some serious ass because everyone is exactly where they need to be.

Unlike a lot of other online PVP games, Overwatch lets you change your character as often as you like, provided you return to your base to do so. That means that a good team can play fluidly, adapting to the changing demands of the match and picking characters to suit. In most games, this does not happen for one of two reasons. The most common reason is that people aren’t very interested in playing strategically and are either messing around, learning a new character, or unwilling to accept the fact that they are the one who needs to change (most commonly seen in players who are either snipers or regular DPS). The other reason, much less common, is that you’ve got a strategy that works and the other team isn’t adapting to it.

I had an amazing match that fell into the second category the other day. I, as I often do, played a Tank. Reinhardt, specifically. For those who do not know, Reinhardt wields a giant hammer, has a massive shield that his allies can fire through, and has an AoE stun as his ultimate ability. The main problem I usually run into when I play him is that I rarely have the support and DPS I need to make him a viable attack tank. The other problem is that I need my teammates to know what I’m going to do and to commit to doing it with me. People rarely use voice chat outside of ranked games unless you’re a part of a group and a lot of players will either ignore or make fun of people using the text chat to communicate. Not because its archaic or slow, but because trying to make plans shows you actually care about winning and the only people who care are the loners who try to carry the whole team by myself.

I still like to try, though. It is easy to ignore the typed replies, report the people who get abusive, and always worth it the time it works out. Like this time. I told everyone that I planned to march right through the first choke point, take out as many of the enemy tanks as I could, and then soften up the enemy DPS before I died so they could sweep in behind and clean up. After I got a DPS and a healer to back me up, I marched out the door and did exactly what I said. I was the only person to die on that push and we swept the enemy team right past the first capture point. It was everything I ever wanted as a tank.

Further on, as we escorted the payload through the map, I managed to stay in front of all of the enemy damage and one of the DPS characters on my team just danced through enemy lines as a high-mobility character, Genji, killing them as the rest of the team pressured them to stay facing us. Just when it looked like they were going to stall us, I managed to use my ultimate ability to stun four of them, three of which were killed by the Genji. Between my tanking on the payload, the Genji’s constant damage behind enemy lines, and the unwavering support and additional damage of the rest of the team behind my shield, we managed to push all the way to the end of the route in what was the fasted Overwatch match I’d ever played. I wish I’d recorded the whole thing so I could post it and show you all exactly what it was like.

I like this match, and the video I shared, because it highlights the power of a good team playing alongside a decently skilled Reinhardt. There are a lot of applications of Reinhardt’s ultimate, all of which look the same in initial execution, but all of which have different goals. There is the denial ultimate, which is supposed to either negate someone else’s ultimate or prevent the enemy team from killing allies. There is the straight attack ultimate, meant just to stun and hold a bunch of easily killed DPS characters while I kill them. There is the hold-the-point/payload ultimate that is supposed to chase enemies away from the point or punish them for sticking to it when they should have left.

Generally speaking, Reinhardt is one of the better team-player tanks, since his shield and high HP pool allow him to act as an excellent defender to any DPS or support characters that follow him into the fray. Alternatively, once the largest group of the enemy team is occupied, his massive hammer swings can steadily damage everyone in front of him rather than just one person. Flipping between shielding your allies and hammer swings is integral to any kind of group fight and there are no tanks do it better without using their ultimate abilities. There is an artistry, almost, to knowing when to change between defense and attack. I like to describe them as tipping points. A good Reinhardt can charge into a battle and, at the right moment, change a grinding fight into a route. A good Reinhardt can also turn what is starting to be a route into a grinding fight or a slow retreat.

One of the reasons Reinhardt gets a bad reputation and why DPS and support players don’t like to stick with a Reinhardt is that most Reinhardt players couldn’t see a tipping point if it hit them in the head with an over-sized rocket-powered hammer. They charge in or focus on attacking. Others just walk around with their shield up all the time and immediately hide as soon as it is gone or they stick to one spot like moving away is going to get them immediately killed. Neither one of these styles plays to Reinhardt’s strengths and both usually wind up getting the Reinhardt’s team killed. Reinhardt is never defensive or offensive, he is always both. He has an ability that shoots a slow projectile through everything, barriers and players both. This is his only ranged ability and most Reinhardt players couldn’t hit anyone with it to save their life.

