The Countess

Jacob locked the door of his brownstone and stepped to the edge of his front porch, looking up at his most-recent acquisition as a wave of giddy pride washed over him. His brownstone was a perfect match for its four neighbors, only varying as a result of flower boxes and window dressing, but he felt like it glowed compared to the others. He took one last look over it before turning to walk down the five steps to the street.

It was a Saturday morning, just after nine, so traffic was still quiet and the cobblestone street directly in front of his home was empty aside from the few parked cars belonging to the residents. He straightened his sweater, stuck his hands in the pockets of his jeans, and hummed to himself as he walked down the street. Everything was perfect.

“FORTY-SEVEN.”

Except that. Jacob started walking faster, hoping the woman who sat at the end of the brownstone row wouldn’t stop him.

“FORTY-SEVEN!” The woman waved a tattered bit of cardboard at him, the writing all but impossible to read as she swung it through the air. As Jacob approached, she staggered up from her seat and waved the cardboard even faster. “FORTY-SEVEN!”

Jacob rifled through his wallet as he walked, pulling out a fifty. Once he reached the woman, he tossed it into the violin case at the woman’s feet next to some lint, many coins, and a scattering of other bills. “Here’s fifty, now let me be!” The woman stopped waving her cardboard to look at her case and Jacob ran off down the street.

As he reached the end, he stepped into a puddle and his leg sank up to mid-calf. His shout of “Damn it!” was met with a laugh and a shout of “FORTY-EIGHT.”

The Affair

I ran down the hallway, doing my best to get out of the building as quickly as possible. Charlie had told me that if I ever showed my face here again, he’d kick my ass. As self-critical as I often was, I did not think that my ass needed kicking, and so had resolved to stay away. Despite what I had thought were my best efforts, one look at her face and I went running back into her arms. Only this time I came running back and slammed into Charlie, which constituted much more than showing my face.

I could hear Charlie’s cursing echoing down the hallway behind me. I could also hear what sounded disturbingly like the clatter of a metal baseball bat bouncing off the walls. When I reached the end of the hallway, I paused and risked a glance back. Charlie burst around the corner, waving a metal baseball bat around like he trying to make a tornado with it.

I took off running again, taking the stairs right in front of me and vaulting over the railing onto the next set of stairs as I reached the bottom. I kept this up for 10 more flights of stairs, getting a little further ahead each time. On the ground floor, I had almost two whole flights of stairs on him. As quickly as I could in order to preserve my advantage, I darted down one of the three hallways that branched out from the foyer I was in and ran until I turned the corner. Pressing my back against the wall, I looked around for someplace to hide. Twenty feet down, there was a janitorial closest.

Moving as quickly and as quietly as I could, I slipped down the hallway and tested the knob. Locked, Damn! I gave the door a sharp tug in frustration and, to my surprise, it swung open a few feet. I ducked inside the door and pulled it closed behind me, making sure to listen for the click! that told me it was completely closed.

Crouching behind a pile of rags, I took my cell phone out of my pocket and silenced it. The last thing I needed was for my it to go off and give away my position. I can’t believe I’m hiding in the janitor’s closet from Charlie. God, it’s not like I slept with his wife or anything…

Just then, I could hear the heavy tread of Charlie’s booted feet. I held my breath, not trusting the door to hide the noise of my ragged breathing. “Where’d you go, you bastard professor?” I heard. “When I find you I’m going to rip you open and smear you all over the sidewalks!” The footsteps got ever closer. He was moving slowly now, as if he could sense that I was nearby and he didn’t want to spook me into running again.

I started and nearly fell over when the doorknob jiggled. I waited, breath held, hoping that the door stayed closed and my hiding place remained undetected. I’m getting too old for this… was all that ran through my head. The jiggling stopped. The heavy steps moved away and I sighed with relief. This is the last time I sleep with one of my students…

The Tale of the Magnificent Prince Abrams

 

I normally don’t like to preface my creations, but I want to explain this piece a bit since I’m not ready to continue with the serial fiction yet (there’s way more prep work that needs doing than I anticipated). I wrote this story for a Fairy Tales class I took in college and it was my first attempt at what would become my favorite writing voice. I started reading Terry Pratchett in the year following this story and I improved once I had a wider variety of examples to emulate when writing this sort of humorous, trope-challenging fiction. Still, this story holds a special place in my heart because it was my first expression of what I consider MY narratorial voice, rather than the one I pick up and put down for most of my other storytelling. Here it is, reproduced and only slightly edited (I couldn’t just leave ALL the grammatical and spelling errors). I hope you enjoy it.

