A Gift of Self-Analysis

As someone who is examining low-cost holiday present ideas for this absolute disaster of a fiscal year, I’ll admit that I find myself somewhat frustrated that I can’t really fall back on my creative talents. Musicians can record songs, visual artists can offer pieces of their work, and craftspeople can give excellent handmade gifts. If your skill is words, it is a lot more difficult. I had an excellent gift from a friend that was a treasured memory written in beautiful prose, but I myself am not so inclined. Partly because I’m skilled at producing lots of words but feel like the weave of my prose is lacking, and partly because I genuinely don’t have many memories that aren’t tinged by sadness or loneliness.

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Halfway Through National Novel Writing Month

As of writing this, I have passed the halfway mark of National Novel Writing Month. I am about twenty-one hundred words ahead, a lead that was growing steadily until a recent spate of just-enough-to-hit-average days due to stress and the reason I’m back in the depths of my depression wave rather than still riding the peak. Still, I’m far enough ahead to take a day off if I want one and feeling pretty good about my overall progress.

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Writing For Myself

We’re approaching the halfway point in the month as this goes up, but it’s only the end of the first week when I’m writing it. I hope I’m still doing as well with my NaNoWriMo challenge when this posts as I am when I’m writing this. Right now, I’ve not only written every day, but I’ve also passed the daily average for National Novel Writing Month’s 50,000 word goal. I’m, you know, only five days in, so there’s plenty of time for that to change, but given that I was able to do last night’s words in about an hour, I think I’m in a good place to succeed.

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A Verbose Guide to Vexatious Villain Introductions

It is always dangerous (and frequently difficult) when introducing a villain in dungeons and dragons, especially a big villain meant to last a while. If they’re near the players in power initially, there’s a good chance the players might just take them out immediately, bringing their villany to a premature end. If they’re too powerful, the players might take a shot at them and be wiped out by the response. Additionally, there’s the stretch in credibility that comes when a super-powered entity doesn’t just lay waste to the plucky young heroes at their first meetting. You can make a good story out of the villain taunting the weaker protagonists, egging them on for some dramatic final confrontation, but that requires a certain style of story and it is difficult to smoothly employ in a shared storytelling medium like a tabletop RPG.

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Playing Outside The Session

I’ve been experimenting with different ways of playing Dungeons and Dragons lately. Not in a “these are the rules of the game” kind of way, but in how the sessions are formatted, how time passes, what kind of activities are available during those times. That sort of thing. I was prompted by my desire to run three d&d groups combined with my inability to run three groups every week. One game stayed weekly, another is monthly, and the third is sort of every two or three weeks, depending on people’s availability during the one time each week we all had available.

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Delving Into A New Dungeon

Post-Publication Edit: One of my friends on Twitter helpfully pointed out that one of the creators of this game, Adam K., has been involved in some awful controversies and, as these horrible things have shown, was apparently never a terribly nice person despite the persona he cultivated online. I can’t suggest buying the book at this point since I don’t think this guy should get any more money, but the other creator seems to be grappling with the failings of this system (e.g. the fantasy racism spread through the examples of how to use the rules and narrative guidelines in play) and his co-creator in a potentially healthy way (I’ll admit I’ve spent only an hour reading up on all this so there might be stuff I’ve missed), so I suggest getting fully informed before you make a decision.

As you’ll see below, I like the narrative style of the system and the light, story-centric rules, but those are common to most Powered by the Apocalypse games, not just Dungeon World, so I suggest you look elsewhere in that system if you want a fun game that doesn’t support someone whose actions are antithetical to my primary principles as a storyteller and GM.

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I Hate When I Can’t Share This Cool Story I Wrote

One of the worst feelings I have that isn’t a result of my questionable brain chemistry and varying mental health is having a fun, interesting creative work that I’ve produced but cannot share with the people who would be most interested in it. I love creating stuff just to make it, but I want to share the things I create and like with other people. Partly to help make them (the stuff I’ve made) better, partly to share something I think people will like, and then also partly for the good, good serotonin hit I get whenever someone likes a thing I’ve created.

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Player Engagement Is a Key GM Skill

I have not always been a good DM. I think it might still be presumptive to call myself a good DM and that I would be more comfortable saying I’m a decent DM with a few specialities, but I think I wouldn’t argue against anyone if they called me a good DM. I think the lesson I learned that made me an alright DM was to never, under any circumstance, take away player agency. They’re free to do whatever they want in the game and I should support their endeavors, but they’re also free to suffer the consequences of their actions.

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So, I heard You Like Goblins

If you enjoy Dungeons and Dragons comics but are not reading Goblins by Ellipsis Stephens, I honestly don’t really know what to say to you other than “you need to go read this amazing webcomic” repeatedly, until you actually go read it. I’m totally willing to make an attempt at figuring out how to explain why, but I what I really wanted was to give you the chance to bail out now so you can experience the entire saga without my interpretations, analysis, and commentary in the way of an unbiased first read-through. I suggest you go do that because people who enjoy stories and/or Dungeons and Dragons will find something to love.