A good Reinhardt can nail a fleeing foe with a Flamestrike. They can use a charge not just to pick off the most troublesome enemy, but also to scatter a group that’s threatening to overwhelm their team. They know when to keep the shield up or jump in front of the bullets and when to just wade into the fray, hammer swinging. They know when to use their ultimate for greatest effect, even if it doesn’t get any kills. They’re the team babysitter, protector, and the last line of defense in a route. They also know when to throw convention to the wind, swing around the back, and come charging in so they can take down the whole back line as the tanks turn and get shredded by the rest of their team. A good Reinhardt knows what the team needs from their primary tank and can deliver it with an extra side of pain for the enemy team.

There are any number of things I could say to help people learn how to play Reinhardt, but most of these things are best learned for yourself, by playing him. Trying him out as your next tank and keep in mind the dual nature of a good Reinhardt. Attacking and defending, each in their own time. Keep trying long enough and you’ll start to see exactly what those times are. Once you can see that, you’re 80% of the way there.

Song in the Silence: A Loud Endorsement

“Song in the Silence” is the debut novel of Elizabeth Kerner, published in 1997, and the first novel in what eventually became a trilogy. There is a wonderful story captured in the pages, just waiting to be explored once you’ve managed to make your way past the stereotypically nineties cover art. I don’t know if I can say it was a unique story because my knowledge of female writers of fantasy from the nineties is sorely lacking (something I’m trying to change), but I can definitely say it had a much different tone from most other fantasy novels I’d read.

While the world doesn’t have the same kind of almost-human characterization some other fantasy novels go for, it still conveys a sense of breadth and depth to the readers. The bits of historical information Kerner provides to make the world feel real are worked into the flow of the story and they never feel like exposition or an information dump aside from one or two moments where a major historical event is shared with the protagonist so she understands the enormity of what’s going on. Even those moments feel a lot more natural than they otherwise might because they’re almost always delivered in the form of smaller stories told by one character to another. Though only a small portion of the world is shown through the course of the story, the introductory narration and the traveling the protagonist does firmly establishes a much larger world that you can feel hovering around the edges of the story as you read through it.

The mythology, which sets the stage for the main conflict of the novel and of the trilogy, is not entirely new though Kerner does a great job of breathing new life into it. The mythology plays into the trope of Dragons as beings of order and demons as beings of chaos, informing the ways the two groups interact with not only each other, but with the neutral humans who can, of course, pick either chaos or order. Which, in this story, means that humans can be good or evil, relying heavily on the cliché of order being good and chaos being evil. There is no way to avoid clichés entirely, nor is it necessary to do so, but this particular one has always felt like too much of an oversimplification to me. That being said,  I would call this particular cliche more of a pet-peeve than an actual issue in this case. Kerner’s story may lean heavily on the “human ability to be good or evil” idea, but the idea is used as less of a crutch and as more of a support beam. It is incorporated into the story as an important aspect of the story itself rather than used to prop up a weak philosophical concept a character is espousing. It turns from “chaos is evil and order is good” into “this person is evil and uses the power of chaos to act against order and good separately, in pursuit of their selfish goals.”

One of my favorite parts of the book is that every character in the novel could be you, your friends, or someone you’d meet at work. Unlike most fantasy characters, who I would not want to meet because they’d be insufferable, I would actually love to hang out with the people from this book. Maybe get a drink or a late brunch. They all have their flaws and they all tend to keep running into trouble as a result of them, but never in the same way. Some characters learn of others’ flaws and exploit them, young people are inexperienced and rather stupid, and the powerful are somewhat impulsive as a result of overconfidence. The protagonist, a young woman, falls into a few traps over the course of the novel because she is naive. She struggles with how to relate to some of the other characters because she learns of these huge gaps between her experience and theirs. The villain almost cackles over a steaming cauldron, but it is strongly implied that he’s gone insane at that point, as a result of all of the demon magic he uses. It feels a lot more natural because you can also imagine him cackling over a bowl of oatmeal or as he goes for a pleasant afternoon hike.