 


Once upon a time, in a kingdom far, far away, where dragons and princesses lived and magic was still a part of life, there was a Prince Abrams who traveled the country and rescued all sorts of damsels from dragons. He was a brave hero who was loved by all the land and won the hearts of many princesses.

“Didn’t I tell you to stop that?”

I’m merely informing the reader of your many illustrious deeds and-

“Don’t listen to the narrator, he’s not telling you everything. My NAME is Prince; I’m not actually a prince. My father thought it would be funny and my mother loved the idea of having a prince for a son.”

Now why’d you have to go and spoil it for the reader, Prince? I would have told them a tale of your daring and bravery!

“I’m sure they have better things to do than listen to you talk about how I ‘slayed the mighty Pig-monster that was terrorizing my town!’ It was only a pig, a normal-sized pig that no one else wanted to bother with.”

Well, how about the adventure you’re on now?

“Narrator, as I’ve told you before, I’m not going on an adventure, I simply moved out of my parent’s house and am going to start my adult life in a different town.”

That may be true, but it sounds more interesting the way I say it…

“Just be quiet for now, I’ve got a long way to go before I reach my destination.”

~

The valiant Prince trudged over hills and through valleys, forged mighty rivers and blazed a trail through an ancient forest! He travelled for many days and fought his way through terrible storms but finally, he caught sight of–

“IT’S ONLY BEEN TWO HOURS!” Prince exclaimed, “and are you going to say I ‘fought my way through terrible storms’ every time I wash my face?”

-caught sight of a grand castle in the distance. It had majestic sweeping parapets and two tall towers on the far side. The lower walls were covered in vines and moss and there were many ancient trees growing near its walls. He made his way to the aged castle and knocked on the sturdy, oaken door, seeking shelter from the brutal elements. When no one answered, he cautiously pushed the door open and stepped inside.

“Hello?” called Prince, “Is there anyone there?”

Hearing no response, he walked through the empty hallways. The castle was modestly furnished, for a castle, there were torches in all the brackets and a fire burning cheerily in every hearth, but there wasn’t a person to be seen anywhere. As Prince searched the first floor, he noticed a quiet wheezing noise was coming from above, almost as if the castle itself where breathing. He found himself in the kitchens and was surprised to find that there no sign of food anywhere. All the pots were hung on pegs, gleaming and spotless, there were stacks of mugs and plates that looked as if they had never been used. Prince gazed in awe at that spotless kitchen and was thus caught by surprise when a door opened behind him.

“Who are you?” exclaimed a burly man with a sword and buckler in his hands.

“I’m merely a traveler,” answered Prince, “one that is looking for a place to spend the night if I may.”

“You certainly look harmless enough,” murmured the burly man, “but it is up to the steward to decide. Follow me.”

Prince followed the burly man through the door and down a flight of stairs into the castle’s cellar. The cellar was furnished much better than the rest of the castle and hardly resembled a cellar at all. The only signs that this was indeed a cellar were the stained walls, the group of ale barrels in a corner, the vast wine racks, and food stored in a side room. The burly man led him through the entry room and into the back storerooms where they greeted by a tall, well-dressed and distinguished-looking man.

“Ah, Maxwell! I see you have corralled our intruder. Who is he?” asked the distinguished man.

“He claims to be a simple traveler and his possessions speak to the truth of what he says.”

The distinguished man turned to Prince and said, “Hello, I am this castle’s steward and I wish I could welcome you into the castle in a more comfortable setting, but we are having a few issues at the moment. Pardon me for asking, but what is your name?”

“I am Prince Abr-” began Prince, but he was interrupted by a gasp from the burly man and the steward.

“Prince!?” exclaimed the steward, “Please forgive me for my rudeness, my liege!” and with that, the steward fell to his knee in a bow, as did the burly man.