The first thing you’ll see when you start the comic is a disclaimer explaining the art progression. This comic has been decades in the making, from initial conception and first pages to now it has slowly progressed through a complex and layered story with an end I can’t even fathom. Each page in the story is rife with potential and you’ve never sure when something is foreshadowing or just significant in the moment. As time passes and the story progresses, so much of what came before shows up again as a reference or as the comfortable repetition of a story slowly winding its way toward the climax. Where most stories are depicted as line graphs, straight upward movement through the beats of a story until it reaches its apogee, “THunt’s” Goblins is best thought of in three dimensions. while it shares the same upward climb of all good stories, the path is more circular. Each of the plots, the smaller stories taking place involving different characters, in the comic covers similar ground as they wind their way up a mountain, passing by each other as they go, sometimes without even realizing that their journey is overlapping with someone else’s. In the beginning, you’re not even sure they’re climbing the same mountain. Only by piecing together the various elements of the stories or finding the right bits of foreshadowing can you tell that they are. Or, you know, if you’ve already read it. Then it gets pretty clear.

As far the plot goes, it starts simply enough. There is a village of goblins preparing to be attacked by a party of adventurers. The Goblins are the initial focus and we get a peek into their daily lives that does more to humanize them, so to speak, than we get of the adventuring party when we meet them. While both groups are set up somewhat neutrally, the Goblins get the benefit of more jokes and more attention early on, so they wind up as the sympathetic party initially. It doesn’t hurt that they comic is named after them, either. When we see the adventurers finally get to the village who is ready and waiting for them, it becomes clear that the Goblins are just defending themselves. There’s even a moment where the survivors of the battle call it off because they realize just how horrible this fight is.

From there, as both groups deal with loss and the residual anger of their conflict, they go their separate ways and we begin to see the shape of the larger story being told. All we get is a series of paths unfolding in front of us and hints at the detail of the journey ahead of us. The story slowly builds a cast of characters with their own motivations, alliances, and beliefs about the world, sending them all in separate directions to grow and pursue their parts of the narrative. While the pace is rather slow for a story of this size, an unavoidable result of creating it in comic form, the actual beats of the story are incredibly well placed when you go through the archives. Stephens is an incredible storyteller and her comic is a testament to it.

In addition to her storytelling prowess, she’s also one of the most inventive world creators I’ve seen, given the amount of concrete detail and mechanics you can find in the parts of her world that don’t come from Dungeons and Dragons. She has mixed stuff brought straight from Dungeons and Dragons with stuff she’s adapted from various fantasy settings, and it all fits in seamlessly with what she’s created from scratch. The most impressive part of the story, in my eyes, is how smoothly she’s fitted every piece of her world together. There are no bumps, no cracks in the road that cause you stumble or doubt as you read. You can clearly see how the world works as a result of fourth wall humor and what we’d call “out of character” comments in a Dungeons and Dragons campaign. All of the characters seem to know they’re in a world that obeys a bunch of mechanics you can study and manipulate using numbers or simple declarations. While no one talks about the numerical results of their rolls like they do in some D&D comics and they don’t strictly adhere to the basic rules you’d find in a D&D book, you can easily tell that they’re still in what we’d call a game world. Still, it amazes me constantly how well that knowledge fits in with the world, even when they’re arguing about what skill they’d use to cross a river because they’re making different skill checks to get the same result (as a result of their different attribute scores).

Aside from the petty arguments about how they crossed a river and why someone has such a huge attack bonus despite being at a lower level,  they also cover a range of difficult topics. Stephens doesn’t shy away from the horrific when she details what some of the less-than-savory (and downright fucking awful, goddamn that was a sadistic bastard of a shitstick) characters, but she draws clear lines between what is good and what is evil that are much clearer to the reader than they seem to be to the people in story. At least, to some of them. One of the big themes of the story is the nature of Good and Evil. Like in our world, most of Stephens’ characters believe themselves to be the good guys. Unfortunately for us, they’re often not actually Good. It takes a long time for Stephens to give us her idea of what makes someone Good or Evil, but it’s worth the wait. We’ve been given enough time to see the true natures of tons of characters across the spectrum and we even get to see some characters change alignment. So, when she finally gives us the definition, we can see how all of the characters fit into it and we won’t have to struggle with how Good people can sometimes come into deadly and often angry conflict. In a truly great moment that’s relatively recent in the comic, Stephens also shows us the struggle to define Good and Evil in a way we can consistently rely on and how difficult it can be to actually live up to that definition without abandoning what we’d all call sensible precaution.