In direct opposition to the humanity of the characters (including the non-human ones), there was a rather heavy-handed romance subplot in this book. The protagonist and her love interest wind up in a relationship and loving each other not because they’ve gotten to know each other well and developed a relationship, but because they lay eyes on each other and begin to fall in love. There are prophecies mentioned here and there, as a part of the prophecies driving the major plot points of the trilogy, that make it seem like they were destined to love each other. After they’ve confessed their love for each other and had a soul-bonding moment, the relationship gets significantly more normal if you pretend they actually took their time getting to that point. I like the later depictions of the romance and their relationship better because it more closely matches the more human way most relationships in our world work.

I would recommend reading “Song in the Silence” if you want a book with interesting and real characters, a well-developed world that fits nicely into the “high fantasy” genre, an entire race of intelligent and rather “human” dragons, and don’t mind one of the major plot points being a Disney princess style romance that feels a bit shoehorned into the rest of the story. It is a rather quick read, though I recommend taking the time to pace yourself rather than attempting to devour it in one day. Though quick, it is still a bit too meaty for a single sitting.

 

Unfortunate Business

Arthur walked through the door into the sunshine, briefcase in hand, and dreaded the walk to work. His office building was only a mile and a half away from his apartment. That was one of the perks of living in the city, he supposed. But he hated how crowded everything was. It always took him longer to walk to work than it should have. He was in a hurry this morning. There was a meeting at 9 o’clock at which he was supposed to present his proposal. He patted his briefcase unconsciously, feeling the reassuring bulk of the envelope.

Arthur nervously adjust his silk tie as he watched the heavy flow of foot traffic moving up and down the sidewalk from the stoop of his apartment complex. People paid little attention to him as he stood there watching them. With a small, tired sigh, Arthur stepped down the stairs to the sidewalk and joined the throng.

Arthur waded through the sea of people moving back and forth, to and from apartments and offices. Some of the people had the almost unkempt, disheveled look of those coming off a night shift, and others had that crisp, almost vacuum-sealed look he associated with lawyers. There were punk rockers, high school students, women going shopping, men drinking coffee and glancing at their watches, women applying makeup as they shuffled through the crowd, and everywhere was the noise and smell of automobiles.

Arthur was bumped and jostled as he did his best to stick close to the buildings. Someone as small as he was did their best to stay away from the street. It was only last week that he had read of some poor soul accidentally getting pushed out of the sidewalk traffic and into the way of a bus.

Arthur checked his Rolex and ducked into a small alley between two large buildings, taking advantage of the decrease in foot traffic to speed up. About halfway through the alley, someone jumped out from behind a dumpster and, with a disgustingly wet “THNK,” clubbed him in the head with what looked like baseball bat.

Arthur stared for what seemed like almost an hour, stunned, at the dark figure holding the bat in its hands and wondered why he was taking so long to fall down. Arthur noticed a large red splotch on the side of the dumpster. He wondered if it was blood. Maybe it was blood from a previous victim? But no, it was only rust, he realized, as he got closer to it; some of the paint had been worn off over the years and the metal below it began to surrender to the harsh elements of the big city.

Finally, with a “thud” that sounded like it was coming from fifty feet away, he hit the ground on his stomach. It was surprisingly dry. He had always imagined that the alleys where people got mugged had pools of water and slime everywhere. Thank goodness there wouldn’t be any wet spots on his freshly-pressed suit when he made his presentation. The ground was also very warm, despite the approaching winter.