“Did I hear you say prince?” came a voice from the other room and in walked a broad and well-built man wearing a white apron. Seeing the steward burly man bowing, he too fell to one knee and called out over his shoulder, “I heard right, it’s a prince!”

Prince groaned inwardly as more people came rushing into the room and fell to their knees. After everyone had come into the room, they all rose and returned to their business. The steward approached Prince, but Prince rushed to speak before the steward: “You misunderstood me, good steward, I am-”

“You are our savior!” exclaimed the steward jubilantly. “You will be able to break the curse that awful witch has set upon our castle.”

“Please let me- wait, you have been cursed?” queried Prince, for he was truly a good man who would not hesitate to help others in need.

“Yes,” replied the steward with a mournful sigh, “a witch placed a curse on our beloved princess that caused her to grow enormously fat and eat everything in sight in one bite!”

Prince was startled at this horrid curse and immediately felt a pang of pity for the poor princess. “What can I do to help?” he asked gently.

“You must take your sword and slay the awful witch! She has taken up residence within our princess so we would not be able to touch her! But you, my good Prince, will be able to survive being eaten by the princess. Then you can hunt down that dreadful witch, slay her, and everything will return to normal!”

“How will I survive where another might not?” asked Prince.

“All princes have some magic that enables them to survive,” said the steward, “did you not know your own power?”

“No, you see I-” began Prince.

“Where is your majestic sword and princely attire?” interrupted the steward, “how can you go save our princess without your sword and attire?”

“You see, I haven’t got a majestic sword and princely attire because-” Prince said before he got cut off once again by the distinguished steward.

“You where robbed during your travels? How awful! Then we must find you a sword and dress you in our finest garb! Blacksmith? Bring your finest sword to the prince so he might save our castle! Good Tailor! Bring your finest tunic for our savior, the prince!”

A blacksmith appeared from one of the back rooms bearing a beautiful sword with a jewel encrusted hilt sheathed inside a scabbard with gold and silver inlay. He lowered himself to one knee and presented Prince with the beautiful sword and scabbard. Prince took the sword somewhat reluctantly and bade that man rise. As he left, a tailor appeared through the same day and presented Prince with a tunic of purple that almost simmer as it shifted in his hands. The prince slipped the tunic over his head and buckled the sword to his waist.

“Wise prince! You look marvelous in your princely attire and your sword looks most fearsome! Please, find our princess underneath the west-most tower and defeat the evil witch inside her!”

Prince looked at the smiling, expectant face in front of him and sighed. “I shall do as you ask good steward. I will save your princess.”

The steward began bubbling with gratitude and showed Prince to the stairs, supplying him along the way with directions to the princess’ room. Prince walked up the stairs and strode out confidently to the princess’ room. He stopped at the door as the wheezing sound seemed to grow stronger the closer he got to the room. He threw the door open and was horrified by the sight lay before him. A mountain of flesh lay in the room. It was impossible to distinguish any body parts from amongst the piles of flesh. Prince stepped cautiously into the room and before he could react, he was grabbed by a pink lump and thrown into a gigantic mouth. He tumbled down the throat and splashed into what appeared to be the princess’ stomach. He pulled a lantern out of his pack and lit it.

Prince spent the entire day searching through the princess organs, but found no witch, only enough furniture to furnish the castle and innumerable bones, both human and animal. After sleeping awhile, he continued his search in her leg. He found a vicious tapeworm that proceeded to attack him. Prince slew it with a few deft strokes of his majestic sword and continued on his way. After finding nothing more in her leg, he returned to the stomach, slept, and then he searched her other leg. This leg looked almost like a huge empty hallway except for stacks of partially digested food sitting around on the floor; her entire leg was completely hollow. The next day he searched one of her arms and found it filled with weapons of all sorts, but all of them were rusted and decaying. The Princess’ other arm was a maze of tissue that took him two days to navigate his way into and out of. Finally, on his 6th day inside the princess, he searched her head and found it full of brains but otherwise empty.

“Narrator, it’s been 6 days since I began my search, and I’ve found no witch.”

Do not give up yet valiant Prince! The witch may yet be hiding within the poor princess!

“No. I’m done. I’m leaving.”