Honestly, I started the comic for fantasy battles and Goblin Adventurers, but I’ve stuck with it through the years because of the complex storytelling and the way it covers difficult issues. I don’t have a problem waiting however long it takes for this comic to finish because I know it’s going to be amazing. I hope you enjoy reading it and I hope you get as much out of it as I have. There’s so much it has to give, I can’t imagine anyone coming away from it without something to think about.

Tabletop Highlight: Working with Your Players in D&D

I know I write about D&D a lot. I have a lot to say about it. Aside from general things like “video games” or “books,” I don’t think I’ve spent more of my leisure time on anything other than this campaign I’m running. I’m constantly running over details, thinking about what I think should come next, and trying to figure out what my players are going to want to see next. After the travesty that was the collapse of my first D&D campaign, way back in college (fun fact: it fell apart almost exactly 6 years ago), I take my players’ input, ideas, and desires much more seriously.

I did a good job, back then, of listening to what my players wanted and there were a lot more factors involved in the collapse of the campaign other than my DMing, but I know it certainly didn’t help things. Now, I listen, implement, and predict. I play mostly with people I know fairly well and I generally don’t get into “serious” story stuff until I know what everyone wants well enough to produce a story they want to star in. Before then, I keep it super generic, roll with whatever they respond well to, and do whatever I can to help them figure out where their characters are going.

My best example is a story I’ve referenced a few times now. How the Half-Elf (previously Halfling (previously Rilkan)) lost his body and why Raise Dead wouldn’t work on his Halfling corpse.

The campaign started simply. The players all made level 1 characters using my slightly-modified 3.5 rules and they were all acting as guards for a colony. Typical first-level stuff since this world sends colonies of mixed race out into the wilderness in order to expand the territory held by the federation and sent a large quantity of guards along because colonies had a bad habit of disappearing or falling to wilderness creatures. In exchange, the guards were given parcels of land, money to start a business in a new economy that was backed by the government, and any treasure they accumulated over the course of their duties.

They colony ran into the usual wilderness problems like kobolds, corpse-eating dogs, and zombies. It quickly became apparent that some force wanted the colony gone, so they players set out to discover what that force was. After a few horrible accidents that resulted in the death of a temporary character and the arrival of a permanent character for a new player, they settled in to figuring things out and protecting their colony.

I don’t know if you’ve ever played first level characters with new-ish players, but they often wind up changing their minds about the direction they want their characters to go in. Rather than scraping the character and making a new one, I usually let them make a few adjustments during the first half-dozen sessions. This time, the players got all the way through their first few levels before the Paladin and the Rogue told me they wanted to change-up their characters.

At this point, I had the basics of a story percolating and I instantly had an idea of how to work in their proposed changes AND give them a plot hook none of them would ever want to ignore. So the Rilkan’s subplot became a major plot and the necklace he inherited started becoming a bigger problem than he anticipated. Suffice it to say that, several failed Will Saves later, the demon inhabiting the necklace convinced him to free her of the last abjurations holding her in place and she then used her powers to displace his soul in his body.

After that, she trapped his soul, stunned the whole party (except the Paladin), and gave them to the rather old Black Dragon they were trying to trick. Bargains were struck, the Paladin learned that he couldn’t solo a Black Dragon, and the Black Dragon got to save on shackles because the Paladin had one fewer hands.

Eventually, they were rescued by the demon’s holy opposite. A “minor” deity saw their plight and a few other things that the players might not know about. Being concerned with Justice, he offered them assistance so long as they swore to do as he commanded–hunt down the escape demon and contain or destroy her. Needless to say, the party immediately agreed. Even the Rogue’s soul agreed. In exchange, they all got a measure of the deity’s power to bust them out of prison, the paladin got a divine-magic replacement arm that let him bypass some of the requires for a good prestige class, and the Rogue got stuck in the body of a recently-deceased Halfling that had similar, but slightly different training.

All-in-all, the party got exactly what they wanted, I got a plot hook to carry them along, and the Rogue’s player got to deal with the fact that a Raise Dead spell wouldn’t fix him because it’d call the body’s original soul back. Reincarnate was the only way to bring him back to life that time. Now, though, the new body is his and Raise Dead will work again. Only, it is a Half-Elf and they kinda suck in 3.5, unless you’re specifically picking it for character reasons.

I like to work with my players when I can. The rules are plain enough that adjusting or tweaking things is fine with me, so long as my players are doing it because it helps them create the story they want to tell. If all they want is bigger numbers well… Those are fun, but their place is in a different campaign. I am even adapting a fun prestige class for one of my players because it is super awesome for his character’s arc AND it plays into the story I’m telling so while I might as well have scripted it. A lot of the time, the players are your partners in telling the story, so hearing them out can’t go wrong. They’re just as invested as you are, especially if they’ve been your players for two years, now.