Light kept flashing into his eyes as it reflected off cars passing by the far end of the alley and through the gaps in the passing crowd. Why did none of them come to help him? A driver in one of the cars should have been able to see him lying there, and surely one of the people on foot would have already called the police. But why did no one come to help him? Why did no one stop and look in the alley?

Hands rifling through his pockets. They took his wallet out of his jacket pocket, his cell phone from his pants’ pocket, and they just TOOK his entire briefcase. They didn’t bother looking through it. They just took the whole thing.

Arthur had an important letter and plans in that briefcase. They were part of a business deal that would finally get him that promotion he’d been dreaming of for the past two years. At 34, he would be the youngest junior partner in the history of his company. He would finally be able to get a house in the suburbs for Alice. He’d be able to buy each of them a nice car. An extravagant SUV that just guzzled gas. He and his wife would finally be able to have children, a dog, maybe even a cat.

But the hands had taken his briefcase with his letter and the plans for the proposed office complex. And now his watch too! They also began tugging at his wedding band. They were leaving him with nothing. Suddenly, the ring popped off his finger and the pressure of the prodding hands was gone. After a few moments, Arthur supposed that they had finally left him alone.

Suddenly, a pair of feet walked into his vision. He wondered what the feet were doing there. Where had they come from? Had they noticed him lying there and come to help? And what was that? There was a long, thin object next to them. It looked like it was round. The bottom didn’t rest very well on the ground. It dragged behind the feet, never once lifting from the ground like feet would.

The feet stopped right in front of his face and the round, thin object got closer to his face. He realized then that it was made of wood. Very well-polished wood. With some dark, wet splotches on it that partially covered some writing. The unstained portion read “Louisville Slu-”. He wondered what a “Slu” was.

Suddenly, it moved a little on its own, skittering about on the concrete, no longer following the feet. Then, it jumped up and disappeared from his sight. He heard another one of the meaty, disgustingly wet “THNK’s” from earlier. It seemed like he should have felt something. But he couldn’t quite place his finger on what it was he should have been feeling. It was all very odd. He had taken this shortcut through the alley almost every day for the past 3 years and he had never fallen down onto the ground, nor had hands ever searched him. He heard another of the “THNK’s” and thought he should have felt that too.

The feet finally started moving away. They ran down the alley and he saw then that the feet were attached to some legs, and these legs decided to go into the back door of one of the buildings bordering the alley. Arthur hoped that the feet and legs were going to call the police. But why, he thought, did he want the police? That’s right. The hands. They took his house in the suburbs with a car, kids, and pets. He wanted those things back. But first he needed a nap. He was extremely tired. He had been up so late working on his car and kids. He smiled as he drifted off, as the world slowly faded from his senses. At least he had remembered to make photocopies.

Tabletop Highlight: D&D 3.5 and Knights

One of my favorite classes to play in Dungeons and Dragons is the 3.5 edition’s Knight. This class is listed in the Player’s Handbook II and is probably the best class to use for the “Tank” role based on class abilities alone. Almost all of their abilities are geared toward grabbing enemy focus, surviving, or protecting their comrades. All of this comes at the cost of a lot of more the damage-oriented abilities or skills you might associate with fighter or barbarian tank builds. So often, a front-line tank fighter or barbarian’s skill set is focused around the idea of “if it is dead, it can’t hurt me or anyone else.” Yes, you can build a fighter’s AC (Armor Class: it determines how difficult it is to hurt you character with an attack) super high while still focusing on damage and you can get a Barbarian enough HP to tank a few disintegrate spells (which are as dangerous as the name implies) without healing, but Knights are focused on both of those things.

As one of the few classes with a d12 hit die (the die used to determine how many hit points the character gains each level), they can have almost as much HP as a barbarian before they start raging. Since their primary focus is staying alive and taking damage so other characters do not, putting the highest attribute score in Constitution is almost a requirement. The second-highest attribute score can work as well, but raising it with magic items as soon as possible is a must because a Knight can never have too many hit points. The alternative attribute for the highest attribute score is actually charisma. A lot of a Knight’s abilities are based on Charisma. Charisma can help a Knight challenge the boss to fight them and only them, grant them and their allies bonuses based on the Knight’s inspirational battle cries, and can help Knights come up with clever challenges to cause all enemies to charge them. Outside of battle, a Knight’s charisma can help them move through the social circles graced by royalty and nobility as they further their knightly cause.