But you can’t! You told the steward you’d slay the witch! And if you don’t, who will save the princess?

“How about this? You, Narrator, go find an actual prince to narrate and get him to come to this castle.”

But where will I find another prince as brave, kind, and valiant as you?

“I’m no prince, and there’s no witch here. The princess is simply a person of gargantuan proportions who ate so much that her skin no longer fits on her bones, or has been an unfortunate victim of some unnatural phenomenon.”

But princes save princesses!

“Indeed? Well, maybe that’s why they always need saving. You can’t count on someone to come along and solve all your problems for you. More often than not, no one will do anything about your problems unless you have already started.”

But Prince-!

“No, I’m leaving. If these people want the princess to return to normal, then they had better break a hole in the wall so she can go out and get some exercise. But I’m done. I’m going to cut my way out and leave. Good-bye Narrator, hopefully you’ll find someone else to narrate.”

Prince swung the jeweled sword and cut a way out. He dodged the pink lump that tried to snatch him then ran out the door. He returned to the steward, fully explained his name, returned the sword and tunic, and recommended that they take the princess out to get some exercise as there is no witch. He was then chased out of the castle by the steward and burly man as they believed the witch had taken him under her control. Once out of the castle, the prince brushed himself off, and without a look backward, walked off into the horizon…

So… Um… Reader! How would you like to save a princess…?

Tabletop Highlight: House Rules and Homebrew for D&D 3.5

I’ll admit that I’m probably a little biased when it comes to which D&D version is the best. Almost all of my playing and running has been in 3.5 or the common mix of 3.5 and Pathfinder because the 3.5 set of rules is expansive. An expansive set of rules means it is relatively easy to find rules for something that can be nudged to fit what you want to add. Additionally, the patterns created by the existing rules make it easy to extrapolate how the system should apply to something without rules or how to change existing rules without breaking the game. As a DM who loves to tell a good story, these two things make 3.5 easily the most appealing rule set out there.

While I do all of my high-level planning and preparation ahead of time, there is a lot of small stuff that comes up during sessions I can never be prepared for. Particular shopkeepers, NPCs the players want to talk to, city layouts, the state of the black market, and so many other things my players will randomly and inconsistently want to know. In addition to that sort of thing, no amount of preparation is going to prepare me for what I need to have prepared when the players decide to take a path I hadn’t foreseen or do something that requires rules that either do not exist or that need to be modified so they’ve actually got a fair chance to fail or succeed.

For instance, I like to give my players options when they spectacularly fail certain types of rolls. A common house rule is that a string of critical fails on attack rolls can instantly kill the player’s character. I like the idea of this house rule, but a lot of players will get upset if they accidentally kill themselves like this because it feels just so stupid and random. If they died because of a choice they made, at least they feel like they earned it. So, instead of just killing them outright, I give them the choice of taking the death or taking something entirely random that could possibly be worse but would allow them a chance to survive. This way, they feel like they still have control of their character and, should they die as a result of the something else.

The only problem is that I have to make up whatever is about to happen without any preparation. A new monster, some interesting application of the rules, or even an entirely new encounter or dungeon. All of this stuff is the sort of thing I typically prepare beforehand because making it up is difficult. Without the expansive 3.5 rule set and all of the online resources people have created for the 3.5 rule set, it would be impossible.  Since I know how the basic rules are applied across the entire system and can find a bunch of different templates, abilities, and creature types, I can find a way to meld all of it together into whatever new creature or situation I want to introduce to my players.

This sort of new rule or new creature is called either “homebrew” or a “house rule.” Homebrew is anything made up by someone other than an official D&D source. A house rule is anything that a DM indicates is a rule that applies only to the particular campaign they’re running, though it may show up in multiple campaigns. Homebrew often involves house rules and most house rules are homebrew. A house rule that isn’t a homebrew rule is usually used to exclude something. For instance. I almost always ban the Tome of Battle because it creates these ridiculously over-powered characters. The only time I’ve used it was to create a tough fight for my players by giving a recurring character levels in a class from it and the one character nearly took out an entire group of six players of the same level. That’s too much power. Most of my house rules are exclusions, since a by-product of the expansive 3.5 rule set is stuff that is over-powered as a result of one-off campaign modules that introduce new rules and I have players who like to visit forums to find the best way to make their characters O-P.

My favorite house rule adds two homebrew systems to the game, called Individual Magic Effects and Character Legacies. The IME rule is taken directly from the webcomic that inspired it, giving characters a particular visual-only effect whenever they use magic or that affects the way their magic items work. Character legacies are a bit more complicated, but can give the player characters bonuses or penalties to their character depending on what the legacy means. Got a player obsessed with glory and hunting? He or She gains bonuses when they prove their prowess and bring back trophies, but gain penalties when their quarry bests them or they fail to find it at all. The bonuses and penalties can change depending on what the character hunts and how the player decides the character will act. An egotistical hunter might have charisma penalties for dealing with some people but a bigger bonus for dealing with most people while a more friendly hunter might have bonuses when it comes to bartering or doing hunt preparation.

Neither one of them has much impact on the game in the long-run since the bonuses for legacies are relatively small, compared to what magic items and feats can give players and IMEs are only visual effect (which only help or hinder in very specific situations). They just encourage my players to try to play their character more consistently and to stick to their role-playing when they might otherwise abandon it in favor of being more effective in a given situation. This is my favorite type of homebrew. Adding major rule changes or entire classes is hard to balance. If you ever want to see some ridiculous, over-powered stuff that puts the Tome of Battle to shame, you should check out some of the custom classes people have made and posted to places like the D&D Wiki.

Like a lot of storytelling, deciding how and when to modify the rules for an established game takes a lot of practice and it is easy to accidentally break something even if you’re very careful.  If you keep to a guiding principle such as “everyone should be having fun,” then you should be fine. The rules don’t really matter if everyone is having a good time and feeling like they have power in the world.

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.

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.

Dungeons and Dragons: What’s the Story?

As you might be able to infer from other parts of my blog (or perhaps just remember from a previous post), my favorite part of playing Dungeons and Dragons is the storytelling. DMs developing worlds and spooling out stories in every direction. Players and their characters taking the reins of the DMs stories and telling smaller ones through the way their characters develop. The stories we see at the end of a campaign as we look back and admire all we’ve done since we started. I love them all.

The stories I prefer most are the ones I can tell as a DM. Unfortunately, telling a story as a DM can be a bit of tricky business. If the DM is too forceful in their storytelling, the players can wind up feeling railroaded–which means that they feel like their characters have been placed on a track and they have no options or choices that really make a difference. Sometimes, with certain players, a bit of railroading is necessary if you want them to actually be doing anything. Sometimes, the players don’t mind a little firm direction, if you’ve set it up correctly. If a DM tells the story right, it’s possible the players won’t even notice that it’s happening.

Different DMs come at storytelling from different angles, but most fall into one of a few categories. There’s the adversarial DM, who is trying their best to kill the players’ characters and the players need to use all their wiles and skills to escape the DM’s traps and narrative sticky spots. There’s the supportive DM who just wants to ensure their players are having fun, bending the rules so they don’t get in the way of the players reaching their goals. Finally, there’s the DM who just lets the dice decide, setting up situations that they players can get through with luck and/or skill but could still include lethal consequences if they’re foolish or really unlucky. Personally, I tend to flip-flop between the last two categories.

I like the supportive style for fun-oriented campaigns. It is generally more fun if the players are successful (and death isn’t NEARLY as funny as some kind of persistent negative consequence), and I’m not one to let a mere rule get in the way of a good joke. Plus, one of the keys to good humor is subversion of the expected. If a player opens a chest expecting a monster, trap, or treasure, one of the best things to put inside it is a series of slightly smaller chests. Top the whole thing off with a “goblin punch” aimed at someone’s vulnerables and you’ve got yourself a hilarious setup for humor.

For my more narrative campaigns, I prefer the “let the dice decide” style. The best way to involve the players, to get them to suspend their disbelief and emotionally invest in the campaign, is to make them feel like their actions matter, like their decisions have consequences. You have to balance risk and reward so that they have the opportunity to fail and succeed on a smaller scale on a regular basis, so they never develop a god complex. Then mix in opportunities for them to fail or succeed beyond the scope of the situation and you can really hook them. Reward them when they’re clever and punish them when they’re making poor decisions. The exact nuances of how to do exactly that are a blog post of their own.