As they progress through their levels, Knights enjoy a full Base Attack Bonus progression (one point per level) but, oddly, have only Will as a primary save. If you look through their abilities, you will find that Knights have abilities that can help them save allies who are being mind-controlled or mind-affected (made afraid, under the power of suggestion, etc), so having a high Will save means they are more likely to remain free long enough to save their companions. Other interesting abilities include being able to prevent enemies from easily moving past you (or using the common rogue trick of tumbling past the tank in order to attack the squishier characters behind them) by causing the space around them to be treated as rough terrain. This means that people cannot simply run past them or tumble past them thanks to the knight’s defensive capabilities. Other abilities include a boost to their AC as a result of using a shield and the ability to take part (and eventually all) of the damage dealt to an adjacent ally. If you’re protecting a spellcaster who gets shot by an arrow or stabbed by a rogue, you can opt to take some of that damage in order to mitigate what might have otherwise been a killing blow.

As far as combat goes, Knights get access to mounted combat feats, along with a lot of technical combat feats through a “bonus” feat system ever few levels. While a Knight may never do a lot of damage, compared to other martial classes, they can still dominate a battlefield riding about on a well-trained mount using a Lance in order to maximize their damage. They also have an ability called “Fighting Challenge” that gives them bonuses against a specific target they’ve challenged to a fight. The Fighting Challenge is a type of “Knight’s Challenge” which also includes things like the “Test of Mettle” which causes all enemies in earshot to focus on attacking you, the “Daunting Challenge” which causes weak enemies to flee in terror, and the “Bond of Loyalty” which allows a Knight to continue making will saves against mind-affecting spells or abilities until the Knight is free or out of Knight’s Challenges.

The most interesting use of the Knight’s Challenge, and what makes them the ultimate tank, is what they earn at 20th level: “Loyalty Beyond Death.” This allows a Knight to spend uses of their Knight’s Challenge to literally continue moving after they’ve functionally died. At 20th level, a Knight will have over 200 hit points. A character typically dies once they pass -10 hit points. A 20th level Knight can spend uses of their Knight’s Challenge to continue moving and acting once their hit points pass below 0 until their body is completely destroyed or they run out of Knight’s Challenges to use. This means they can still be healed back to the point of being alive or just sacrifice their live in one last glorious charge as they face down an ancient, all-powerful dragon or lich in order to buy a village or their allies time to flee.

There any number of other feats that can greatly benefit a Knight as well. Shieldmate lets you provide adjacent allies with an AC bonus based on the shield you use. Heavy Armor Specialization, a feat with dovetails in with a Knight’s ability to ignore movement penalties resulting from wearing Heavy armor, provides you with a permanent reduction to the damage you take as a result of wearing Heavy armor. The proficiency feat for Tower Shields also benefits a Knight because it increases the bonus provided by Shieldmate, increases your AC even more, and lets a Knight use their shield as protection from arrows or AoE (Area of Effect) attacks for anyone who isn’t tough enough to survive them. There is even a feat or a type of enhancement magic for armor and shields that lets your AC bonus from your armor and shield apply against certain magical attacks that normally just need to make contact with a character, rather than break through their armor. With the right builds, a Knight can because an almost unstoppable tanking machine.

I wouldn’t recommend using a Knight as the primary front-line combatant because their damage output is lower than most other martial characters, so they’re not always great picks for 4-person groups, but they work amazingly in larger groups, even if there are no other front-line martial characters. Especially if there are no other front-line martial characters. Next time you need a tank and don’t want to play the lawful good paladin, play a night! They can be lawful anything and their emphasis is more on their knightly oaths than obeying the rules of the land.