Situational railroading has a place in the narrative campaigns. Sometimes, because of the past choices a player has made, the entire party winds up in a situation they can’t escape from. Sometimes you need to move them from one city to another, so you “railroad” them by provide a reason they would NEED to move. On the flip side, that level of guidance can absolutely kill the fun in a more relaxed campaign. The whole point of the relaxed style is to let the humor and feel of the room guide your choices as a DM, so you can keep people laughing and the funny moments rolling out. Dictating anything at that point can sour someone’s fun.

So far, in my narrative campaign, I’d like to think I’ve only engaged in the permissible kind of railroading. The only time I think that it could have been a little too heavy-handed was in order to help my players remake their characters. One wanted to change pretty much everything and another needed a way to be introduced to a prestige class, along with make a few changes to the way his current class worked. So I laid out the path for them, knowing they’d take the bait, and then forced them to keeping walking down it.

In my opinion, the key to building ANY kind of narrative structure in a D&D campaign (and this includes permissible railroading), is to make sure the players never feel like their choices don’t matter or that they don’t have any choices. They should always have the option to just turn around and walk away. They should always be able to make decisions about how their character acts in a situation or how their character plays it all out, even if they don’t have a choice about what that situation is. In short, never take away ALL of their agency. Unless they’re being mind-controlled. That’s a whole different story, though.

I’m writing all of this up as I’m preparing for a D&D session with my narrative campaign. I hope none of them see this and read too deeply into it. Today, I just want to gather my friends around a table and help them tell the story we’ve been working on for almost a year and a half. No railroading, no narrative traps, just a lot of fun with my friends.

What Does “D&D” Mean?

I’ve been playing D&D for going on 7 years now. That’s not a long time by any means, since I only started playing in college, but it has been a pretty significant part of my life ever since then. I had a really good DM the first time I really played (a campaign) and a really bad DM the second time I played. The third time I played, I was the DM.

As any DM will tell you, the first time you run a campaign is always rough. I’ll definitely admit that a lot of the issues weren’t a result of an inability on my part, but more a result of the social dynamics that grew up over the year and a half that I ran my first campaign. Things started well enough, everyone had a good time, and I had a pleasant world for the characters to explore. By the end, I was making dumb stuff up just to fill the next session, my players resented what I had built for them, and some of the players tried to stage an intervention.

While all that was going on in our sessions, the group of players (who had become my only friend group over the past year due to most of my other friends either leaving the college or picking sides in an argument in our fraternity that I refused to get involved in) stopped spending time with me, my best friend tried to get my girlfriend to break up with me and date him instead, and all of my friends (how they all found out, I’ll never know) decided that it would be best to keep all of this from me. I suppose you could see why I might not be super motivated to make their D&D experience an enjoyable one.

After that, I didn’t do much large-scale DMing for almost a year. I ran a few sessions here and there, did a couple one shots, had small-scale campaigns to test worlds I had built, and was unable to find D&D to play anywhere else. After a year and a bit had passed, and I had gotten some closure on what had happened with the players in my last major campaign, I started a new one. I built this elaborate, ridiculous world that broke most of the rules players take for granted and was entirely geared around the idea of just having fun.

After that, I generally tried to keep my campaigns on the sillier side. I’m really good at keeping people laughing, at fostering a relaxed, fun atmosphere, and coming up with the best jokes and situations for the people currently playing in my campaign (there was no set cast since each session was its own full adventure) was fairly simple. I will admit that I stayed away from the more serious and story-oriented campaigns because of how horribly things went the last time I’d done one. I didn’t think I could stand being rejected and hurt like that again.

I really like to make people laugh. I enjoy story-telling more than almost anything. I enjoy creating these worlds for people to explore and helping them to reach their utmost potential. I love being a dungeon master. Even with all that, there was always something missing for me when I ran one of my silly campaigns. I never enjoyed it as much as I knew I could. In early 2016, I realized it was because I was telling stories without nuance, stories without a life of their own that took place in a two-dimensional world. Yes, they could be fun, but I knew there’s so much more that I could be doing.

Early last spring, I started a new campaign with my roommate and three of our closest friends. A small party with a tight focus on what was going on in the world. I painted broad swathes of the world in simple colors and then filled in the narrow sections they occupied with extraordinary detail, giving them the feeling of really living in the world. I provided them with an array of tools and sub-plots that they could pick and choose from, figuring out how to use each tool to fit their situation and finding their way down what seemed the random disparate paths of their plots only to find them all tied together neatly at the end of the first story arc. We brought in a fifth player to fill some of the gaps, another close friend, and I was able to add even more to the world with what he brought to our sessions.

As we approach the one-year mark, I can happily say that we’ve avoided all the problems I ran into with my first major campaign five years ago. The whole group is getting along excellently, they’re all enjoying themselves, and they’re all clamoring for our next session. My social life has only improved since we started playing and I’ve now got an even larger group of people who want me to run for them. I’ve started exploring new ideas of what it means to run a D&D campaign and how players can experience a D&D campaign. I’ve got so many new ideas for how I could accommodate a group of over a dozen potential players that I am super excited to try out. I can’t wait to see what this year brings for me as a DM.

I don’t play D&D as much as I used to and I kind of regret that. I really enjoy being a player and I can never seem to get enough playing that I’m ready for a break, but being a DM is where my heart truly resides. DMing is my favorite way to experience D&D and to truly live out what I believe it means to play Dungeons and Dragons.

To me, D&D is a way to connect with people I would otherwise have a hard time connecting with. D&D is a way to practice my skills as a story-teller and get instant feedback. D&D is a way to create a space in which my friends can relax and enjoy themselves. D&D is fulfilling in a way that the job I’m leaving has never been. D&D helps me scratch the itch I feel, that drives me to write, in a way that recharges my writing energy. I may end each session feeling tired and worn out from putting all my energy into making my campaign fun and engaging, but I’m never more inspired to write or create as I am when I put away my dice and stick my books back on their shelf.

 

Once More, With Feeling

Well, it is done. I’ve lined up a new job that I start in just over a week and I leave my current job in one week, on January 6th.

This is what I’ve been working toward since September, when I posted last. The job search, application process, and transition planning took up so much of my time that I didn’t have much time for writing. Even if I had the time, I couldn’t have written anything here because they would have crept into anything I attempted to write and I didn’t want to give any hint of what was going on to the people I work with/for (I wouldn’t put it past them to follow employees’ blogs to make sure we’re not bad-mouthing them).

But now that’s all over. I gave my notice weeks ago, transitioned all my projects, found new owners for my areas of expertise, synergized with my developers to maximize our returns during my last few weeks, and generally did a lot of Business. Now I’m coasting to my last day with a few days of puttering and trying to find an effective way to use my last week so that none of my coworkers are left with a mess they need to clean up. Then I’ve got a long weekend to myself (first one in two months, thanks to the holidays, business trips, and the stress of job hunting) before starting a brand new job with brand new people. Brand new opportunities around every corner and a chance to, this time, succeed in ways I never could at the job I’m leaving.

I don’t know that this new job will be better. I truly doubt it could be worse, though. This new job will hopefully leave me with more time and more energy to write. I can finish my book. I can update this blog regularly. I can do something with my poetry other than crystallize my emotions as a coping mechanism. There’s just so much opportunity out there when I’m not having my soul and energy drained every day.

I will be back soon. Probably not tomorrow because, tired as I am, I’m throwing a party for all my friends to ring in the New Year. 2016 has been a crazy long year full of misfortune, anger, hate, wonder, luck, and love scattered through the doldrums brought on by my job. I felt like we should gather to mark its end and remember what we’ve got to look forward to in the next year. Sunday, for sure. I’ve got a lot of stories about Dungeons and Dragons, video games, Overwatch, movies, and books to tell. I can’t promise much other than 2017 is going to be a new, much more active year for me. One way or another.

Happy New Year, reader. I hope you’ve got a chance to take a moment to appreciate the end of the old and the start of the new. Breathe it in and then let it go. Move on from what has been and look toward what will be. Pick your favorite cliché, really. As people often point out, clichés are cliches because they have a certain degree of truth to them that we can’t quite do without. So embrace yours and let it be for just this once. You owe yourself at least a little peace at this time of the year.